This is going to be my no-flavour battle, because the flavour is in the tutoring B)
Remember - in any Tower match smaller than a 3v3, you are entitled to send more than what is specified in the format, up to 3 mons in your team. And the reason for that is readily apparent as you look at the arrangement of your mons and the team I field.
Team MechaGoomba:
Riolu [Lucas] (M)
Types:
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities::
Steadfast / Inner Focus / Prankster (LOCKED)
Nature: Naive (+Speed, -Sp. Def.)
Stats:
HP: 90
Atk: 3
Def: 2
SpA: 2
SpD: 1 (-)
Spe: 69 (+) (Accuracy boost: 11%)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 3/6
MC: 0
AC: 3/5
Attacks:
Level Up
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Copycat
Screech
Egg
Blaze Kick
Bullet Punch
Crunch
Circle Throw
Sky Uppercut
TM/HM
Toxic
Dig
Rock Tomb
Swords Dance
Poison Jab
Protect
Earthquake
Tutor
Other
Golett [Asimov] (Genderless)
Types:
Ground: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Ghost: Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.
Abilities::
Iron Fist / Klutz / No Guard (LOCKED)
Nature: Impish (+Def., -Sp. Atk.)
Stats:
HP: 90
Atk: 3
Def: 3 (+)
SpA: 1 (-)
SpD: 2
Spe: 35
Size Class: 2
Weight Class: 4
Base Rank Total: 13
EC: 2/6
MC:
AC: 3/5
Attacks:
Level Up
Pound
Astonish
Defense Curl
Mud-Slap
Rollout
Shadow Punch
Iron Defense
Mega Punch
Magnitude
Hammer Arm
Focus Punch
Dynamic Punch
Curse
Egg
None
TM/HM
Earthquake
Rock Tomb
Low Sweep
Gyro Ball
Grass Knot
Protect
Tutor
Drain Punch
Fire Punch
Gravity
Ice Punch
Thunder Punch
Other
Ralts [Alma] (F)
Types:
Psychic: Psychic STAB; 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.
Fairy: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
Abilities::
Sychronize / Trace / Telepathy (LOCKED)
Nature: Modest (+Sp. Atk, -Atk)
Stats:
HP: 90
Atk: 0 (-)
Def: 1
SpA: 3 (+)
SpD: 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 0/9
MC: 0
AC: 0/5
Attacks:
Level Up
Growl
Confusion
Double Team
Teleport
Disarming Voice
Lucky Chant
Magical Leaf
Heal Pulse
Draining Kiss
Calm Mind
Egg:
Encore
Will-O-Wisp
Skill Swap
Disable
Destiny Bond
TM/HM:
Psychic
Shadow Ball
Thunderbolt
Protect
Reflect
Tutor:
Other:
Team ZhengTann:
I do apologise for giving you this shock. Yes, I am fielding FE mons, but notice that my team's average BRT and movepool size is not that far off from yours. Hence why only half of most mons are feasible in-ASB. If you want to win, you will find that some mons will do better at others in the same things, and those mons are the ones you should be looking for. Which, by the way, means you're off to a decent start with your team here - Lucario and Golurk are heavy enough hitters capable of holding their own against that half of most, and Gardevoir is widely regarded as the one of the best in-ASB.
On the other hand if you're playing ASB to write stories, fool around, and generally try your darnedest to have fun, then I love you just as I love The Wanderer and Matezoide and Maxim. Well, others too, but them three foremost.
Also, I'm setting the bar a little high here. Unown and Shedinja, with the former's unique compatibility with Hidden Powers (see Handbook for details) and the latter's Ability alone, bring vital mechanics into the battle that compels you to understand them if you want a nice, clean fight. Referees are definitely fallible, and there will be matches where mistakes were made in reffings, not corrected until much later, which by then would cause nothing but quagmires. As a battler, you would want to understand every single bit of ASB mechanics pertinent to the round at hand, be able to visualize the post-round scenarios after seeing you and your opponent's orders, and get ready to correct every mistake your referee makes during that round of reffing. You'll never know when a single HP is going to be the difference between an Endure win or a hopeless lost at later points in the match.
So, you now have to decide which one of the three you'll be benching, and which two to send out in battle. To help you in your decision, you may do your calcs. Study Unown and Shedinja, then find out their highest BAP attacks versus your mons, and calculate how much damage they can deal per action without a combo. If you have any questions, or can't seem to find a piece of reference, PM me and I'll give you a sense of direction.
Do the same for your own mons against mine, and you'll get to see which member of your team stands a better chance in a damage race - which is the surest way to win in-ASB. After that, then you may decide which one of us is sending out first. Second player to send out orders first R1, then first-to-send-out counters by ordering second. Bonus points if you figure out why you're given this choice.
Tutoring rules said:2v2 Singles
48-hour DQ (The DQ of the pupil is by the discretion of the Tutor. If the Pupil asks for the DQ of the Tutor, the Manager of the Program should assign someone to replace them ASAP).
2 Recoveries, 5 Chills per mon
2 Substitutions per Pokemon excluding KO Substitutions.
Switch = OK
Abilities = ALL
Items = Training
Arena = ASB Tournament Arena
Remember - in any Tower match smaller than a 3v3, you are entitled to send more than what is specified in the format, up to 3 mons in your team. And the reason for that is readily apparent as you look at the arrangement of your mons and the team I field.
Team MechaGoomba:

