Cirque du Solrock: deadfox081 vs. Son_of_Shadoo! (4 vs 4 Doubles)

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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:

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*)


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…)
 
Hmm, this does not look like a friendly team for us to face.. Oh well let's see what happens.

I'll send out Shocta with its Analytic active and Slica with Keen Eye!
 
I took a look at your team and thought "Shit. Better bring my best and brightest. And The Wizard." FOR HIS MAGIC SHALL DESTROY YOU!

Out of curiosity, how does Analytic work in Doubles? Is it still second, fourth, or any action after first?

George, The Wizard, standby! You'll be using Own Tempo and Static respectively. Ok, these guys are pretty scary, but we're pretty scary ourselves. And we're coming out swinging!

The Wizard, I'm sorry, but you can't hide behind the curtain today. The first thing I need you to do is paralyse that Sneasel with Thunder Wave. Then use a Cross Chop on it. Finish with a Fire Punch on Magneton. Maybe we'll get lucky and burn him! If Sneasel uses Fake Out on you, just push your actions back, the first two are the most important.

Thunder Wave (Sneasel) >>> Cross Chop (Sneasel) >>> Fire Punch (Sneasel)
If Sneasel uses Fake Out on him action 1, push all actions back.

George, my most trusted partner. No point setting up a Double Team like we usually do, because they're packing Magnet Bomb and Aerial Ace. But it's time to be downright nasty. Use Supersonic on Sneasel first. Parafusion is fun. Then smack him with Hammer Arm. Flamethrower him as well at the end. If you get Faked Out, you push your actions back one.

Supersonic (Sneasel) >>> Hammer Arm (Sneasel) >>> Flamethrower (Sneasel)
If Faked Out, push actions back one.
 
Wow Slica, they really don't like you. Lets rely on Supersonic's shoddy accuracy while we Fake Out the Elekid! Then get in before he speed drops you with his Thunderwave with a Brick Break on George. In fact, why not make it two.

Shocta looks like you're free to do your own thing here, which is fine by us. George's movepool is far too versatile for us to let him stick around too long so kick off with a Thunder Wave to try and parahax him back, then fire off a Flash Cannon and a Magnet Bomb! Go ahead and activate your Analytic on both those attacks, because there's an opponent moving before you.

Summary
Slica: Fake Out (The Wizard) > Brick Break (George) > Brick Break (George)
Shocta: Thunder Wave (George) > Analytic Flash Cannon (George) > Analytic Magnet Bomb (George)
 
Rules:
4 vs 4 Doubles
3 Day DQ
2 Recoveries/3 Chills
Switch = KO
1 Ability
NO! ITEMS! EVERRRRRRRRRRRRR!!!!


Magneton* [Shocta]
Nature: Modest

Stats:
HP: 90
Energy: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 70
Boosts: none
Other: none


Slica [Sneasel] (M)
Nature: Adamant

Stats:
HP: 90
Energy: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
Boosts: none
Other: none


Lickilicky(*) [George] (Male)
Nature: Brave

Stats:
HP: 110
Energy: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43(-) (50 / 1.15)
Boosts: none
Other: none


Elekid "The Wizard" (M)
Nature: Rash

Stats:
HP: 90
Energy: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 1(-)
Spe: 95
Boosts: none
Other: none


Round 1 Begin!

All right, let’s get this show underway! Who knows what tricks we have in store for our competitors (wink wink)? Slica wastes no time in firing off a lightning-fast Fake Out that catches The Wizard completely off-guard and causes him to flinch! It appears that he was distracted watching Shocta fire a Thunder Wave at George, paralyzing him! George, however, is unimpressed and simply begins to screech really obnoxiously. “Vegeta, what’s the scanner say about his decibel level?” “IT’S OVER 9000!!!!!!!” Sorry, just had to throw that out there. Anyway, the waves are supersonic and result in Slica looking around frantically, confused that it could hear that without visible ears. Many of the caged Pokemon are visibly disturbed by this screamo music, and some appear to be slightly angry.

