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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. |
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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. |
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. |
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! |
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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. |
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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. |
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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. :) |
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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! |
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!
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Sorry for the double post but here's the PCL match which I lost:
http://replay.pokemonshowdown.com/pokecommunity-ou-158567 |
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 |
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? |
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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. |
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- 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. |
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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. |
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Also, Talonflame can take out Mega Venusaur with a BB. |
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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. |
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I have two. The second one, I know where my BIG mistake was. But everything else...
DC7W-WWWW-WWXU-WGJ4 25WW-WWWW-WWXU-WU69 |
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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:
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. |
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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. |
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