Battle Rules said:3v3 NFE Triples
Training Match — Does not count towards the W/L/T
3 Day DQ Time
∞ Recoveries/∞ Chills per Pokémon
2 Substitutions per Pokémon
Switch=N/A
Abilities=ALL
Items=TRAINING
Positioning=OFF
Arena: ASB Tournament Arena
Its A Random

Phanpy [Wheelie] (F)
NATURE: Jolly (+5% Accuracy)
TYPE
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
ABILITIES
Pickup: (Passive) This Pokémon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is thrown away with a move like Fling, or knocked onto the ground with a move like Knock Off, this Pokémon will immediately pick up that item without using an action. It can also grab dropped or naturally occurring hold items in arenas.
STATS
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 46 (+)
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 3/6
MC: 0
DC: 3/5
ATTACKS (22/62)
PHYSICAL
Counter
Earthquake
Flail
Head Smash
Heavy Slam
Ice Shard
Natural Gift
Rock Slide
Rollout
Seed Bomb
Slam
Superpower
Tackle
Take Down
SPECIAL
None
OTHER
Defence Curl
Endure
Focus Energy
Growl
Odour Sleuth
Protect
Sandstorm
Substitute

Brattler [Hisstory] (M)
NATURE: Adamant
TYPE
Grass: Grass STAB; Immunity to Leech Seed & Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass & forest areas. Able to use Wrap & Bind without losing focus.
Dark: Dark STAB; Immunity to all telepathic & telekinetic attacks, better performance in all darkened & especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
ABILITIES
Harvest: (Passive) At the end of each round, this Pokémon can recycle or restore a berry that has been used or partially used. If the weather is Sunny Day, the Berry will be fully restored / recycled 100% of the time. If the weather is not Sunny Day, the Berry will be fully restored / recycled 50% of the time. This check occurs immediately after the final action of a round, before any arena effects that might change the weather take effect. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest cannot not regrow it. The Berry is consumed at the end of the battle.
STATS
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 30
Size Class: 2
Weight Class: 2
Base Rank Total: 14
EC: 2/6
MC: 0
DC: 1/5
ATTACKS (17/62)
PHYSICAL
Dragon Tail
Leaf Blade
Night Slash
Pursuit
Sucker Punch
U-Turn
Vine Whip
Wrap
SPECIAL
Grass Knot
OTHER
Aromatherapy
Glare
Haze
Protect
Stun Spore
Substitute
Synthesis
Taunt

Happiny [Gimmick] (F)
NATURE: Adamant
TYPE
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
ABILITIES
Natural Cure: (Passive) This Pokémon'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 Pokémon heals all status effects when switched out.
Serene Grace: (Passive) This Pokémon has a blessing which doubles the success chance of its attack's secondary effects. (eg. Paralysis from Thunderbolt).
STATS
HP: 110
Atk: Rank 2 (+)
Def: Rank 1
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 30
Size Class: 1
Weight Class: 2
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
ATTACKS (15/64)
PHYSICAL
Counter
Frustration
Last Resort
Return
Pound
SPECIAL
Shadow Ball
OTHER
Aromatherapy
Charm
Copycat
Endure
Gravity
Protect
Refresh
Substitute
Sweet Kiss
Complications
Lampent (Seth) (M)
Nature: Timid (+Spe, 7% Acc boost, -Atk
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
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.
Abilities:
Flame Body
Innate
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.*
Flash Fire
Innate
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.*
Shadow Tag (DW Locked)
Innate
Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.*
Stats
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 64 (63.25>64)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 4/9
MC: 0
DC: 3/5
Attacks:
Ember (*)
Astonish (*)
Minimize (*)
Smog (*)
Fire Spin (*)
Confuse Ray (*)
Night Shade (*)
Will-O-Wisp (*)
Flame Burst (*)
Imprison (*)
Overheat
Inferno
Hex
Shadow Ball
Acid Armor
Endure (*)
Clear Smog (*)
Heat Wave
Acid
Fire Blast (*)
Solar Beam (*)
Protect (*)
Flame Charge
Substitute