Slica has been practicing breaking bricks, so it’s only natural that attacking George like that would deal a hefty amount of damage. The Wizard waves his wand (swish-and-flick) and yells, “Petrificus totalus!” A ball of lightning is released from his wand, paralyzing Slica! Seeing that Thunder Wave, Shocta is eager to demonstrate its skills as the “superior” Electric-type, so it shows its variety by launching a Flash Cannon at George, inflicting a pretty serious invisible wound. Despite this, George is able to use Hammer Arm, sending Slica flying across the floor and into a box. The box splinters, revealing one of our (many) props: Spikes! The Spikes scatter onto both sides of the field, 1 layer each! Isn’t the circus fun? (Heh, heh, heh…)

The Wizard has first move now, and he takes the opportunity to use Cross Chop, which he, unfortunately, does not have a spell for. Shocta laughs at poor spell-less The Wizard while also firing off a Magnet Bomb! The attack connects with George, but the magnetic field surrounding the attack rips the bars off of one of the metal cages! Which Pokemon appears? None other than our strong man, Machamp! At this point, he seems glad to be free, but he’s still mad about being locked up for so long (TOTALLY not my fault…). I can tell from his eyes that at the end of the next round, he’s going to Dynamicpunch all the battlers! That should be exciting. Anyway, Slica does a little more Brick Breaking, dealing even more damage to George, but George responds by Returning something to Slica. I don't know what he borrowed, but it apparently did a lot of damage.

Now the puppet master attacks. With a roll of his 999-sided die, he picks 188; now, with a flourish of his hands, his marionette minions fire an odd-looking grid onto the field. Guess what that means: The next round will have Trick Room up! Thanks for keeping things lively, PM!

End Round 1


Magneton* [Shocta]
Nature: Modest

Stats:
HP: 90
Energy: 87
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 70
Boosts: none
Other: none


Slica [Sneasel] (M)
Nature: Adamant

Stats:
HP: 19
Energy: 84
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
Boosts: none
Other: Paralyzed (20%)


Lickilicky(*) [George] (Male)
Nature: Brave

Stats:
HP: 46
Energy: 83
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43(-) (50 / 1.15)
Boosts: none
Other: Paralyzed (20%)


Elekid "The Wizard" (M)
Nature: Rash

Stats:
HP: 83
Energy: 79
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 1(-)
Spe: 95
Boosts: none
Other: none


Fake Out Elekid (Sneasel) [Success] Damage: 7 Energy Cost: 4
Thunder Wave Sneasel (Elekid) [Failed] Energy Cost: 7
Thunder Wave Lickilicky (Magneton) [Success] Energy Cost: 7 -Inflicts 25% paralysis
Supersonic Sneasel (Lickilicky) [Success] Energy Cost: 4 -Inflicts slight (2 round) confusion

Brick Break Lickilicky (Sneasel) [Success] Damage: 17 Energy Cost: 6
Thunder Wave Sneasel (Elekid) [Success] Energy Cost: 7 -Inflicts 25% paralysis
Flash Cannon Lickilicky (Magneton) [Success] Damage: 14 Energy Cost: 3
Hammer Arm Sneasel (Lickilicky) [Success] Damage: 29+2 {Box Damage} Energy Cost: 7

Cross Chop Sneasel (Elekid) [Success] Damage: 26 Energy Cost: 7
Magnet Bomb Lickilicky (Magneton) [Success] Damage: 12 Energy Cost: 3
Brick Break Lickilicky (Sneasel) [Success] Damage: 21 Energy Cost: 6
Return Sneasel (Lickilicky) [Success] Damage: 16 Energy Cost: 6


deadfox, prepare for the next round. It will be your last...
 
Wow this circus is not a fun place to battle. Why on earth did we come here?

Slica, you certainly took the brunt of that round. I don't know how much longer you will be standing so just go ahead and Quick Attack that Lickilicky for every action you remain, using your priority to at least do some damage. If at any stage you end up still standing while George is down then Ice Punch Elekid instead.

Shocta, you can just do more or less that you did last time around. Keep on firing off those surprisingly potent steel attacks at George, with a Flash Cannon followed by a Magnet Bomb. Then finally you should Thunder Wave the Elekid.

Summary
Slica: Quick Attack (George)x3
IF George is KOed then Ice Punch (Elekid)
Shocta: Flash Cannon (George) > Magnet Bomb (George) > Thunder Wave (The Wizard)
 
I disagree, I'm having oodles of fun. Granted, that DynamicPunch is going to freaking suck, but hey. Rough with the smooth.

George, finish off Slica nice and quick with a Hammer Arm. You're first this round thanks to the Trick Room. Quick Attack won't be fun, but, meh. But with him out of the way, turn your fire on Shocta.

Hammer Arm (Slica) >>> Dig (Shocta) >>> Flamethrower (Shocta)
Sub Hammer Arm as second action if the first misses. Because life trolls me like that sometimes.

The Wizard, unfortunately, you're going last over the next few turns, but don't worry. Paralyze Shocta first. If he's doing it to you, you're doing it to him. Then I guess just Cross Chop and Fire Punch.

