Pokemon Trainer Maxim would like to battle!
"Well, this is a surprise isn't it?"
RNG Roll for Pokemon: 5/5
"Protowatt, let's finish this off!"
RNG Roll for Ability: 2/3
"Oh look, Magic Guard, how convenient!"
Nature: Modest (+1 SpA, -1 Atk)
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Atk: Rank 1 (-)
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 1
Size Class: 1
Weight Class: 1
Base Rank Total: 10
Trace: (Can be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Magic Guard: (Innate) 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, and Burn. It can still attack itself in confusion, but will not take any 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 not negated.
Shed Skin (DW): (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.