Only smashlloyd20 & his team-mates, Alchemator & his team-mates, 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. And so, here we are at the ASB Tournament Arena, for the Final Round of this tournament. At the end of the road lies 1 Master Ball for the winner, a ball so powerful, that they can catch anything they want with it. For the loser? 10 UC. A win in this 3v3 Singles will go a long way towards winning the Tournament for their team. So, who our the combatants for today? For Team jassmashpwn: It is the first user to sign up for ASB. The first user to catch a Registeel. It is the former Steel Gym Leader candidate: smashlloyd20! Representing Team Cruel Britannia, It is a former ASB Moderator. A former candidate for the Psychic Gym. It is: Alchemator! Time to see what the regulations are, & what our competitors brought to this match! RULES & REGULATIONS 3v3 Singles DQ Time: 72 Hours [Strict] Max Recoveries per Pokémon: 5 Max Chills per Pokémon: 5 Max Substitutions per Pokémon: 2 + KO Substitutions Switch: KO # Abilities: All Items: None 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. TEAM SMASHLLOYD20 Grass Skirt (M) (Move your mouse to reveal the content) Grass Skirt (M) (open) Grass Skirt (M) (close) Pyroak [Grass Skirt] (Male) Nature: Brave (+1 Attack, -9 Speed, -10 Evasion) Type: Fire/Grass Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1). Stats: HP: 120 Atk: 4 (+) Def: 4 SpA: 3 SpD: 3 Spe: 51 (-) Size Class: 4 Weight Class: 5 Base Rank Total: 20 EC: 9/9 MC: 1 DC: 5/5 Abilities: Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Attacks: Flare Blitz Wood Hammer Pound (*) Sweet Scent (*) Growth (*) Ember (*) Leech Seed (*) Bullet Seed (*) Flame Wheel (*) Fire Spin (*) Giga Drain (*) Absorb Lava Plume Fire Spin Heat Crash Dragonbreath (*) Earth Power (*) Sand Tomb (*) Aromatherapy Grasswhistle Counter Block Worry Seed+ Endure+ Fire Blast (*) Will-O-Wisp (*) Flash Cannon (*) Sunny Day Solarbeam Toxic Hidden Power Ice  Counter Synthesis Roar Double Team Substitute Dragon Tail Protect Light Screen Energy Ball Flamethrower Grass Knot Earthquake Flame Charge Low Sweep Facade Brave Bird (M) (Move your mouse to reveal the content) Brave Bird (M) (open) Brave Bird (M) (close) Aerodactyl [Brave Bird] (Male) Adamant Nature (+1 Attack, -1 Special Attack) Type: Rock/Flying Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. Stats: HP: 100 Atk: 5 (+) Def: 3 SpA: 1 (-) SpD: 3 Spe: 130 Size Class: 4 Weight Class: 4 Base Rank Total: 20 MC: 0 DC: 5/5 Abilities: Rock Head: Innate: This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Pressure: Innate: This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform. Unnerve: Innate: The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used. Attacks: Ice Fang Fire Fang Thunder Fang Wing Attack Supersonic Bite Scary Face Roar Agility Supersonic Ancientpower Rock Slide Curse Roost Steel Wing Stone Edge Earthquake Taunt Sky Attack Toxic Fly Bide Hone Claws Protect Double Team Sandstorm Torment+ Substitute+ Durr (M) (Move your mouse to reveal the content) Durr (M) (open) Durr (M) (close) Excadrill [Durr] (M) Adamant Nature (+Atk, -SpA) Type: Ground/Steel Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Abilities: Sand Force (Innate): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage. Sand Rush (Innate): This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage. Mold Breaker (DW) (Innate): Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.) Stats: HP: 110 Atk: 6 (+) Def: 2 SpA: 1 (-) SpD: 3 Spe: 88 Size Class: 1 Weight Class: 3 Base Rank Total: 19 EC: 6/6 MC: 0 DC: 5/5 Attacks: Scratch Mud Sport Rapid Spin Mud-Slap Fury Swipes Metal Claw Dig Hone Claws Drill Run Sandstorm Horn Drill Sandstorm Fissure Iron Defense Skull Bash Metal Sound Earthquake Rock Slide Swords Dance Toxic Rest Shadow Claw Double Team Protect Brick Break X-Scissor Substitute Shadow Claw Facade TEAM ALCHEMATOR Zeke (M) (Move your mouse to reveal the content) Zeke (M) (open) Zeke (M) (close) Zoroark [Zeke] (M) Nature: Hasty (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+17% Acc.], subtracts one (1) Rank from Defense.) Type: 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. Stats: HP: 90 Atk: Rank 4 Def: Rank 1 (-) SpA: Rank 5 SpD: Rank 2 Spe: 121 (105*1.15^) Size Class: 3 Weight Class: 4 EC: 6/6 MC: 0 DC: N/A Abilities: Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.] Attacks (24): Scratch Leer Pursuit Fake Tears Fury Swipes Faint Attack Scary Face Taunt Counter Dark Pulse Detect Double Team Dig Grass Knot Nasty Plot U-turn Hone Claws Foul Play Night Daze Flamethrower Focus Blast Hidden Power [Ice]  Agility+ Protect+ Stevenson (-) (Move your mouse to reveal the content) Stevenson (-) (open) Stevenson (-) (close) Starmie [Stevenson] (N/A) Nature: Timid (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+20% Acc.], subtracts one (1) Rank from Attack.) Type: [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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catch-all for Disabling, Binding, and redirecting opposing attacks. Stats: HP: 90 Atk: Rank 2 (-) Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 133 (115*1.15^) Size Class: 2 Weight Class: 4 Base Rank Total: 19 EC: 6/6 MC: 0 DC: 5/5 Abilities: Illuminate: (Can be Enabled) This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack. Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out. Analytic (DW Unlocked): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power. Attacks (49): Tackle (*) Harden (*) Water Gun (*) Rapid Spin (*) Recover (*) Camouflage (*) Swift (*) Aurora Beam (*) Supersonic (*) Barrier (*) Scald (*) Thunderbolt (*) Thunder Wave (*) Rain Dance Hydro Pump Thunder Blizzard Light Screen Reflect Type Power Gem Grass Knot Psyshock Reflect Hidden Power [Fire]  Double Team Substitute Bide Confuse Ray Protect Endure Ice Beam Psychic Minimize Pain Split Signal Beam Hyper Beam Cosmic Power Toxic Flash Cannon Dive Psych Up Zap Cannon Teleport Surf Flash Role Play Magic Coat+ Bubblebeam+ Brine+ Telekinesis+ Shakespeare (M) (Move your mouse to reveal the content) Shakespeare (M) (open) Shakespeare (M) (close) Gallade [Shakespeare] (M) Nature: Impish (Adds one (1) Rank to Defense, subtracts one (1) Rank from Special Attack.) Type: [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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. [Fighting]: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Stats: HP: 100 Atk: Rank 5 Def: Rank 4 (+) SpA: Rank 2 (-) SpD: Rank 4 Spe: 80 Size Class: 3 Weight Class: 4 Base Rank Total: 21 EC: 9/9 MC: 0 DC: 5/5 KOC: 0 Abilities: Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round. Justified (DW UNLOCKED): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. Attacks (44): Growl Confusion Double Team Teleport Lucky Chant Magical Leaf Heal Pulse Calm Mind Disable Encore Will-o-Wisp Toxic Taunt Reflect Leaf Blade Night Slash Leer Fury Cutter Slash Swords Dance Close Combat Psycho Cut Pain Split ThunderPunch Shadow Sneak Fire Punch Protect Rock Slide Ice Punch Endure Imprison Snatch Feint Substitute X-Scissor Torment Aerial Ace Focus Punch Thunder Wave Low Kick Drain Punch+ Trick Room+ Dual Chop+ Hypnosis+ Magic Coat+ Earthquake+ Alrightio folks. You know the drill, send IAR your leads, & we shall begin! TURN ORDER Both players send to Its_A_Random, via Smogon PM, their lead Pokémon. Its_A_Random refs.