Only Complications, TheWolfe, Its_A_Random, & any required sub-referees, may post in this thread until the completion of this battle. All other posts made will be deleted, & possibly subjected to moderation. Thank you. ... One round completed, many more to go. Round Two of the Factory sees nearly everyone entered still left participate, with some users fighting in round one, & some having a round one bye. This match sees two users who played in the first round, but both surviving due to DQ. One one hand, we have Complications: A user lucky to even be here after his first round opponent was ban-hammered within sight of victory. On the other hand, we have TheWolfe: A user who was winning before his opponent was disqualified for inactivity. So with that out of the way, it is time to bring up the rules for the battle. RULES & REGULATIONS 3v3 Singles Player DQ Time: 48 Hours [Strict] Referee DQ Time: 72 Hours [Strict] Max Recoveries per Pokémon: ∞ Max Chills per Pokémon: ∞ Max Substitutions per Pokémon: 2 + KO Substitutions Switch: OK # Abilities: ONE Items: ON ASB Tournament Arena (Move your mouse to reveal the content) ASB Tournament Arena (open) ASB Tournament Arena (close) Arena: ASB Tournament Arena Field Type: Neutral Complexity: Simple Format: All Restrictions: No Restrictions Description: Surrounded by thousands of screaming Pokémon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the centre of the arena lies a dirt-based floor outlined to show two separate sides (with a white Poké Ball centre). Surrounding the dirt is a moat filled with water. The moat is about 4.5m wide & creates a perimeter around the dirt arena. The arena itself is 24m wide, 33m long. All moves, weathers, and abilities are legal for the match, since it is an outdoor arena with a large water source & packed dirt. Pokémon must stay in the arena (or the dimensions of the arena in the case of Flying Pokémon, who cannot leave the arena & cannot fly higher than 18m). This prevents Pokémon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokémon, or other elements not associated with the current battle. Now then, to the competitors. As I mentioned, he is lucky to be here after his first opponent was disqualified. He has made a second round before, but will he make the most of his second chance? Let us find out. Introducing Complications! TEAM COMPLICATIONS Lillith (F) (Move your mouse to reveal the content) Lillith (F) (open) Lillith (F) (close) Scrafty (F) Lillith Nature: Adamant +1 Atk, -1 SpAtk Type: Dark / Fighting Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters. Ability: Shed Skin Shed Skin (Innate): This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 4 SpA: Rank 1 (-) SpD: Rank 4 Spe: 58 Size Class: 2 Weight Class: 3 Base Rank Total: 18 EC: 6/6 MC: 1 DC: 5/5 Attacks: #Level Up# Leer Low Kick Sand-Attack Faint Attack Headbutt Swagger Brick Break Payback Hi Jump Kick Crunch Focus Punch Head Smash #Egg# Zen Headbutt Fake Out Counter Dragon Dance #TM/HM# Protect Substitute Toxic Taunt Dig Torment Low Sweep Stone Edge Dragon Tail Bulk Up Incinerate #Event/Tutor# Drain Punch Fire Punch Ice Punch Thunder Punch Dual Chop Outrage Super Fang Snatch Knock Off Behemoth (M) (Move your mouse to reveal the content) Behemoth (M) (open) Behemoth (M) (close) Lapras (M) Behemoth Nature: Quiet +1 Special Attack, -15% Speed, -10% Evasion Type: Water/Ice Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. Ability: Shell Armor Shell Armor (Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Stats: HP: 120 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 (+) SpD: Rank 3 Spe: 40 (-) Size Class: 5 Weight Class: 6 Base Rank Total: 19 EC: N/A MC: 0 DC: 5/5 Attacks: #Level Up# Sing Water Gun Growl Mist Confuse Ray Ice Shard Water Pulse Body Slam Rain Dance Perish Song Ice Beam Brine Safeguard Sheer Cold Hydro Pump #Egg# Dragon Dance Future Sight Avalanche Refresh #TM/HM# Protect Substitute Toxic Thunderbolt Reflect Psychic Giga Impact Surf Hail Blizzard Waterfall Hyper Beam Hidden Power Ground (7) Frost Breath Bide Endure Scald Psychic #Event/Tutor# Drill Run Heal Bell Alakazam (F) (Move your mouse to reveal the content) Alakazam (F) (open) Alakazam (F) (close) Alakazam (F) Nature: Timid +15% Speed, +22% Accurracy, -1 Attack Type: Psychic Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Ability: Inner Focus Inner Focus (Innate): When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated. Stats: HP: 90 Atk: 1 (-) Def: 2 SpA: 5 SpD: 3 Spe: 138 Size Class: 3 Weight Class: 3 Base Rank Total: 19 EC: 9/9 MC: 0 DC: 5/5 Attacks: #Level Up# Teleport