Thunder Wave (Shocta >>> Cross Chop (Shocta) >>> Fire Punch (Shocta)
 
Rules:
4 vs 4 Doubles
3 Day DQ
2 Recoveries/3 Chills
Switch = KO
1 Ability
NO! ITEMS! EVERRRRRRRRRRRRR!!!!


Magneton* [Shocta]
Nature: Modest

Stats:
HP: 90
Energy: 87
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 70
Boosts: none
Other: none


Slica [Sneasel] (M)
Nature: Adamant

Stats:
HP: 20
Energy: 84
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
Boosts: none
Other: Paralyzed (20%)


Lickilicky(*) [George] (Male)
Nature: Brave

Stats:
HP: 46
Energy: 82
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43(-) (50 / 1.15)
Boosts: none
Other: Paralyzed (20%)


Elekid "The Wizard" (M)
Nature: Rash

Stats:
HP: 83
Energy: 79
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 1(-)
Spe: 95
Boosts: none
Other: none


Round 2 Begin!

Welcome back, everyone. This looks like it should be an interesting round, since Trick Room's up and all. Oh, wait: Slica ignores Trick Room with its priority Quick Attack. The attack was quick, but the damage was really low. George, on the other hand, is ready to strike and Hammer Arms Slica with all its might, sending it flying into the Machamp released last turn! Son_of_Shadoo, expect a letter from my lawyer soon for injuring one of my employees on the job. Anyway, the attack easily KOs Slica, and it also sends Machamp far enough away to delay Dynamicpunch for four turns! Shocta is eager to attack and uses its Flash Cannon to leave another dent in George. The Wizard casts another electrical spell, paralyzing Shocta in the process!

George now moves again, attempting to Dig its way under the floor and avoid damage. However, that paralysis he got comes back to bite him, and he is fully paralyzed! Shocta laughs mechanically before charging a Magnet Bomb aimed at George. However, The Wizard truly gets the last laugh as that paralysis is somehow contagious and fully paralyzes Shocta for the turn! Now The Wizard can attack and be the only one to cause damage! His Cross Chop aimed at Shocta goes perfectly- until it misses at the last second. That was a total waste of my time.

George opens the third action with a Return. Shocta appears pretty beaten from this attack, but it does manage to paralyze The Wizard, which ticks The Wizard off. A lot. So much, in fact, that he goes for a Fire Punch against Shocta, resulting in further damage to Shocta's rugged exterior. Now is the time for the Puppet Master to make his move. His 999-sided die rolls an 836, and he pulls a Poke Ball out of his belt. In a sinister voice, he calls out: "Go, Houndoom!" He then pulls out a 59-sided die to determine what move Houndoom will use. He rolls a 41: "Houndoom, use Embargo!" This prevents the use of hold items for two rounds! It has no effect here, but whatever.

End Round 2


Magneton* [Shocta]
Nature: Modest

Stats:
HP: 68
Energy: 74
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 70
Boosts: none
Other: Paralyzed (20%)


Slica [Sneasel] (M)
Nature: Adamant

Stats:
HP: KO (George)
Energy: 81
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
Boosts: none
Other: none


Lickilicky(*) [George] (Male)
Nature: Brave

Stats:
HP: 28
Energy: 64
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43(-) (50 / 1.15)
Boosts: none
Other: Paralyzed (20%), -1 Spd (1 more action)


Elekid "The Wizard" (M)
Nature: Rash

Stats:
HP: 83
Energy: 59
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 1(-)
Spe: 95
Boosts: none
Other: Paralyzed (20%)


Quick Attack Lickilicky (Sneasel) [Success] Damage: 4 Energy Cost: 3
Hammer Arm Sneasel (Lickilicky) [Success] Damage: 29 Energy Cost: 7 Sneasel KO’d
Flash Cannon Lickilicky (Magneton) [Success] Damage: 14 Energy Cost: 3
Thunder Wave Magneton (Elekid) [Success] Energy Cost: 7 -25% Paralysis

Quick Attack Lickilicky (Sneasel) [Failed] Damage: x Energy Cost: x
Dig Magneton (Lickilicky) [Failed due to paralysis] Damage: derp Energy Cost: 6
Magnet Bomb Lickilicky (Magneton) [Failed due to paralysis] Damage: derp Energy Cost: 3
Cross Chop Magneton (Elekid) [Failed] Damage: none Energy Cost: 7

Quick Attack Lickilicky (Sneasel) [Failed] Damage: x Energy Cost: x
Return Magneton (Lickilicky) [Success] Damage: 8 Energy Cost: 6
Thunder Wave Elekid (Magneton) [Success] Energy Cost: 7 -25% paralysis
Fire Punch Magneton (Elekid) [Success] Damage: 14 Energy Cost: 6


deadfox, send out your next Pokemon. Then, S_o_S issues orders.
 
