Ah, hello everyone! Today I'm reffing a pretty interesting match here at the ASB arena. This battle features two of the ASB League's finest battlers. Before I introduce them, though, let me go over the rules.
In the blue corner, wearing a suspicious red monocle and black cloak, the future ghost gym leader (unless C$FP has anything to say about it), it's Zarator!
Team Zarator:
Necturine (Persephone) (F)
Nature: Impish (Defense raised by *; Sp. Attack lowered by *)
Type: Grass / Ghost
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.
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.
Stats
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 1
SpD: Rank 3
Spe: 51
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW LOCKED): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Attacks (13 moves)
Gravity
Hex
Leaf Blade
Leer
Ominous Wind
Payback
Protect
Shadow Sneak
Sketch
Substitute
Toxic Spikes
Vine Whip
Will-O-Wisp
Snorunt (Auril) (F)
Nature: Timid (Attack reduced by *; Speed raised by 15%, accuracy boost)
Type: Ice
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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 58 (+)
Size Class: 1
Weight Class: 1
Accuracy Boost: 8%
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Abilities:
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.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody (DW LOCKED): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Attacks (13 moves):
Bite
Disable
Double Team
Headbutt
Hex
Hidden Power (Fire, 7 BP)
Icy Wind
Leer
Powder Snow
Protect
Shadow Ball
Substitute
Weather Ball
Misdreavus (Beshaba) (F)
Nature: Timid (Attack reduced by *; Speed raised by 15%, accuracy boost).
Type: Ghost
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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 98
Size Class: 1
Weight Class: 1
Accuracy boost: 22%
Base Rank Total: 15
EC: 0/6
MC: 0
DC: N/A
Ability:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Attacks (14 moves):
Astonish
Confuse Ray
Destiny Bond
Growl
Hex
Imprison
Mean Look
Ominous Wind
Protect
Psybeam
Psywave
Spite
Taunt
Will-O-Wisp
And in this corner, the master of illusion...or at least Beheeyem, the future Psychic gym leader, it's Alchemator!
Team Alchemator:
Smoochum [Christie] (F)
Type:
HP: 90
Atk: Rank 2
Def: Rank 0 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 75 (74.75^)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Confusion
Fake Out
Fake Tears
Grass Knot
Heart Stamp
Ice Beam
Lick
Mean Look
Miracle Eye
Nasty Plot
Pound
Powder Snow
Shadow Ball
Sing
Sweet Kiss
Slowpoke [Flemming] (M)
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 13 (15/1.15v)
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 5/6
MC: 0
DC: 0/5
Abilities:
Bide
Block
Confusion
Curse
Disable
Endure
Fire Blast
Flamethrower
Grass Knot
Growl
Headbutt
Heal Pulse
Ice Beam
Light Screen
Magic Coat
Me First
Protect
Psychic
Psyshock
Reflect
Scald
Shadow Ball
Signal Beam
Slack Off
Tackle
Teleport
Water Gun
Yawn
Zen Headbutt
Meditite [Cussler] (M)
HP: 90
Atk: Rank 2 [4 Pure Power]
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 69 (60*1.15)
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Bide
Calm Mind
Confusion
Detect
Drain Punch
Fake Out
Feint
Hidden Power [Ground] [7]
Light Screen
Meditate
Mind Reader
Psycho Cut
Reflect
Rock Slide
Swagger
Without further ado, let's get started!
Turn order:
Zarator hands out items if applicable
Alchemator hands out items and orders
Zarator orders
I ref
Simple enough, a Triples match. This should be done quickly. However, this is still going to be an intense match. Why you ask? Simple really, because here come our competitors now!Rules said:Training Battle (doesn't count towards W/L/T)
3v3 Triples (NFE only)
Training Items only
No Chills [Assuming no recoveries also]
DQ time: 2 days
ASB Arena
Switch = Swatch
All Abilities
One Sub.
In the blue corner, wearing a suspicious red monocle and black cloak, the future ghost gym leader (unless C$FP has anything to say about it), it's Zarator!
Team Zarator:

