The Rules said:ASB Arena.
Strict 3 day Disqualification.
2 Substitutions.
Turn Order: Coin Flip
8 Recoveries, 20 Chills
All Abilities
All Items
Switch=OK
Mega Clause: 1
Lady Salamence's mons:

Lonely (+1 Atk, -1 Def)
Type: Dragon/Flying
Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.
Type: Can be Activated
When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Type: Innate
This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
HP: 100
Atk: Rank 6[+]
Def: Rank 2[-]
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 22
EC: 9/9
MC: 11
DC: 5/5
Attacks:
Rage (*)
Bite (*)
Leer (*)
Headbutt (*)
Focus Energy (*)
Ember (*)
Dragon Rush(*)
Fire Fang (*)
Dragon Dance (*)
Dragon Claw (*)
Shadow Claw (*)
Substitute (*)
Zen Headbutt
Crunch
Protect
Outrage
Fire Fang
Thunder Fang
Toxic
Dragon Tail
Earthquake
Wish
Hydro Pump
Flamethrower
Draco Meteor
Move Total: 25

Type: 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.
Abilities:
Guts Type: Innate
This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard
Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Steadfast
Type: Innate [DW]
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.
Stats:
HP: 100
Atk: Rank 6(+)
Def: Rank 3
SpA: Rank 2(-)
SpD: Rank 3
Spe: 55
Size Class: 3
Weight Class: 5
Base Rank Total: 19
Weight Class: 5
EC: 9/9
MC: 3
DC: 5/5
Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Scary Face
DynamicPunch
Earthquake
Retaliate
Smack Down
Rock Slide
Stone Edge
Protect
Substitute
Close Combat
Encore
Bullet Punch
Meditate
return
Poison Jab
Total Moves: 24

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 bushfire areas.
Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 65
Size Class: 3
Weight Class: 5
Base Rank Total: 22
EC: 9/9
MC: 8
DC: 5/5
Abilities:
Blaze
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Thick Fat
Type: Innate
This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Attacks:
Hammer Arm
Tackle
Ember
Odor Sleuth
Tail Whip
Defense Curl
Flame Charge
Smog
Rollout
Take Down
Roar
Flare Blitz
Arm Thrust
Heat Crash
Double Team
Wild Charge
Sunny Day
Stone Edge
Earthquake
Protect
Endeavor
Yawn
Magnitude
Superpower
Overheat
Will-O-Wisp
Head Smash
Fire Blast
Solarbeam
Move Total: 29
SubwayJ's mons:


Venus the Mawile (♀)
Type:


While traversing through Glittering Cave, Subway came across Venus hiding in a corner, afraid that Subway or another Pokemon would harm her. Subway showed her his hand, and she accepted, joining Subway on his adventure through Kalos. Later on, in Shabboneau Castle, Subway was lucky to find a Mawilite, which meant that Venus never had to fear again. Despite this, she kept her shy ways, and is never one to boast about her strength. The hardest to find in the group.
Nature: Sassy (+Special Defence, -Speed)
Abilities:
Hyper Cutter: (Passive)
Intimidate: (Trigger)
Sheer Force: (Toggle) (HA)
Huge Power: (Passive) (Mega-Evo)
Stats:
HP: 90
Attack: Rank 3
Defence: Rank 3
Special Attack: Rank 2
Special Defense: Rank 3 (+)
Speed: 43 (-)
Size Class: 1
Weight Class: 1
Stats: (Mega)
HP: 90
Attack: Rank 4 (8)
Defence: Rank 5
Special Attack: Rank 2
Special Defense: Rank 4 (+)
Speed: 43 (-)
Size Class: 1
Weight Class: 2
Ability Counters: 5/5
Move Counters: 0
Moves:
Play Rough
Iron Head
Taunt
Growl
Fairy Wind
Astonish
Fake Tears
Bite
Sweet Scent
Vice Grip
Crunch
Sucker Punch
Stockpile
Spit Up
Swallow
Iron Defense
Feint Attack
Baton Pass
Rock Slide
Brick Break
Power-Up Punch
Protect
Facade
Giga Impact
Torment
Substitute
Focus Punch
Grass Knot
Sleep Talk
Toxic
Ice Fang
Fire Fang
Thunder Fang
Poison Fang
Metal Burst
Counter
Foul Play
Ice Punch
Thunder Punch
Steath Rock
Endure
Knock Off
Magnet Rise
Snatch
Dynamic Punch

