The PokéCommunity Forums

The PokéCommunity Forums (https://www.pokecommunity.com/index.php)
-   Competitive Pokémon (https://www.pokecommunity.com/forumdisplay.php?f=260)
-   -   Improve your Battling: Replay Critique (https://www.pokecommunity.com/showthread.php?t=346275)

Anti March 27th, 2015 1:00 AM

Improve your Battling: Replay Critique
 
Much of the content in the forum recently has centered around team-building, with the threat list, building competition, building workshop, etc.

Of course, in-battle execution is also very important. It is the reason that you can copy a number one ladder team and barely scratch the top 500 or "steal a team" for a tournament and find yourself 4-0ed. The goal of this thread is to help you improve your execution.

The way it works is simple. Post a replay of yours where you feel like you could have played better. Maybe you had a big lead and let it slip away, or maybe you won but have no idea how you managed to pull it out after nearly choking. It could have been that your opponent just completely destroyed you. These are just a few examples. If you feel like you could use some critique on a battle of yours no matter the circumstances, then post the replay and we can give advice.

And...that's all! Post away!

Yoshikko March 27th, 2015 9:33 AM

da quick to diminish the seriousness of any battling related thread and willingness of ppl to actually post in this forum yet again

Dark Azelf March 27th, 2015 9:38 AM

Quote:

Originally Posted by Yoshikko (Post 8675841)
da quick to diminish the seriousness of any battling related thread and willingness of ppl to actually post in this forum yet again

My goal is ironically the opposite young shrew. ;)

srinator March 28th, 2015 2:16 AM

http://replay.pokemonshowdown.com/pokecommunity-ou-147826

i thought i had this in the bag, but eh i think i misplayed victini in the entire match and the lati plays seemed bad, since it could completely obliterate the opposing team. eh i would like some tips and critics

Anti March 28th, 2015 3:29 AM

I'll go through this. Hope it's helpful etc.

Team Preview

Just to preface what I'll say, breaking down the match-up in preview will give you an idea of some underlying assumptions I'll be operating under.

Your team versus his: You have a pretty good match-up, enough that I'd say you had the advantage. Latios is the easiest thing that pops out at you - his team doesn't have a switch-in to Draco Meteor. Also, he has nothing faster than Latias except Victini or Kyurem-B (one of who is presumably Scarfed). Latias Speed tie is bad news for him more than you. Don't sleep on Scizor here either, as Garchomp and Victini both do not have recovery and are easily worn down, and the rest of the team gets shredded up. Also, Scizor walls his entire team except the Victini and Garchomp if it has Fire Blast, so keeping it alive is paramount. Thus, Latios and Scizor-Mega are both suitable win conditions. Weavile can also put in work.

Conversely, Keldeo is walled by half of his team. This is definitely a good candidate as a sacrificial mon should you need it, especially to sponge the first Victini switch-in of his. Your own Victini hates Garchomp and Slowbro, so this would also be a sacrificial candidate, though it has nice utility pressuring Amoonguss and potentially Kyurem-B should Scizor be killed.

His team versus yours: His biggest threat to you is Slowbro-Mega (though Latias could be mega as well but you handle that much more easily with Scizor and Weavile). His other mons are, quite frankly, not very threatening to you; Scizor in particular walls or at least hinders a large portion of his team, as mentioned before. Victini is threatening but you have your own Garchomp to help wear it down and your own Keldeo to...sack, probably. His Garchomp, if it is defensive with Fire Blast (as it would turn out to be), could potentially cause problems for some of your Pokemon but also struggles with Keldeo, Latios, and Weavile. As long as you don't let the Slowbro get rolling, you can apply most of the pressure.

Overall Strategy: First, his team is either SR weak or relies on Regenerator, so getting SR down early is a good way to start. Besides that, force him to make sacrifices early with Latios so long as you can hold off the Slowbro. (Forcing it to M-evo is also good as it curbs Regenerator and will make it easier to wear down, though this is easier said than done.) Wear down the Victini/Chomp and sweep with Scizor.

Lastly, I know this is easier to do in hindsight than when the game is happening, but a quick survey of you team and what he struggles with isn't difficult or time-consuming. Also, the more you use certain teams or even Pokemon, the more intuitive it becomes.

Anyway, onto the battle:

Turn 1

I didn't get this play since the Slowbro is likely to be Mega, and Latios is actually fodder for Mega Slowbro. If you have SD or Toxic on the Chomp, it's actually not a bad opening play even though the risk of a Scald burn is high. At the very least, it puts offensive pressure on him, especially since he...doesn't have a Dragon switch-in aaaaa. I'm assuming you sent in Latios to absorb Scald, and it ended up working since you forced the Slowbro out, but you ended up sacrificing Garchomp (who would have been nice vs. Victini) to do it. That's a tough lead match-up: I might have led off with Weavile since it pressures all of his Pokemon, though Garchomp was a perfectly defensible choice as well.

Turn 6

Very nice forcing him to sack, though it does create an opening for Slowbro. I like the play regardless as Slowbro can be forced out by Victini + Weavile if necessary and getting a free kill is always nice.

Turn 7

You alluded to this play in your post, and yeah, I can't say I agree with it. With your rocks up, that's a play you can make the next time Victini comes in, but you have to know the limitations of Lati's strength here. While defensible as this play would contribute to your overall strategy of wearing Victini down for Scizor, it's a bit premature when you can save a key contributor and let Keldeo sponge a U-turn or V-Create. Since Keldeo isn't helping you much, something like a Bolt Strike is not a catastrophe, and is indeed giving Latios a free switch back in with full SAtk. U-turn was the obvious play on your opponent's part and I think just letting Keldeo take it would have been better. Yeah, he could go into Latias, Amoonguss, or Slowbro, but with Victini/Weavile/Scizor all still intact, Slowbro is hard-pressed to set up all that well and risks a Scald burn or a Specs coverage move. It's a tough position for you to be in, but it's not unworkable. The advantage of your play was that it kept momentum on your side, but at the cost of a key player.

Turn 8

This needs to be a U-turn since he has no reason to risk the Amoonguss when he has Chomp and Slowbro both in. V-Create creates Slowbro fodder/Garchomp recoil. If he does stay in, it's Sporing, and Keldeo is a great candidate to take it for you. Then you can send Victini right back in.

Turn 9

This is risky business with your remaining win-con. You know Garchomp is his SRer since nothing else learns it, so he's probably looking to get that up first, but really, you have to switch Scizor out to scout for Fire Blast. (The miss was very fortunate.) You might as well toss Keldeo in there right away to force it out, and then you can pull a double into Weavile. This whole sequence was rather sloppy.

Turn 13

With Spore being fairly obvious, I would have let Victini take it or even predict the Spore and keep Keldeo in, though the latter play is somewhat dubious. Weavile pressures his whole team and it fell asleep. Victini is much less useful with Garchomp and Slowbro still in the way. I thought this play really hurt you.

Turn 16

This sequence with the Garchomp also caught my attention heading into the next turn as well. I actually would have Roosted here. At this point, he has to switch his Amoonguss out if he wants to keep it alive. If he stays in, no harm done. But since he'll probably switch out, he has a few options. The first is a Victini sack to get his Garchomp in without taking damage. The second is a direct switch to Garchomp. The key point is that either way, you won't quite kill the Garchomp and you'll have to switch out or kill your Scizor in the process of killing the Garchomp. You cannot lose Scizor or your last win condition is gone. You need to recognize Scizor's importance and not let it die. With that in mind, Roost is a conservative but solid play, as you can live to fight another day and bring in Keldeo to hold off Garchomp. (This is where having Weavile awake would help as well, just as added offensive pressure for when Keldeo is inevitably forced out.)

Once you killed off Scizor, the game was over.

Retrospective

I think the biggest thing to emphasize is just that you have to identify key players, sacrificial lambs, and then play accordingly. Keldeo is an especially good example in this battle because not only is it walled, but it actively cedes momentum to major threats on the opposing team like Latias and Slowbro, so its usage has to be strategic.

A lot of times people say that HO is abut making plays, making the right switches, and sacrificing the right Pokemon. Definitely be mindful of the key players you have so you don't put yourself at a disadvantage. You were reacting more than forcing the action on him, and it showed.

It was just a few minor errors to clean up. Some of the plays I suggested are by no means fool-proof and come with their own problems. (For example, switching Keldeo into the Victini could give you a major issue with Slowbro again.) I just got the impression that some of them were made rather carelessly, so I would take my advice not so much as absolute but rather as just something to mull over to that you are more deliberate next time in weighing long-term goals and relating that to short-term risk/reward. We all make lazy plays sometimes, but being really active as a thinker helps to minimize how often they happen.

So yeah, hope that was helpful. I hope it wasn't too discouraging as I've seen you make plenty of good plays before! It's just about being more consistent.

Yoshikko March 28th, 2015 5:43 AM

http://replay.pokemonshowdown.com/ou-221275536

hello

idk if keeping altaria in was smart, probably not, but im iffy on predicting and i didnt want my heatran to die :(

http://replay.pokemonshowdown.com/ou-221281499

also this is only 9 turns but i wanna know if that crit mattered lol

http://replay.pokemonshowdown.com/ou-221282752

k ill stop now

Anti March 28th, 2015 7:48 AM

The crit mattered:

+1 252+ Atk Altaria Earthquake vs. 0 HP / 0 Def Roserade: 170-200 (65.1 - 76.6%) -- guaranteed 2HKO
+1 252+ Atk Altaria Return vs. 0 HP / 0 Def Roserade: 173-204 (66.2 - 78.1%) -- guaranteed 2HKO

damage calc

There isn't much about the last two battles...

As for the first one, lots of comments:

- Don't panic against the Lopunny. You get half of your team damaged before you decide what to do against it. Send in Amoonguss and force it out and try to keep it out with offensive pressure. Also, this is a nitpick, but there's no reason to Scald it. This is a needless risk and you're very lucky that it burned. Secret Sword it and ensure the KO.

- Gliscor is a far better Excadrill switch-in than Keldeo (see turn 15). No need to risk your Pokemon to it waking up, and you were fortunate that it SRed (probably assuming Gliscor would come in or that it would leave Amoonguss after setting rocks).

- The Altaria play was okay but it would have been better to toss Heatran in there since you really didn't need it except for Umbreon, who Altaria handles better. You noted worrying about Superpower, but think about the long game. If he OHKOes Heatran with Superpower, what do you do? Remember that you have Keldeo still who can come in and fire off a Secret Sword, which will 2HKO Umbreon or Rotom-W and will OHKO a -1 Def Scizor. That's why I wouldn't have sacked Altaria. Try to think a few turns ahead and weight risk/reward. In that case, risking Heatran is only a short-term risk but not really a long-term one.

- On that same note, there was no reason to just sack the Keldeo to CB Bullet Punch. I don't have anything deep to say except "don't do that." Know if your Pokemon are healthy.

I could write an essay about your opponent's misplays, but you managed pretty well overall.

Nolafus March 29th, 2015 12:02 AM

http://replay.pokemonshowdown.com/ou-220030780

Yeah, I won, but I feel like my beginning game was really sloppy. I don't think I should have sacked two of my most potent sweepers that early on, so any tips?

Anti March 31st, 2015 11:30 AM

Quote:

Originally Posted by Nolafus (Post 8678948)
http://replay.pokemonshowdown.com/ou-220030780

Yeah, I won, but I feel like my beginning game was really sloppy. I don't think I should have sacked two of my most potent sweepers that early on, so any tips?

sorry this will be truncated, if you have any follow-up questions etc. i can go in-depth more.

the biggest thing i saw from that battle playing out is that you each had pseudo-wincons that were walls, him heatran and you hippowdon. really, glancing at team preview, the only thing that he has that really uses hippowdon as fodder to deal serious damage to you is clefable. landorus-t can annoy it but if it's scarf (turned out not to be) then it's possible to wear it down. np thund is upset alert a bit what what can you do lol, and you averted the crisis.

this was a pretty tough match-up for you as you really don't have a good heatran switch-in at all. i might have tried to get lati in earlier to trick it or clefable which would have improved your odds tremendously, though of course it did come in handy against the thundurus.

you got pretty fortunate that he needless risked his clefable to your scizor twice (resulting in its death) when you didn't really have good answers for it. normally i try to play aggressively against stuff i'm weak to and pull off some double switches to try to keep momentum, but as i have been talking with you i do know that you're still picking up ou and that's probably something to tackle once you are more used to the metagame.

this might sound like annoying/cheeky advice, but i might just try to cover heatran more in your teambuilding as luring with cb superpower from scizor is tricky business. then again, can't cover everything in oras. heatran is pretty common though, so i might look at eq over hp fire on the lati since trick already cripples ferrothorn plenty? it's a bit burn weak but what can you do eh?

anyway, solid effort.

