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-   -   Improve your Battling: Replay Critique (https://www.pokecommunity.com/showthread.php?t=346275)

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 :\


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