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I got another one. This time it's an Ubers battle:
http://replay.pokemonshowdown.com/ubers-229933344 |
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 |
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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:
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:
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:
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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 |
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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:
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 |
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. |
http://replay.pokemonshowdown.com/oususpecttest-234218193
Well, that Suicune proved to be crucial... or maybe not? (I'm the guy with Suicune and Crawdaunt) |
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Why not use a Dark or Fairy type in place of one of your Psychic types? |
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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. ;( |
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 |
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:
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. |
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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? |
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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:
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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 |
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!
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I think that I fought that team once before, though idr if I won or lost lol
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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. -.- |
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!!!
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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 |
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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. |
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Ability: Water Absorb EVs: 252 HP / 252 SpD Calm Nature IVs: 0 Spe - Trick Room - Scald - Hex - Recover |
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i haven't forgotten about this thread, just very busy irl rn.
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