Polar Spectrum April 3rd, 2015 6:52 PM

This, is a great concept for a thread, imo there's a huge lack of emphasis on actual battling in the Battling and Team Building section. And how the hell can you deny that it's an integral part.


Anywho to contribute what little I can;

Quote:

Originally Posted by srinator (Post 8686268)

First, who was your answer for rocks? Charizard has to come in sadly before he can only be 2x weak instead of 4. And what are Shaymin's other two moves? Was switching Landorus out on the obvious leaf storm an option? Does your Char X run Dragon Dance btw? Taking the tailwind to KO serperior was obvious better than dying to dragon pulse, just curious.

srinator April 3rd, 2015 6:57 PM

Quote:

Originally Posted by Polar Spectrum (Post 8689200)

First, who was your answer for rocks? Charizard has to come in sadly before he can only be 2x weak instead of 4. And what are Shaymin's other two moves? Was switching Landorus out on the obvious leaf storm an option? Does your Char X run Dragon Dance btw? Taking the tailwind to KO serperior was obvious better than dying to dragon pulse, just curious.

i did not have one for that battle.
seed flare and earthpower none of which could ko serp and i did not die to dragon pulse. well technically.
yes its a dd char x.

KorpiklaaniVodka April 4th, 2015 11:02 AM

http://replay.pokemonshowdown.com/ou-222875387

I won, but I think I screwed up in the early-game.

Anti April 5th, 2015 2:23 AM

Quote:

Originally Posted by AmourPearlShipper (Post 8690213)
http://replay.pokemonshowdown.com/ou-222875387

I won, but I think I screwed up in the early-game.

honestly not a whole lot to say about this match, but i'll toss in some observations.

first, this isn't on your play, but running a team with no ground resists or immunes is asking for trouble. i might consider a tornadus-t over goodra who i don't like on rain despite hydration as it is a momentum killer more than anything. can't say it was surprising to see it as the easiest sac candidate. sometimes a legitimate conclusion from a replay is "i need to change this team" and i'd take that opportunity here; in the turn 8/9 range your opponent opted to send his thund in when garchomp was basically going to get a free kill for the remainder of the match, and the major ground weakness was the main contributing factor to that. (and if that chomp had sd, omg lol.)

anyway, turn 1 was the only early game play i found worthy of much critique. i'm not sure if you have a secondary rain setter, but if not, that was a needlessly reckless play and i think a goodra sack made much more sense there when you can let that poke die and then have the same RK sequence with seismitoad that you had. of course, this is predicated on my steadfast belief that goodra is p bad and surprise surprise gets manhandled by like all of the opp's team bar thundurus lol.

turn 10 was weird to me. i don't know your amph evs, but this calc is not promising:

252 SpA Life Orb Thundurus Focus Blast vs. 4 HP / 0 SpD Mega Ampharos: 153-181 (47.5 - 56.2%) -- 81.6% chance to 2HKO

even this isn't really as it's still a roll:

252 SpA Life Orb Thundurus Focus Blast vs. 252 HP / 0 SpD Mega Ampharos: 153-181 (39.8 - 47.1%)

i'd have to see the evs but sub was kind of asking for disaster, and i didn't really see why you'd do that? dragon pulse is going to hit everything hard so there's no need to risk it/kill off a quarter of your health. also curious about sub m amph when that seems like it's just going to kill the tempo on a team archetype that wants to use its rain turns as preciously as possible etc. agility there would pretty much win the game...

that's about it on my end. the kabu sac was a nice play recognizing the importance of scizor.

KorpiklaaniVodka April 5th, 2015 5:23 AM

Yeah, I run 252 HP / 252 SpA / 4 Spe M-Ampharos.

skyburial April 6th, 2015 3:06 PM

Would we be able to open this up to cartridge players as well? I'm training for VGC Spring Regionals and don't want to spoil my team for my soon-to-be opponents over at Nugget Bridge.

Nah April 7th, 2015 4:20 PM

Quote:

Originally Posted by Archer99 (Post 8695841)
Ok, I want to know what went wrong here. It was pretty much a clean battle.

http://replay.pokemonshowdown.com/pokecommunity-ou-154779

Someone else can probably offer more advice but there were 2 errors that I think you made. First was that you let Talonflame die too soon. Yours isn't one of the bulky ones so it ain't taking hits worth a shit, especially after BB recoil, and Mega Anti's Bird has enough power to shred frailer pokes. Should've swapped out for Diancie since it pretty much walls it. Talonflame was your only answer to Bronzong, which he screwed you with later in the match. The other thing is that you should've set up Stealth Rock earlier. Anti's team lacks any sort of hazard removal, and SR would've made things harder for him and his bird.

Polar Spectrum April 7th, 2015 9:19 PM

Quote:

Originally Posted by skyburial (Post 8693991)
Would we be able to open this up to cartridge players as well? I'm training for VGC Spring Regionals and don't want to spoil my team for my soon-to-be opponents over at Nugget Bridge.

I don't know who else has the capabilities to do so; but I can at least watch your replays and critique. And I'm not on Nugget Bridge spreadn' yer team builds around so heh.

Anti April 8th, 2015 5:26 AM

Quote:

Originally Posted by skyburial (Post 8693991)
Would we be able to open this up to cartridge players as well? I'm training for VGC Spring Regionals and don't want to spoil my team for my soon-to-be opponents over at Nugget Bridge.

You're free to, but I know absolutely nothing about VGCs and won't be able to help much.

Quote:

Originally Posted by Archer99 (Post 8695841)
Ok, I want to know what went wrong here. It was pretty much a clean battle.

http://replay.pokemonshowdown.com/pokecommunity-ou-154779

I'll run down what stood out to me.

Turn 3: Zekrom is absolutely right about this. Swampert is my only SD Talonflame check besides recoil, and it gets a free set-up on Shaymin. This is definitely a potential win-con, and even if it's not, its revenge killing capacity against most of my team makes it something to keep alive.

This needed to be a BP into Keldeo. I do not have a Fighting resist, and you have Specs Secret Sword. You're faster than Pidgeot before its M-evo, but I instead got a free shot at your Talonflame, which I knew I needed to kill, even if it meant severely wounding Pidgeot. Keldeo keeps the pressure on me and forces me to RK with Shaymin, which is very favorable for you since you can use Celebi or Talon to easily grab momentum back from it. Diancie would have been acceptable as well, as Zekrom said, as it forces me to go into my Bronzong, who is very passive and exploitable, as Turn 15 gives an idea of.

Turn 7: No reason not to BP here. Since you really don't have any switch-ins to Pidgeot (Diancie is extreme shaky, especially if it gets confused, and can only come in once), you are taking a big risk trying to NastyPass. Even if the reward is high (and I would actually dispute that), you needless ceded momentum here. You never really got it back, as the U-turn/double switch/U-turn/Hurricane sequence over the next few turns demonstrates. This play might have had a bigger impact than you realize.

Turn 12: This is the proper sac. Of course, you want to minimize these, but it's inevitable with an aggressive team like yours and making the right play in those situations is very important. At this point in the game, you have to wear down the Bronzong for a Diancie sweep.

Turn 17: Not play critique really, but I want to point out what happened in the sequence leading up to this turn. Here, you retake some momentum and force me to sac my lesser Pokemon to keep Bronzong alive. With Swampert and Feraligatr dead, I am able to get my Pidgeot in safely and force you to do the same, but it's actually pretty important to keep forcing sacrifices, even if I will eventually force you to do the same.

Turn 18: I'm not sure I agree with this sac. I might have foddered Landorus here. Keldeo gets a free kill every switch-in while Landorus does not. While Landorus has defensive value against Hurricane and can lay SR, but I think I might have killed it off. The reason lies in the situation at that time:

Anti's Team
Pidgeot (in): 27%
Bronzong: 48%
Hydreigon: 100%
Shaymin: 100%

Archer's Team
Keldeo (in): 26%
Diancie: 84%
Landorus: 100%
Celebi: 90%

Keldeo gets a free kill still and can come in on Bronzong or Hydreigon on an RK. I'm not sure my alternative is the right play (I can't quite decide), but I'll just lay out the alternative. Take it with a grain of salt though.

Turn 21: I didn't agree with this play. If you haven't gotten your Rocks up by the time late game rolls around (and this is late game), then it might be worth considering going for more immediate damage. On my end, I was hoping for a Focus Blast to miss, and with a 51% chance for that to happen, I didn't mind those odds. There wasn't really anything you could have done to stop Healing Wish, but Bronzong has no recovery and Landorus could have removed it. If both Focus Blasts connect, Diancie wins unless I get a Hurricane confusion. At the very least, I Focus Blast here and see what happens. If it misses, then laying SR and trying to wear it out with Celebi (with the threat of a Giga Drain killing Pidgeot on the switch-in being the impetus for laying Rocks) becomes a reasonable play. If not, then you absolutely take that 70% chance to win the game on the next turn. It sucks when games come down to praying something hits, but sometimes it really is the best play, and I think it was here.

Endgame: All I want to point out here is that Magic Bounce bounces back Hypnosis. That said, this was mostly just a guessing game though where I just had to get Pidgeot in safely on Celebi with Bronzong healthy enough to tank Moonblast (after SR) to win. You seemed to recognize this Giga Draining, and I was definitely afraid of you doubling into Diancie after I initially put Celebi to sleep. Nothing to really critique here as this is all just guessing really.


Concluding thoughts: Going to echo Zekrom here: I didn't point this out as I skipped doing a team preview analysis, but I actually think this game was pretty simple and I'd take this paragraph more seriously than the others. I think you lost the game by not getting up SR earlier and taxing my switches into no recovery Bronzong and SR weak Pidgeot. As these were the thorns in your side, the SR "switch tax" would have been enormously helpful for you and would have made my execution much trickier. Zekrom is absolutely 100% right, and translating that to specific game circumstances, Turn 7 could have been a BP right into Landorus (albeit sacking it to Pidgeot to lay SR, but that's a long term play) or even Turn 3. I think recognizing the importance of this would have won you the match, as my team has quite a few holes which I shield by the momentum Pidgeot provides.

skyburial April 9th, 2015 10:08 PM

What could I have done better in this battle?

VP2W-WWWW-WWXR-56TW

- I was concerned about hard switching into any of my Pokemon
- The lead matchup was less than ideal.
- I left Mega Altaria on the bench because of Mega Beedrill and Gardevoir, and Support Lucario because of Landorus-T and Mega Beedrill. Although in hindsight, I could have resisted all of Beedrill's STABs, so Follow Me! + Rock Slide might have netted the beast.

Edit: More on this

252 Atk Adaptability Mega Beedrill U-turn vs. 252 HP / 0 Def Lucario: 30-35 (16.9 - 19.7%) -- guaranteed 6HKO

252 Atk Mega Beedrill Drill Run vs. 252 HP / 0 Def Lucario: 136-162 (76.8 - 91.5%) -- guaranteed 2HKO

252 SpA Choice Specs Gardevoir Draining Kiss vs. 252 HP / 228+ SpD Lucario: 58-69 (32.7 - 38.9%) -- 98.9% chance to 3HKO

(I assume it was Specs because of Draining Kiss's damage output)

- I thought Lando-T was for sure going to be Choice Scarf. Is this not typical of Volt Turn cores?

Other than that, everything on my team answered at least 2 things that he brought.

My wins are not as close as they were last week and my losses have been brutal 3-0's an 4-0's.

Set Details:
- Focus Sash Terrakion w/Quick Guard as the 4th move
- Confuse Ray/Recover/Giga Drain/Ancient Power on Cradily, standard Physically Defensive VGC spread
- Assault Vest Entei
- Angel Miranda's Expert Belt Swampert
- 252 HP/252 Def Impish Mega Altaria with Wonder Room, Tailwind, Return and Roost
- Chople Berry 252 HP/28 SpA/228 SpD Calm Lucario with Vacuum Wave, Follow Me!, Protect, and Helping Hand

Thanks, guys.