Guys... I completely goofed. George doesn't even HAVE Flamethrower. You'll need to recalc the last round, sorry Dummy! STUPID SOS!

I thought you'd pick him, somehow... Ok guys, the RNG fucked us up a little bit, but we're still 4-3 up. The DynamicPunch is coming up soon though, and that is going to STING us all like a... Something better then a Beedrill that stings. At least George is protected from confusion, and Staba takes Spikes damage!

George, give Staba a friendly welcome to the battlefield by spitting in our opponents' faces with Muddy Water. Hopefully we can get an accuracy drop. Follow up with a Hammer Arm on Shocta. If you're still alive, use another Muddy Water on both of them.

Muddy Water >>> Hammer Arm (Shocta) >>> Muddy Water

The Wizard, I want you to create a 25% Substitute of yourself. PAY NO ATTENTION TO THE ELEKID BEHIND THE SUBSTITUTE! Then I want you to try using a Low Kick on Rhyhorn - he's pretty heavy as a Rock type. Finish up with another Cross Chop on Shocta.

25% Sub >>> Low Kick (Staba) >>> Cross Chop (Shocta)
 
Ok, wait, what? You just used a move you didn't have for 2 rounds? Awesome. Not sure where you're gonna get that Muddy Water from either.

Anywho, Shocta you should make the most of the Special D drop while it lasts with a Thunder on that cheater George. Then Flash Cannon him too for good measure. If he's still standing then fire off a Magnet Bomb at him, otherwise use Magnet Rise.

Staba, even with all this paralysis you're still one of the slowest out there, that sucks. First use your Drill Run to break the sub, then Bulldoze that silly little wizard and finally Drill Run him again. You should do some massive damage.

Summary
Shocta: Thunder (George) > Flash Cannon (George) > Magnet Bomb (George)/Magnet Rise if George is KOed
Staba: Drill Run (The Wizard) > Bulldoze (The Wizard) > Drill Run (The Wizard)
 
Yeah, I know, I don't know why I thought I had it... My deepest apologies, guys, I dun goofed. And Muddy Water seems to be generated from inside the body, according to the movedex here.
 
Oh, gosh, this is going to be really hard to fix. I already edited the first turn with Lickilicky's attack failing completely, but that means that Sneasel survives all the way through this turn. S_o_S, could you just pick another move to sub in its place both times, preferably one that has no effect? I think Return would be a good choice, but it's up to you.
 
Rules:
4 vs 4 Doubles
3 Day DQ
2 Recoveries/3 Chills
Switch = KO
1 Ability
NO! ITEMS! EVERRRRRRRRRRRRR!!!!


Magneton* [Shocta]
Nature: Modest

Stats:
HP: 68
Energy: 74
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 70
Boosts: none
Other: Paralyzed (20%)


Rhyhorn [Staba] (M)
Nature: Adamant

Stats:
HP: 100
Energy: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 25
Boosts: none
Other: none



Lickilicky(*) [George] (Male)
Nature: Brave

Stats:
HP: 28
Energy: 64
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43(-) (50 / 1.15)
Boosts: none
Other: Paralyzed (20%), -1 Spd (1 more action)


Elekid "The Wizard" (M)
Nature: Rash

Stats:
HP: 83
Energy: 59
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 1(-)
Spe: 95
Boosts: none
Other: Paralyzed (20%)


Round 3 Begin!

The Wizard (Harry Potter? Septimus Heap? Gandalf? Who knows?) opens this round by conjuring up a Substitute that uses 25% of his health. Shocta ignores this sleight of "hand" and instead opts to use its Thunder on George. Poor Lickilicky can't catch a break, can 'e? Staba takes his place on the battlefield and charges at The Wizard with a Drill Run. Unfortunately for Staba, it only hit The Wizard's Substitute, which is so durable it doesn't break. However, the Substitute posesses all of The Wizard's magical properties, allowing it to activate Static! Poor Staba...can't use a single move without hax kicking in...Anyway, George had a few glasses of water before this battle started, and he also had some mud (ew). His large belly, swollen in the extreme, has the ability to retain everything it eats, allowing George to cough up some Muddy Water. The vomit strikes both Shocta and Staba, inflicting particularly heavy damage to Staba. The attack also leaves a little mud in both Pokemon's eyes, reducing both their accuracies!

From behind his Substitute, The Wizard somehow manages to kick Staba down low. Staba trips and falls flat on his face. Shocta ignores the loud boom of a falling Rhyhorn and prepares a Flash Cannon. It charges for some time before...