Nature: Timid (+Spe, 7% Acc boost, -Atk
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
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.
Abilities:
Flame Body
Innate
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.*
Flash Fire
Innate
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.*
Shadow Tag (DW Locked)
Innate
Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.*
Stats
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 64 (63.25>64)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 4/9
MC: 0
DC: 3/5
Attacks:
Ember (*)
Astonish (*)
Minimize (*)
Smog (*)
Fire Spin (*)
Confuse Ray (*)
Night Shade (*)
Will-O-Wisp (*)
Flame Burst (*)
Imprison (*)
Overheat
Inferno
Hex
Shadow Ball
Acid Armor
Endure (*)
Clear Smog (*)
Heat Wave
Acid
Fire Blast (*)
Solar Beam (*)
Protect (*)
Flame Charge
Substitute
Roselia (Lust/Asmodea) (F)
Nature: Bold (+Def, -Atk)
Type:
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
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.*
Poison Point
Can be Disabled
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).*
Leaf Guard (DW Locked)
Innate
In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats
HP: 90
Atk: Rank 1 (-)
Def: Rank 3 (+)
SpA: Rank 4
SpD: Rank 3
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 4/9
MC: 0
DC: 4/5
Attacks:
Absorb (*)
Growth (*)
Water Sport (*)
Stun Spore (*)
Mega Drain (*)
Worry Seed (*)
Leech Seed
Magical Leaf
Grasswhistle*
Leaf Storm (*)
Spikes (*)
Synthesis (*)
Sleep Powder
Cotton Spore
Sludge Bomb (*)
Shadow Ball (*)
Solarbeam (*)
Toxic
Hidden Power Ground (6)
Venoshock
Giga Drain
Extrasensory

Nature: Bold (+Def, -Atk)
Type:
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
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.*
Poison Point
Can be Disabled
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).*
Leaf Guard (DW Locked)
Innate
In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats
HP: 90
Atk: Rank 1 (-)
Def: Rank 3 (+)
SpA: Rank 4
SpD: Rank 3
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 4/9
MC: 0
DC: 4/5
Attacks:
Absorb (*)
Growth (*)
Water Sport (*)
Stun Spore (*)
Mega Drain (*)
Worry Seed (*)
Leech Seed
Magical Leaf
Grasswhistle*
Leaf Storm (*)
Spikes (*)
Synthesis (*)
Sleep Powder
Cotton Spore
Sludge Bomb (*)
Shadow Ball (*)
Solarbeam (*)
Toxic
Hidden Power Ground (6)
Venoshock
Giga Drain
Extrasensory
Aron (M) Astaroth
Nature: Careful (+SDef, -SAtk)
Type:
Steel: 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.
Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Sturdy
Passive
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Rock Head
Passive
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Heavy Metal (DW Locked)
Passive
The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.
Stats:
HP: 90
Atk: 3
Def: 5
SAtk: 1 (-)
SDef: 3 (+)
Spe: 40
Size Class: 2
Weight Class: 5 (6 with Heavy Metal)
Base Rank Total: 16
EC: 4/9
MC: 5
DC: 2/5
Moves:
Tackle (*)
Mud-Slap (*)
Harden (*)
Headbutt (*)
Metal Claw (*)
Iron Defense (*)
Roar (*)
Take Down (*)
Iron Head (*)
Head Smash (*)
Stealth Rock (*)
Superpower (*)
Endeavor (*)
Body Slam (*)
Earthquake (*)
Rock Slide (*)
Protect (*)
Bulldoze (*)
Aerial Ace (*)

Nature: Careful (+SDef, -SAtk)
Type:
Steel: 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.
Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Sturdy
Passive
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Rock Head
Passive
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Heavy Metal (DW Locked)
Passive
The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.
Stats:
HP: 90
Atk: 3
Def: 5
SAtk: 1 (-)
SDef: 3 (+)
Spe: 40
Size Class: 2
Weight Class: 5 (6 with Heavy Metal)
Base Rank Total: 16
EC: 4/9
MC: 5
DC: 2/5
Moves:
Tackle (*)
Mud-Slap (*)
Harden (*)
Headbutt (*)
Metal Claw (*)
Iron Defense (*)
Roar (*)
Take Down (*)
Iron Head (*)
Head Smash (*)
Stealth Rock (*)
Superpower (*)
Endeavor (*)
Body Slam (*)
Earthquake (*)
Rock Slide (*)
Protect (*)
Bulldoze (*)
Aerial Ace (*)
Since IAR already stated the items equipped to his pokemon...
Complications sends out, equips, and orders
IAR orders
Ref