
"Hi there, Stary, and welcome to Battling 101! During this battle, I'll do my best to explain to you the way ASB works. I'll start by explaining the current post.
In the OP of a battle, you'll find the rules of the encounter which are as follows:"
THE RULES
- 2v2 Singles
- DQ: 48h (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
- One Substitution per pokemon excluding KO Substitutions.
- One Mega Evolution
- Switch = OK
- Abilities = ALL
- Items = OFF
- Arena: ASB Tournament Arena

"Ok, let's take a look at what these mean.
The first one, format, is obvious: it mentions how many Pokémon may be used be each side, and if the battle will be singles, doubles, triples or a brawl.
Then, we have the DQ: the time someone has before being disqualified. Normaly, a DQ warning is given when someone exceeds the DQ time, and people tend to DQ after 1 or 2 DQ warnings. Or when they get tired of reminding the other person to post.
The amount of recoveries allowed indicates how many times you can use a recovery move. The data about which moves qualify as recovery moves can be found in the handbook. Each subsequent use will result in your Pokémon using Struggle instead. The same applies for Chill, which is a command that allows your Pokémon to recover 12 EN.
The amount of substitutions allowed. This can be set as the amount of substitutions allowed per Pokémon or per team in multiples format.
The amount of Mega Evolutions allowed. Unlike in game, this can be set to be higher to 1, or none at all.
The switch mechanics... are better explained by the handbook. In short, Switch=OK means you can switch your Pokémon out, while Switch=KO means doing so KOes your Pokémon. Some moves work differently depending on the switch mechanics chosen, particularly self-switching and phazing moves.
Abilities tell how many abilities are allowed to each Pokémon. Most battles in ASB are Abilities=All, meaning a Pokémon has all its abilities active at a time (as long as they are unlocked), but a number can be specified (including no abilities).
Items = OFF means no items may be equipped; ON means any item may be equipped; and Training means that only Training Items (such as your Exp. Share, Amulet Coin and Lucky Egg), whose only function is to allow the user to get more counters, can be equipped.
Finally, the arena: the ASB Arena has no effects over the battle, but depending on the arena you are fighting in anything can happen. Check the Arena Compendium in the Network Center to check out some cool arenas.
. . .
Ok, now that we got that out of the way, let's take a look at the teams:"
Chimchar [Cheeky] [M]
Type: Fire
Abilities: Blaze / Iron Fist (H)
Nature: Hasty (+Spe, +17% Accuracy, -Def)
Stats:
HP: 90
Atk: 2
Def: 1-
SpA: 2
SpD:2
Spe:71+
Size Class: 1
Weight Class: 1
Base Rank Total: 13
Moves:
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Fake Out
Thunder Punch
Encore
Counter
Heat Wave
Will-o-Wisp
Dig
Protect
Shadow Claw
Power-Up Punch

Abilities: Blaze / Iron Fist (H)
Nature: Hasty (+Spe, +17% Accuracy, -Def)
Stats:
HP: 90
Atk: 2
Def: 1-
SpA: 2
SpD:2
Spe:71+
Size Class: 1
Weight Class: 1
Base Rank Total: 13
Moves:
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Fake Out
Thunder Punch
Encore
Counter
Heat Wave
Will-o-Wisp
Dig
Protect
Shadow Claw
Power-Up Punch
Azurill [Blubber] [F]
Type: Normal/Fairy
Abilities: Huge Power / Thick Fat / Sap Sipper (H)
Nature: Adamant (+Atk, - SpA)
Stats:
HP: 90
Atk: 2+ (3 Huge Power)
Def: 2
SpA: 0-
SpD: 2
Spe:20
Size Class: 1
Weight Class: 1
Base Rank Total: 9 (10 with Huge Power)
Moves:
Splash
Water Gun
Tail Whip
Water Sport
Bubble
Charm
BubbleBeam
Slam
Bounce
Helping Hand
Body Slam
Encore
Tickle
Soak
Refresh
Protect
Waterfall
Double Team
Facade
Toxic

Abilities: Huge Power / Thick Fat / Sap Sipper (H)
Nature: Adamant (+Atk, - SpA)
Stats:
HP: 90
Atk: 2+ (3 Huge Power)
Def: 2
SpA: 0-
SpD: 2
Spe:20
Size Class: 1
Weight Class: 1
Base Rank Total: 9 (10 with Huge Power)
Moves:
Splash
Water Gun
Tail Whip
Water Sport
Bubble
Charm
BubbleBeam
Slam
Bounce
Helping Hand
Body Slam
Encore
Tickle
Soak
Refresh
Protect
Waterfall
Double Team
Facade
Toxic
Bronzor [FacePlate]
Type: Psychic/Steel
Abilities: Levitate / Heatproof / Heavy Metal (H)
Nature: Quiet (+SpA, -Spe, -10% Evasion)
Stats:
HP: 90
Atk: 1
Def: 3
SpA: 2-
SpD: 3
Spe: 20-
Size Class: 1
Weight Class: 4
Base Rank Total: 11
Moves:
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Psywave
Iron Defense
Feint Attack
Safeguard
Extrasensory
Protect
Trick Room
Flash Cannon
Earthquake
Shadow Ball
Signal Beam
Ancient Power
Stealth Rock
Snore
Gravity

Abilities: Levitate / Heatproof / Heavy Metal (H)
Nature: Quiet (+SpA, -Spe, -10% Evasion)
Stats:
HP: 90
Atk: 1
Def: 3
SpA: 2-
SpD: 3
Spe: 20-
Size Class: 1
Weight Class: 4
Base Rank Total: 11
Moves:
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Psywave
Iron Defense
Feint Attack
Safeguard
Extrasensory
Protect
Trick Room
Flash Cannon
Earthquake
Shadow Ball
Signal Beam
Ancient Power
Stealth Rock
Snore
Gravity

Squirtle (Squirtle (M))
Nature: Quiet (+SpA, -Spe, -10% evasion)
Type:
- Water: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Abilities:
- Torrent (Passive): When this Pokemon's HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 11 to 13)
- Rain Dish (Passive) (LOCKED): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 37 (-) (-10% evasion)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/9
MC: 0
AC: 0/5
KOC: 0
Moves (19/??):
- Aqua Jet
- Aura Sphere
- Bite
- Bubble
- Dive
- Dragon Pulse
- Fake Out
- Ice Beam
- Mirror Coat
- Protect
- Rapid Spin
- Scald
- Substitute
- Tackle
- Tail Whip
- Toxic
- Water Gun
- Water Pulse
- Withdraw

Monohm (Monohm (M))
Nature: Modest (+SpA, -Atk)
Type:
- Electric: Electric STAB; immune to paralysis status
- Dragon: Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage.
Abilities:
- Shield Dust (Passive): This Pokemon has dust covering the outside of its body that reduces the Effect Chance of incoming attacks to 0%. This prevents such things as Burns from Flamethrower from occuring.
- Static (Passive): This Pokemon's body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
- Overcoat (Passive) (LOCKED): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. The Pokemon is also immune to "Powder" moves. (Full List: Cotton Spore, Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore.) If the Pokemon is already immune to at least one (1) kind of weather, or powder attacks by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 0/9
MC: 0
AC: 0/5
KOC: 0
Moves (18/??):
- Charge
- Dragon Rage
- Electric Terrain
- Flamethrower
- Growl
- Heal Bell
- Hydro Pump
- Magnet Rise
- Power Gem
- Protect
- Rain Dance
- Sonic Boom
- Tackle
- Thunderbolt
- Thunder Shock
- Torment
- Toxic
- Twister

"Here you can take a look at the mons that will be used in the battle. Just like you did, you can always send up to 3 Pokémon in a battle whre only 1 or 2 will be used unless specified otherwise. In battles where more than 3 Pokémon will be used, you can only send that amount.
The profiles that are found in the OP are the ones that will be used in the battle: even if you get more moves for your Pokémon after the battle started, you may only use the ones found in the profiles posted in the OP. Also, you may only equip items you had when the battle started.
Ok, having said all that (I hope it wasn't too much, sorry for all the blabering), the only thing left to see is the turn order.
The challenger (that is, the person who was looking for a battle) sends out first, while the acceptor (the person who took the battle) sends out second and orders first. The challenger the orders and the ref gets to work. This is how it goes unless it is specified otherwise in the rules. As you are the challenger, you may send out first."
Stary02939 sends out a Pokémon.
I send out a Pokémon and give orders.
Stary02939 gives orders.
I ref.