Kinesis Confusion Disable Miracle Eye Ally Switch Psybeam Reflect Recover Psychic Trick #Egg# Encore Light Screen Skill Swap Barrier #TM/HM# Protect Substitute Taunt Hyper Beam Double Team Shadow Ball Torment Focus Blast Energy Ball Thunder Wave Charge Beam Snatch Toxic Psyshock Hidden Power Ice (7) Dig Zap Cannon Light Screen #Event/Tutor# Foul Play Signal Beam Magic Coat Counter Backpack (Move your mouse to reveal the content) Backpack (open) Backpack (close) 1× Lum Berry 1× Magost Berry 1× Soft Sand 1× Mental Herb 1× Chilan Berry 1× Power Band 1× Cleanse Tag 1× Light Clay 1× Ghost Gem 1× Pinap Berry On the other hand, we have someone who also won after his opponent was disqualified. He is a solid campaigner who has also reached Round 2 of a Tournament as well! Will he prove to be too much for Complications? Time to find out. Introducing TheWolfe! TEAM THEWOLFE Napoleon (M) (Move your mouse to reveal the content) Napoleon (M) (open) Napoleon (M) (close) Napoleon - Slowking (M) Nature: Bold +1 Defense, -1 Attack Type: Water/Psychic Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Ability: Regenerator Regenerator (Innate): When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy. Stats: HP: 100 Atk: 2 (-) Def: 4(+) SpA: 4 SpD: 4 Spe: 30 Size Class: 3 Weight Class: 4 Base Rank Total: 19 EC: 6/6 MC: 0 DC: 5/5 Attacks: Bide Brick Break Calm Mind Confusion Counter Curse Disable Dragon Tail Earthquake Endure Fire Blast Flamethrower Grass Knot Growl Headbutt Hidden Power: Electric 7 Ice Beam Light Screen Magic Coat Me First Mud Sport Nasty Plot Protect Psychic Psyshock Power Gem Rain Dance Scald Shadow Ball Slack Off Sleep Talk Substitute Tackle Thunder Wave Toxic Water Gun Whirlpool Yawn Total Moves: 38 Snake Eyes (M) (Move your mouse to reveal the content) Snake Eyes (M) (open) Snake Eyes (M) (close) Snake Eyes - Kecleon (M) Nature: Quiet +1 SpA, -15% Spe, -10% evasion Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Ability: Color Change Color Change (Can be activated): A Pokemon with this ability can change its type to that of any attack that has damaged it within the past three (3) actions. It can remain as that type for the duration of the battle, or use Color Change again to change type. When Kecleon uses Camouflage to change its type, its entire body changes color, giving it a one (1) stage boost in evasion. This effect lasts for six (6) actions. Subsequent uses of Camouflage refresh this effect. Stats: HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 (+) SpD: Rank 5 Spe: 34 (-) Size Class: 2 Weight Class: 2 Base Rank Total: 17 MC: 0 Attacks: Aerial Ace Astonish Aqua Tail Bind Brick Break Counter Endure Faint Attack Fake Out Feint Fire Blast Foul Play Frustration Fury Swipes Grass Knot Hyper Beam Ice Beam Lick Low Kick Magic Coat Nasty Plot Protect Psybeam Recover Return Rock Slide Scratch Screech Shadow Ball Shadow Sneak Slash Snatch Stealth Rock Substitute Sucker Punch Tail Whip Thief Thunder Wave Thunderbolt Toxic Total Moves: 40 Arachnophobia (M) (Move your mouse to reveal the content) Arachnophobia (M) (open) Arachnophobia (M) (close) Arachnophobia the Galvantula (M) Nature: Rash +1 Special Attack, -1 Special Defense Type: Bug / Electric Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Ability: Compoundeyes Compoundeyes (Innate): This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Stats: HP: 100 Atk: 3 Def: 2 SpA: 5 (+) SpD: 1 (-) Spe: 108 Size Class: 2 Weight Class: 2 Base Rank Total: 18 EC: 6/6 MC: 0 DC: 5/5 Attacks: Agility Bounce Bug Bite Bug Buzz Charge Beam Cut Disable Discharge Double Team Electro Ball Electroweb Energy Ball Fury Cutter Gastro Acid Giga Drain Giga Impact Hidden Power: Water 7 Hyper Beam Leech Life Light Screen Magnet Rise Pin Missile Poison Jab Poison Sting Protect Pursuit Rain Dance Screech Spider Web String Shot Substitute Sucker Punch Thief Thunder Thunder Wave Toxic Volt Switch X-Scissor Total Moves: 38 Backpack (Move your mouse to reveal the content) Backpack (open) Backpack (close) 1× Power Band 1× Flame Orb 1× Oran Berry 1× Grip Claw 1× Blackglasses 1× Custap Berry 1× Cleanse Tag 1× Aguav Berry 1× Leppa Berry 1× Spelon Berry Well, that is pretty much it, but first, we must flip the coin! If the outcome is heads, Complications will send out first! If it is Tails, then TheWolfe will send out first! And it is heads! Complications will send out first! And with that, battle begin! TURN ORDER Complications sends in One Pokémon, & equips an item. TheWolfe sends in One Pokémon, & equips an item. TheWolfe issues actions. Complications issues actions. Its_A_Random refs.