Necturine (Persephone) (F)
Nature: Impish (Defense raised by *; Sp. Attack lowered by *)
Type: Grass / Ghost
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.
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.
Stats
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 1
SpD: Rank 3
Spe: 51
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW LOCKED): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Attacks (13 moves)
Gravity
Hex
Leaf Blade
Leer
Ominous Wind
Payback
Protect
Shadow Sneak
Sketch
Substitute
Toxic Spikes
Vine Whip
Will-O-Wisp

Snorunt (Auril) (F)
Nature: Timid (Attack reduced by *; Speed raised by 15%, accuracy boost)
Type: Ice
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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 58 (+)
Size Class: 1
Weight Class: 1
Accuracy Boost: 8%
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Abilities:
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.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody (DW LOCKED): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Attacks (13 moves):
Bite
Disable
Double Team
Headbutt
Hex
Hidden Power (Fire, 7 BP)
Icy Wind
Leer
Powder Snow
Protect
Shadow Ball
Substitute
Weather Ball

Misdreavus (Beshaba) (F)
Nature: Timid (Attack reduced by *; Speed raised by 15%, accuracy boost).
Type: Ghost
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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 98
Size Class: 1
Weight Class: 1
Accuracy boost: 22%
Base Rank Total: 15
EC: 0/6
MC: 0
DC: N/A
Ability:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Attacks (14 moves):
Astonish
Confuse Ray
Destiny Bond
Growl
Hex
Imprison
Mean Look
Ominous Wind
Protect
Psybeam
Psywave
Spite
Taunt
Will-O-Wisp
And in this corner, the master of illusion...or at least Beheeyem, the future Psychic gym leader, it's Alchemator!
Team Alchemator:

Smoochum [Christie] (F)
- 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. [+13% Acc.], subtracts one (1) Rank from Defense.)
Type:
- [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.
- [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.
HP: 90
Atk: Rank 2
Def: Rank 0 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 75 (74.75^)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Abilities:
- Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
- Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
- Hydration (DW LOCKED): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Confusion
Fake Out
Fake Tears
Grass Knot
Heart Stamp
Ice Beam
Lick
Mean Look
Miracle Eye
Nasty Plot
Pound
Powder Snow
Shadow Ball
Sing
Sweet Kiss

Slowpoke [Flemming] (M)
- Nature: Sassy (Adds one (1) Rank to Special Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
- [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 catchall for Disabling, Binding, and redirecting opposing attacks.
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 13 (15/1.15v)
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 5/6
MC: 0
DC: 0/5
Abilities:
- Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
- Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
- Regenerator (DW LOCKED): (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.
Bide
Block
Confusion
Curse
Disable
Endure
Fire Blast
Flamethrower
Grass Knot
Growl
Headbutt
Heal Pulse
Ice Beam
Light Screen
Magic Coat
Me First
Protect
Psychic
Psyshock
Reflect
Scald
Shadow Ball
Signal Beam
Slack Off
Tackle
Teleport
Water Gun
Yawn
Zen Headbutt

Meditite [Cussler] (M)
- Nature: Jolly (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. [+11% Acc.], subtracts one (1) Rank from Special Attack.)
- [Fighting]: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
- [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.
HP: 90
Atk: Rank 2 [4 Pure Power]
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 69 (60*1.15)
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Abilities:
- Pure Power: (Trait) This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
- Telepathy (DW LOCKED): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Bide
Calm Mind
Confusion
Detect
Drain Punch
Fake Out
Feint
Hidden Power [Ground] [7]
Light Screen
Meditate
Mind Reader
Psycho Cut
Reflect
Rock Slide
Swagger
Without further ado, let's get started!
Turn order:
Zarator hands out items if applicable
Alchemator hands out items and orders
Zarator orders
I ref