KorpiklaaniVodka April 10th, 2015 10:12 AM

http://replay.pokemonshowdown.com/ou-224097381

I'd like a critique of this replay (I'm the guy with Heracross and M-Lop). I stupidly sac'd Hera lol, was expecting Scald

Void. April 10th, 2015 11:26 AM

Quote:

Originally Posted by AmourPearlShipper (Post 8700296)
http://replay.pokemonshowdown.com/ou-224097381

I'd like a critique of this replay (I'm the guy with Heracross and M-Lop). I stupidly sac'd Hera lol, was expecting Scald

You played pretty alright other than the heracross switch-in. The one other play that I didn't quite like was on turn 10, when you returned instead of using hjk on the bisharp, predicting sylveon presumably. It didn't backfire on you in this scenario, but you should always be careful when it comes to predicting on lower ladder. Two things you should always do before making a prediction are sizing up your opponent and thinking about the risk:reward. Your opponent stayed in on lopunny with mamoswine turns 1 and 2 when he had a slowbro, it's hardly inconceivable that he'd just stay in on the lopunny with bisharp as well. You risked losing lopunny, who was a very crucial mon vs the rest of his team, to try and hit sylveon on the switch, who didn't really pose too much of a threat to your team as you had a very solid answer to it in AV metagross. It's not always about getting the prediction right, sometimes you have to think about what your optimal play is.

Polar Spectrum April 10th, 2015 4:16 PM

Quote:

Originally Posted by skyburial (Post 8699592)
What could I have done better in this battle?

VP2W-WWWW-WWXR-56TW

- I was concerned about hard switching into any of my Pokemon
- The lead matchup was less than ideal.
- I left Mega Altaria on the bench because of Mega Beedrill and Gardevoir, and Support Lucario because of Landorus-T and Mega Beedrill. Although in hindsight, I could have resisted all of Beedrill's STABs, so Follow Me! + Rock Slide might have netted the beast.

First Turn - good call on the protect; very predictable. Does your entei have extremespeed though? Putting a bit of damage on Beedril before it swapped may have been a good move- U Turn is pretty dang common on them fuckers.

Third Turn - Wide Guard is a very solid option; Hyper Voice is to be expected along with EQ or rock slide- that draining kiss may not be specs doing just that much damage - you got dat double flinch and I imagine he's real upset by that. The damage to Terrakion from draining kiss is expectable though, remember gardevoirs sp atk and stab on a super effective move, against Terrakion's notably nnnnot substantial sp atk.

Not sure what you could've really done better late game; you didn't hit any protects and probably the only time you shouldn't have done so was when you might've died to that Rotom's Volt Switch anyways. The matchups here seemed like a disadvantage to you, based on which 4 you brought. Follow me from your luario definitely would've been invaluable, provided you could do something about Lando T quicker. Does your Swampert Carry Ice Beam? If it's the angel set, then I think so :U Ice Beaming that mofo early on might've been a solid option. Intimidating Entei at the beginning was sad too btw

skyburial April 10th, 2015 4:29 PM

Quote:

Originally Posted by Polar Spectrum (Post 8700768)
First Turn - good call on the protect; very predictable. Does your entei have extremespeed though? Putting a bit of damage on Beedril before it swapped may have been a good move- U Turn is pretty dang common on them psyduckers.

Third Turn - Wide Guard is a very solid option; Hyper Voice is to be expected along with EQ or rock slide- that draining kiss may not be specs doing just that much damage - you got dat double flinch and I imagine he's real upset by that. The damage to Terrakion from draining kiss is expectable though, remember gardevoirs sp atk and stab on a super effective move, against Terrakion's notably nnnnot substantial sp atk.

Not sure what you could've really done better late game; you didn't hit any protects and probably the only time you shouldn't have done so was when you might've died to that Rotom's Volt Switch anyways. The matchups here seemed like a disadvantage to you, based on which 4 you brought. Follow me from your luario definitely would've been invaluable, provided you could do something about Lando T quicker. Does your Swampert Carry Ice Beam? If it's the angel set, then I think so :U Ice Beaming that mofo early on might've been a solid option. Intimidating Entei at the beginning was sad too btw

Extreme Speed Entei was an event-only mon unfortunately. Swampert is usually my answer to Lando-T and yes it gets Ice Beam. It's a big target lately and that Mega Bee was cryptonite for it. Lucario was definitely needed in that match, and actually Altaria would have shut down Lando as well.

So maybe lead with Mega Altaria and Lucario, with Terrakion and Swampert in the back?

Polar Spectrum April 10th, 2015 4:37 PM

If you led with Mega Altaria, knowing he'd lead with Mega Beedrill (because that's what it's used for mostly) I would've led with something else alongside Mega Altaria you KNOW will either immediately eliminate or scare off the bee. Because either he poison jabs (which would OHKO mega altarai, or mess up a non mega evolved one still, but maybe not OHKO) and its teammate ohko's it, because it's frail as hell - and his last mon gets a free move, or he protects, doesn't mess up your mega altaria, altaria gets the free move, to either handle his second mon or set something up and give his second the free move anyways, while your second mon either hits his second, or hits the beedrill's protect. Either way, that situation has a fair chance of being advantageous to you. I might've even gone Altaria + Terrakion lead; because while Terrakion doesn't want the intimidate - his stab Rock Slide spreads to either KO the beedrill should it attack Altaria, or hit the protect and still possibly flinch or at least get chip damage on the beedrill's teammate. Because again, you know on that first turn he's reeeally likely to protect given non mega beedrill's speed is, what like 80 lol.

skyburial April 10th, 2015 5:04 PM

Quote:

Originally Posted by Polar Spectrum (Post 8700783)
If you led with Mega Altaria, knowing he'd lead with Mega Beedrill (because that's what it's used for mostly) I would've led with something else alongside Mega Altaria you KNOW will either immediately eliminate or scare off the bee. Because either he poison jabs (which would OHKO mega altarai, or mess up a non mega evolved one still, but maybe not OHKO) and its teammate ohko's it, because it's frail as hell - and his last mon gets a free move, or he protects, doesn't mess up your mega altaria, altaria gets the free move, to either handle his second mon or set something up and give his second the free move anyways, while your second mon either hits his second, or hits the beedrill's protect. Either way, that situation has a fair chance of being advantageous to you. I might've even gone Altaria + Terrakion lead; because while Terrakion doesn't want the intimidate - his stab Rock Slide spreads to either KO the beedrill should it attack Altaria, or hit the protect and still possibly flinch or at least get chip damage on the beedrill's teammate. Because again, you know on that first turn he's reeeally likely to protect given non mega beedrill's speed is, what like 80 lol.

So since my team is a bulky, slow one without Trick Room, what do you think about Talonflame taking the place of Volcarona/Entei? Lucario and Talon share 0 weaknesses and can double onto Focus Sash Terrakion for a priority kill, plus Landorus will be left vulnerable to one of them once it picks a move. Two priority users would be a huge boon, don't you think?

Polar Spectrum April 10th, 2015 8:31 PM

Quote:

Originally Posted by skyburial (Post 8700809)
So since my team is a bulky, slow one without Trick Room, what do you think about Talonflame taking the place of Volcarona/Entei? Lucario and Talon share 0 weaknesses and can double onto Focus Sash Terrakion for a priority kill, plus Landorus will be left vulnerable to one of them once it picks a move. Two priority users would be a huge boon, don't you think?

Um, Talonflame runs a certain risk to it with people always knowing how to play around it given how common it is. For like, 2-3 VGC worlds now, it's been a stalwart piece. Pachirisu guy even used his signature overheat talonflame to win worlds last year. I think it'd give you a quick offensive edge, but I can't say I'm certain of the overall contribution of Talonflame to your whole team. Then again, I've never touched one, so I maaay just be unaware of its boons. Although from what I've heard of your set, its only attack would be brave bird - and that would carry some surprise factor. (The other moves; not brave bird. I honestly don't know what moron or buffoon would be surprised by brave bird on Talonflame lol)

The two priority mons makes for a good trick; but with BOTH their only attacks being priority - take into account how it would go *if* and I say if, because we both know it's not TERRIBLY common; - you ran into an opponent with quick guard.

It may help more than AV Entei, but honestly Sacred Fire seems like such a boon - and AV on that thing really gives you a strong anti pixellate hyper voice spam. Idunno; if someone were to change on your lineup - I probably wouldn't put a Talonflame in - but that's just me there.

skyburial April 10th, 2015 8:43 PM

Quote:

Originally Posted by Polar Spectrum (Post 8700987)
Um, Talonflame runs a certain risk to it with people always knowing how to play around it given how common it is. For like, 2-3 VGC worlds now, it's been a stalwart piece. Pachirisu guy even used his signature overheat talonflame to win worlds last year. I think it'd give you a quick offensive edge, but I can't say I'm certain of the overall contribution of Talonflame to your whole team. Then again, I've never touched one, so I maaay just be unaware of its boons. Although from what I've heard of your set, its only attack would be brave bird - and that would carry some surprise factor. (The other moves; not brave bird. I honestly don't know what moron or buffoon would be surprised by brave bird on Talonflame lol)

The two priority mons makes for a good trick; but with BOTH their only attacks being priority - take into account how it would go *if* and I say if, because we both know it's not TERRIBLY common; - you ran into an opponent with quick guard.

It may help more than AV Entei, but honestly Sacred Fire seems like such a boon - and AV on that thing really gives you a strong anti pixellate hyper voice spam. Idunno; if someone were to change on your lineup - I probably wouldn't put a Talonflame in - but that's just me there.

Not being surprised by Brave Bird doesn't change the fact that it's the hardest hitting priority move in the meta. I could try mixed TF, I thought about that. I'm also gonna give Rotom-H a shot. All the stops are coming out on this team.

I'll also see if I can get the right Heatran from someone, probably.

On the subject of Quick Guard, I put Dark Pulse on my Luc in place of Protect today to see how it fares. Protect was the move I used the least.

skyburial April 13th, 2015 10:43 AM

A horrible, horrible lead matchup and poor team choice illuminate that I was not at all prepared for Rotom H. Turns out I only have one offensive and one 1 1/2 defensive answers for the little devil (which is typical because it's typing is pretty ferocious, let's be real here). Not only that, but I brought 3 Pokemon that were weak to Ground! I won by the skin of my teeth... what do you guys think I could have done better?

AEQW-WWWW-WWXR-SVCP

Some notes to recent team changes:

- Lucario's Protect has been replaced with Dark Pulse for the Aegislash matchup. I'm thinking of replacing Helping Hand with Protect again, though.
- Support Gyarados and Talonflame were left on the bench in this match.
- Altaria now has Earthquake in place of Tailwind, thanks to TF.
- Terrakion has Taunt over Quick Guard now for the same reason, but I will probably reverse that since Gyarados has Taunt and Talon is not invested in Speed.
- Aegislash's set is Wide Guard, Shadow Ball, Flash Cannon, King's shield. Modest Nature with 4 Speed EV's to outspeed other Aegislash. Which happened in this battle.

punkysaur April 14th, 2015 9:59 AM

Yesss!Where were you anti before?You have started just the thing I was looking for!
All hail BigDaddyAnti!
Now to serious matters.here's my replay.I Wish you will prowl the sahara desert meditate near the Nile river and give me your critique on this-
http://replay.pokemonshowdown.com/ou-224680589

I am showing you the one I won cause-
1-This is my best team that has got me the most wins
2-Most of my losses with this team are due to getting sweep'ed!I have understood why that happens

P.S-Also pls suggest an earthquake remedy as eq completely destroys this team!

Nah April 14th, 2015 11:06 AM

Quote:

Originally Posted by punkysaur (Post 8707155)
http://replay.pokemonshowdown.com/ou-224680589

I am showing you the one I won cause-
1-This is my best team that has got me the most wins
2-Most of my losses with this team are due to getting sweep'ed!I have understood why that happens

P.S-Also pls suggest an earthquake remedy as eq completely destroys this team!

Uh....couple of things I can think of:

1) You should've switched Scolipede out for Tyranitar at the beginning of the battle. Scolipede can't do jack shit to Talonflame and can't even Baton Pass because of priority Brave Bird.

2) Probably would've been better to bring Black Kyurem in earlier than you did on Suicune. I suppose that you were fishing for the Scald burn (which happened), but Crocune doesn't care about burns or most status. There's always the issue of Black Kyurem getting burned (which also happened), but bringing it in earlier would've made it difficult for your opponent to set up Calm Minds since it resists Water and threatens with Fusion Bolt.

You made a few good predictions though. As for your EQ problem, ya just gotta try and fit a Ground immunity on your team somehow.

Someone else can probably give a better and more in-depth critique though.

Sanguine April 14th, 2015 11:27 AM

http://replay.pokemonshowdown.com/pokecommunity-ou-157263

how do i mega beedrill

champagnepapi April 14th, 2015 5:48 PM

Quote:

Originally Posted by Sanguine (Post 8707262)

I typed this up in notepad so I apologize if it's a little messy, at the same time I tried to make it concise.