Riolu [Lucas] (M)
Types:
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities::
Steadfast / Inner Focus / Prankster (LOCKED)
Nature: Naive (+Speed, -Sp. Def.)
Stats:
HP: 90
Atk: 3
Def: 2
SpA: 2
SpD: 1 (-)
Spe: 69 (+) (Accuracy boost: 11%)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 3/6
MC: 0
AC: 3/5
Attacks:
Level Up
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Copycat
Screech
Egg
Blaze Kick
Bullet Punch
Crunch
Circle Throw
Sky Uppercut
TM/HM
Toxic
Dig
Rock Tomb
Swords Dance
Poison Jab
Protect
Earthquake
Tutor
Other

Golett [Asimov] (Genderless)
Types:
Ground: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Ghost: Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.
Abilities::
Iron Fist / Klutz / No Guard (LOCKED)
Nature: Impish (+Def., -Sp. Atk.)
Stats:
HP: 90
Atk: 3
Def: 3 (+)
SpA: 1 (-)
SpD: 2
Spe: 35
Size Class: 2
Weight Class: 4
Base Rank Total: 13
EC: 2/6
MC:
AC: 3/5
Attacks:
Level Up
Pound
Astonish
Defense Curl
Mud-Slap
Rollout
Shadow Punch
Iron Defense
Mega Punch
Magnitude
Hammer Arm
Focus Punch
Dynamic Punch
Curse
Egg
None
TM/HM
Earthquake
Rock Tomb
Low Sweep
Gyro Ball
Grass Knot
Protect
Tutor
Drain Punch
Fire Punch
Gravity
Ice Punch
Thunder Punch
Other

Ralts [Alma] (F)
Types:
Psychic: Psychic STAB; 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.
Fairy: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
Abilities::
Sychronize / Trace / Telepathy (LOCKED)
Nature: Modest (+Sp. Atk, -Atk)
Stats:
HP: 90
Atk: 0 (-)
Def: 1
SpA: 3 (+)
SpD: 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 0/9
MC: 0
AC: 0/5
Attacks:
Level Up
Growl
Confusion
Double Team
Teleport
Disarming Voice
Lucky Chant
Magical Leaf
Heal Pulse
Draining Kiss
Calm Mind
Egg:
Encore
Will-O-Wisp
Skill Swap
Disable
Destiny Bond
TM/HM:
Psychic
Shadow Ball
Thunderbolt
Protect
Reflect
Tutor:
Other:
Unown - Levy
Levy is a book-lover, who chanced upon the library collection in the monastery Zheng founded. Inside, she was astounded to find books of a totally new philosophy to her, a history of a world she never imagined of. Resolute that she would not pass up this chance, she resided there until Jet and Droy happened upon her in their wanderings, and the trio soon became fast friends.
Nature: Modest (+SpAtk, -Atk)
Type:
Psychic Type: Psychic STAB; Levy's tome of spells enable her to lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Ability 1: Levitate
Type: Passive
Levy has a small magic rug, which floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can still strike her if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 48
Size Class: 1
Weight Class: 1
BRT: 14
Attacks (18 max):
Hidden Power Bug
Hidden Power Dark
Hidden Power Dragon
Hidden Power Electric
Hidden Power Fairy
Hidden Power Fighting
Hidden Power Fire
Hidden Power Flying
Hidden Power Ghost
Hidden Power Grass
Hidden Power Ground
Hidden Power Ice
Hidden Power Poison
Hidden Power Psychic
Hidden Power Rock
Hidden Power Steel
Hidden Power Water
Psychic

