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To pick up where Frogger left off, Porygon3 sends out his Joltik, who gets 300 extra HP for his awesome Nickname!
Joltik(*) Australia (M) Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Attack)
Type: Bug/Electric Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1). Electric: Summary: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Stats:
HP 90
Atk * (-1)
Def **
SpA ***
SpD ***
Speed 75 (65 x 1.15^)
EC: 1/6 MC: 0 DC: 1/5
Abilities: Compoundeyes (innate): This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Unnerve (innate): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used. Swarm (DW) (innate): When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Attacks:
String Shot (*)
Leech Life (*)
Spider Web (*)
Thunder Wave (*)
Screech (*)
Fury Cutter (*)
Electric Net (*)
Bug Bite (*)
Gastro Acid (*)
Bug Buzz
Disable (*)
Rock Climb (*)
Pin Missile (*)
Volt Change (*)
Flash (*)
Charge Beam (*)
Unfortunately, he is so shocked by the destruction of this once beautiful forest that he loses this initial HP gain. After discovering the culprit, he takes no time toaking out Horsea with a swift, vengeful Charge Beam (16.5 damage). Not only does Poseidon faint, but the lingering energy of the attack also remains in Joltik's system, readying him for the next opponent.
Hit him with some powerful Bug Buzzes to hit that weak special defense! That Earthquake will probably hurt you a lot, so let's disable that and prevent him from trying it again!
Faced with the smallest of all Pokemon, HD decides to try a 'size matters' approach and sends out something far larger.
Colosshale [Card Shark] (Male)*
Nature: Naughty (Adds * to Attack, Subtracts * from Special Defense)
Type:
Dark/Water: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Revenge and Vengeance have Energy Cost reduced by one (1). Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).
Abilities: Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in. Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round. Heat Rampage (DW - Not Activated): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.
Indeed, the whale Pokemon Card Shark dwarfs the tiny arachnid as it is, but he's not quite done yet. Summoning strength from within, his body glows with a pure, brilliant white light, then grows and changes shape until Card Shark finally reveals himself as the mighty terrestrial narwhal, Collossoil!
Colossoil [Card Shark] (Male)*
Nature: Naughty (Adds * to Attack, Subtracts * from Special Defense)
Type: Dark/Ground Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Revenge and Vengeance have Energy Cost reduced by one (1). Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Abilities: Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in. Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Pressure (DW - Activated): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Joltik panics, but quickly comes to his senses and decides to take the offensive. Its mandibles vibrate rapidly, emitting high pitched soundwave which is fired toward Colloshale in the form of a high powered Bug Buzz (21.75).
Hurt and enraged, Colossoil is swift to take vengeance. The vast creature burrows underground, and while it is unclear exactly what he does down there, the effect is obvious - an Earthquake (17.5) violently shakes everything above him, the helpless Joltik included. Not wanting to face the move again, Joltik penetrates his foes mind (perhaps literally - he's certainly small enough) and Disables Card Shark's memory of it - now not even he knows what happened down there.
But he doesn't particularly care. Using the risidual power of the Earthquake with a touch of added effort, he manages to manipulate the seismic activity benath Australia, causing a geyser to open beneath the tiny bug, an attack easily recognisable as Earth Power (12). Not wanting to be outdone, Joltik returns fire with a second Bug Buzz (21.75). With this final burst, Joltik finds he has expended the extra energy granted to him from the last turn.
Well, this is going to be rough but you do have something going for you Australia! Let's start this off with another Bug Buzz. Then I want you to use a String Shot, and aim for the horn to land on top of him! Hopefully this will stop him from using any more ground shattering attacks since you'll be safely on top of it. If he uses Taunt at any point in the round previous to this move I want you to use Bug Buzz instead. Finally, finish the round with another Bug Buzz!
Colossoil, starting to get a headache, decides to try his best to avoid morfe of that hideous buzzing. By the time Joltik lets off his Bug Buzz, Card Shark is safely underground. He emerges from this position with a painful Dig (15.5).
He then immediate follows this up with Earth Power (12), once again striking from below. Joltik, clearly sick of this low blows decides to try some nifty. Lifting his abdomen so as to aim his spinneretes at Colossoil, he fires a silky String Shot straight at the narwhals prominent horn. The move partially jams the drill, slowing down Colossoil's movement. But Australia isn't finished - still attached to the thread, he quickly climbs onto Card Shark's head using the string as leverage.
From his new vantage point, he begins rubbing his mandibles together once again. Colossoil panics and tries to escape using Dig, but it's no good; he only manages to drag Joltik down with him, who fires his Bug Buzz
(20.25) at point blank range! Additionally, Card Shark finds himself unable to hit his opponent with Dig, although Joltik still does not a prreciate being dragged underground and takes minor damage (half - 7.75). Joltik, fearing for his life, gets a rush of a adrenaline, boosting his Bug Attacks via Swarm.
Well Australia, as much as I would like to think of another creative round for you, there isn't much you can do besides hit him with a few extra powerful Bug Buzzes and hope they hit despite the evasive Digging, since you are still on top of him. If only you had a little bit more HP left we could have tried something more exciting...
Using both his speed and positional advantages, Joltik effortlessly fires off another, now boosted Bug Buzz (23.25). Colossoil, making no apparent attempt to get the infuriating insect off the top his head simply tries to avoid the attack with Dig, but to no avail. He Succeeds only in dragging Joltik through the ground (7.75). Oh wait, he has achieved something after all! As the pokemon breach the surface it seems the tiny bug can't take much more of this and falls off Colossoil's head, leaving him much more vulnerable tothe Narwhal's powerful Ground Attacks!
Luckily, he still has speed on his side, but now that Colossoil's evasive digging can be pulled of successfully, he only scores a glancing hit* with Bug Buzz (11) before Colossoil completely escapes underground. Joltik recieves no such escape, taking the full force of Card Shark's Dig (15.5).
The two battlers stop briefly. Joltik sees Colossiol's expression change to remembrance, and as the immense pokemon prepares to go on a different kind of underground trip, he realises why - Earthquake is no longer disabled! And as the sticky silk jamming the Narwhal's drill starts to become unstuck, Joltik realises he must act fast. Straining as it is, he overworks his mandibles to produce his devastating soundwave once again. This final Bug Buzz (23.25) catches Card Shark just before his would be final descent. The attack strikes him squarely, and suddenly Colossoil realises that it is not himself who will deal the final blow, leaving Joltik and his Trainer victorious!
*I'm not entirely sure how to ref evasive digging. The battles I've been in, it generally avoids an attack and then hits. I generally go by the rule that if you're slower, it shouldn't be entirely successful, but I may check this with some more experienced refs, so I'll understand if you feel inclined to contest this (gamewinning) decision. Otherwise, it strikes me as being broken though, so idk.