George cringes at such a powerful blow; then, his immense blubber jiggling comically, he falls over, fainted. Staba laughs and decides to remove the body from the arena; he decides to do it himself, with a bulldozer. In the process, he also shatters Mr. Wizard's Substitute and inflicts severe damage to Shocta.

Mr. Wizard, agitated at the loss of his perfectly good Substitute, Cross Chops Shocta...even though Staba is the one that destroyed it. Maybe he's having an off day or something. Shocta does not take kindly to this, but he's a little more concerned about his demonic bulldozer-wielding ally. He magnetically rises, ensuring that he won't be hit by another Bulldoze for 6 turns. Staba ends the main actions by running with not scissors, but something far more dangerous: a drill! I'm getting the feeling that Staba might be a psychopath, because he aims for a few of Mr. Wizard's vital organs, landing a critical hit in the process. The Puppetmaster, eager as always to add to the torture, breaks out his 999-sided die again and rolls a 52. He pulls out his pocketwatch and dangles it in front of the three Pokemon's faces; as they gaze on in wonder (the Puppetmaster has a few hypnotic tricks up his sleeve; I don't fall for them because I have a digital watch, so I can just check the time there instead of looking at him), he whispers a few commands: "Come to me." All three Pokemon suddenly decide to walk across the room. "You are getting very sleepy." The three Pokemon, as if noticing this for the first time, begin yawning (not the attack). "Now, listen to me. The Wizard, your nature isn't Rash, it's Mild." The Wizard, eyes closed, ponders this for a moment before nodding in agreement. "Staba, your stats are wrong. You have 3 Special Defense and 2 Defense. I wonder why no one ever noticed that before." Staba looks a little worried, but he agrees with his new (Puppet)master. "Shocta...actually, your stats stay the same. Darn." Shocta, still recovering from firin' his lazor, has no energy to actually respond to that. "Now, obey your Trainers, entertainment Mankeys." With this, he casually slides back into the shadows, leaving the three Pokemon to do as they wish. The arena looks a little weird...there's some sort of grid all over the walls...

End Round 3


Magneton* [Shocta]
Nature: Modest

Stats:
HP: 37
Energy: 59
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 70
Boosts: -1 Spd, -1 Acc
Other: Paralyzed (15%), Levitating (5 actions)


Rhyhorn [Staba] (M)
Nature: Adamant

Stats:
HP: 63
Energy: 86
Atk: Rank 4 (+)
Def: Rank 2 (next turn only)
SpA: Rank 1 (-)
SpD: Rank 3 (next turn only)
Spe: 25
Boosts: -1 Acc
Other: Paralyzed (15%)



Lickilicky(*) [George] (Male)
Nature: Brave

Stats:
HP: KO (Shocta)
Energy: :P
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43(-) (50 / 1.15)
Boosts: none
Other: Paralyzed (15%)


Elekid "The Wizard" (M)
Nature: Rash

Stats:
HP: 32
Energy: 25
Atk: Rank 3
Def: Rank 1(-) (next turn only)
SpA: Rank 4(+)
SpD: Rank 2 (next turn only)
Spe: 95
Boosts: none
Other: Paralyzed (15%)


25% Substitute (Elekid) [Success] Energy Cost: 22
Thunder Lickilicky (Magneton) [Success due to –Speed nature] Damage: 18 Energy Cost: 7
Drill Run Elekid (Rhyhorn) [Success] Damage: 21 Energy Cost: 5 {Static activates; 20% paralysis}
Muddy Water (Lickilicky) [Both success] Damage: 3(29)/4 {Staba} 3(12)/4 {Shocta} Energy Cost: 7 {Accuracy drop both times}

Low Kick Rhyhorn (Elekid) [Success] Damage: 15 Energy Cost: 5
Flash Cannon Lickilicky (Magneton) [Success] Damage: 14 Energy Cost: 3 –Lickilicky KO’d
Bulldoze (Rhyhorn) [Success] Damage: Sub breaks {Elekid} x {Lickilicky} 3(24)/4 {Magneton} Energy Cost: 4 – -1 Speed (Magneton)
Hammer Arm Magneton (Lickilicky) [Failed] Energy Cost: x

Cross Chop Magneton (Elekid) [Success] Damage: 15 Energy Cost: 7
Magnet Rise (Magneton) [Success] Energy Cost: 5
Drill Run Elekid (Rhyhorn) [Success] Damage: 26 Energy Cost: 5
Muddy Water (Lickilicky) [Failed]


Wonder Room is active next turn, in case you hadn't guessed. I fixed everything in Rounds 1 and 2 by replacing Flamethrower with Return, which gave George 2 Energy back and Shocta 8 HP back. S_o_S, send out your next Pokemon; deadfox, you issue actions afterward.
 