Basically here are some things you could visualize in team preview:

Sanguine:
Volt Turn+SR will be hard to stop
if the azum is BD it can potentially win with ferro removed by mag+blastoise weakened, you can utilize the fact that blastoise comes in on heatran to spin rocks
in order to this
make sure you have something to beat florges all the time

Lukey:
Doubling with hazards up can allow you to damage the opposing team
if glisc can hit waters, that can be useful for blastoise as it is probably the most threatening member, darmanitan
can also weaken them with correct prediction, if you get it in a lot it gets more chances to do this

Now the battle:

Sanguine's Lead Heatran. This is an okay lead, if it were a subtoxic glisc or blastoise lead then luke
gets momentum and it would be a bad start, i think rotom-w might be a better lead, it will probably force him into
florges which will make him lose momentum

Lukey's Lead: Darmanitan. This works, you can uturn out of anything or get the chip with a flare blitz, i'd probably
lead this also

Turn 4 I think you should have gone to heatran rather than beedrill so you can start chipping blastoise with toxic or
lava plume burn or whatever

Turn 5 he wouldn't leave in his florges because he gains nothing from it, U-Turn would have given more momentum

Turn 10-Alright nice you trapped the magnezone, this helps azumarill a lot when it's doing more damage, if you can get it in more often that's good.

Turn 13-Beedrill is the better switch here, Magnezone just invites in Glisc which gets chip damage on your water types that
you want to preserve, Luke will never leave florges in on beedrill [even if he does you have 2 steels to switch in] so you
get a free uturn out every time. When you do this, Luke is caught in the dillema of sending in Glisc, which invires in Azumarill, or
getting big damage on one of his healthier offensive pokemon, so it would put you in a very good position

Turn 15-Yeah this is rough I guess. It's the consequence of sending in Magnezone instead of Beedrill, it's now a prediction
that you have to guess correctly. I feel like Latias might have been a decent choice to send in but raikou could become problematic
if heatran gets weakened later on, plus you dont want sr on your side of the field [in fact id try to remove it asap, since
ferrothorn is dead]. i would have gone heatran on the second flare blitz so you can preserve rotom though, darmanitan
are almost always choiced

Turn 18-Alright nice, we toxic'd it. This is a good step towards winning

Turn 19-Another tough prediction. Honestly it's tough to call because he can afford to NOT hydro pump. Latias
252+ SpA Mega Launcher Mega Blastoise Dark Pulse vs. 72 HP / 0 SpD Latias: 236-278 (73.9 - 87.1%) -- guaranteed 2HKO lives a dark pulse though,
so you could get the defog off and get momentum back. if you're lucky he doesnt risk his blastoise and goes to florges, so you are able to keep
latias. not sure about saccing azumarill since it's your last gliscor switch and still does some damage to his team

Turn 20-I probably would use play rough here, it's free and will probably ohko/2hko his whole team.

Turn 25-Same scenario as before, I would go lati>azum since with azum gone you cant break gliscor

Turn 29/30-Good prediction on the florges, but I wouldnt leave it in on raikou here because latias is really your only
hope to break gliscor, it's also now able to drop draco meteors once florges is gone, it's probably your most valuable
team member at this point in the game

Turn 33: I'm not sure you could bring it back at this point but I guess for the sake of saying it, it's better to sac latias
here since its dead to SR

With the game ending shortly after. It was a close game, but I'd just be considerate of which Pokemon can do the most damage to his team, and therefore should be the ones you would try to preserve, while choosing the
less valuable ones as sacrifices.

Anti April 15th, 2015 10:45 AM

Quote:

Originally Posted by punkysaur (Post 8707155)
Yesss!Where were you anti before?You have started just the thing I was looking for!
All hail BigDaddyAnti!
Now to serious matters.here's my replay.I Wish you will prowl the sahara desert meditate near the Nile river and give me your critique on this-
http://replay.pokemonshowdown.com/ou-224680589

I am showing you the one I won cause-
1-This is my best team that has got me the most wins
2-Most of my losses with this team are due to getting sweep'ed!I have understood why that happens

P.S-Also pls suggest an earthquake remedy as eq completely destroys this team!

turns 1-3: what zekrom said in point 1

turns 5-6: oof, you get bailed out a bit here but you're switching a water into a pokemon that spams volt switch. unfortunately, can't think of a great play here since your team is insanely weak to rotom-w. victini is probably the play here? doesn't seem great in this matchup given the gliscor and your inability to remove it if he plays smart.

suicune sequence: what zekrom said in point 2.

[yeah scald could burn you, but that's just a risk you have to take. it will always have that chance so you might as well cut your losses and not let it boost so much.]

turn 15: there is no reason to sac this, you can't switch into rotom-w so having something to RK it with earth power or just to sac it to to bring something in safely is paramount. the play here is victini.

turn 28: ok i know this isn't you but there's a lesson here and it pains me to watch this. your opponent should have won this game or at least had a chance to with the rotom vs. metagross. instead, he dicks around with needless overpredictions when simple plays will do and it finally gets him burned. total lack of risk/reward comprehension, meta might win 1v1 but major choke by your opp regardless. there is NO REASON not to spam volt switch vs starmie especially when rotom is the last poke. oof.


anyway, kinda rushed through this because the big issue is the team you're running. from the start of the game you are under immense pressure from the rotom. besides the lack of a ground immune or even resist, you don't have anything that can deal with status and voltturn is a huuuuge problem. also, doesn't seem like you have a rocker. stealth rock is MANDATORY on every competitive team.

a landorus-t would be great to give you SR support and some defensive capacity in general, probably over the punchless victini. cube wants roost over draco which doesn't hit anything notable; if you want a dragon stab outrage at least lets you run over chansey. not gonna go too in-depth as this isn't a rmt thread (though i encourage you to make one!), but the biggest thing i notice is that you're reacting to him almost the entire time. you aren't executing a strategy because he is too busy pressuring you. if you bring a more solid team, these issues will naturally dissolve, which is rly nice. :)

punkysaur April 16th, 2015 4:14 AM

Quote:

Originally Posted by Anti (Post 8708734)
turns 1-3: what zekrom said in point 1

turns 5-6: oof, you get bailed out a bit here but you're switching a water into a pokemon that spams volt switch. unfortunately, can't think of a great play here since your team is insanely weak to rotom-w. victini is probably the play here? doesn't seem great in this matchup given the gliscor and your inability to remove it if he plays smart.

suicune sequence: what zekrom said in point 2.

[yeah scald could burn you, but that's just a risk you have to take. it will always have that chance so you might as well cut your losses and not let it boost so much.]

turn 15: there is no reason to sac this, you can't switch into rotom-w so having something to RK it with earth power or just to sac it to to bring something in safely is paramount. the play here is victini.

turn 28: ok i know this isn't you but there's a lesson here and it pains me to watch this. your opponent should have won this game or at least had a chance to with the rotom vs. metagross. instead, he dicks around with needless overpredictions when simple plays will do and it finally gets him burned. total lack of risk/reward comprehension, meta might win 1v1 but major choke by your opp regardless. there is NO REASON not to spam volt switch vs starmie especially when rotom is the last poke. oof.


anyway, kinda rushed through this because the big issue is the team you're running. from the start of the game you are under immense pressure from the rotom. besides the lack of a ground immune or even resist, you don't have anything that can deal with status and voltturn is a huuuuge problem. also, doesn't seem like you have a rocker. stealth rock is MANDATORY on every competitive team.

a landorus-t would be great to give you SR support and some defensive capacity in general, probably over the punchless victini. cube wants roost over draco which doesn't hit anything notable; if you want a dragon stab outrage at least lets you run over chansey. not gonna go too in-depth as this isn't a rmt thread (though i encourage you to make one!), but the biggest thing i notice is that you're reacting to him almost the entire time. you aren't executing a strategy because he is too busy pressuring you. if you bring a more solid team, these issues will naturally dissolve, which is rly nice. :)

Thanks for the critique Anti and Zekrom!
Also I initially had landorus-t as you mentioned but then switched it to scolipede for reasons obvious!But that startegy used to always fail if my opponent was spamming eq!So going to lando back!
Ty once again!
Also the thing you said about my team being exceptionally weak to rotom-
1:-In case of this I generally sacrifice some pokemon(depends on the opponents team) and then revenge kill it!

luke April 16th, 2015 4:54 AM

You generally don't want to rely on sacrificing Pokemon to deal with an opposing one. The goal is to keep your team as healthy as possible for as long as possible!

KorpiklaaniVodka April 16th, 2015 5:29 AM

Quote:

Originally Posted by Anti (Post 8708734)
also, doesn't seem like you have a rocker. stealth rock is MANDATORY on every competitive team.

...except for Trick Room and maybe Baton Pass. The latter playstyle is a shit strategy and all, but the former does not NEED SR (although it's appreciated). Most of the abusers (Crawdaunt, Rhyperior, Mega Camerupt, Exploud) have enough raw power to gain a ton of kills without needing prior damage.

KorpiklaaniVodka April 18th, 2015 6:17 AM

Sorry for the double post but here's the PCL match which I lost:

http://replay.pokemonshowdown.com/pokecommunity-ou-158567

Sirfetch’d April 18th, 2015 7:43 AM

sri wanted me to post this here so: http://replay.pokemonshowdown.com/pokecommunity-ou-158267

it's my pcl match. misplayed diancie kinda bad but wanted to get some good critique about it all so i don't misplay again haaha

Nah April 18th, 2015 11:37 AM

I guess I'll post one too:
http://replay.pokemonshowdown.com/oususpecttest-226046899

It was kinda close at the end there but really he probably could've won sooner and with less dead Pokemon if he didn't switch his Mega Zard Y out on turn 31. Dunno why he did that when Zard outspeeds Mamo and it was burned.

Also I lost to a Scarf Togekiss earlier too. Who the fuck uses Scarf Togekiss?

skyburial April 18th, 2015 4:19 PM

Quote:

Originally Posted by Zekrom (Post 8713410)
I guess I'll post one too:
http://replay.pokemonshowdown.com/oususpecttest-226046899

It was kinda close at the end there but really he probably could've won sooner and with less dead Pokemon if he didn't switch his Mega Zard Y out on turn 31. Dunno why he did that when Zard outspeeds Mamo and it was burned.

Also I lost to a Scarf Togekiss earlier too. Who the psyduck uses Scarf Togekiss?

In this particular battle, I would think that the Ferro switch would be a pretty safe prediction to bank on. For one, it almost completely walled your team, because your Metagross doesn't have Hammer Arm. And second, while this one was set up for hazards and disruption, a tankier set would have pooped on 2/3 of your mons. Bigtime liability. I could tell where the battle was going right around turn 12-13, before that you were completely in your element (gj on taking out Starmie so early).

On team building, the fantasy core in this team was pretty neat. The issue was that while the foundation was strong, rest of your team is seriously vulnerable to all the common grass types barring Breloom, and that actually compromised a member of your core. Mega (or Life Orb) Venusaur would have done just as much damage as Ferrothorn, methinks. Grass types, yo. Think about it.

Anti April 18th, 2015 10:06 PM

Quote:

Originally Posted by AmourPearlShipper (Post 8712975)
Sorry for the double post but here's the PCL match which I lost:

http://replay.pokemonshowdown.com/pokecommunity-ou-158567

My analysis will be limited on this one because, honestly, I've never used a Trick Room team in my life. I can't say I know how to run one effectively since it's such a specific style to run. Anyway, some thoughts:

- Heatran took a major bite out of your team in the early going. Leading off with the Cofagrigus allowed it to put an early beating on you. Honestly, an alternative play is difficult to really recommend, but Exploud might not have been a terrible lead choice. His most obvious lead plays are Rotom-W and Heatran, and Exploud can weaken both of them. I might get a better answer to one of the most common defensive Pokemon in the tier, but in this situation I might try to pressure it early. Not sure this is a great recommendation though, so take it with a grain of salt.

- Similarly, I didn't love the Bronzong sac. You note in the battle chat that it was a misprediction, but unless TR requires this as a style, why take such big early risks? That's a high-risk/low-reward play. Under Trick Room, Bronzong has immense utility against everything except the Rotom. You really missed it in the endgame. I might have actually tried to wear it down with Cofagrigus or something as it's more expendable anyway? Hmm. The biggest thing is that the Heatran got way too much early momentum on you. You'd want to fix that in team building though more than anything.

