Come one and all to the Cirque du Solrock! Buy your tickets, take your seats, and prepare to be amazed by Pokemon performing feats of skill, strength, and agility in a giant circle with a bunch of boxes and crates around it! I’m your ringmaster, Dummy007, and I would like to introduce our first two competitors in this ridiculous arena: deadfox081 and Son_of_Shadoo! The crowd goes wild!
Here at the Cirque du Solrock we have a very specific layout for our battlefield. It’s designed to inflict as much damage as possible to both competitors while also providing plenty of aesthetic appeal! Here’s the full description:
And the summary (which is, ironically, longer than the description it’s summarizing):
Our two competitors have decided on a set of rules to follow underneath the big top. I personally would love to ignore them all, send out every Pokemon we have, and have our circus band play Yakkity Sax for an hour straight, but apparently you can’t do that in ASB (or the United States). Here are the rules I’m being forced to comply with:
From deadfox081:
And from Son_of_Shadoo:
Finally, the presentation of the teams.
Magneton* [Shocta]
Nature: Modest (+1 Special Attack, -1 Attack)
Type: Electric/Steel
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 70
EC: 4/9
MC: 0
DC: 5/5
Abilities:
Magnet Pull: (Can be activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Surdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Analytic: (Can be activated) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Attacks:
Metal Sound (*)
Tackle (*)
Thundershock (*)
Supersonic (*)
SonicBoom (*)
Thunder Wave (*)
Spark (*)
Magnet Bomb (*)
Discharge (*)
Magnet Rise (*)
Tri Attack
Rain Dance (*)
Protect (*)
Explosion (*)
Thunder
Volt Switch
Flash Cannon
Chandelure* [Flicka] (M)
Nature: Calm (+1 Special Defense, -1 Attack)
Type: Ghost/Fire
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, 50% reduction in freeze chance, 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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6
SpD: Rank 4 (+)
Spe: 80
EC: 9/9
MC: 2
DC: 4/5
Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
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.
Attacks:
Ember (*)
Astonish (*)
Minimize (*)
Smog (*)
Fire Spin (*)
Confuse Ray (*)
Night Shade (*)
Will-O-Wisp (*)
Flame Burst (*)
Imprison (*)
Shadow Ball
Pain Split
Hex
Haze (*)
Acid Armor (*)
Heat Wave (*)
Energy Ball (*)
Attract (*)
Thief (*)
Calm Mind
Taunt
Rhyhorn [Staba] (M)
Nature: Adamant (+1 Attack, -1 Special Attack)
Type: Rock/Ground
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus..
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 25
EC: 2/9
MC: 0
DC: 2/5
Abilities:
Lighting Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Attacks:
Horn Attack
Tail Whip
Stomp
Fury Attack
Scary Face
Rock Blast
Take Down
Drill Run
Stone Edge
Megahorn
Earthquake
Rock Slide
Bulldoze
Crunch
Ice Fang
Dragon Rush
Slica [Sneasel] (M)
Nature: Adamant (+1 Attack, -1 Special Attack)
Type: Dark/Ice
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
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.
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Attacks:
Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Fury Swipes
Agility
Brick Break
Aerial Ace
Shadow Claw
Ice Punch
Bite
Fake Out
Lickilicky(*) [George] (Male)
Nature: Brave - Adds * to Attack. A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
Type:
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 110
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43(-) (50 / 1.15)
EC: 6/6
MC: 4
DC: 5/5 (UNLOCKED!)
Abilities:
Own Tempo: This Pokemon moves at its own pace and cannot be confused by any method. [Innate]
Oblivious: This Pokemon is incapable of being effected by Attract or Cute Charm. [Innate]
Cloud Nine (DW): This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered. [Can be activated/commanded]
Attacks:
Lick*
Supersonic*
Defence Curl*
Knock Off*
Wrap*
Stomp*
Disable*
Hammer Arm*
Muddy Water*
Zen Headbutt*
Ice Beam*
Dig*
Double Team*
Power Whip
Swords Dance
Return
Refresh
Arghonaut (Eoleo)(M)
Nature: Adamant - Adds * to Attack, subtracts * from Special Attack.
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
HP: 110
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 2(-)