Really? The "Pay no attention to the Elekid behind the sub" didn't give it away?

Ah well. Get your butt out there, Spiffy!

Also, shouldn't Staba and Shocta both have -1 Acc in their boosts because of Muddy Water?
 
I had no idea Bulldoze hurt everyone, good to know.

I've become highly confused by this arena and all the moves changing and whatnot, so let's just keep it simple.

Staba: Earthquake > Drill Run (Spiffy) > Earthquake
Shocta: Magnet Bomb (Spiffy) > Thunder Wave (Spiffy) > Magnet Bomb (Spiffy)
IF Spiffy Protects the T-Wave THEN use Flash Cannon instead to make it waste energy
 
LEAVE SPIFFY ALONE! SHE DIDN'T DO ANYTHING TO DESERVE THIS! *weeps*

Yeah, had to do it. Spiffy, you're in a bit of a pickle here, so Protect the first action. We should be ok to take the Thunder Wave, as being an Electric type, you have a reduction in paralysis from Electric attacks! ... Does that apply to Thunder Wave? Regardless, hit Staba with a Hydro Pump, and Flamethrower Shocta.

Protect >>> Hydro Pump (Staba) >>> Flamethrower (Shocta)

The Wizard, create another 25% Substitute. CONTINUE PAYING NO ATTENTION TO THE ELEKID BEHIND THE SUBSTITUTE! Hit Staba with another Low Kick, and Cross Chop the crap out of Shocta.

25% Sub >>> Low Kick (Staba) >>> Cross Chop (Shocta)
 
Rules:
4 vs 4 Doubles
3 Day DQ
2 Recoveries/3 Chills
Switch = KO
1 Ability
NO! ITEMS! EVERRRRRRRRRRRRR!!!!


Magneton* [Shocta]
Nature: Modest

Stats:
HP: 37
Energy: 59
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 70
Boosts: -1 Spd, -1 Acc
Other: Paralyzed (15%), Levitating (5 actions)


Rhyhorn [Staba] (M)
Nature: Adamant

Stats:
HP: 63
Energy: 86
Atk: Rank 4 (+)
Def: Rank 2 (next turn only)
SpA: Rank 1 (-)
SpD: Rank 3 (next turn only)
Spe: 25
Boosts: -1 Acc
Other: Paralyzed (15%)



Duclohm (Spiffy) (F)
Nature: Modest

Stats:
HP: 100
Energy: 100
Atk: Rank 1 (-)
Def: Rank 2 (this round only)
SpA: Rank 4(+)
SpD: Rank 3 (this round only)
Spe: 60
Boosts: none
Other: none


Elekid "The Wizard" (M)
Nature: Rash

Stats:
HP: 32
Energy: 25
Atk: Rank 3
Def: Rank 1(-) (next turn only)
SpA: Rank 4(+)
SpD: Rank 2 (next turn only)
Spe: 95
Boosts: none
Other: Paralyzed (15%)


Round 4 Begin!

(The flavor will be short, since I have three other matches to ref. Sorry, but a ref's gotta do what a ref's gotta do.)

Spiffy, who is affected by Wonder Room despite not being there for its activation, decides to Protect herself from damage. The Wizard, who is under The Puppetmaster's influence, conjures up another 25% Substitute at his trainer's request, despite the fact that it leaves him with 3 energy. Shocta fires a Magnet Bomb at a weak point on Spiffy; however, in his hypnosis-induced haze, he doesn't notice that what would have been a critical hit is easily Protected against. Staba is feeling even more sluggish; plus, his paralysis acts up, meaning that powerful Earthquake will never come to pass.

Spiffy gathers a massive amount of water from the atmosphere and blasts Staba with a Hydro Pump. It snaps Staba out of his hypnosis, though Wonder Room still affects him. The Wizard, unfortunately, is not as lucky; he obeys his trainer's request for a Low Kick, but he lacks the energy to do so! Shocta makes an attempt to paralyze Spiffy with Thunder Wave, but Spiffy's Electric typing allows it to circumvent the attack. Staba, in less of a haze, runs with another power drill, inflicting massive damage to Spiffy.

Spiffy gets mad, really mad, FLAMING mad, in fact. She whips out a flamethrower (which she has a license to carry, unlike George) and torches Shocta. Again, The hypnotized Wizard tries to attack, but he lacks the energy to Cross Chop. Shocta finally has a little success this round, nuking Spiffy with a Magnet Bomb. Unfortunately for everyone, the attack opened up the cage of our tightrope walker, Gardevoir! She's been in a relationship with our Machamp strongman for quite some time, and at the sight of her free, he comes running. His pace has quickened to the point that he'll be here in one turn instead of two! The thought of this paralyzes Staba with fear.

