BATTLE RULES
3v3 Singles
Enforced 2 Day DQ Time for players, 3 for referees. Each player has one DQ warning a match. Go over once, you will use your warning. Go over twice, you will be DQed. This will be at the discretion of the player or one of the hosts if the player takes too long. Referees going over DQ will probably be sacked and replaced.
Infinite Recoveries/Chills per Pokémon.
Three Substitutions per player excluding KO Substitutions.
One Mega Evolution
Switch = OK
Abilities = ALL
Items = ON; you do not have to have the item in possession but the item must not be banned, similar to SICK (Banned Items: Soul Dew, Dark Stone, Light Stone, Diancite, Prison Bottle).
Arena: ASB Tournament Arena
If there are matches still going on come Thursday the 26th of March at Midnight (GMT +00:00), then the DQ Times of those matches will shorten to 1 Day Player, 1 Day Referee.
Team Complications
Sableye [] (M)
NATURE: Sassy (+SDef, -Spe, -10% Eva)
TYPE: Dark / Ghost
ABILITIES: Keen Eye / Stall / Prankster (Unlocked) / Magic Bounce (Mega)
STATS (NORMAL)
HP: 90
Atk: 3
Def: 3
SpA: 3
SpD: 4 (+)
Spe: 43
Size Class: 1
Weight Class: 2
Base Rank Total: 16
STATS (MEGA/ALTF)
HP: 90
Atk: 3
Def: 5
SpA: 3
SpD: 5 (+)
Spe: X17
Size Class: 1
Weight Class: 5
Base Rank Total: 18
MC: 0
AC: 5/5
ATTACKS (40/40)
Mean Look (*)
Zen Headbutt (*)
Leer (*)
Scratch (*)
Foresight (*)
Night Shade (*)
Astonish (*)
Fury Swipes (*)
Detect (*)
Shadow Sneak (*)
Feint Attack (*)
Fake Out (*)
Punishment (*)
Shadow Claw
Knock Off
Foul Play
Imprison (*)
Metal Burst (*)
Recover (*)
Sucker Punch (*)
Trick (*)
Feint
Ice Punch
Fire Punch
Thunder Punch
Focus Punch
Pain Split
Low Kick
Magic Coat
Role Play
Snatch
Wonder Room
Substitute (*)
Toxic (*)
Torment (*)
Will-O-Wisp (*)
Payback (*)
Brick Break
Poison Jab
Thief
Volcanion [] (Genderless)
NATURE: Sassy (+SDef, -Spe, -10% Eva)
TYPE: Water / Fire
Abilities: Water Absorb
STATS
HP: 100
Atk: 4
Def: 5
SpA: 5
SpD: 4 (+)
Spe: 60 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 23
MC: 0
ATTACKS (40/40)
Steam Eruption (*)
Flare Blitz (*)
Take Down (*)
Mist (*)
Haze (*)
Flame Charge (*)
Water Pulse (*)
Body Slam
Hydro Pump
Overheat
Explosion
Weather Ball
Earth Power (*)
Heat Wave (*)
Snore (*)
Superpower (*)
Protect (*)
Substitute (*)
Toxic (*)
Flamethrower (*)
Scald (*)
Roar
Solar Beam
Smack Down
Earthquake
Brick Break
Sludge Wave
Flamethrower
Sludge Bomb
Fire Blast
Focus Blast
Will-O-Wisp
Stone Edge
Rock Slide
Gyro Ball
Flash Cannon
Hidden Power (Ground)
Hyper Beam
Sunny Day
Sleep Talk
Rotom [] (Genderless)
NATURE: Modest (+SAtk, -Atk)
TYPE: Electric / Ghost (Electric / Fire/Water/Ice/Air/Grass Alt-Form)
Abilities: Levitate
STATS (NORMAL)
HP: 90
Atk: 1 (-)
Def: 3
SpA: 4 (+)
SpD: 3
Spe: 91
Size Class: 1
Weight Class: 1
Base Rank Total: 16
STATS (MEGA/ALTF)
HP: 90
Atk: 2 (-)
Def: 4
SpA: 5 (+)
SpD: 4
Spe: 86
Size Class: 2/3/4/1/2
Weight Class: 3/4/5/2/3
Base Rank Total: 20
MC: 0
ATTACKS (40/XX)
Discharge (*)
Charge (*)
Trick (*)
Astonish (*)
Thunder Wave (*)
Thundershock (*)
Confuse Ray (*)
Uproar (*)
Double Team (*)
Shock Wave (*)
Ominous Wind
Electro Ball
Hex
Charge
Electro Web (*)
Foul Play (*)
Pain Split (*)
Snatch (*)
Signal Beam (*)
Spite
Protect (*)
Will-O-Wisp (*)
Substitute (*)
Thunderbolt (*)
Thunder (*)
Hidden Power (Ice)
Light Screen
Reflect
Hyper Beam
Volt Switch
Thunder Wave
Dark Pulse
Shadow Ball
Charge Beam
Rest
Sleep Talk
Rain Dance
Thief
Round
Note: As Rotom can only gain one of these per form change, and I wasn’t sure of protocol, I elected to select 39 moves asides from Rotom’s form moves.