SpD: Rank 4
Spe: 75
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch) (Unlocked)
Attacks:
Level Up:
Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Aqua Jet
Mach Punch
Focus Punch
Cross Chop
Punishment
Egg Moves:
Recover
Bulk Up
Ice Punch
BW TM:
Rock Slide
Waterfall
Brick Break
Substitute
Drain Punch
Duclohm (Spiffy) (F)
Nature: Modest - adds * to Special Attack, subtracts * from Attack.
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) 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.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 2
Spe: 60
EC: 5/9
MC: 0
DC: 3/5
Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane
Double Hit
Thunderbolt
Dragon Pulse
Flamethrower
Volt Switch
Protect
Heal Bell
Hydro Pump
Signal Beam
Elekid "The Wizard" (M)
Nature: Rash - Adds rank to Special Attack, subtracts rank from Special Defense.
Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 1(-)
Spe: 95
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Static: 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. (Innate)
Vital Spirit: This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. (Innate, DW)
Attacks:
Levelup:
Quick Attack
Leer
ThunderPunch
Thundershock
Low Kick
Swift
Shock Wave
BW TM:
Substitute
Thunderbolt
Thunder Wave
Egg:
Cross Chop
Fire Punch
Ice Punch
The Order of Performances:
deadfox081 sends out 2 Pokemon.
Son_of_Shadoo sends out 2 Pokemon and gives orders.
deadfox081 gives orders.
I announce the results, while also providing cynical commentary.
Son_of_Shadoo gives orders.
deadfox081 gives orders.
I yell the results at the spectators through my megaphone.
Repeat ad infinitum.
deadfox081, it’s your turn to die- I mean, send out Pokemon. (And beware the puppet master…)
Here at the Cirque du Solrock we have a very specific layout for our battlefield. It’s designed to inflict as much damage as possible to both competitors while also providing plenty of aesthetic appeal! Here’s the full description:
Evil Circus: It seemed like a great idea at the time, to go to the circus to have a good old friendly brawl. But then that damn evil puppet master came and ruined all the fun. Drat... but the fight must go on! At the end of each round, the puppet master will cast a tricky effect, directly attack both Pokemon, or summon a wild Pokemon to attack the competitors. He cannot be attack directly, but the Puppet master's attacks can be defended against.
And the summary (which is, ironically, longer than the description it’s summarizing):
Summary: A traveling circus with an evil puppet in the background, who will active one of the following effects at the end of each round: Use Wonder Room, Trick Room, Magic Room, use a ThunderBolt on all pokemon, use an Ice Beam on all Pokemon, use a Flamethrower on all pokemon, summon a wild Drifblim to attack, summon a wild Houndoom to attack, or summon a wild Mr. Mime to attack. Each effect has the same chance of happening (1/9). The puppet master cannot be attacked.
No weather is allowed inside the circus tent, and the ground is dig-able. There are also standard items that you would expect to find in a traveling circus, such as large crates and performing pokemon in cages. I heavily encourage the ref to be creative with the crates and caged pokemon; I want this match to be fun! (REF NOTE: I'm going to have LOTS of fun...*snickers evilly*)
No weather is allowed inside the circus tent, and the ground is dig-able. There are also standard items that you would expect to find in a traveling circus, such as large crates and performing pokemon in cages. I heavily encourage the ref to be creative with the crates and caged pokemon; I want this match to be fun! (REF NOTE: I'm going to have LOTS of fun...*snickers evilly*)
Our two competitors have decided on a set of rules to follow underneath the big top. I personally would love to ignore them all, send out every Pokemon we have, and have our circus band play Yakkity Sax for an hour straight, but apparently you can’t do that in ASB (or the United States). Here are the rules I’m being forced to comply with:
From deadfox081:
4 vs 4 Doubles
3 Day DQ
2 Recoveries/3 Chills
And from Son_of_Shadoo:
Switch = KO
1 Ability
NO! ITEMS! EVERRRRRRRRRRRRR!!!!
Finally, the presentation of the teams.