Now the Puppetmaster moves back out onto the battlefield. Rolling his die again, he gets a 258. He cancels the Wonder Room, returning The Wizard and Shocta to full consciousness. To The Wizard's envy, he uses his magic to warp the room further. No one can use items next turn! As the Puppetmaster slinks back off into the shadows, The Wizard laughs at the knowledge that this spell does nothing in the context of this battle. The Puppetmaster looks annoyed, maybe a little TOO annoyed...

Round 4 End


Magneton* [Shocta]
Nature: Modest

Stats:
HP: 20
Energy: 46
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 70
Boosts: none
Other: Paralyzed (10%), Levitating (2 actions)


Rhyhorn [Staba] (M)
Nature: Adamant

Stats:
HP: 33
Energy: 69
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 25
Boosts: none
Other: Paralyzed (10%)



Duclohm (Spiffy) (F)
Nature: Modest

Stats:
HP: 71
Energy: 75
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 2
Spe: 60
Boosts: none
Other: none


Elekid "The Wizard" (M)
Nature: Rash

Stats:
HP: 7
Energy: 3
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 1(-)
Spe: 95
Boosts: Substitute (25%)
Other: Paralyzed (10%)


Protect (Duclohm) [Success] Energy Cost: 7+10/3 {10}
25% Substitute (Elekid) [Success] Energy Cost: 22
Magnet Bomb Duclohm (Magneton) [Success] Damage it would have done: 10 Energy Cost: 3 –Critical Hit!
Earthquake (Rhyhorn) [Failed, fully paralyzed] Energy Cost: 6

Hydro Pump Rhyhorn (Duclohm) [Success] Damage: 30 Energy Cost: 8
Low Kick Rhyhorn (Elekid) [Failed, not enough energy]
Thunder Wave Duclohm (Magneton) [Failed, Electric typing] Energy Cost: 7
Drill Run Duclohm (Rhyhorn) [Success] Damage: 21 Energy Cost: 5

Flamethrower {Now with 100% more legality!} Magneton (Duclohm) [Success] Damage: 17 Energy Cost: 7
Cross Chop Magneton (Elekid) [Failed, not enough energy]
Magnet Bomb Duclohm [Success] Damage: 8 Energy Cost: 3
Earthquake (Rhyhorn) [Failed, fully paralyzed] Energy Cost: 6


Son_of_Shadoo, go ahead and move.
 
Damn it, forgot about energy...

The Wizard, chill, then Low Kick Staba, then chill again.

Spiffy, Flamethrower til Shocta dies, but if it decides to Protect, change that action to Hydro Pump (Staba).
 
Shocta: Tri Attack Spiffy 3 times.

Staba: Earthquake > Earthquake > Drill Run on Elekid if the sub is down, else Drill Run Duchlom
 
Rules:
4 vs 4 Doubles
3 Day DQ
2 Recoveries/3 Chills
Switch = KO
1 Ability
NO! ITEMS! EVERRRRRRRRRRRRR!!!!


Magneton* [Shocta]
Nature: Modest

Stats:
HP: 20
Energy: 46
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 70
Boosts: none
Other: Paralyzed (10%), Levitating (2 actions)


Rhyhorn [Staba] (M)
Nature: Adamant

Stats:
HP: 33
Energy: 69
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 25
Boosts: none
Other: Paralyzed (10%)



Duclohm (Spiffy) (F)
Nature: Modest

Stats:
HP: 71
Energy: 75
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 2
Spe: 60
Boosts: none
Other: none


Elekid "The Wizard" (M)
Nature: Rash

Stats:
HP: 7
Energy: 3
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 1(-)
Spe: 95
Boosts: Substitute (25%)
Other: Paralyzed (10%)


Round 5 Begin!

While the Puppetmaster sits on the sidelines waiting for another chance to mess with the battle, Spiffy prepares some Magneton flambe. Whipping out a flamethrower, she torches Shocta, leaving the magnet trio REALLY low on health. The Wizard chills out, protected by his amazing Substitute, while Shocta gets revenge on Spiffy with a Tri Attack. The Ice element of the attack is particularly effective against Spiffy, even to the point of freezing her mouth shut! Staba smashes his foot against teh ground, causing an earthquake that leaves Spiffy much lower on health and The Wizard's Substitute on the verge of breaking.