Overheat
Hydro Pump
Blizzard
Air Slash
Leaf Storm
Team Geodude6
Gengar (M)
Nature: Timid (+15% Spe, +19% Acc, -1 Atk)
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.
: Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction. Store Command.
Abilities:
Levitate: (Passive) This Pokemon naturally 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 strike a Levitating Pokemon 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.
Shadow Tag: (MEGA ONLY, Passive) 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: (Normal)
HP: 90
Atk: Rank 2-
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127+
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Stats: (Mega)
HP: 90
Atk: Rank 2-
Def: Rank 3
SpA: Rank 7
SpD: Rank 3
Spe: 150+
Size Class: 3
Weight Class: 3
Base Rank Total: 23
EC: 9/9
MC: —
AC: N/A
Moves: (40)
Level-up (13)
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Punch
Shadow Ball
Destiny Bond
Hex
Nightmare
Egg (5)
Clear Smog
Disable
Grudge
Perish Song
Reflect Type
Tutor (5)
Counter
Giga Drain
Pain Split
Skill Swap
Snatch
TM/HM (16)
Toxic
Venoshock
Hidden Power [Ground]
Taunt
Hyper Beam
Protect
Thunder
Double Team
Bide
Skull Bash
Focus Blast
Endure
Will-O-Wisp
Explosion
Infestation
Substitute
Event (1)
Sludge Wave
Krilowatt (F)
Nature: Naïve (+15% Spe, +17% Acc, -1 SpD)
Type:
: Electric STAB; immune to paralysis status.
: 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:
Trace: (Trigger) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Passive) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, Burn, and Partial Trapping moves. It can still attack itself in confusion, and will still take damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is negated as well.
Shell Armour: (Passive) This Pokemon's thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2-
Spe: 121+
Size Class: 1
Weight Class: 2
Base Rank Total: 22
EC: 6/6
MC: —
AC: 5/5
Moves: (40)
Level-up (18)
Tackle
Ice Shard
Charge
Bubble
Thunder Shock
Detect
Confuse Ray
Fairy Wind
Aqua Jet
Mirror Coat
Counter
Imprison
Volt Switch
Guillotine
Copycat
Thunder
Hydro Pump
Zap Cannon
Egg (5)
Me First
Mind Reader
Muddy Water
Sheer Cold
Whirlpool
Tutor (6)
Aqua Tail
Earth Power
Ice Punch
Icy Wind
Low Kick
Thunder Punch
TM/HM (11)
Hail
Blizzard
Hyper Beam
Earthquake
Torment
Low Sweep
Scald
Endure
Thunder Wave
Substitute
Dive
Envy [Aurumoth] (F)
Nature: Sassy (+1 SpD, -15% Spe, -10% Eva)
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).
: 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.
Abilities:
Weak Armor: (Toggle) No default effect. When toggled, the Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard: (Passive) 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.
Illusion: (HA unlocked, Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Stats:
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 5
SpD: Rank 3+
Spe: 81-
Size Class: 4
Weight Class: 5
Base Rank Total: 23
EC: 9/9
MC: —
AC: 5/5
Moves: (40)
Level-up (13)
Dragon Dance
Quiver Dance
Tackle
String Shot
Sunny Day
Silver Wind
Bug Bite
Heal Pulse
Confusion
Will-O-Wisp
Final Gambit
Wish
Healing Wish
Egg (7)
Bug Buzz
Close Combat
Counter
Disable
Feint
Hydro Pump
Megahorn
Tutor (4)
Icy Wind
Magic Coat
Skill Swap
Zen Headbutt
TM/HM (16)
Psyshock
Hidden Power [Fire]
Blizzard
Hyper Beam
Light Screen
Protect
Solar Beam
Thunder
Psychic
Shadow Ball
Reflect
Overheat
Steel Wing
Focus Blast
Giga Impact
Infestation
Welcome to the second round of the LLAMA Tournament. Today we have Geodude6, fresh off of his disqualification in the first round, and Complications, subbing in for Dogfish44. While neither player has actually completed a round of the tournament yet their teams are no laughing matter. Both have a great deal of power, flexibility, and trickery available to them and this will almost certainly come down to which player makes the best plays, more so than any particular match up. Pay special attention to Complication's Sableye, always a threatening mon, and Geodude's Aurumoth, the potential for its Illusion ability to throw a wrench in Complication's plans is too great to ignore.