Levy is a book-lover, who chanced upon the library collection in the monastery Zheng founded. Inside, she was astounded to find books of a totally new philosophy to her, a history of a world she never imagined of. Resolute that she would not pass up this chance, she resided there until Jet and Droy happened upon her in their wanderings, and the trio soon became fast friends.
Nature: Modest (+SpAtk, -Atk)
Type:
Psychic Type: Psychic STAB; Levy's tome of spells enable her to lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Ability 1: Levitate
Type: Passive
Levy has a small magic rug, which floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can still strike her if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 48
Size Class: 1
Weight Class: 1
BRT: 14
Attacks (18 max):
Hidden Power Bug
Hidden Power Dark
Hidden Power Dragon
Hidden Power Electric
Hidden Power Fairy
Hidden Power Fighting
Hidden Power Fire
Hidden Power Flying
Hidden Power Ghost
Hidden Power Grass
Hidden Power Ground
Hidden Power Ice
Hidden Power Poison
Hidden Power Psychic
Hidden Power Rock
Hidden Power Steel
Hidden Power Water
Psychic
God - Shedinja (U)
A husk of his former self, God came to be after falling in the battle between Demons, Angels, Fallen Angels, and two true Dragons. In order to preserve the Angels, God made the ultimate sacrifice, sealing the Dragons with the former Satans using their very life force, thus leaving the world in slight disorder. It is unknown whether the former Satans survived in the same way, and why God ended up in the hands of a Trainer, but now God can do nothing but watch the lives of a group of Pokemon under not one, but two Trainers who do not follow the ways of God.
Nature: Adamant (+1 Atk, -1 SpAtk)
Type:
Bug Type: Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
Ghost type: Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.
Abilities:
Wonder Guard
Type: Passive
God, being God, suffers no damage from attacks that are not super effective. God's ability cannot be removed or copied by any means.
Stats:
HP: 80
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
BRT: 12
MC: 0
Attacks:
Fury Swipes
Harden
Leech Life
Metal Claw
Mind Reader
Sand-Attack
Scratch
Spite
Night Slash
Feint Attack
Gust
Silver Wind
Endure
Shadow Claw
Thief
Aerial Ace
X-Scissor
Cut

A husk of his former self, God came to be after falling in the battle between Demons, Angels, Fallen Angels, and two true Dragons. In order to preserve the Angels, God made the ultimate sacrifice, sealing the Dragons with the former Satans using their very life force, thus leaving the world in slight disorder. It is unknown whether the former Satans survived in the same way, and why God ended up in the hands of a Trainer, but now God can do nothing but watch the lives of a group of Pokemon under not one, but two Trainers who do not follow the ways of God.
Nature: Adamant (+1 Atk, -1 SpAtk)
Type:
Bug Type: Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
Ghost type: Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.
Abilities:
Wonder Guard
Type: Passive
God, being God, suffers no damage from attacks that are not super effective. God's ability cannot be removed or copied by any means.
Stats:
HP: 80
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
BRT: 12
MC: 0
Attacks:
Fury Swipes
Harden
Leech Life
Metal Claw
Mind Reader
Sand-Attack
Scratch
Spite
Night Slash
Feint Attack
Gust
Silver Wind
Endure
Shadow Claw
Thief
Aerial Ace
X-Scissor
Cut
On the other hand if you're playing ASB to write stories, fool around, and generally try your darnedest to have fun, then I love you just as I love The Wanderer and Matezoide and Maxim. Well, others too, but them three foremost.
Also, I'm setting the bar a little high here. Unown and Shedinja, with the former's unique compatibility with Hidden Powers (see Handbook for details) and the latter's Ability alone, bring vital mechanics into the battle that compels you to understand them if you want a nice, clean fight. Referees are definitely fallible, and there will be matches where mistakes were made in reffings, not corrected until much later, which by then would cause nothing but quagmires. As a battler, you would want to understand every single bit of ASB mechanics pertinent to the round at hand, be able to visualize the post-round scenarios after seeing you and your opponent's orders, and get ready to correct every mistake your referee makes during that round of reffing. You'll never know when a single HP is going to be the difference between an Endure win or a hopeless lost at later points in the match.
So, you now have to decide which one of the three you'll be benching, and which two to send out in battle. To help you in your decision, you may do your calcs. Study Unown and Shedinja, then find out their highest BAP attacks versus your mons, and calculate how much damage they can deal per action without a combo. If you have any questions, or can't seem to find a piece of reference, PM me and I'll give you a sense of direction.
Do the same for your own mons against mine, and you'll get to see which member of your team stands a better chance in a damage race - which is the surest way to win in-ASB. After that, then you may decide which one of us is sending out first. Second player to send out orders first R1, then first-to-send-out counters by ordering second. Bonus points if you figure out why you're given this choice.