Spiffy whips out her flamethrower again, this time opting to melt the ice around her mouth. The Wizard attempts to Low Kick Staba, but his paralysis acts up, preventing the attack from occurring. Paralysis appears to be contagious this round, as Shocta is also unable to attack because of it. Staba, on the other hand, is able to move enough to Earthquake, shattering The Wizard's Substitute and dealing a fairly high amount of damage to Spiffy.

Spiffy once again breaks out her flamethrower, finally doing enough damage to Shocta to finish off the poor little fridge magnet. Although he's now out in the open, The Wizard just keeps on a-chillin', leaving himself completely open to a Drill Run from Staba. The attack is just as effective as an Avada Kedavra to The Wizard, and he knows it. His wand falls from his hand, and his spectacles fall from his face. He's fainted, the poor chap!

Now it's the Puppetmaster's turn to play. His primary target has fainted, so he can mess around with the other two instead. After he cancels Magic Room, his 999-sided die rolls 865, and he sends out his Houndoom again. He pulls out his 59-sided die to see what move Houndoom will use. It gets a 28: "Houndoom, use Double Team!" Houndoom creates several copies of itself, positioning them all over the arena. The Puppetmaster sighs, knowing that this attack will do absolutely nothing in the long run. "At least there's the Machamp," he mutters. Speaking of the Machamp, he's finally arrived back at the battlefield. He looks angrily around, daring anyone to come near him. Both Spiffy and Staba look absolutely petrified, but Machamp decides to DynamicPunch them both for good measure. He takes it easy, only doing 10 damage times the effectiveness multiplier. However, Staba still suffers the confusion that Spiffy avoids due to Shield Dust. Machamp takes Gardevoir in his arms and the two run off into the sunset. Well, there went half the show...

End Round 5


Magneton* [Shocta]
Nature: Modest

Stats:
HP: KO (Spiffy)
Energy: 46
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 70
Boosts: none
Other: none


Rhyhorn [Staba] (M)
Nature: Adamant

Stats:
HP: 18
Energy: 40
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 25
Boosts: none
Other: Paralyzed (5%), Severely Confused (3 actions)



Duclohm (Spiffy) (F)
Nature: Modest

Stats:
HP: 15
Energy: 30
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 2
Spe: 60
Boosts: none
Other: none


Elekid "The Wizard" (M)
Nature: Rash

Stats:
HP: KO (Staba)
Energy: 22
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 1(-)
Spe: 95
Boosts: none
Other: none


Flamethrower Magneton (Duclohm) [Success] Damage: 17 Energy Cost: 11
Chill (Elekid) [Success] Energy Gained: 12
Tri Attack Duclohm (Magneton) [Success] Damage: 14 Energy Cost: 7 –Duclohm’s mouth was frozen!
Earthquake (Rhyhorn) [Success] Damage: 3(21.75)/4 {Duclohm} 3(24)/4 {Elekid} Energy Cost: 10

Flamethrower Magneton (Duclohm) [Success, sort of] Energy Cost: 15 –Thaws ice
Low Kick Rhyhorn (Elekid) [Failed, paralysis] Energy Cost: 5
Tri Attack Duclohm (Magneton) [Failed, paralysis] Energy Cost: 11
Earthquake (Rhyhorn) [Success] Damage: 3(21.75)/4 {Duclohm} 3(24)/4 {Elekid} Energy Cost: 14

Flamethrower Magneton (Duclohm) [Success] Damage: 17 Energy Cost: 19 –Magneton fainted!
Chill (Elekid) [Success] Energy Gained: 12
Tri Attack Duclohm (Magneton) [Failed]
Drill Run Elekid (Rhyhorn) [Success] Damage: enough Energy Cost: 5 –Elekid fainted!


I'll send out your Pokemon for you.

deadfox081: Go, Flicka (Chandelure)!
Son_of_Shadoo: Go, Eoleo (Arghonaut)!

deadfox, actions!
 
Staba: Keep trying to Drill Run Spiffy until you are likely dead.

Flicka: Will O Wisp Eoleo, Shadow Ball Spiffy, Will o Wisp Eoleo (if already burned then Night Shade instead)
 
Stupid SoS. WHY DIDN'T I MAGNET RISE?! Ah, whatever. Spiffy, if the first Will-o-Wisp hits, use Heal Bell then Hydro Pump spam. If it doesn't, just Hydro Pump spam.

Hydro Pump Flicka x3
Sub Heal Bell on the first action if Will-o-Wisp hits.

Eoleo, are you ready!? I can't let you get burned, but Spiffy will take care of that first one. Use Aqua Jet on Staba, then a 25% Substitute. Then Yawn at Flicka.

Aqua Jet (Staba) >>> 25% Sub >>> Yawn (Flicka)
 
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