And now to decide the turn order:
[1:Complications|21/2
Turn Order
Complications sends out and equips.
Geodude6 sends out, equips, and orders.
Complications orders.
3v3 Singles
Enforced 2 Day DQ Time for players, 3 for referees. Each player has one DQ warning a match. Go over once, you will use your warning. Go over twice, you will be DQed. This will be at the discretion of the player or one of the hosts if the player takes too long. Referees going over DQ will probably be sacked and replaced.
Infinite Recoveries/Chills per Pokémon.
Three Substitutions per player excluding KO Substitutions.
One Mega Evolution
Switch = OK
Abilities = ALL
Items = ON; you do not have to have the item in possession but the item must not be banned, similar to SICK (Banned Items: Soul Dew, Dark Stone, Light Stone, Diancite, Prison Bottle).
Arena: ASB Tournament Arena
If there are matches still going on come Thursday the 26th of March at Midnight (GMT +00:00), then the DQ Times of those matches will shorten to 1 Day Player, 1 Day Referee.
Team Complications
Sableye [] (M)
NATURE: Sassy (+SDef, -Spe, -10% Eva)
TYPE: Dark / Ghost
ABILITIES: Keen Eye / Stall / Prankster (Unlocked) / Magic Bounce (Mega)
STATS (NORMAL)
HP: 90
Atk: 3
Def: 3
SpA: 3
SpD: 4 (+)
Spe: 43
Size Class: 1
Weight Class: 2
Base Rank Total: 16
STATS (MEGA/ALTF)
HP: 90
Atk: 3
Def: 5
SpA: 3
SpD: 5 (+)
Spe: X17
Size Class: 1
Weight Class: 5
Base Rank Total: 18
MC: 0
AC: 5/5
ATTACKS (40/40)
Mean Look (*)
Zen Headbutt (*)
Leer (*)
Scratch (*)
Foresight (*)
Night Shade (*)
Astonish (*)
Fury Swipes (*)
Detect (*)
Shadow Sneak (*)
Feint Attack (*)
Fake Out (*)
Punishment (*)
Shadow Claw
Knock Off
Foul Play
Imprison (*)
Metal Burst (*)
Recover (*)
Sucker Punch (*)
Trick (*)
Feint
Ice Punch
Fire Punch
Thunder Punch
Focus Punch
Pain Split
Low Kick
Magic Coat
Role Play
Snatch
Wonder Room
Substitute (*)
Toxic (*)
Torment (*)
Will-O-Wisp (*)
Payback (*)
Brick Break
Poison Jab
Thief
Volcanion [] (Genderless)
NATURE: Sassy (+SDef, -Spe, -10% Eva)
TYPE: Water / Fire
Abilities: Water Absorb
STATS
HP: 100
Atk: 4
Def: 5
SpA: 5
SpD: 4 (+)
Spe: 60 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 23
MC: 0
ATTACKS (40/40)
Steam Eruption (*)
Flare Blitz (*)
Take Down (*)
Mist (*)
Haze (*)
Flame Charge (*)
Water Pulse (*)
Body Slam
Hydro Pump
Overheat
Explosion
Weather Ball
Earth Power (*)
Heat Wave (*)
Snore (*)
Superpower (*)
Protect (*)
Substitute (*)
Toxic (*)
Flamethrower (*)
Scald (*)
Roar
Solar Beam
Smack Down
Earthquake
Brick Break
Sludge Wave
Flamethrower
Sludge Bomb
Fire Blast
Focus Blast
Will-O-Wisp
Stone Edge
Rock Slide
Gyro Ball
Flash Cannon
Hidden Power (Ground)
Hyper Beam
Sunny Day
Sleep Talk
Rotom [] (Genderless)
NATURE: Modest (+SAtk, -Atk)
TYPE: Electric / Ghost (Electric / Fire/Water/Ice/Air/Grass Alt-Form)
Abilities: Levitate
STATS (NORMAL)
HP: 90
Atk: 1 (-)
Def: 3
SpA: 4 (+)
SpD: 3
Spe: 91
Size Class: 1
Weight Class: 1
Base Rank Total: 16
STATS (MEGA/ALTF)
HP: 90
Atk: 2 (-)
Def: 4
SpA: 5 (+)
SpD: 4
Spe: 86
Size Class: 2/3/4/1/2
Weight Class: 3/4/5/2/3
Base Rank Total: 20
MC: 0
ATTACKS (40/XX)
Discharge (*)
Charge (*)
Trick (*)
Astonish (*)
Thunder Wave (*)
Thundershock (*)
Confuse Ray (*)
Uproar (*)
Double Team (*)
Shock Wave (*)
Ominous Wind
Electro Ball
Hex
Charge
Electro Web (*)
Foul Play (*)
Pain Split (*)
Snatch (*)
Signal Beam (*)
Spite
Protect (*)
Will-O-Wisp (*)
Substitute (*)
Thunderbolt (*)
Thunder (*)
Hidden Power (Ice)
Light Screen
Reflect
Hyper Beam
Volt Switch
Thunder Wave
Dark Pulse
Shadow Ball
Charge Beam
Rest
Sleep Talk
Rain Dance
Thief
Round
Note: As Rotom can only gain one of these per form change, and I wasn’t sure of protocol, I elected to select 39 moves asides from Rotom’s form moves.