- I can talk about the endgame scenario with much more certainty. I think you needed to send the Abomasnow into Kyurem-B instead of Honchkrow. You have three TR turns and four Pokemon to kill. If his Dragonite has ExtremeSpeed (as many/most do), then you lose, as it bypasses TR *and* Sucker Punch. Banded ES kills and non-Band is a roll, but you kill yourself on the recoil anyway. The main point is that if the Honchkrow dies, your opponent can just wait out the TR turns and then OHKO the Abomasnow with Heatran. Meanwhile, he cannot do the same with Abomasnow, as he cannot hold out the Nite to kill Honch when Abomasnow can nail it with Ice Shard after TR expires. You have to bring in the Abomasnow on the Cube, as the Cube was at low enough health to EQ it to death without needing to predict. You at least give yourself a chance, even if it requires perfect execution. When you forced yourself to switch out of the Honchkrow, you were forfeiting a precious TR turn and forced the EQ mispredict at the end.

Honestly, even with all this, the odds were slim. Any one play of him successfully playing around you (leveraging the threat of Heatran, really) and he won. You lost this game early, not late.

Unless I'm understand the sets you're running incorrectly?

Though really, I'd just take this whole post with a huge grain of salt. That was such a wonky game that I honestly had trouble really giving solid advice besides "get a Heatran counter." Feel free to correct errant assumptions and I'll try to correct them if I messed it up.

I'll address the other battles later.

KorpiklaaniVodka April 19th, 2015 12:11 AM

Quote:

Originally Posted by Anti (Post 8714193)
My analysis will be limited on this one because, honestly, I've never used a Trick Room team in my life. I can't say I know how to run one effectively since it's such a specific style to run. Anyway, some thoughts:

- Heatran took a major bite out of your team in the early going. Leading off with the Cofagrigus allowed it to put an early beating on you. Honestly, an alternative play is difficult to really recommend, but Exploud might not have been a terrible lead choice. His most obvious lead plays are Rotom-W and Heatran, and Exploud can weaken both of them. I might get a better answer to one of the most common defensive Pokemon in the tier, but in this situation I might try to pressure it early. Not sure this is a great recommendation though, so take it with a grain of salt.

- Similarly, I didn't love the Bronzong sac. You note in the battle chat that it was a misprediction, but unless TR requires this as a style, why take such big early risks? That's a high-risk/low-reward play. Under Trick Room, Bronzong has immense utility against everything except the Rotom. You really missed it in the endgame. I might have actually tried to wear it down with Cofagrigus or something as it's more expendable anyway? Hmm. The biggest thing is that the Heatran got way too much early momentum on you. You'd want to fix that in team building though more than anything.

- I can talk about the endgame scenario with much more certainty. I think you needed to send the Abomasnow into Kyurem-B instead of Honchkrow. You have three TR turns and four Pokemon to kill. If his Dragonite has ExtremeSpeed (as many/most do), then you lose, as it bypasses TR *and* Sucker Punch. Banded ES kills and non-Band is a roll, but you kill yourself on the recoil anyway. The main point is that if the Honchkrow dies, your opponent can just wait out the TR turns and then OHKO the Abomasnow with Heatran. Meanwhile, he cannot do the same with Abomasnow, as he cannot hold out the Nite to kill Honch when Abomasnow can nail it with Ice Shard after TR expires. You have to bring in the Abomasnow on the Cube, as the Cube was at low enough health to EQ it to death without needing to predict. You at least give yourself a chance, even if it requires perfect execution. When you forced yourself to switch out of the Honchkrow, you were forfeiting a precious TR turn and forced the EQ mispredict at the end.

Honestly, even with all this, the odds were slim. Any one play of him successfully playing around you (leveraging the threat of Heatran, really) and he won. You lost this game early, not late.

Unless I'm understand the sets you're running incorrectly?

Though really, I'd just take this whole post with a huge grain of salt. That was such a wonky game that I honestly had trouble really giving solid advice besides "get a Heatran counter." Feel free to correct errant assumptions and I'll try to correct them if I messed it up.

I'll address the other battles later.

I was forced to sac Bronzong because I was 100% sure he'd switch out, since my P2 traced Heatran's Flash Fire and couldn't do jack shit bar Toxic. I generally deal with Heatran by switching into P2 and then into Bronzong, anticipating a switch. This worked every single time before this battle. As for Abomasnow, I was afraid EQ would fail to KO Cube.

Nah April 19th, 2015 11:17 AM

Quote:

Originally Posted by skyburial (Post 8713768)
In this particular battle, I would think that the Ferro switch would be a pretty safe prediction to bank on. For one, it almost completely walled your team, because your Metagross doesn't have Hammer Arm. And second, while this one was set up for hazards and disruption, a tankier set would have pooped on 2/3 of your mons. Bigtime liability. I could tell where the battle was going right around turn 12-13, before that you were completely in your element (gj on taking out Starmie so early).

On team building, the fantasy core in this team was pretty neat. The issue was that while the foundation was strong, rest of your team is seriously vulnerable to all the common grass types barring Breloom, and that actually compromised a member of your core. Mega (or Life Orb) Venusaur would have done just as much damage as Ferrothorn, methinks. Grass types, yo. Think about it.

I thought that it would be more of a team composition thing than anything else....I kinda think that's my biggest problem right now =(

But you're right, looking back at the replay there's a couple of spots where I should've predicted a switch into Ferrothorn but didn't, and if I did I could've gotten that out of the way a lot sooner.

skyburial April 20th, 2015 11:39 AM

Quote:

Originally Posted by Zekrom (Post 8714914)
I thought that it would be more of a team composition thing than anything else....I kinda think that's my biggest problem right now =(

But you're right, looking back at the replay there's a couple of spots where I should've predicted a switch into Ferrothorn but didn't, and if I did I could've gotten that out of the way a lot sooner.

At first blush the simplest solution looks to me like it would be running Rotom-Heat in place of Rotom-Wash. Still burninates the town, 4X resists Steel, and levitates over Ground moves, but also has Overheat for Grass types.

Also, Talonflame can take out Mega Venusaur with a BB.

Anti April 21st, 2015 1:18 AM

Quote:

Originally Posted by AmourPearlShipper (Post 8714295)
I was forced to sac Bronzong because I was 100% sure he'd switch out, since my P2 traced Heatran's Flash Fire and couldn't do jack muk bar Toxic. I generally deal with Heatran by switching into P2 and then into Bronzong, anticipating a switch. This worked every single time before this battle. As for Abomasnow, I was afraid EQ would fail to KO Cube.

when in doubt, calc. it will save you from more bad decisions than you'd think. also, when you play against really strong players, they're going to leverage their heatran well enough to exploit that you have to play around it/hope it doesn't have flash cannon or taunt or something.

Quote:

Originally Posted by Castform (Post 8713099)
sri wanted me to post this here so: http://replay.pokemonshowdown.com/pokecommunity-ou-158267

it's my pcl match. misplayed diancie kinda bad but wanted to get some good critique about it all so i don't misplay again haaha

some thoughts,

turn 9: probably would have spun here. it being unaware clef, there isn't really a flamethrower risk. i don't think anything needed the chesnaught weakened and a hippowdon switch-in would have made this an inferior play. unless you don't have spin with defog on the lati.

turn 15: very nitpicky here, but i don't see any reason not to waterfall actually. the only scenario i like knock in is if chesnaught comes in, but you threaten that poke nicely.

turn 19: ok, less of a nitpick. the only thing rp can outspeed is the lati, but this is where team analysis helps. that lati is the only thing on his team that can mega, so it's almost certainly mega (esp. given the team-build) so even if it's speedy, it won't be running anything that can hurt you. i would have moonblasted here to prevent a wishpass to cofgagrigus, who can otherwise force your azumarill out and cut its attack with mummy. getting hit with a moonblast sucks but isn't a huge deal. rp just doesn't help you in any way.

turn 25: i liked the idea to double, but not to the azumarill. if he stays in (as he did), you're wearing out one of your better wincons, whereas a double into diancie (assuming ep on coverage) or heatran would have beaten both the switchin you anticipated and the current mon.

turn 39: the hippowdon is sand force (didn't summon sand/did a ton of dmg in sand), so you want to be wary of powering it up. but since you did, i thought the exca play here was short-sighted. what exactly did this accomplish for you? i would immediately go for azumarill here, because if he goes for the eq ko after getting waterfalled, diancie sweeps his team--it has a clean ohko on every poke (again assuming ep for the tran). if he tries to stall you, he is at the mercy of a flinch/waterfall's high damage output. if he switches to chesnaught, you can go to the lati or even sac the exca to get diancie in safely and get a free kill since nothing can come into moonblast. this sac was needless, and here you can smell blood in the water.

turn 47: as you pointed out yourself, this is a big misplay. at this point in the game, your path to victory is very simple: weaken the hippowdon into diancie moonblast range and sweep. that range is...

252 SpA Mega Diancie Moonblast vs. 252 HP / 112 SpD Hippowdon: 205-243 (48.8 - 57.8%) -- 53.5% chance to 2HKO after Leftovers recovery

...49% or lower.

to achieve this goal, all you need to do is healing wish to azumarill and click waterfall. two scenarios:

1. if he brings in chesnaught, switch into heatran and sac it to drain punch or leech seed or whatever. it doesn't matter. at this point, you get a free diancie switch-in where he is forced to sac his chesnaught to get hippowdon in safely. then you can sac diancie and let azumarill finish off the hippowdon. game over.

the only way you can possibly lose here is if, in the process of sacking heatran, he gets his hippowdon in safely and out of diancie kill range. this would likely come from a leech seed and then some creative stalling/switching. even here, the odds are stacked against your opponent, as any spiky shield is risking a diancie switch-in.

2. he sacs the hippowdon. diancie wins.

here, just by thinking turns ahead and knowing what you can sac, you can plan out a very strong victory plan. sacking diancie killed off your best win condition.

turn 51: no reason to switch, just pound it with play rough. if it has wood hammer than heatran wins, as wood hammer recoil + lava plume will kill it:

0 SpA Heatran Lava Plume vs. 252 HP / 4 SpD Chesnaught: 272-324 (71.5 - 85.2%) -- guaranteed 2HKO after Leftovers recovery

more importantly, it's just important to remember that azumarill will never be in a better position against the chesnaught. chesnaught is faster and will remain so, so you might as well get good damage in. this was a needless risk when the death of hippowdon morphed heatran into your win condition.


...so yeah. you actually played very well early and did wonderfully getting out to the lead you did. you just gave it away at the end. luckily your advantage was sizable and you secured it in the end. no need for the nail biter though! once you get into position to go for the kill, recognize when mid game shifts to end game and you can plan out a path to victory.

KorpiklaaniVodka April 23rd, 2015 7:45 AM

http://replay.pokemonshowdown.com/oususpecttest-227263350

Lucky Focus Blast never missed.

Charcoal Embers April 25th, 2015 8:05 AM

I have two. The second one, I know where my BIG mistake was. But everything else...

DC7W-WWWW-WWXU-WGJ4

25WW-WWWW-WWXU-WU69

skyburial April 25th, 2015 10:13 AM

Quote:

Originally Posted by Charcoal Embers (Post 8723559)
I have two. The second one, I know where my BIG mistake was. But everything else...

DC7W-WWWW-WWXU-WGJ4

Aaaaaaaalrighty so my feedback on this one. The substitute on Bisharp was no the most common thing to see, but you handled it in stride. Well done on taking out Bisharp.

However, the Sucker Punch play was pretty obvious after a swords dance and you would have done well to set up your rocks in turn 3 rather than turn 4 (when the Haxorus was setting up). Good call getting rocks up, just a timing issue. You can count on Haxorus to have either EQ or Close Combat, and either Dragon Dance or Swords Dance. In other words, if you have Ice Punch on your Aggron, you had less to lose by gambling on a turn of set up and taking the Hax out early, imo. Usually Haxorus will set up on the first turn.

I would not have Belly Drummed on that first turn with Slurpuff. I know the Unburden makes it quicker, but going straight for a Play Rough would have given you a chance to take it out:

252+ Atk Slurpuff Play Rough vs. 4 HP / 0 Def Haxorus: 134-162 (88.1 - 106.5%) -- 37.5% chance to OHKO

Otherwise, RNG kinda screwed you in those last few turns. Not sure how many of those crits counted, but yeah. GJ.

Quote:

25WW-WWWW-WWXU-WU69
I hope that this was a no rules battle, because Minimize and Mega Lucario are both banned by Smogon rules (which we follow in the Prism League). I would not have left Drifloon in on Nidoking, personally. Most of them run either Thunderbolt or Ice Beam, with Sheer Force. Sableye or Malamar would have been decent switch-ins, or perhaps Mega Lucario if it has Flash Cannon.