Magneton* [Shocta]
Nature: Modest (+1 Special Attack, -1 Attack)
Type: Electric/Steel
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 70
EC: 4/9
MC: 0
DC: 5/5
Abilities:
Magnet Pull: (Can be activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Surdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Analytic: (Can be activated) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Attacks:
Metal Sound (*)
Tackle (*)
Thundershock (*)
Supersonic (*)
SonicBoom (*)
Thunder Wave (*)
Spark (*)
Magnet Bomb (*)
Discharge (*)
Magnet Rise (*)
Tri Attack
Rain Dance (*)
Protect (*)
Explosion (*)
Thunder
Volt Switch
Flash Cannon

Chandelure* [Flicka] (M)
Nature: Calm (+1 Special Defense, -1 Attack)
Type: Ghost/Fire
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, 50% reduction in freeze chance, 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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6
SpD: Rank 4 (+)
Spe: 80
EC: 9/9
MC: 2
DC: 4/5
Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
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.
Attacks:
Ember (*)
Astonish (*)
Minimize (*)
Smog (*)
Fire Spin (*)
Confuse Ray (*)
Night Shade (*)
Will-O-Wisp (*)
Flame Burst (*)
Imprison (*)
Shadow Ball
Pain Split
Hex
Haze (*)
Acid Armor (*)
Heat Wave (*)
Energy Ball (*)
Attract (*)
Thief (*)
Calm Mind
Taunt

Rhyhorn [Staba] (M)
Nature: Adamant (+1 Attack, -1 Special Attack)
Type: Rock/Ground
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus..
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 25
EC: 2/9
MC: 0
DC: 2/5
Abilities:
Lighting Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Attacks:
Horn Attack
Tail Whip
Stomp
Fury Attack
Scary Face
Rock Blast
Take Down
Drill Run
Stone Edge
Megahorn
Earthquake
Rock Slide
Bulldoze
Crunch
Ice Fang
Dragon Rush

Slica [Sneasel] (M)
Nature: Adamant (+1 Attack, -1 Special Attack)
Type: Dark/Ice
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
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.
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Attacks:
Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Fury Swipes
Agility
Brick Break
Aerial Ace
Shadow Claw
Ice Punch
Bite
Fake Out

Lickilicky(*) [George] (Male)
Nature: Brave - Adds * to Attack. A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
Type:
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 110
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43(-) (50 / 1.15)
EC: 6/6
MC: 4
DC: 5/5 (UNLOCKED!)
Abilities:
Own Tempo: This Pokemon moves at its own pace and cannot be confused by any method. [Innate]
Oblivious: This Pokemon is incapable of being effected by Attract or Cute Charm. [Innate]
Cloud Nine (DW): This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered. [Can be activated/commanded]
Attacks:
Lick*
Supersonic*
Defence Curl*
Knock Off*
Wrap*
Stomp*
Disable*
Hammer Arm*
Muddy Water*
Zen Headbutt*
Ice Beam*
Dig*
Double Team*
Power Whip
Swords Dance
Return
Refresh

Arghonaut (Eoleo)(M)
Nature: Adamant - Adds * to Attack, subtracts * from Special Attack.
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
HP: 110
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 2(-)
SpD: Rank 4
Spe: 75
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch) (Unlocked)
Attacks:
Level Up:
Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Aqua Jet
Mach Punch
Focus Punch
Cross Chop
Punishment
Egg Moves:
Recover
Bulk Up
Ice Punch
BW TM:
Rock Slide
Waterfall
Brick Break
Substitute
Drain Punch

Duclohm (Spiffy) (F)
Nature: Modest - adds * to Special Attack, subtracts * from Attack.
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) 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.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 2
Spe: 60
EC: 5/9
MC: 0
DC: 3/5
Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane
Double Hit
Thunderbolt
Dragon Pulse
Flamethrower
Volt Switch
Protect
Heal Bell
Hydro Pump
Signal Beam

Elekid "The Wizard" (M)
Nature: Rash - Adds rank to Special Attack, subtracts rank from Special Defense.
Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 1(-)
Spe: 95
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Static: 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. (Innate)
Vital Spirit: This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. (Innate, DW)
Attacks:
Levelup:
Quick Attack
Leer
ThunderPunch
Thundershock
Low Kick
Swift
Shock Wave
BW TM:
Substitute
Thunderbolt
Thunder Wave
Egg:
Cross Chop
Fire Punch
Ice Punch
The Order of Performances:
deadfox081 sends out 2 Pokemon.
Son_of_Shadoo sends out 2 Pokemon and gives orders.
deadfox081 gives orders.
I announce the results, while also providing cynical commentary.
Son_of_Shadoo gives orders.
deadfox081 gives orders.
I yell the results at the spectators through my megaphone.
Repeat ad infinitum.
deadfox081, it’s your turn to die- I mean, send out Pokemon. (And beware the puppet master…)