Nature: Bold (+Def, -Atk)
Type: Water
Abilities:
Water Absorb : (Passive)
Hydration: (Passive)
Stats:
HP: 120
Atk: Rank 2(-)
Def: Rank 3 (+)
SpA: Rank 4
SpD: Rank 3
Spe: 65
Size Class: 2
Weight Class: 3
Base Rank Total: 20
EC: 6/6
MC:
AC: 5/5
Moves:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Covet
Quick Attack
Trump Card
Water Gun
Water Pulse
Aurora Beam
Aqua Ring
Hydro Pump
Bite
Muddy Water
Acid Armor
Haze
Double-Edge
Baton Pass
Charm
Focus Energy
Take Down
Mist
Last Resort
Baby-Doll Eyes
Wish
Stored Power
Yawn
Endure
Fake Tears
Detect
Flail
Synchronoise
Protect
Work Up
Round
Shadow Ball
Toxic
Hidden Power (Electric 6)
Ice Beam
Blizzard
Hyper Beam
Mimic
Rain Dance
Double Team
Surf
Scald
Brine
Bide
Reflect
Roar
Dig
Dive
Swagger
Substitute
Facade
Echoed Voice
Whirlpool
Rock Smash
Rest
Hail
Sunny Day
Heal Bell
Helping Hand
Hyper Voice
Icy Wind
Signal Beam
Sleep Talk
Iron Tail
Aqua Tail
Swift
Mud-Slap
Bubble Beam
Skull Bash
Total Moves: 74

Sterling the Aurumoth (♀)
Type:


Sterling is quite easily put the strongest pokemon on Subway's team. She is very proud and loyal to Subway and will always act with nobility. Sterling has always been encouraging to the newer members of the team despite her elitest stature, meaning she is looked up to by many, even the other FE's of the team.
Nature: Sassy (+Special Defence, -Speed)
Type:


Abilities:
Weak Armor: (Toggle)
No Guard: (Passive)
Illusion: (Passive)
Stats:
110/120/99/117/60/94
HP: 110
Attack: Rank 5
Defence: Rank 4
Special Attack: Rank 5
Special Defence: Rank 3
Speed: 81
Base Rank Total: 23
Size Class: 4
Weight Class: 5
Evolution Counters: 9/9
Ability Counters: 5/5
Move Counters: 0
Moves:
Ally Switch
AncientPower
Attract
Blizzard
Bug Bite
Bug Buzz
Close Combat
Confide
Confusion
Counter
Cut
Dazzling Gleam
Disable
Double Team
Dragon Dance
Dream Eater
Echoed Voice
Electroweb
Facade
Feint
Fell Stinger
Final Gambit
Flash
Fling
Focus Blast
Frustration
Giga Impact
Hail
Heal Pulse
Healing Wish
Helping Hand
Hidden Power (Ground 6)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Infestation
Light Screen
Magic Coat
Magic Room
Megahorn
Ominous Wind
Overheat
Protect
Psych Up
Psychic
Psyshock
Quiver Dance
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Roleplay
Round
Safeguard
Shadow Ball
Silver Wind
Skill Swap
SolarBeam
Steel Wing
String Shot
Struggle Bug
Substitute
Sunny Day
Surf
Swagger
Tackle
Tail Glow
Telekinesis
Thunder
Thunderbolt
Toxic
Trick
Will-O-Wisp
Wing Attack
Wish
Wonder Room
X-Scissor
Zen Headbutt
Total Moves: 81
And here's the flip (heads = Lady Salamence will send out first, tails = SubwayJ will send out first):
(I can't get the damn version of a picture from random.org but it's heads)
Lady Salamence sends out
SubwayJ sends out, equips, and orders
Lady Salamence orders
I ref