I'm not sure why you brought your Metagross and Malamar in on a Volcarona. Malamar is 4X weak to one of its STABs and Metagross is naturally checked by it. You might want to run an Assault Vest or Weakness Policy on your Metagross instead of Focus Sash, which is better suited to frail Pokemon. That flinch was unfortunate, though.

There were a lot of common weaknesses on your team, I personally would have used a Fairy type in place of Drifblim, but maybe that's just me. Malamar and Aurorus both appreciate Fairy team mates.

Charcoal Embers April 25th, 2015 10:19 AM

Quote:

Originally Posted by skyburial (Post 8723699)
Aaaaaaaalrighty so my feedback on this one. The substitute on Bisharp was no the most common thing to see, but you handled it in stride. Well done on taking out Bisharp.

However, the Sucker Punch play was pretty obvious after a swords dance and you would have done well to set up your rocks in turn 3 rather than turn 4 (when the Haxorus was setting up). Good call getting rocks up, just a timing issue. You can count on Haxorus to have either EQ or Close Combat, and either Dragon Dance or Swords Dance. In other words, if you have Ice Punch on your Aggron, you had less to lose by gambling on a turn of set up and taking the Hax out early, imo. Usually Haxorus will set up on the first turn.

I would not have Belly Drummed on that first turn with Slurpuff. I know the Unburden makes it quicker, but going straight for a Play Rough would have given you a chance to take it out:

252+ Atk Slurpuff Play Rough vs. 4 HP / 0 Def Haxorus: 134-162 (88.1 - 106.5%) -- 37.5% chance to OHKO

Otherwise, RNG kinda screwed you in those last few turns. Not sure how many of those crits counted, but yeah. GJ.



I hope that this was a no rules battle, because Minimize and Mega Lucario are both banned by Smogon rules (which we follow in the Prism League). I would not have left Drifloon in on Nidoking, personally. Most of them run either Thunderbolt or Ice Beam, with Sheer Force. Sableye or Malamar would have been decent switch-ins, or perhaps Mega Lucario if it has Flash Cannon.

I'm not sure why you brought your Metagross and Malamar in on a Volcarona. Malamar is 4X weak to one of its STABs and Metagross is naturally checked by it. You might want to run an Assault Vest or Weakness Policy on your Metagross instead of Focus Sash, which is better suited to frail Pokemon. That flinch was unfortunate, though.

There were a lot of common weaknesses on your team, I personally would have used a Fairy type in place of Drifblim, but maybe that's just me. Malamar and Aurorus both appreciate Fairy team mates.

All I can say is, I was running Weakness Policy on Metagross. The flinch was the only thing that really made me screwed over with that. And since it would have had to have been running a flinch item, that was a 10 percent chance... And the Malamar, I just wasn't thinking at that point. And I forgot that Houdoom was still there.

I know that the Prism League is going with Smogon rules. But unless there is that or someone that specifically said that they really want Smogon rules, I just use whatever pokemon I have. Because clearly, it doesn't matter what I use, I still screw up anyway.

Etherion April 25th, 2015 2:38 PM

http://replay.pokemonshowdown.com/oususpecttest-227858694

Won, but I wish I played it better :\

Nah April 25th, 2015 4:14 PM

I got another one. This time it's an Ubers battle:

http://replay.pokemonshowdown.com/ubers-229933344

Charcoal Embers May 9th, 2015 10:27 AM

These two are my recent battles against the last Prism League gym leader I need to beat. Unfortunately, I am a huge doubles noob. And have very little idea how to make a team around it. So... I don't know if this team will ever be doubles viable.

C35G WWWW WW2W DRZ7
C35G WWWW WW2W DRZ7

Anti May 11th, 2015 7:30 AM

Quote:

Originally Posted by AmourPearlShipper (Post 8720922)

yeah i have more issues with how your opponent played than how you did, he had two mons you really struggled to handle (rotom-w and zard x who thankfully wasn't dd) and didn't press his advantage very well. the excadrill sequence in particular was pretty silly.

wasn't really digging the team, struggled to keep momentum. anyway, not really any glaring misplays on your part, nice job, and crippling the chansey was very important for you.

Quote:

Originally Posted by gio7sm (Post 8724002)
http://replay.pokemonshowdown.com/oususpecttest-227858694

Won, but I wish I played it better :\

yeah, your opponent made some bigtime chokes here, but even so, i have plenty of advice. will go turn by turn.

turn 2: the turn 1 stone edge roll was really low (crits ignore stat modifiers), and on top of that there was leftovers recovery, so this is a defensive stealth rock land-t. here you stay in for chip damage i guess, but it isn't really accomplishing anything and is giving your opponent free stealth rocks. switching a turn late also ceded momentum to your opponent. instead, switching to keldeo is a very low-risk play here: landorus-t is almost certain setting sr, but even if it doesn't, keld resists all three of land-t's coverage moves. keldeo puts a lot of pressure on his team as well, so getting it in asap will do good things for you.

turn 3: no misplay here, but that uturn roll on clefable was quite high. it made me think that your clefable wasn't optimally ev'd (or the land-t is more offensive than i thought). just pointing this out.

turn 4: can't switch an intimidate poke into bisharp, i would have gone hydreigon here since it's less important long term than keld and gets a free attack to launch unless it iron heads (and it did, but i didn't love this play from your opponent since he passed up a good shot at crippiling keld, who is a bit of a problem for him).

turn 7: i usually like to double switch out of choice-locked 2hko situations, but i think the play you made was fine too since the only poke he can really switch into that (lati) is handily walled by your clef + meta, making it a low-risk play to stay in even though you forfeit some momentum.

turn 11: for me, this got too cute. assuming hp bug, i found this to be a high risk, low reward play. i thought secret sword was the play to make here, since it actually hits lati decently hard while also taking no chances against bisharp. again, since you have so much protection against lati anyway (and it coming in would just be inviting a metagross switch-in), i thought this was a needless risk and you got bailed out a bit by your opponent strangely sacking his bisharp.

turn 13: ballsy play, i might have sacked the keld just because giving zard x a free set-up doesn't matter--that ship has sailed no matter what you do--so you might as well assume it's y and preserve the only poke you have that checks it. had he fire blasted there, you would have been toast, though it did work out and you read your opponent correctly. (this is more just giving you an idea of the considerations to make with plays like this.)

turn 14: i might have volt switched here because i think he was dumb to keep his zard in, but more importantly, he chokes on the next turn. with raikou dead, you have nothing that can even force zard out...it just straight-up sweeps the team. you have to volt switch to hydreigon, forcing him to kill it instead of spamming roost (since otherwise draco will run it over) so that it's in range for the raikou.

turn 15: yeah, not a lot you could do here, but hydreigon is a better switch-in that clef so you can fish for a focus blast miss. in any case, i just wanted to point out that your opponent probably should have roosted here since thunder wave is extremely unlikely on your clef when you've already revealed stealth rock. you can learn from his misplays too. :x

endgame: you actually played this really cleanly, once your opponent gave you life, you strangled him. this is important to do. in pokemon, you're going to lose games you should have won but also win games you should have lost. it will even out over time, but if someone gifts you a win, take it. X)

i might fix the zard weak (both of them) on your team though.

hope this was helpful, feel free to ask questions etc.

Quote:

Originally Posted by Zekrom (Post 8724069)
I got another one. This time it's an Ubers battle:

http://replay.pokemonshowdown.com/ubers-229933344

i can't say i know much about ubers, so this will be truncated, but the t1 play of setting rocks did seem a little weird when its your only xern check (i think?) and letting it get weakened early hurt you a bit, though usually the opponent will have a similar approach to risk and will switch out so i must admit that i'm surprised he stayed in. more generally, i guess i was just struct by how much you seemed to be reacting. what was your strategy from team preview going into that game? it might help being more proactive with that.

sorry for the short 'analysis' but sweep would probably be a good person to ask for much more in depth coverage of your match.

Quote:

Originally Posted by Rabinov (Post 8745896)
Ok so I have this one here (this was my last PCL match) and I feel I lost momentum and I am just looking to see if there is a general weakness when I'm battling so I can stop that...

remind me to reply to this if i haven't within the week.

srinator May 16th, 2015 11:36 AM

sup! so uh i have this battle, which i won but barely. i would like advice as to what i could have done better
http://replay.pokemonshowdown.com/pokecommunity-ou-170628

Anti May 17th, 2015 7:07 AM

Quote:

Originally Posted by Rabinov (Post 8745896)
Ok so I have this one here (this was my last PCL match) and I feel I lost momentum and I am just looking to see if there is a general weakness when I'm battling so I can stop that...

http://replay.pokemonshowdown.com/pokecommunity-ou-168195

team preview: brutal matchup for you, i have no idea how this game was as close as it was when you can barely switch into gengar or mmeta, nothing wants to take a burn, and ferro walls the whole team except your heatran. your best bet in this game is thus knocking off the ferro with azumarill or thund so it's easier to wear down (utilizing venu so it can't get leech seed recovery) and trying to get mmeta and gengar out of the battle, especially the gar since your scarf landorus can't hit it.

turn 1: i actually thought your lead choice was pretty good. not a lot of good plays here since you can't switch into metagross at all, so effectively sacking the azumarill to kill wasn't so bad.

turn 2: here i might have taken a risk and gone to heatran to absorb the finishing blow and then mew or landorus on the hammer arm. understandable if you don't want to get ballsy so early, but azumarill still had a lot of utility to offer you: even at low health, keldeo is forced out by it on the rk, and aqua jet is very helpful against ttar, heatran, gengar, and potentially metagross. i would avoid sacks you might not need to make though i understand risk aversion early on as well. even so, if your opponent makes an *optimal* play, you will be safe.

turn 3: this is why the switchin for the rk has got to be thundurus. you got lucky that the gengar was running a suboptimal set (energy ball) because you gave it free momentum. choice scarfers are useful, but you don't want to play them unless you have to since they yield set-up opportunities and/or free switch-ins for opposing breakers. also, your thundurus puts a lot of pressure on his team, and you could have sent it in and gotten a free knock on something. be active trying to find opportunities for your wincons to do work and keep your opponent on the defensive and not you (aka momentum).

turn 8: call me overly aggressive, but i would have double switched right out of the ferro, probably into landorus. any team that runs heatran needs to have a strong keldeo switch-in. since both azumarill and venusaur hate burns, you are putting yourself in this situation not in battle but in the team building phase. since your opponent would be insane to get cute with ferro and leave it it (that's not "prediction," it's lunacy), i would take this opportunity to double switch into landorus, who can surprise kill keldeo with scarf psychic or press momentum against tyranitar with a scarf uturn. either way, a double switch here would have allowed you to maintain the gamestate which was in your favor instead of forcing you to sac the mew. then what happened on turn 11 could have happened a few turns earlier and with one fewer pokemon fainted on your side. (generally, i like more aggressive plays in shaky team match-ups as well.)

turn 13: this was a good play.

turn 14: might have been a risk/reward play here. while it is unlikely that he was running fast leftovers earth power heatran (as was the case), i might have considered switching to landorus just in case, though you still might have made the right play. just food for thought. but losing heatran really hurt you against the ferro and also makes your match-up with gengar a lot more difficult. i think landorus was less important to you at that time.

turn 17: this is too late for your most useful poke to be coming in, just to reinforce what i mentioned earlier about turn 3.

turn 20: i'm not sure it would have mattered, but i would have gone for the knock here. it has already shown both leech seed and protect, so getting rid of its passive recovery probably would have helped, though losing heatran really compromised your ability to handle this thing.

...so yeah. i think the biggest turns were turn 3 and turn 8 as they represented missed opportunities for you to dictate the game to your opponent, and you ultimately ended up doing a lot of reacting here. not terribly played actually, but hope this makes you do better next time. :)

Quote:

Originally Posted by static (Post 8753401)
sup! so uh i have this battle, which i won but barely. i would like advice as to what i could have done better
http://replay.pokemonshowdown.com/pokecommunity-ou-170628

turn 2: brutal sequence because your plays here are really dependent on how good your opponent is. turn 1 his thund was at not risk since you're clearly not scarf lando-t. why? what else is setting stealth rock? i can't read your opp's mind, but that might explain why he switched ttar into a poke that often spams scarf uturns, since he got you so early. in terms of avoiding that happening again, i actually don't know what to say - your opponent just made a really nice early game play here.

turn 3: get up them rox early son

turn 4: ok, i don't really like this play at all. you need to think about your opponent's perspective. you can't bluff cb bp when scizor is the only mega possibility on your team, and even if that wasn't the case, bullet punch easily fails to ohko and he has every reason to smack it with earth power since your whole team puts insane pressure on the land anyway. this needed to be a dragonite switch so that you could pressure his team early. even if the azumarill comes in, scizor is a fine switch-in for it, and you have thunderpunch for it.

turn 8: what just happened...

turn 9: raikou is an automatic sac since sr kills it anyway and spinning might not happen. lando-t at least has intimidate utility and can push momentum vs. the cbtar.

turn 11: again, just go to raikou. you're weakening your team for no reason. :( you do it a turn later, so you really just cost your starmie health for no reason. :(

turn 13: didn't love scizor coming in, but you were in a pretty tough spot. i would have sent in dragonite here. scizor still had utility, and i think trying to bait him into sending in the tar wouldn't have been a terrible idea to get your lucario a free sd. your play wasn't too bad though, just offering an alternative.

turn 19: this is where the turn 11 play hurts you. you could have gotten a free hit off on this otherwise. even if he sends in the tar, you can do massive damage, and he gives lucario a free set-up.

turn 20: this seemed like an autopilot play. use thunderpunch. the ttar is too weak to switch into it and make you regret it. at this point you have the game won, but you espeed and get bailed out by the crit. ;( you need to be extra focused with endgame execution.

...so yeah, for next time, i would be more judicious with what pokes you sac. also, turn 20 almost broke you. unless you altered the team you used and took off tpunch, you almost gave away the game son!

will do archer's soon

Nah May 20th, 2015 10:19 AM

http://replay.pokemonshowdown.com/oususpecttest-234208098

Alright, so what did I do wrong here?

Besides the T-Wave on turn 1, that was a misclick and I meant to hit Stealth Rock.

KorpiklaaniVodka May 20th, 2015 10:55 AM

http://replay.pokemonshowdown.com/oususpecttest-234218193

Well, that Suicune proved to be crucial... or maybe not? (I'm the guy with Suicune and Crawdaunt)

skyburial May 20th, 2015 11:58 AM

Quote:

Originally Posted by Nah (Post 8759053)
http://replay.pokemonshowdown.com/oususpecttest-234208098

Alright, so what did I do wrong here?

Besides the T-Wave on turn 1, that was a misclick and I meant to hit Stealth Rock.

I think the problem was setting up a team with 3 Psychic types. I imagine Bisharp, Gengar, or Hydreigon would have swept your team with relative ease as well.

Why not use a Dark or Fairy type in place of one of your Psychic types?

Anti May 20th, 2015 12:46 PM

Quote:

Originally Posted by Archy (Post 8753604)
Well, I think somebody wanted to say something about this battle.

http://replay.pokemonshowdown.com/pokecommunity-ou-166467

Yeah, I requested that you post this because this to me is a good example of a game that was lost on the margins, which is to say that "the little things" are what did you in. Going into a fair amount of depth, so buckle up.

Team Preview: If his Mega Altaria gets a free switch-in and is any variant with Earthquake, you're toast, though Ice Shard helps a bit with DD Altaria. The tank gets a free kill every time it comes in. While his team is otherwise Keldeo weak, you can't afford to give Altaria a free set-up. The Alakazam is also a problem as well, though Weavile helps you play around it some. The strategy here has to be aggressively pressuring the Altaria. All he has to do is remove the Heatran, if that, and get a free DD on the Shaymin. You have to be very proactive about killing it. If Alakazam or Altaria dies, your path to victory becomes a lot clearer. If you have Icy Wind on the Keldeo (and you should with such an Altaria weak team), then that might be a good early game play.

Turn 1: I liked the lead choice, and the double switch seemed like a reasonable risk.

Turn 2: I do feel like the burn bailed you out a bit here. I definitely would have used Icy Wind if you had it since the worst-case scenario is that Skarmory Roost scouts you, and then you can go straight to Heatran and get to work anyway. That said, Scald wasn't a bad play here (and was the right play if you aren't carrying Icy Wind) since Altaria isn't going to want to risk setting up on a burn unless it has Heal Bell, in which case Heatran beats it anyway. So this is less a critique and more "here's another option," but yeah.

Turn 4: Early SR, good. This keeps the pressure on Altaria a lot with its burn. Even so early, you have gotten off to an excellent start.

Turn 5: Safe play, fair enough.

Turn 6: This worked out well for you since the Weavile (potentially with Pursuit) was too threatening for him to ignore. Solid play, especially since you're pretty Alakazam weak.

Turn 9: This was actually the proper play, though luckily the miss doesn't cost you. You actually did need the extra bit of power to move past it.

Turn 11: This was a very nice and secured the defeat of the most threatening Pokemon to your team, though Heal Bell reveals it wasn't a 6-0 waiting to happen. Even so, Keldeo gets a free kill every time it comes in now. You basically win this game in the early game (though Alakazam can still sweep you) and then you kind of give it away. I'll go into depth as to how.

Turn 14: You made the right play here. You can't let Manaphy get going, while Skarmory is far less threatening to you.

Turn 17: There is absolutely no reason to Hydro Pump here. You certainly do not need the extra power to mow down Skarmory:

252 SpA Choice Specs Keldeo Scald vs. 252 HP / 252+ SpD Skarmory: 177-208 (52.9 - 62.2%) -- guaranteed 2HKO after Leftovers recovery

It is unlikely that the Skarmory is that invested in Special Defense, though in this case it doesn't even matter.

What else does Hydro Pump hit that Scald does not? It might help with Manaphy, but a Scald burn basically ruins it and you have multiple checks to it, so giving it a free set-up isn't such a big deal. You have to make safe plays when you can. A huge amount of hax is avoidable and the miss here was one such instance. You could have gotten a free burn on it given what Dave chose to do, and you would have maintained momentum no matter what. This was a big missed opportunity to punch a hole in either Skarmory or Manaphy.

Turn 19: Good to get his hazards away.

Turn 21: In this spot, his hazards are gone, so he can't WW you to death. I think you absolutely have to double switch here: the risk is very low and you can abuse more Pokemon with Keldeo. If you keep it in, there's no way he's sacking the Skarm this early, so I would at least Earth Power to hit both plausible switch-ins (Manaphy and his Heatran) for decent damage. Even so, not the worst play, just a very safe one.

Turn 22: Obviously the risk of your play is high, as you lose your Heatran. Are there lower risk plays available? He is probably maximum Speed since he's Balloon Tran, but Latias can sponge a hit and Defog SR away. Altaria can come in and force it out depending on how much Speed you're running. Either way, disaster can't strike like it did here. You only want to sac when you have to, and here, Speed tie or not, you didn't.

Turn 23: Hindsight is 20/20, but this would have been a great time to Secret Sword. Alakazam can't take that hit well at all either:

252 SpA Choice Specs Keldeo Secret Sword vs. 0 HP / 4 Def Alakazam: 192-226 (76.4 - 90%) -- guaranteed 2HKO

I think he would have been insane to switch his Landorus-T in.

Turn 27: Hehe, sometimes you just guess wrong.

Turn 29: I didn't love the Lati switch to begin with since it puts you in precisely this position. I would have recovered off health here though if you were going to stay in.

Turn 31: At this point, you have to put yourself in his shoes. He has no reason to risk his Heatran here when so many Altaria carry Earthquake. I would have double switched into Latias or Keldeo, probably the former to remove the hazards.

Turn 32: Either Iron Head or Whirlwind does you in here if you switch Lati in. You're already in a tough spot (which is why Turn 31 was important--you weren't thinking turns ahead there) and you guaranteed death by hazards here. Ruh roh.

Turn 33: There is *still* no reason not to Scald. Shaymin can still remove Manaphy, as can Weavile. The miss on the next turn...you kind of set yourself up for it.

Turn 36: I thought this was a low reward play and thought Seed Flare would have been better. If you want to hit Skarmory, hit it once it comes in, since it can't punish you much. You are just killing off your pokes now with overpredictions. :(

Turn 37: The crit bailed you out a bit here, since Scald would have wasted this thing and Knock doesn't OHKO.

Turn 40: It doesn't matter at this point, but the there is *STILL* no reason to risk the miss here.

Turn 41: Crit didn't matter since the Landorus-T cleans you anyway. :(

Conclusions: You have to minimize risk in Pokemon. I first watched this when gloom was visiting and she said something like, "wow, he really gave that away." Indeed. Your early game lead was excellent, but you kept giving him free turns with Hydro Pump misses. You don't always need to secure 2HKOs in the immediate term. The only thing Hydro Pump helped with was Manaphy, but you had an entire defensive backbone to remove it. Furthermore, Scald gets free damage on it (and can put it on a timer with a burn) which means that the next time it comes in, Keldeo can overpower it. You misused your wincon and it hurt you a lot. You legitimately would have been better off with a three-move Keldeo. ;(

For next time, think turns ahead. Minimize risk. Only use Hydro Pump when Scald could yield a game-altering set-up opportunity or recovery (like from a Slowbro or something).

Also, I perceived that your game began to slip once he started frustrating you mid game. The Altaria-Skarmory-Latias sequence was a sort of reversion to thinking one turn at a time instead of seeing the big picture.

Your early game was very good. If you apply pressure like that on your opponents, you will do well. Feel free to ask me any questions.

EDIT: Also, Shaymin is a pretty sub-optimal choice. ;(

Charcoal Embers May 20th, 2015 2:33 PM

I honestly don't 100% know what went wrong with this battle. I used the exact same team against him when I fought a VERY similar team, and did a whole lot better.

QAYW WWWW WW22 86YT

Nah May 20th, 2015 3:13 PM

Hopefully ya don't mind if I post another one in here already:
http://replay.pokemonshowdown.com/oususpecttest-234264816

I though I was doing alright in the beginning there but then it seems something went wrong and I lost.

Quote:

Originally Posted by Charcoal Embers (Post 8759358)
I honestly don't 100% know what went wrong with this battle. I used the exact same team against him when I fought a VERY similar team, and did a whole lot better.

QAYW WWWW WW22 86YT

I think that having Metagross be your mega would've been better. That probably sounds strange since half of Scraggy's team is Fire type, and that's probably why you chose Swampert to be your mega that match. Swampert threatens his team plenty in non-mega form. But because Mega Swampert needs the rain to function, you made yourself also lead with Sableye. Could've saved it for something else.

Agility Mega Metagross easily threatens most of his team due to the increased bulk, Attack, Speed, and Tough Claws upon mega evolution. You could've actually killed Talonflame on turn 10 if you used Mega Meta, instead of taking like 80% damage plus getting burned. Earthquake takes care of 2 of his Fire types, none of his Fairies wanna take Tough Claws boosted Steel STAB, and at +4 Speed it's outspeeding everything on his team even with Tailwind up.

Also Air Slash is a crappy move on any Charizard set.

skyburial May 21st, 2015 10:28 AM

Quote:

Originally Posted by Nah (Post 8759396)
Hopefully ya don't mind if I post another one in here already:
http://replay.pokemonshowdown.com/oususpecttest-234264816

I though I was doing alright in the beginning there but then it seems something went wrong and I lost.

First off, I'd like to take a moment to praise your team building this time around. You had awesome defensive coverage and were really playing out of your typical sweet spot, so it was amazing seeing you do this well with the team you chose (feel free to correct me if I'm wrong).

Choice Scarf Starmie, eh? That's a new one to me. I think that fishing for the Scald burn cost you the match in the end, along with failing to identify your opponent's win condition, which was to take out your Clefable and Ferrothorn. Although, you weren't running Iron Head... I would consider that for next time since Altaria is very much in vogue right now. Maybe in place of Knock Off?

Plays-wise, I would have recommended playing more conservatively in the Rotom/Ferro matchup. I was honestly surprised you had Protect at all because of how little you took advantage of free Leech Seed turns. Were you concealing that for surprise factor?

Nah May 21st, 2015 11:16 AM

Quote:

Originally Posted by skyburial (Post 8760540)
First off, I'd like to take a moment to praise your team building this time around. You had awesome defensive coverage and were really playing out of your typical sweet spot, so it was amazing seeing you do this well with the team you chose (feel free to correct me if I'm wrong).

Choice Scarf Starmie, eh? That's a new one to me. I think that fishing for the Scald burn cost you the match in the end, along with failing to identify your opponent's win condition, which was to take out your Clefable and Ferrothorn. Although, you weren't running Iron Head... I would consider that for next time since Altaria is very much in vogue right now. Maybe in place of Knock Off?

I, uh....I didn't make that team. Same with the one in the previous replay. Don't be so quick to praise me. It was recommended to me to use those 2 teams in order to (hopefully) improve my skills.

The Starmie's not a Choice Scarf one though. It's a Reflect Type Starmie. Was kinda hoping that the Scald would burn early since that'd cripple the Altaria, but of course hax never goes the way you want it. There was another battle where I had to use Scald like 9 times before the opponent's Pokemon was burned. -_-

And the Ferrothorn originally did have Gyro Ball on it, but I swapped that with Power Whip to slap Waters with since it didn't look to me like the team liked Waters....though you're probably right that Steel STAB would be more helpful.

Quote:

Plays-wise, I would have recommended playing more conservatively in the Rotom/Ferro matchup. I was honestly surprised you had Protect at all because of how little you took advantage of free Leech Seed turns. Were you concealing that for surprise factor?
What exactly do you mean by more conservatively? Like more Protect and less Power whip, or......?

skyburial May 21st, 2015 12:28 PM

Quote:

Originally Posted by Nah (Post 8760618)
What exactly do you mean by more conservatively? Like more Protect and less Power whip, or......?

In this case, yes. The resource conserved in competitive Pokemon is your team. You were gaining ground quicker than your opponent was in that leech seed gambit, so some more Protects might have saved your Ferro for Altaria and other stuff.

Yoshikko May 26th, 2015 9:05 AM

http://replay.pokemonshowdown.com/oususpecttest-235698798

um, this is kind of embarrassing :( but i won't be able to sleep at night lol
i kind of wanna know if i really have an answer for charizard at all on that team or if i was just dicking around or if it was a bit inevitable lol

luke May 26th, 2015 10:23 AM

Definitely one of the problems was letting Landorus take that Leaf Storm. It left it weak and unable to set up Stealth Rock again/take on Charizard. Combining that with letting it set up one too many DD on you you had no chance. But you played perfectly imo up to the point!

Yoshikko May 27th, 2015 1:30 PM

Quote:

Originally Posted by mystletainn (Post 8768173)
Definitely one of the problems was letting Landorus take that Leaf Storm. It left it weak and unable to set up Stealth Rock again/take on Charizard. Combining that with letting it set up one too many DD on you you had no chance. But you played perfectly imo up to the point!

yeah!! agreed :( i feel like i don't have a serperior switch-in at all though but i might be wrong lol :x so i don't know what else i could have done in that situation i guess, maybe sack a thing but i don't think that far ahead yet lool (also ty luke :3)

Nah May 27th, 2015 2:10 PM

I think that I fought that team once before, though idr if I won or lost lol

Quote:

Originally Posted by Yoshikko (Post 8769724)
yeah!! agreed :( i feel like i don't have a serperior switch-in at all though but i might be wrong lol :x so i don't know what else i could have done in that situation i guess, maybe sack a thing but i don't think that far ahead yet lool (also ty luke :3)

I agree with Luke, you did perfectly fine until you let Lando take that Leaf Storm and then his Charizard came in. You do have a good Serperior switch-in in Mega Venusaur since it 4x resists Grass and Thick Fat makes Hidden Power Fire weak and can demolish it with Sludge Bomb.

Dark Azelf May 27th, 2015 4:33 PM

Quote:

Originally Posted by Yoshikko (Post 8768050)
http://replay.pokemonshowdown.com/oususpecttest-235698798

um, this is kind of embarrassing :( but i won't be able to sleep at night lol
i kind of wanna know if i really have an answer for charizard at all on that team or if i was just dicking around or if it was a bit inevitable lol

Yeah a bit of a bad missplay i think cost you that.

Venusaur shits on all serperior sets (even +2 HP Fire does nothing due to thick fat) so im unsure why you let Lando-T take it. That could have indeed saved you the game because Lando is the only thing on your team that walls Zard-X.

Also you could have kept spamming Icy Wind when he was DDing on Keld for the repeated speed drops simply so you could at least revenge kill it and not let it set up.

Also talk about Wobbuffet missplays on your opponents part too. -.-

Yoshikko May 28th, 2015 3:35 AM

yeah LOL i remembered i had venusaur on the bike i guess i had a brain derp rofl, thanks everyone and also lol da ikr @ wobbuffet. idk i rewatched it and i could have easily switched venu in :(( ty!!!

Charcoal Embers June 7th, 2015 12:57 PM

Is there something I could have done better? I thought I had the battle in the bag, but the end of it just... fell apart.

http://replay.pokemonshowdown.com/ou-238822783

skyburial June 7th, 2015 1:43 PM

Quote:

Originally Posted by Charcoal Embers (Post 8787312)
Is there something I could have done better? I thought I had the battle in the bag, but the end of it just... fell apart.

http://replay.pokemonshowdown.com/ou-238822783

I don't think you made very good use of Whimsicott considering that your opponent was running full sand.

You should have ducked out while you had Trick Room up in turn 2. What was your Jellicent's set?

Also sadly your team wasn't really built to take full sand :( so you did admirably, all things considered.

Charcoal Embers June 7th, 2015 1:47 PM

Quote:

Originally Posted by skyburial (Post 8787391)
I don't think you made very good use of Whimsicott considering that your opponent was running full sand.

You should have ducked out while you had Trick Room up in turn 2. What was your Jellicent's set?

Also sadly your team wasn't really built to take full sand :( so you did admirably, all things considered.

Jellicent (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 SpD
Calm Nature
IVs: 0 Spe
- Trick Room
- Scald
- Hex
- Recover

skyburial June 8th, 2015 9:51 AM

Quote:

Originally Posted by Charcoal Embers (Post 8787394)
Jellicent (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 SpD
Calm Nature
IVs: 0 Spe
- Trick Room
- Scald (Will-o-Wisp)
- Hex (Shadow Ball)
- Recover

I'd recommend one and only one of the changes in bold. Also, Jellicent and Ampharos are both bulky enough to invest in mixed bulk. Your current set is a little too reliant on RNG luck.

Anti June 8th, 2015 3:52 PM

i haven't forgotten about this thread, just very busy irl rn.

Quote:

Originally Posted by Archy (Post 8789124)
Alright, I think that my last PCL match was played poorly. I would like to know what I did wrong. Here's the replay and thanks for your time. http://replay.pokemonshowdown.com/pokecommunity-ou-177398

i thought you played this pretty fantastically actually, killing the talon (who you might want to pack at least a check for lol) was very clutch. the crit screwed you completely though getting heatran weakened sucked, but what can you do.

srinator June 8th, 2015 9:20 PM

Quote:

Originally Posted by Archy (Post 8789124)
Alright, I think that my last PCL match was played poorly. I would like to know what I did wrong. Here's the replay and thanks for your time. http://replay.pokemonshowdown.com/pokecommunity-ou-177398

archer you are becoming p good with these recent battles imo, although superpower sd mega sciz can completely destroy that team :( i also agree that crit on keldeo sucked lol :(

Nah June 10th, 2015 11:16 AM

Yeah....this is another one of those "I thought that I was doing alright and then shit fell apart" battles:

http://replay.pokemonshowdown.com/ou-239569615

It's also 105 turns so don't watch unless you've got time

Anti June 10th, 2015 4:32 PM

Quote:

Originally Posted by Nah (Post 8792057)
Yeah....this is another one of those "I thought that I was doing alright and then muk fell apart" battles:

http://replay.pokemonshowdown.com/ou-239569615

It's also 105 turns so don't watch unless you've got time

I'm glad you posted this.

The biggest thing I noticed watching this battle is how many of the plays were tactical (short-term) plays that were actually poor strategic (long-term) plays. Tactics are very important but have to be grounded in what you want to achieve in a specific match. This is where risk/reward comes into play and is also very important.

My laptop doesn't have much battery left, so for now this will have to be truncated, but the two big problems I noticed almost immediately (well be before your team caved in) were:

1.) You did not keep your team healthy.

2.) You yielded too many free turns. (You were reacting too much and not thinking about how to put pressure on him at all, which stall can do in its own ways.)

The first point is really important. Since stalls cannot provide momentum to their user even when they are controlling the game, you need to be able to take hits. Pokemon at 61% can't take hits as well as Pokemon at 100%. It sounds asinine, but you begin to lose margin of error very quickly when you let your defensive core get weakened. To give just one example, on Turns 46 and 47, you let the Starmie get to 18% and are forced to switching out, when Turn 46 really needed to be a Recover. The next time Heatran came in, it got a free kill on Hippowdon. Stall is not offense where strategic sacrifices are basically a part of the team style. While you will have to do that playing stall, that's the thing: you only want to do it when you have to. Another example was the Mega Sableye/Slowking sequence, where you let it get wasted by a Pokemon you had two other checks for (which should have killed Sableye for the match but your opponent played it terribly late game). Sableye basically ate his team alive too with the exception of Altaria.

The second point popped up as early as Turn 1, with Wish being a superior play to Moonblast. Since his team only has one Clefable counter anyway (Heatran), you had opportunities to be at least a little more aggressive in the numerous moments where you gave it a free switch-in. I don't feel like this was as costly, and it's better to stick with safe plays, but the Leech Seeds on Chesnaught and the Moonblasts on Heatran kept giving free turns, and Heatran was putting some pressure on you. I don't have time to get into this one so sorry, but if you want to go through it yourself and find examples of this point (and the other), it would probably be more helpful than me just going turn-by-turn through it.

TopoftheFlops June 24th, 2015 8:26 AM

ok so I was frustrated I lost this battle..... I think I should have made better switches and put in a cleric on the team but you guys can be the judge of that. http://replay.pokemonshowdown.com/ou-243506329

Nah June 24th, 2015 9:01 AM

Quote:

Originally Posted by TopoftheFlops (Post 8813766)
ok so I was frustrated I lost this battle..... I think I should have made better switches and put in a cleric on the team but you guys can be the judge of that. http://replay.pokemonshowdown.com/ou-243506329

Losing Heatran was the big thing to me. It straight up counters half of his team and losing it means you lost a valuable defensive tool, and outside of Heatran you had little to stop his Clefable+Venusaur pair with. I don't really get why you kept it in on his Gliscor when it outspeeds (defensive) Tran, always carries Earthquake, and can comfortably take any attack defensive Heatran can dish out.

Clefable is also not a terribly good answer to Venusaur when it carries STAB Sludge Bomb and outspeeds it and he has a Heatran sitting in the back. He didn't even have to keep Venusaur in since he could've switched Heatran in for basically a free Flash Fire boost. I think that you also should've gone for Scald on turn 14 instead of Thunder Wave. His team isn't terribly concerned about paralysis (Scizor included), and a burn would've been much more crippling to it.

As for team composition, you could probably use some sort of hazard removal, and if you need a cleric Clefable fills that role nicely.


Someone else may come along and have more (and better) advice.

TopoftheFlops June 24th, 2015 4:25 PM

Quote:

Originally Posted by Nah (Post 8813841)
Losing Heatran was the big thing to me. It straight up counters half of his team and losing it means you lost a valuable defensive tool, and outside of Heatran you had little to stop his Clefable+Venusaur pair with. I don't really get why you kept it in on his Gliscor when it outspeeds (defensive) Tran, always carries Earthquake, and can comfortably take any attack defensive Heatran can dish out.

Clefable is also not a terribly good answer to Venusaur when it carries STAB Sludge Bomb and outspeeds it and he has a Heatran sitting in the back. He didn't even have to keep Venusaur in since he could've switched Heatran in for basically a free Flash Fire boost. I think that you also should've gone for Scald on turn 14 instead of Thunder Wave. His team isn't terribly concerned about paralysis (Scizor included), and a burn would've been much more crippling to it.

As for team composition, you could probably use some sort of hazard removal, and if you need a cleric Clefable fills that role nicely.


Someone else may come along and have more (and better) advice.

Yeah I wasn't thinking when I left Heatran in. Thanks for the advice and if anyone else has any more insight please share.

punkysaur August 2nd, 2015 5:01 AM

So though this went close it wasn't any thrilling match.Just some misplays by my opponent.
So what did I do wrong or else if I have done mostly wrong what did I do right?
http://replay.pokemonshowdown.com/ou-255323862

KorpiklaaniVodka August 2nd, 2015 7:07 AM

http://replay.pokemonshowdown.com/ou-255351304

I won but man I was a bit lucky I think. This was a tourney battle btw.


All times are GMT -8. The time now is 1:41 AM.


Like our Facebook Page Follow us on Twitter © 2002 - 2018 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2016 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.

Acknowledgements
Use of PokéCommunity Assets
vB Optimise by DragonByte Technologies Ltd © 2023.