Overheat
Hydro Pump
Blizzard
Air Slash
Leaf Storm
Gengar (M)
Nature: Timid (+15% Spe, +19% Acc, -1 Atk)
Type:
Abilities:
Levitate: (Passive) This Pokemon naturally 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 strike a Levitating Pokemon 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.
Shadow Tag: (MEGA ONLY, Passive) 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: (Normal)
HP: 90
Atk: Rank 2-
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127+
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Stats: (Mega)
HP: 90
Atk: Rank 2-
Def: Rank 3
SpA: Rank 7
SpD: Rank 3
Spe: 150+
Size Class: 3
Weight Class: 3
Base Rank Total: 23
EC: 9/9
MC: —
AC: N/A
Moves: (40)
Level-up (13)
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Punch
Shadow Ball
Destiny Bond
Hex
Nightmare
Egg (5)
Clear Smog
Disable
Grudge
Perish Song
Reflect Type
Tutor (5)
Counter
Giga Drain
Pain Split
Skill Swap
Snatch
TM/HM (16)
Toxic
Venoshock
Hidden Power [Ground]
Taunt
Hyper Beam
Protect
Thunder
Double Team
Bide
Skull Bash
Focus Blast
Endure
Will-O-Wisp
Explosion
Infestation
Substitute
Event (1)
Sludge Wave
Krilowatt (F)
Nature: Naïve (+15% Spe, +17% Acc, -1 SpD)
Type:
Abilities:
Trace: (Trigger) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Passive) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, Burn, and Partial Trapping moves. It can still attack itself in confusion, and will still take damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is negated as well.
Shell Armour: (Passive) This Pokemon's thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2-
Spe: 121+
Size Class: 1
Weight Class: 2
Base Rank Total: 22
EC: 6/6
MC: —
AC: 5/5
Moves: (40)
Level-up (18)
Tackle
Ice Shard
Charge
Bubble
Thunder Shock
Detect
Confuse Ray
Fairy Wind
Aqua Jet
Mirror Coat
Counter
Imprison
Volt Switch
Guillotine
Copycat
Thunder
Hydro Pump
Zap Cannon
Egg (5)
Me First
Mind Reader
Muddy Water
Sheer Cold
Whirlpool
Tutor (6)
Aqua Tail
Earth Power
Ice Punch
Icy Wind
Low Kick
Thunder Punch
TM/HM (11)
Hail
Blizzard
Hyper Beam
Earthquake
Torment
Low Sweep
Scald
Endure
Thunder Wave
Substitute
Dive
Envy [Aurumoth] (F)
Nature: Sassy (+1 SpD, -15% Spe, -10% Eva)
Type:
Abilities:
Weak Armor: (Toggle) No default effect. When toggled, the Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard: (Passive) 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.
Illusion: (HA unlocked, Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Stats:
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 5
SpD: Rank 3+
Spe: 81-
Size Class: 4
Weight Class: 5
Base Rank Total: 23
EC: 9/9
MC: —
AC: 5/5
Moves: (40)
Level-up (13)
Dragon Dance
Quiver Dance
Tackle
String Shot
Sunny Day
Silver Wind
Bug Bite
Heal Pulse
Confusion
Will-O-Wisp
Final Gambit
Wish
Healing Wish
Egg (7)
Bug Buzz
Close Combat
Counter
Disable
Feint
Hydro Pump
Megahorn
Tutor (4)
Icy Wind
Magic Coat
Skill Swap
Zen Headbutt
TM/HM (16)
Psyshock
Hidden Power [Fire]
Blizzard
Hyper Beam
Light Screen
Protect
Solar Beam
Thunder
Psychic
Shadow Ball
Reflect
Overheat
Steel Wing
Focus Blast
Giga Impact
Infestation
And now to decide the turn order:
[1:Complications|21/2
Turn Order
Complications sends out and equips.
Geodude6 sends out, equips, and orders.
Complications orders.
Last edited: