Wednesday, 10 January 2018

My PFA Season 6 Draft Analysis

What is up? I am Tommy AKA AbruptFury, coach of the Toronto Maple Leafeons, bringing you the results of our latest draft. I have been a part of this league for a few seasons now. It is between some of my best-est internet friends and I. There are also some new coaches joining us this season and one returning one from seasons gone by. They are all competent players, so it should be a fun season. Without further ado, let me dive right into it.

Rules of Drafting

Teams are comprised of: 
  • 1 S tier Pokemon
  • 1 A tier Pokemon
  • 1 B tier Pokemon 
  • 2 C tier Pokemon
  • 1 D tier Pokemon 
  • 1 E tier Pokemon; and
  • 5 Free Pokemon, of which the ones you are allowed to pick from are determined by a certain number of points that can be increased or decreased depending on which S tier Pokemon you chose. The default number being 400.
My Draft Plan

Turn 1

I was happy with the success of my team from the following year, but wanted something that could pose more of a threat and wasn't pressure by hazards and a 4x weakness. Vanilluxe was easily one of my favourite Pokemon to use last season because of the pressure that it put on most of my opponents. So I decided that Kyurem-Black would be a great Pokemon to draft. And thus, Kyurem-B became the first (and only S tier) pick of the Toronto Maple Leafeons!


This Pokemon has always been difficult to prepare for and has always been good at putting holes into teams with it's movepool coverage and power. With moves such as Ice Beam, Fusion Bolt, Earth Power, Iron Head, Flash Cannon, Freeze Shock, Outrage, Draco Meteor, Psychic, Shadow Ball, Rock Slide, etc., there isn't much that this Pokemon doesn't hit. With access to the move Roost, it can allow Kyurem-B recover health that was taken away by hazards, or caused by use of good set options like Life Orb or Substitute. I could run a Hone Claws set too, to try and make more use of Kyurem-B's physical movepool. The only problem with this Pokemon, other than the fact that Game Freak hasn't given it a reliable physical Ice type move, is that I can't use Z moves on it. Z Freeze Shock is the absolute Bane of Smogon OU.

Turn 2

For the next round, I decided that I wanted to get right into building a VoltTurn core, rather than wait until later on and hope that there were some good picks left that mashed well with what I had already drafted. At the same time, I also wanted to build a good fantasy core (Steel/Dragon/Fairy). I was the second pick in the draft, by the way, so it wasn't too hard to get what I wanted initially, but it was difficult to sit there and watch so many Pokemon go before I got to pick again. So many chances to get sniped. I had heard some good things about this Steel type U-turn Pokemon being paired with Kyurem-B from a user in the GBA Discord chat, so I decided to give it a try. Second pick (A tier) for the Toronto Maple Leafeons was Scizor!

Scizor is a great Steel Pokemon, as well as one of the most reliable Bug types. A good Steel had actually been something that I went over a lot in my plan for what I wanted to draft. I knew what Fairy I wanted for my fantasy core much sooner than my Steel type. Scizor make one heck of a physical attacker, typically used as a Swords Dance sweeper or a Choice Banded attacker. It has access to the move Knock Off which is great for removing pesky items from your opponent's Pokemon. Bullet Punch is powered up by Scizor's Technician ability. It makes for a powerful form of priority. Bug Bite also receives the same boost and reaches 90 Base power because of it. The move itself can remove berries and allow you to use them. This might come in handy if you snag something like a Sitrus Berry. Agility can give Scizor's mediocre speed a boost making it a faster attacker and allowing you to take out your opponent's Pokemon before getting damage off on you. But the main selling point is definitely U-turn. Unlike Volt Switch, not a single Pokemon is immune to it (except for Shedinja with it's Wonderguard) and you get damage off onto your opponent while being able to scout what they want to do. Maybe they switch out and you bring in something that has the advantage right after, keeping your momentum going. Very helpful move that can be quite difficult to play around.

Turn 3

My next pick came up very soon and was not taken from me. I decided to pick up the Fairy type that I has mentioned earlier. Now for my Fairy type pick this season, I wanted to do something similar to that of last season in drafting one with Wish and Heal Bell support, but also able to apply some offensive pressure. Fairy is such a great defensive typing that I felt like that would be one of the better Pokemon for me to draft for such a role. The third pick (B tier) for the Toronto Maple Leafeons was Sylveon!

Since it's release in Generation 6, Sylveon has become somewhat of a fan-favourite. Is there any wonder why? It has a very cute design and it's very good in battles. Especially with it's Hidden Ability, Pixilate. This causes Sylveon's Normal type moves to become Fairy type moves and giving them a 1.2x power bonus. The one thing that Sylveon is probably best known for in competitive play is spamming Hyper Voice. There are few resists. Plus, this Pokemon boasts a nice 110 Special Attack stat. Like Scizor, it is not one of the fastest things, but it can take a hit and dish one back for sure. With speed control, it could even swipe your entire team out single-handedly with a Choice Specs sets. Being decently bulky like I mentioned, this Pokemon also makes great use of Wish and Heal Bell because it is able to benefit from it by stalling out certain types of Pokemon and gaining back health in the process. Calm Mind can allow this Pokemon to become stronger and tank more hits. Having such a high Special Attack means that it can make use of Hidden Powers, which gives it more coverage. Besides that, it also has access to moves like Psyshock (which is good against Poison types and specially defensive Pokemon) and Shadow Ball (which can be used to beat Psychic and Ghost types). I think this little cutie should make a fine addition to the team.

Turn 4

The following round, I was sniped for my Grass type pick. This was surprising because it was such a low tier pick that I didn't think it would be considered for a while. Alas, I had to find a substitute. I shifted a few things around in my draft plan and decided on this. I did not have a Rapid Spinner yet and knew that I wanted that option for my team. I was planning on using hazard stacking with my team. I found two Pokemon that could fit this role, but decided on the one that I saw as the better Rapid Spinner. The fourth pick (B tier) for the Toronto Maple Leafeons was a familiar face named Dhelmise!

This Pokemon was fantastic on my team last season. It is an amazing Rapid Spinner, and spinblocker since it is a Ghost. Dhelmise is a very slow Pokemon, but it's massive Attack stat and nice bulk make up for that. My favourite thing to do is usually to slap an Assault Vest on this thing and see how many hits it takes while being able to hit like a truck with it's 3 STABs. Thanks to it's ability Steelworker, it gains STAB from Steel types, making them more powerful. This can be useful against something like Togekiss which does not like taking Steel type hits in the first place, but loves to flinch down Grass types with Air Slash. The reason that Dhelmise edged out the other Grass type Rapid Spinner, Tsareena, was because it could deal with Fighting type hits better since it is immune. It can be argued that Knock Off is very common on Fighting types, but I can also argue that Tsareena is just a little too passive with it's pure Grass typing. I feel like it would have been easier to wall. Like one of my least favourite Pokemon in draft format, Umbreon. It's just so passive. Dhelmise can run Switcheroo to trade items with a foe and mess up an opponent's strategy. I have tried this before with Iron Ball. So much fun. Crippling the speed of a dangerous sweeper or wallbreaker. It also has access to moves like Rock Slide and Earthquake which make for good coverage.

Turn 5

Back around to me again so soon? It didn't take long for my next pick of which I really didn't want to get away from me. You see, I had a problem last season where I could only ever stand to run my Clefable defensively. Part of this was because it was such a good Pokemon to do so. But another reason was because it was my only Wish support option. I would have liked to have tried out more offensive sets like a Calm Mind sweeper or Life Orb attacker, but never got many opportunities to use Clefable to it's full potential. Well - I didn't want to let that happen this season. So I chose another good Wish and Heal Bell support Pokemon. I also decided to fill in another core with this pick. The fifth Pokemon (C tier) chosen by the Toronto Maple Leafeons was Vaporeon.

Yet another Eevelution to the team, Vaporeon has always been a great Pokemon at taking hits. It also has the same Special Attack stat as Sylveon, so it can be dependable on doing damage. It also has access to one of the best moves in the game, Scald. Only two types resist this move (excluding abilities), and it may inflict a burn on the target. This can cripple most physical type attackers which may help one of your other Pokemon set up boosts on it, or just allow you an easier time picking them off. Vaporeon has access to other moves like Ice Beam and Shadow Ball which can lend to it's coverage options, as well as Hidden Power potential. Most Vaporeon tend to run a very standard bulky Wish support set with Scald and Toxic/Heal Bell/Ice Beam, but this Pokemon just works so well with it. It's kinda like - why try to fix what isn't broken? I know what you're thinking "But broken stuff is so powerful." That is not the kind of broken that I was referring to. Baton Pass can lend itself as a way of keeping up momentum, like a non-damaging Volt Switch or U-turn. It can also come in handy for Wish passing to weakened teammates. Vaporeon is quite the team player.

Turn 6

Just before my turn came around again, I got sniped for the Fire type that I wanted. It was quite unfortunate because later on, we found out that the person didn't even have enough points for that particular Pokemon among their Free picks. So they ended up having to drop it for an E tier pick, and I have to wait until Week 4 to even have a chance to grab it. But I don't know if I will yet, because the calcs I have seen on the monster that I picked up are ridiculous. This Pokemon turns a resist into a pancake. Would you like to know which Pokemon I am talking about? Ready or not, here he comes! The sixth pick for the Toronto Maple Leafeons was Darmanitan!

The Pokemon that I was hoping to get was Rotom-Heat. It would have given me a Volt Switcher, a Fire type, a status user, and a possible Defogger all in one! However, maybe this is a blessing in disguise. Darmanitan might have the power and speed that it takes to pull my team to victory. I'm still on the fence about it, but you definitely can't deny it's power. With access to moves like Flare Blitz, Superpower, Earthquake, Rock Slide, U-turn, and Zen Headbutt. This is also combined with Darmanitan's terrifyingly high Attack stat of 140 and it's ability Sheer Force, which gives moves with a secondary effect a boost in power while removing certain effects. This pickup gives me a nice TurnTurn core in Darmanitan and Scizor. A nice quick option partnered with a slow bulkier option is what I was definitely something I was hoping for in this draft.

Turn 7

For my next pick, I wanted to have another Rapid Spin option on the team for games where Dhelmise doesn't have a very good matchup. It can also relieve some pressure on Dhelmise, allowing me to use another type of set on it (just like with Sylveon and Vaporeon). I wanted a Pokemon that could stop Electric type spam coming from Volt Switch users, so what I really needed was an immunity; a Ground type. Sure enough, I found what I was looking for. The seventh pick for the Toronto Maple Leafeons was Donphan!

Donphan is a physically based Pokemon, defensively and offensively. It has loads of options in it's movepool. Moves such as Earthquake, Stealth Rock, Stone Edge, Knock Off, Thunder Fang, Fire Fang, Gunk Shot, Ice Shard, Counter, Endeavor, Seed Bomb, Superpower, Rock Polish. This Pokemon can do a lot. I became quite interested with Donphan after seeing the kinds of sets it could utilize from Lord Emvee. Having Donphan as a Rapid Spinner allows me to use Dhelmise a different way, should I choose. Without missing out on Rapid Spin. And vice versa. This Pokemon has a lot it can do, and I want to try it out. Because of Donphan, I also now have an Electric immunity, which is a powerful type in league format.

Turn 8

It took a while to get back around to my turn, but when it did, I picked myself up a nice Toxic Spikes user for hazard stacking potential this season. I'm also interested in seeing if I can get Spikes on the team somewhere, but I was unable to in the draft. This Pokemon got a lot of success last season as a defensive tank. It was on last year's champion team, coached by BigEZ66. It also gave me a Dark type, which can be useful in league since a lot of Psychic types get scooped up and sometimes on teams, people tend to leave themselves open to Ghost types. The eighth pick for the Toronto Maple Leafeons was Drapion.

Just like Donphan, Drapion has a versatile movepool with access to hazards. The thing that stood out most to me however is the solo weakness of Ground against Drapion. Just Ground. With just one weakness, Drapion may have a hard time being pressured by certain Pokemon, making them easy to setup hazards or boosts or status against. Toxic Spikes can be helpful for chipping certain Pokemon down into KO range. I can't wait to use this poisonous scorpion!

Turn 9

By this point, I wanted a good defensive switch-in to Fighting types. Helps out my Kyurem-B significantly. So I decided to pick up a Psychic type. Bulky Psychic types are one of the most sought after things in league format, like fastest Electric and Ice types. This Pokemon has coverage and access to switch initiative. The ninth pick for the Toronto Maple Leafeons was Mesprit.

Mesprit is quite a versatile Pokemon. It has access to a variety of coverage options like Psychic, Shadow Ball, Thunderbolt, Dazzling Gleam, Psyshock, Energy Ball, the elemental punches, Calm Mind, and Stealth Rock. It carries base 105 across it's offensive and defensive stats, just not it's HP and speed. That makes it a fairly bulky and hard hitting Pokemon all in one. It can be used as a physical or special attacker too. U-turn gives this Pokemon a way of chipping at foes and escaping trappers. With Calm Mind and Power-up Punch, it can boost it's offensive stats. Healing Wish can be used to recover heavily damaged teammates and give them a free switch. Good for one time use at the expense of Mesprit because it faints afterwards. It's a shame that this Pokemon doesn't get much in terms of recovery, but being partnered with Sylveon might help.

Turn 10

Since I wasn't able to get Rotom-Heat, I needed a new Electric type option, so I picked this low tier threat. This Pokemon has astounding coverage while being decently fast. Can be run physical or special; usually prefers physical. And it was the one thing I knew I wanted to be my Z captain this draft. The tenth pick for the Toronto Maple Leafeons was Electivire. 

I helped BigEZ66 prepare one time for a league match, and the opponent's team that I was simulating had Electivire. It had so many good options for league format and I hope to show them off this season. I don't want to divulge all my strats in this article. The movepool options are amazing though. This Pokemon's offenses, speed, and coverage options will help me out a lot this season. And between it's two abilities, both are very good. Motor Drive can allow Electivire to come in on an Electric type attack and outspeed so many Pokemon, even some Choice Scarf users. And Vital Spirit makes it immune to sleep, giving it a relatively free switch into moves like Spore and Hypnosis.

Turn 11

For this pick, I went with a Fighting type to help me break certain Pokemon, mainly Normal types. The versatility among Normal types is certainly terrifying. I noticed that my Fighting type options weren't very good, and I was hoping to get a relatively fast one since my team was kind of slow. I ended up settling on this one. The eleventh and final pick of the Toronto Maple Leafeons was Sawk. 

Unlike his brother Throh, Sawk is fast and hard hitting. He's not much on the defensive side, but he can give some Pokemon a tough time with his movepool and Attack stat. Sawk gets access to moves like Close Combat, Knock Off, Earthquake, Rock Slide and Stone Edge, Poison Jab, Zen Headbutt, Taunt, Bulk Up, Throat Chop, Pain Split, and the elemental punches. It's abilities are all very solid. Sturdy gives it a free Focus Sash, meaning that it can't be taken out in one hit unless by a Mold Breaker Pokemon. Mold Breaker bypasses abilities like Sturdy, Disguise, Levitate; abilities that prevent damage or prevent a Pokemon from doing as much damage, so abilities like Unaware and Fluffy aren't even safe. Inner Focus makes Sawk immune to flinching. No Fake Out or Air Slash can stop him with hax. This allows him to just keep pummeling away. A very interesting Pokemon that I hope to make use of.

Conclusion

I don't think this team is as strong as the one I had last year, but I think it can still work, especially if I play it right. If anything, it will probably help me improve in competitive Pokemon. Also, some things didn't go quite as according to plan as I would have liked. Some of my draft plan got messed up with the early snipe from Gingerxpug getting Tangela and MikeWWM8 taking Rotom-Heat, and later finding out that he couldn't afford to keep it. Those actions changed my Fire, Electric, Ghost, Grass, and Psychic picks up. But like the improv artist I am, I managed to get some satisfying backups. And I can always change things up if they aren't working when the first transaction period comes along, which is either on week 3 or just after. Here is some of the beef that I have with my current team that I might like to change. 

Slow team - None of the Pokemon on my team hit a base speed at 100 or over. Last season, I at least had Mega Pinsir and Heliolisk, but it does feel like my team might have a harder time because of it. There is some potential for speed increasing on my team like Agility and Rock Polish, but I'm not sure about it quite yet. 

No Sticky Web - I would have liked a good Sticky Web user on the team, but since I already had my Bug and Fairy type picked out from the very beginning, it made it so that I had to have a same type, which can be annoying if it leads to a big weakness in the team.

Bird Spam - Because my Steel type is part Bug and I lack a Rock type, I am quite susceptible to Flying types. Something like Sawk can bait them to stay in and take advantage with it's Sturdy ability, I can set up rocks with a few Pokemon to inflict some damage upon switch in, and Electivire + Kyurem-Black can keep them on the run with their supereffective attacks. But when it comes to defensive switch-ins for Flying, I don't really have one. 

Lack of Speed Control/Status - Unlike last season, I don't have as many Trick Room setters and abusers. Thunder Wave from Electivire isn't quite as effective as it might be from a bulkier mon like Rotom. Will-o-Wisp from something like Darmanitan is not a good option either. Some of my Pokemon have access to Icy Wind, Bulldoze, and Rock Tomb. Maybe I could use that in some way. 

Thanks you for reading my report. I hope you are as excited as I am for another season of the PFA. It has been a while since the draft, but weather conditiions in Nova Scotia have caused power outages making it difficult to finish my report. As well as working my job. I will try and get back on top of things. After I conclude this, I am going to start on my Week 1 report. I played Alec aka MudkipLegend aka Slec. He was the one who beat me in the quarter finals of last season, so you best believe I wanted revenge. Anyway, until next time! Cya!

Friday, 15 December 2017

Update #3

    Pokemon league season is starting up again and I'm raring to go. I took a bit of a hiatus from posting for a little while because I didn't really know what I wanted to make them on. I spent some time playing NU and VGC, with varying success. I'm hoping to find a team that suits me well enough, in VGC, to stage an assault on the ladder. I might post an article on the Mismagius team that got me to the top 500 in NU. If anything, it might help someone get passed that lower ladder stage and help them get some top tier matchups against players that they can learn a lot from battling. And the reason why the team may not have made it further up the ladder could be just because of the way that the meta is up there. They are probably more prepared for Mismagius.

    So what I plan on doing with this blog site for the next few months will be league articles. I might also post about some VGC and Smogon tier teams, or even about how to get started with those formats. I might not be the best, but I do understand how some things work. Hopefully, someone can find some entertainment or information they are looking for. And I would like to win next season in the PFA (or whatever they are calling it now; they wanted to change the name because the community it was named after is basically dead). Last season, I had a fantastic team. But I would like to build around even stronger threats that don't have as many crippling weaknesses. Like how I had 3 Pokemon 4x weak to something. Or how my Mega pokemon took 50% coming in on Stealth Rock. I will try my best to draft myself the best team I can possibly have. I'm not sure when the draft will start, but it's looking like sometime later this month, because the owner had to finish their final exams this week.

    That's all for now. Ciao!

Tuesday, 3 October 2017

How to Build a Team for a Pokemon League

I've been looking forward to making this post because I just love the teambuilding process for Pokemon leagues. I find it so exciting. However, I wasn't always so good at drafting or battling for them. Looking back, I was pretty bad actually. There aren't too many resources for getting into it though. It's just, experience and seeing what others do in some popular leagues like GBA.

I'm actually doing this post over unfortunately. I felt like I left some things out, and didn't keep up with the number of mons in my mock draft example >.> It was a bit of a failure. But you learn from your mistakes. Anyway, let's start this thing.

Step 1: Planning

First of all, I will be using GBA's Season 6 ruleset as a base for this example. That way you won't be wondering why I'm not choosing certain Pokemon. You definitely want to evaluate the rules for a league you enter so that you can try and build the strongest team you can with the options you are given.

So, your application has been accepted for a Pokemon league? Congratulations! But wait! What kind of team are you going to use for it? Draft day is right around the corner. Fear not. I will help give you the tools you need, young grasshopper, to get you on par with your opposition.

A draft plan can be very useful. If you are interested in using a certain Pokemon, maybe one that you are quite comfortable with, you can list on your draft plan. Then, you can start adding Pokemon that help that one do it's job better. Pokemon that can fill the role of a wallbreaker, a cleric, hazard control, sweeper, etc.

There are lots of roles like there are lots of types. Having different types of Pokemon can be very useful too. Gives you a way of dealing with the most Pokemon you possibly can. A common weakness people leave open in competitive Pokemon I find, are Ghost types. A Dark type can do you wonders when drafting your team.

Let's say you've been given your draft order and you are 7th to draft out of 8. This isn't actually a bad thing in terms of getting the Pokemon you want to support your team. But this does lose you out on getting some of the more ideal picks like Landorus-T, Keldeo, Mew, etc. Being an 8-man draft also makes it pretty easy for everyone to have stacked teams, unlike a 12-man or 16-man.

For our example, I will go with trying to build a team with Mega Venusaur. A strong Pokemon like a Mega evolution, or something very versatile like Jirachi (which has a ridiculously good movepool), is a great focal point on a draft team. It is a Pokemon we may be able to get when our first pick rolls around since there are other, more sought after picks that are likely to go first.

Multiple roles and types should be checked on a mental or physical checklist (like on a notepad program on your computer). My source for team roles comes from Pyrotoz 's teambuilder at https://pyrotoz.com/ . There, you will find a Team Checklist for various roles such as Spinners/Defoggers, Boosters/Sweepers, Knock Off users, Clerics, Hazard Setters, etc. You can also keep track of weaknesses for the first 6 Pokemon. Remember: Every new Pokemon you add can patch a hole in your team, but it will always make you a little weaker to some other type. It's just a matter of finding a good balance. Like 3 Fire resists for 3 Fire weaknesses. That sort of thing.

For Mega Venusaur, we must think about what it offers us and what it doesn't. On the plus side, it doesn't have very many weaknesses once it is Mega evolved. It has a great form of recovery in Synthesis. It tends to run a special set with moves such as Sludge Bomb and Giga Drain in singles, but can also be a physical sweeper with Swords Dance and access to good physical moves like Earthquake and Power Whip. It can use Knock Off too, which can also be great coverage against Psychic types. On the downside, it has weaknesses to Psychic and Flying. It can't deal with bulky Steel types very well. It doesn't like coming in on Stealth Rock or layers of Spikes. Sure it can heal that damage off, but if it's already coming in weakened, it might not get the chance before it is taken out.

So we will want Pokemon that can help us fill others roles. A good place to look to find out which Pokemon work best together are the summaries for Pokemon on Smogon. Something like an A tier pick in Tyranitar could help us deal with both Psychic and Flying types. Arcanine can lend itself to help us deal with most bulky Steel types. Latios or Mandibuzz could be used a Defogger. You can even find a lot of Pokemon that do similar things while being a lower tier choice. Just because you might not be able to get an awesome core of Mega Manectric and Landorus-T, doesn't mean that you can't find similar success in Mega Manectric and Flygon paired together. Both Landorus-T and Flygon are Ground types, are immune to Ground type moves, have access to U-turn for momentum, and are around the same speed tier.

Step 2: Drafting

Already? That was fast. Alright. Let's go in with the same plan of using Mega Venusaur. You can, of course, choose to draft something else that you feel is more threatening if the option is still there when your turn comes around.

Pick 1


Strong picks right off the bat from your lovely opponents. I'm still gonna stick to my guns and go for Mega Venusaur, even though there are certainly some big threats up for grabs.

Pick 2



Oof. Powerful picks from Stevie Nicks. Both beat Mega Venusaur, since Kyurem-B's ability breaks through Thick Fat. Drafting something that can beat the threats already present that beat our mega is a good drafting strategy. Tyranitar could be worth it. Mega Venusaur and Tyranitar cover each other nicely, but a good Steel type would be really good against Kyurem-B and Jirachi since those two don't have the strongest options for dealing with one. Something like Skarmory or Registeel. I'll choose Tyranitar because I believe that it would be more likely to go first than all the good Steel options. Tyranitar can function as a strong attacker, and even a sweeper with Dragon Dance. It can Pursuit trap Psychic and Ghost types too. This allows Mega Venusaur to have a much easier time in battles.

Pick 3



As you can see from these teams, the other coaches are trying to fill some roles and typings. And the Pokemon they've been picking are all higher tier picks. This is common practice for getting the most out of your top picks. Sometimes it pays to scoop up better end low tier picks too, like Jellicent and Hitmontop. That way you don't get stuck with picks that you probably wouldn't dream of using. Of course, choosing the perfect time to break the low tier ice is important.

Alright. So the teams are pretty stacked at the moment. There is a Landorus-T and we have no Earthquake switch-ins. That is a problem. I would suggest a Flying/Levitate mon. Good examples are the aforementioned Skarmory, as well as Rotom-Wash, Gengar, and gen 6 Talonflame. RIP gen 7 Talonflame by the way. I could take Talonflame to make sure that it can't be used against me, but I have a pretty solid Rock type in Tyranitar, which stops it dead in it's tracks. I think I will choose Skarmory. We could use a form of hazard control, as well as a hazard setter itself.

Pick 4




It appears that Stevie Nicks has taken 3 Tier 1 picks and now has a really powerful looking Dragon Fairy Steel core (fantasy core). However, now she has sacrificed a Tier 1 mega choice in the process. At the end of this draft, everyone must have 11 Pokemon on their team. No more, no less. And the least expensive tier there is is Tier 5, which costs 40 points for a Free pick. Therefore, she needs 80 points between her two final Free picks to do this. This is a good example of managing your budget.

Moving on, we can see there are still some roles we could use on our team. Another form of hazard control, like a Rapid Spinner, takes the pressure off of us to bring Skarmory every single game. And a benefit to Rapid Spin over Defog is that it only removes our opponent's hazards instead of both of ours. I think Donphan could work out here. It also gives us an Electric immunity. No Thunder Wave paralysis for us! It is also another Knock Off user and hazard setter. It's nice to be able to stack some roles sometimes so that you aren't left using a certain Pokemon in a certain way all season. Like when I had to run defensive Clefable in PFA because I didn't have any other clerics or Wish users. I wanted the option to use a Calm Mind sweeper or Life Orb Magic Guard attacker set too :'(

Pick 5



I have two Pokemon in mind at this point. I would like a Fire type and a Fairy type. I can only choose one right now. Since the next coach picking already has a Fairy type, but no Fire type, I will choose the Fire type. I choose Rotom-Heat. It has access to status moves in Will o Wisp and Thunder Wave that I can use to cripple my opponent's Pokemon, it is a Ground immunity against anything without Mold Breaker, and can be a nice Choice item attacker.

Pick 6




I would love to abuse the last two choices Stevie Nicks made my drafting Milotic. With Competitive, it would continuously gain boosts off of Intimidate. It might just scare them off from bringing it in general. However, I feel like good Fairy types, of the tiers I can afford, are dwindling out. I'm going to take Florges. It gets access to Calm Mind, Heal Bell, Wish. Like Clefable, it is very good at supporting the team and taking hits.

Pick 7



I'm noticing a striking Water type weakness on my team. All I really have for them is Mega Venusaur, which is good but not a perfect answer. Milotic wasn't sniped from me, but I've decided on another Water type option. Vaporeon. This way, I can stack Wish/Cleric users, and a phazer. Milotic has the ability to phaze too, but with Dragon Tail. Personally, I prefer Roar since it never misses, affects Fairys, and bypasses Substitute. The downside is that it is affected by Taunt and Magic Bounce, but I am fine with this. Come to papa!

Pick 8



We don't have a Fighting type yet, and I would also like to have a VoltTurn core. I think the addition of Primeape would be fantastic. It can even take a Rock type hit for Rotom-Heat so that I may spam Volt Switch and U-turn. A Fighting is also very important against powerful and bulky Normal type threats like Chansey or Snorlax.

Pick 9


To close things out, I'm not expecting much in these last picks. I will try and cover the typings I've missed. The team is missing a Psychic type. I don't see the best options in Tier 4. Mesprit stands out as a pure Psychic type with decent stats. It gets access to U-turn and Stealth Rock. So that is pretty cool. Pretty handy.

Pick 10



We're still missing a Ghost type. Defensively, some teams don't prepare well enough for those. And they can work as a spinblocker against hazard removal. To make the most of the points we have left, the best we can do are two Tier D picks. You better believe I'm gonna go with that. A good Ghost in Tier D is Cofagrigus. It can be a passive and offensive threat. And it has access to Trick Room. That could be useful in matchup against a generally fast team. Options! We got 'em!

Pick 11


Last pick. Huzzah! Two types I can think of that aren't on the team are Ice and Normal. There is no combination of the two. Which is probably a good thing. I think I will finish off the draft by choosing Cinccino. Maybe I could even go back later and make a couple transactions to Froslass and a normal type by getting rid of Cinccino and Cofagrigus. Cinccino is a tough Pokemon, but does tend to be a little gimmicky in it's most feared set. King's Rock Skill Link. Flinch City.

Final Result


In Conclusion

Were you satisfied with my tips and examples? I hope so. But if not, let me know what you think I could do to fix or clarify any problems you've noticed. I'm really tired right now. I have typing this up for hours now. And my thoughts were a little all over the place. I think that's basically my style of writing in a nutshell though. Anyway, have a great day and I will see you next time!

Also, I would like to know which draft you preferred out of the mock teams I made up.

Sunday, 1 October 2017

How to Run a Pokemon League to Success

I've been in some Pokemon leagues recently, and I've found myself having to leave too many of them due to complications on the part of the league or league creator itself. So I'm making this post to try and help some people get passed these issues and keep their leagues going to the end of the season. Sometimes there is a lack of interest and the coaches themselves end up killing it, but there isn't much you can do about that except to make your league as enjoyable as possible. Now, let's start this thing.

1. Tiering

Probably the most important thing in a Pokemon league, is the Pokemon. Which Pokemon do you want to include? Some might be chosen to be excluded because of how hard they are to prepare for. This includes abilities like Shadow Tag and Arena Trap too perhaps. I have seen one and not the other allowed.

How many tiers will there be/Where will you place each Pokemon? I've seen differences in the number of tiers between singles leagues and doubles leagues. GBA's Season 5 tier list tends to be the standard for most leagues, built by the Smogon community. For singles, coaches teams were comprised of 5 different tiers of standard Pokemon, and one Mega Pokemon from their own separate tiers. The end result for teams required 10 different Pokemon using a points system to keep teams from becoming drastically better than another players'. Each tier would consume a certain amount of points. The higher the tier, the more points the Pokemon would take to draft. And the Mega evolution you choose can give you more points towards Free picks if you choose a lower tier Mega. Another thing to consider when forming tiers is whether a Mega pick has to Mega evolve the first turn they stay in. If not, Pokemon like Mega Sharpedo and Mega Slowbro really take a hit from this and would be more likely to be chosen as a lower pick than a higher pick.

This tends to be a more favourable way of drafting Pokemon, but some league organizers try a tier-less method of drafting and it can allow for some very powerful teams. The fewer the coaches, the better the odds of everyone walking away with a good team.

2. The Rules

Tiering does count as a rule of a league, but it's also kind of the first thing you would want to establish. Other rules would include items for Pokemon, abilities, which Pokemon are banned from the league, how many points you are allowed for the draft (if you are using a points system),  And having these rules posted is very important. The last league I was in didn't do this and fell apart on week 1. Behaviour in the league is good to monitor. You want to build a good reputation for your league so that people will be interested in joining whenever you choose to start back up. Of course, some players enjoy razzing each other, so some might just shit talk for fun rather than to actually put others down. How many transactions (trades/free agents) do you want to allow each coach to have? I find that around 4-6 of these total is quite reasonable. Allowing them to have too many changes might change the entire dynamic of their team. And allowing them too few might leave them feeling defeated if they feel like they made too many picks that don't quite mesh the way they thought they would with their team. A common thing I see with leagues is allowing coaches, who take over a team for one who has abandoned the league, to have more transactions to get their team into shape and encourage them to stay. I haven't seen any backlash for this practice yet.

3. Ownership

I feel like that last line segways perfectly into this topic. To be a good owner, you have to be able to make a decision when a problem arises that will satisfy most of the coaches in your league, if not all. To take an example from the last league I was in, the owner removed a coach that had an issue with the owner wanting to restart the season after already postponing the season by a week due to his own absence. He did this to give my team time to collect ourselves after changing a member (this was a multibattle league and my partner left because school was interfering with league). The owner did not speak to me of this. I was more than willing to just get the game out of the way. And if I had lost, would probably have made changes to the team the following week that could've benefited us greatly against our future opponents. Not being able to agree with the owner's decision and too impatient to wait another week on this, I left. It is very important to run a league properly and make it fun for those involved if you want to make it work.

4. Scheduling

It is quite important to get battles in, but make some exceptions for others who have a harder time getting them in due to their personal obligations like school or work. Depending on how eager the other coaches are, you might be able to extend weeks or move deadlines ahead to satisfy those with more difficulty getting matches done.

Most leagues tend to get their matches done on a weekly basis. Some leagues will opt for getting matches done whenever people are available to do so, but I find that there are always people on top of it with getting matches done who become impatient with others who are slower about it - once again, because of personal obligations. This method of scheduling may work better with those who have open schedules or younger people who are still in school.

5. Extras

You can give people a goal in league play and make it more fun by having awards like an MVP race (for best offensive and/or defensive pokemon), play of the season, best match, best joke Pokemon (a low tier threat that can make itself useless in some way, i.e. Koffing. Someone actually won a season of league with this), dark horse team, best coach, etc.

Conclusion

I hope you enjoyed and perhaps learned something. If you have anything to dispute or add or any feedback at all, you can certainly leave the comment on this. Have a good day and see you around!

Tuesday, 26 September 2017

Update #2

I think I'm done with my PFA Season 5 report transfer. The last two reports have nothing to do with my team or teambuilding method. I can't really say for sure what my fellow coaches were thinking or even what their teams stats and movesets looked like for sure. The finals came down to Ralker from the blue conference vs. BigEZ66 from the red conference. EZ ended up taking the bo1 finals, despite Ralker's strong record. I think Ralker's team just had a hard time breaking EZ's down. EZ had some bulky mons.

I think my next two reports will be on how to run a league and how to prepare for one, for people just getting into that sort of thing. They can be really fun, but can also fall apart on u, too. Stay tuned! :)

Wednesday, 20 September 2017

PFA Quarter Finals Results: Toronto Maple Leafeons

Time for the playoffs! The time when the top 8 coaches of a division come together to see which of them deserves the right to be called Champion. I really want that title, but there is some stern competition (especially in the blue conference). Up first for my quarter finals battle, I face Alec of the Indianapolis Keldeos. If you remember, he beat me 5-0 the last time I faced him, so better make sure I don't get rekt like that again. Maybe I can even sweep through his team. I have the tools to do so. Let's see what those tools I'm referring to are.

☠️ THE LOSER OF THIS MATCH WILL BE ELIMINATED FROM THE CHAMPIONSHIP RUN! ☠️

The Team Line-ups

My Team: M-Pinsir, Clefable, Zygarde-50%, Empoleon, Arcanine, Hitmontop, Vanilluxe, Dhelmise, Heliolisk, Jellicent, Malamar

Alec (Indianapolis Keldeos): M-Beedrill, Latios, Marowak-Alola, Swampert, Metagross, Komala, Raichu, Keldeo, Florges, Pangoro, Tangela


Ludwig (Pinsir) @ Pinsirite
Ability: Hyper Cutter
Level: 50
EVs: 68 HP / 252 Atk / 188 Spe
Jolly Nature
- Swords Dance
- Return
- Earthquake
- Quick Attack

If I can find the right opportunity, Mega Pinsir can run through Alec's team with ease. Everything that's faster than Mega Pinsir falls after it gets 2 Swords Dance boosts. Definitely my greatest wincon in the battle. I must preserve it until the correct moment. Return hits bulkier Pokemon very hard and makes for powerful STAB option. Earthquake hits what Return doesn't well. Flying + Ground coverage is one of the best offensive combinations. And defensive really. Looks at Gliscor and Landorus-T. Quick Attack is my priority option for faster threats.

I went with the same EV spread as last time. This simply has enough speed to outspeed Modest Latios by 1 point, which might be relevant. It's invested as much in Attack as I could for the damage output. Every little bit counts. And the rest was dumped into HP, keeping in mind that I wanted it to be able to come in on Stealth Rock three times if necessary. Which means an odd HP number is in order.

Offensive Calcs:

  • 252 Atk Aerilate Pinsir-Mega Quick Attack vs. 4 HP / 0 Def Keldeo: 198-234 (61.1 - 72.2%) -- guaranteed 2HKO
  • 252 Atk Aerilate Pinsir-Mega Quick Attack vs. 0 HP / 4 Def Beedrill-Mega: 186-218 (132.8 - 155.7%) -- guaranteed OHKO
  • +2 252 Atk Aerilate Pinsir-Mega Quick Attack vs. 0 HP / 4 Def Keldeo: 204-240 (122.8 - 144.5%) -- guaranteed OHKO
  • +4 252 Atk Aerilate Pinsir-Mega Quick Attack vs. 0 HP / 4 Def Latios: 166-196 (107 - 126.4%) -- guaranteed OHKO
  • +2 252 Atk Aerilate Pinsir-Mega Return vs. 252 HP / 252+ Def Florges: 216-255 (116.7 - 137.8%) -- guaranteed OHKO
  • +2 252 Atk Aerilate Pinsir-Mega Return vs. 240 HP / 252+ Def Swampert: 183-216 (89.2 - 105.3%) -- 31.3% chance to OHKO
Defensive Calcs:

  • 252+ Atk Choice Band Metagross Bullet Punch vs. 68 HP / 0 Def Pinsir-Mega: 51-60 (34.2 - 40.2%) -- guaranteed 3HKO | I was worried about that because it was his only form of priority for stopping the sweep.



Oryx (Zygarde) @ Weakness Policy
Ability: Aura Break
Level: 50
EVs: 252 HP / 108 Atk / 36 Def / 76 SpD / 36 Spe
Impish Nature
- Dragon Dance
- Thousand Arrows
- Rest
- Sleep Talk

Another reused EV spread, but with some modifications to the set. Most notably, Dragon Dance and the Weakness Policy. Because Florges did such a good job walling this thing last battle, I figured I would use it's power against him in this match. I knew I could easily take a Moonblast from full. If he brought Alolan Marowak and used that as his go-to again, I would expect this and go for a Dragon Dance. Or if it switches in after something of his has dropped, I would still Dragon Dance in it's face because then I would have no trouble breaking it at +3. And if I had +2, could outspeed the majority of things he has to combat that. Of course, this time I have to watch out for Tangela, which I'm pretty sure he will bring. It walls Zygarde pretty good, even with boosts. So I would like to make sure to take that down quickly if possible. I think I've already basically gone over the moveset, so I don't think I need to explain why I chose each individual move to you this time.

Just as a reminder from my last report against Alec, Alolan Marowak's Shadow Bone is a 3HKO meaning that (without defense drops) I can stall it out and heal off the damage with Rest. As well as other physical attackers lacking the proper coverage to break this Pokemon. After one Dragon Dance, this set has enough speed to outspeed non-Scarf Latios by 1 point, which in turn means that it outspeeds non-Scarf Keldeo too (which is also a big threat with access to Icy Wind).

Offensive Calcs:

  • 108 Atk Zygarde Thousand Arrows vs. 252 HP / 0 Def Metagross: 92-110 (49.1 - 58.8%) -- guaranteed 2HKO after Stealth Rock
  • +3 108 Atk Zygarde Thousand Arrows vs. 252 HP / 252+ Def Florges: 129-153 (69.7 - 82.7%) -- guaranteed 2HKO after Leftovers recovery


Defensive Calcs:

  • 252 SpA Life Orb Raichu Hidden Power Ice vs. 252 HP / 92 SpD Zygarde: 135-161 (62.7 - 74.8%) -- guaranteed 2HKO
  • 252+ Atk Thick Club Marowak-Alola Shadow Bone vs. 252 HP / 36+ Def Zygarde: 87-103 (40.4 - 47.9%) -- guaranteed 3HKO
  • 0 SpA Florges Moonblast vs. 252 HP / 92 SpD Zygarde: 114-134 (53 - 62.3%) -- guaranteed 2HKO
  • 252 SpA Choice Specs Keldeo Icy Wind vs. 252 HP / 84 SpD Zygarde: 180-216 (83.7 - 100.4%) -- 6.3% chance to OHKO


Rupert (Dhelmise) @ Assault Vest
Ability: Steelworker
Level: 50
EVs: 252 HP / 108 Atk / 148 SpD
Adamant Nature
- Power Whip
- Shadow Claw
- Anchor Shot
- Earthquake

A great defensive pivot and all-out attacker, I feel like Dhelmise could be pretty good in this matchup. It has Power Whip to hit Swampert and Keldeo for some big damage. Shadow Claw for Latios and Metagross. Anchor to trap, as well as hit Florges very hard. And Earthquake is good against most things. His team is pretty grounded, barring Latios. And only Tangela can take it well. With triple STAB coverage like Dhelmise does, I don't know what Alec could hope to switch into this Pokemon. Dhelmise also gets relatively free switch ins on Tangela because it is immune to it's powder moves like Sleep Powder, and Leech Seed. The only thing I really fear from it is Knock Off, which hurts and also takes away from Dhelmise's special tanking capability.

I actually considered Assault Vest Heliolisk for this spot first because it has been such a good tank for me and takes on Raichu pretty good, but realized that Dhelmise just does it better in every way in this matchup. It can't pivot like Heliolisk can with it's U-turn or Volt Switch, but it can stop switches with Anchor Shot. I invested pretty heavily into bulk, even taking Latios out of range of dependably being OHKO'd by Shadow Claw. The main thing I had in mind was surviving Choice Specs Keldeo's Icy Wind, which it can survive 3 of. That's pretty good. It also takes Raichu's Hidden Power Ice really well, which I kinda had trouble with last time.

Offensive Calcs:

  • 108+ Atk Steelworker Dhelmise Anchor Shot vs. 252 HP / 252+ Def Florges: 126-150 (68.1 - 81%) -- guaranteed 2HKO after Leftovers recovery
  • 108+ Atk Dhelmise Shadow Claw vs. 0 HP / 4 Def Latios: 144-170 (92.9 - 109.6%) -- 56.3% chance to OHKO


Defensive Calcs:

  • 252 SpA Raichu Hidden Power Ice vs. 244 HP / 156 SpD Dhelmise: 50-60 (28.4 - 34%) -- 1.1% chance to 3HKO
  • 252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 148 SpD Assault Vest Dhelmise: 103-123 (58.1 - 69.4%) -- guaranteed 2HKO
  • 252 SpA Choice Specs Keldeo Icy Wind vs. 252 HP / 148 SpD Assault Vest Dhelmise: 58-70 (32.7 - 39.5%) -- 99.8% chance to 3HKO
  • 0 SpA Florges Moonblast vs. 252 HP / 148 SpD Assault Vest Dhelmise: 37-45 (20.9 - 25.4%) -- 0% chance to 4HKO
  • 0 SpA Swampert Ice Beam vs. 252 HP / 148 SpD Assault Vest Dhelmise: 38-46 (21.4 - 25.9%) -- 0.9% chance to 4HKO



Tatl (Clefable) @ Kebia Berry
Ability: Unaware
Level: 50
EVs: 252 HP / 108 SpA / 148 SpD
Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Wish
- Protect

My Clefable this time around is a little more offensive oriented, rather than completely defensive. I wanted to bait Mega Beedrill this time around by staying in and OHKO'ing it with Psyshock, while Clefable takes Poison Jab due to it's Kebia Berry. Last end game against Alec, I didn't really have anything to touch it with. Just Moonblast. But of course, Moonblast is still good against a lot of his good Pokemon, like Keldeo and Latios. Wish and Protect work together to keep Clefable healthy, to heal up teammates, and/or to scout what opponent wants to do.

For the most part, I wanted this set to take hits well on the physically defensive side, since it can wall special attackers better. With max HP, this Clefable can live a Choice Band Gunk Shot from Pangoro and a Poison Jab from Mega Beedrill comfortably enough, so I didn't bother investing in Defense. 108 Special Attack with a Modest nature allows Clefable to dependably OHKO your standard Mega Beedrill with Psyshock. And I just dumped the rest into Special Defense for the reason I mentioned before. No big Poison or Steel attacks I was worried about from the special side of Alec's team.

Offensive Calcs:

  • 108+ SpA Clefable Psyshock vs. 0 HP / 4 Def Beedrill-Mega: 140-166 (100 - 118.5%) -- guaranteed OHKO
  • 108+ SpA Clefable Moonblast vs. 4 HP / 0 SpD Keldeo: 138-164 (82.6 - 98.2%) -- guaranteed 2HKO
  • 108+ SpA Clefable Moonblast vs. 4 HP / 0 SpD Latios: 116-140 (74.3 - 89.7%) -- guaranteed 2HKO


Defensive Calcs:

  • 252+ Atk Choice Band Pangoro Gunk Shot vs. 252 HP / 0 Def Kebia Berry Clefable: 141-166 (69.8 - 82.1%) -- guaranteed 2HKO
  • 252 Atk Adaptability Beedrill-Mega Poison Jab vs. 252 HP / 0 Def Kebia Berry Clefable: 132-156 (65.3 - 77.2%) -- guaranteed 2HKO
  • 252 SpA Keldeo Hydro Pump vs. 252 HP / 148 SpD Clefable: 87-103 (43 - 50.9%) -- 4.7% chance to 2HKO
  • 252 SpA Latios Psychic vs. 252 HP / 148 SpD Clefable: 72-85 (35.6 - 42%) -- guaranteed 3HKO



Squishy (Jellicent) @ Colbur Berry
Ability: Cursed Body
Level: 50
EVs: 236 HP / 4 Def / 188 SpA / 44 SpD / 36 Spe
Calm Nature
IVs: 0 Atk
- Trick Room
- Dazzling Gleam
- Shadow Ball
- Recover

A tanky Jellicent with some offensive capability. This set's main intention is help me which defensively into certain Pokemon on Alec's team. Jellicent can do a better job in some cases than Clefable. It also has Trick Room potential because so many threats on Alec's team are pretty fast, and it can help set up slower members of my team to plow through, like Dhelmise. Dazzling Gleam gives me a really good option for damaging Pangoro, as well as Keldeo. Shadow Ball hits things like Alolan Marowak and Latios. And Recover keeps Jellicent around to take more hits. It has such good defensive typing that it can wall so many strong Pokemon.

I knew I wanted to be able to stall out Keldeo, thus Hidden Power Electric from the Choice Specs varient is a 3HKO. That means I can just Recover on it and stall them out. I also wanted to make sure that Pangoro went down rather easily, because it can be a bit of a nuisance with it's typing and movepool. As well as the fearsome Z Snatch set which gives it +2 Speed. Also stuck a Colbur Berry on Jellicent to make sure it survives a possible Banded Knock Off. The rest of the EVs went into Speed to get the upper-hand on something slower.

Offensive Calcs:

  • 188 SpA Jellicent Dazzling Gleam vs. 4 HP / 0 SpD Pangoro: 172-204 (100.5 - 119.2%) -- guaranteed OHKO
  • 188 SpA Jellicent Shadow Ball vs. 4 HP / 0 SpD Latios: 90-108 (57.6 - 69.2%) -- guaranteed 2HKO
  • 188 SpA Jellicent Shadow Ball vs. 0 HP / 4 SpD Marowak-Alola: 116-138 (85.9 - 102.2%) -- guaranteed OHKO after Stealth Rock


Defensive Calcs:

  • 252 SpA Choice Specs Keldeo Hidden Power Electric vs. 236 HP / 44+ SpD Jellicent: 86-102 (41.9 - 49.7%) -- guaranteed 3HKO
  • 252 SpA Choice Specs Latios Draco Meteor vs. 236 HP / 44+ SpD Jellicent: 139-165 (67.8 - 80.4%) -- guaranteed 2HKO
  • 252+ Atk Choice Band Pangoro Knock Off (97.5 BP) vs. 236 HP / 4 Def Colbur Berry Jellicent: 174-205 (84.8 - 100%) -- 6.3% chance to OHKO



Neptune (Empoleon) @ Wacan Berry
Ability: Torrent
Level: 50
EVs: 244 HP / 100 Def / 20 SpA / 4 SpD / 140 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Roar
- Scald
- Defog

Empoleon is my hazard setter and hazard control for this match. It helps defensively with being able to take attacks or attack combinations that the other teammates do not want to. Like from Beedrill and Latios. It dual walls both of their STAB attacks. Roar helps phaze out setup like Calm Mind Florges. and Scald helps deal with Alolan Marowak.

On the physically defensive side, Empoleon has a good chance to survive a Flare Blitz from Alolan Marowak, and eat hits from Mega Beedrill. On the specially defensive side, it takes moves from Latios with no problem. With Wacan Berry, I would have nothing to fear if I wanted to just lead and get Stealth Rock up with Empoleon. Raichu's Electric type attacks would not be able to OHKO. And I would not be pressure to switch, while he Volt Switches with Raichu and gets back his momentum. This set is also fast enough to outspeed Adamant Alolan Marowak. So I can just get the Scald off before it can hit me with a really powerful attack, potentially KOing it.

Offensive Calcs:

  • 20+ SpA Empoleon Scald vs. 0 HP / 4 SpD Marowak-Alola: 134-158 (99.2 - 117%) -- 87.5% chance to OHKO


Defensive Calcs:

  • 252+ Atk Thick Club Marowak-Alola Flare Blitz vs. 244 HP / 100 Def Empoleon: 162-192 (85.2 - 101%) -- 6.3% chance to OHKO
  • 252 SpA Choice Specs Latios Draco Meteor vs. 244 HP / 0 SpD Empoleon: 83-98 (43.6 - 51.5%) -- 8.6% chance to 2HKO
  • 252 SpA Choice Specs Latios Psychic vs. 244 HP / 0 SpD Empoleon: 57-68 (30 - 35.7%) -- 35.2% chance to 3HKO
  • 252 Atk Adaptability Beedrill-Mega U-turn vs. 244 HP / 100 Def Empoleon: 45-53 (23.6 - 27.8%) -- 83.3% chance to 4HKO
  • 252+ Atk Choice Band Komala Return vs. 244 HP / 100 Def Empoleon: 65-77 (34.2 - 40.5%) -- guaranteed 3HKO
  • 252+ SpA Choice Specs Florges Moonblast vs. 244 HP / 4 SpD Empoleon: 59-70 (31 - 36.8%) -- 73.8% chance to 3HKO


The Aftermath

Here is the battle code: BL6G-WWWW-WWW7-BWA2
Playoffs Round 1: Toronto Maple Leafeons (Tommy) .vs. Indianapolis Keldeos (Alec)
Team Bruno brought: Mega Beedrill, Swampert, Keldeo, Latios, Florges, Tangela

--------------------------------------------------------------------------------------------------------------------------

Turn by Turn Analysis

I'm using the numbers on the bottem of the screen during the battle's progression. The turn the first two Pokemon enter is more like a Turn 0 if you will. But in the replay's case, it's Turn 1.

Turn 0: I figured it would be alright just to scout with Clefable to check his lead.
Turn 1: I hope that he'll stay in with Mega Beedrill and Poison Jab, but he doesn't. And I launch Psyshock into Swampert.
Turn 2: Swampert sets up Stealth Rock after I switch into Dhelmise. It has a pretty good matchup against everything Alec has. Especially this particular mon.
Turn 3: I figure he'll fear Power Whip or Anchor Shot, so I throw off a Shadow Claw and catch the Latios switching in. Dhelmise gets a kill :D In comes Mega Beedrill.
Turn 4: I switch into my designated Mega Beedrill answer, being Empoleon, as he U-turns out again with Mega Beedrill. Into Keldeo.
Turn 5: Keldeo uses Secret Sword, but I anticipate it and withdraw into Dhelmise.
Turn 6: Alec makes a weird play by switching Keldeo out for Swampert since they are both weak to Power Whip, and I trap the Swampert with Anchor Shot. I think he expected a Rapid Spin and just wanted to keep his rocks up.
Turn 7: Swampert uses Ice Punch and freezes Dhelmise. Not great since I was about to kill it with Power Whip.
Turn 8: Swampert continues to Ice Punch as Dhelmise is still frozen.
Turn 9: Goodbye, Dhelmise :/ Was really hoping you'd put in more work. I send out Jellicent.
Turn 10: Alec switches out into Florges as I have Jellicent set up a Trick Room.
Turn 11: I switch Jellicent for Empoleon on the Moonblast.
Turn 12: Florges goes for Wish as I remove the Stealth Rock from the field.
Turn 13: Expecting Keldeo to come in, I Roar it out into Mega Beedrill.
Turn 14: Alec switches into Tangela to eat up whatever from Empoleon, but I decide to get Stealth Rock up. No more Latios to get rid of them.
Turn 15: I decide to switch into Zygarde expecting Sleep Powder. Tangela reveals Leech Seed instead.
Turn 16: I don't want Zygarde's health sapped and figure Tangela has Hidden Power Ice as a designated Zygarde counter, so I switch into Clefable to scout. Sure enough, he has it.
Turn 17: I go for Wish with Clefable as he switches into Swampert.
Turn 18: I throw off a Moonblast to damage it. While he sets up his Stealth Rock. Clefable gets it's health back.
Turn 19: Assuming he will make a play by going into Mega Beedrill on my Clefable, I throw off a Psyshock. He stays in however, and chips at Clefable with Earthquake.
Turn 20: I have Clefable use Wish again. I'm trying to stall him in such a way that it will force him to switch. Swampert is pretty much unchecked without my Dhelmise and I'm sure he knows this. He uses Earthquake again.
Turn 21: Being low on health, I use Protect to get my recovery, as his Earthquake fails.
Turn 22: I use Wish again to further stall him, as he Earthquakes again.
Turn 23: I go for Psyshock expecting him to switch to Mega Beedrill on my Protect, but he continues to attack into Clefable.
Turn 24: I use Wish again to heal myself. Yet again, he uses Earthquake. I'm getting a little frustrated.
Turn 25: I decide to just sac Clefable for an attempt at catching a switch again, but to no avail. Clefable goes down. Jellicent comes in.
Turn 26: I use Shadow Ball to try and get this pest out of my sight. It does good damage. He uses Earthquake again, but it gets disabled by Cursed Body.
Turn 27: I try to set Trick Room again as he switches into Florges.
Turn 28: I Recover with Jellicent while Florges Moonblasts.
Turn 30: Instead of that rinse and repeat, I switch into what I know walls this thing.
Turn 31: He continues to attack as I use Stealth Rock, forgetting I put it up. I planned to sac Empoleon anyway, so I'm not too bothered.
Turn 32: I throw off a Scald as Florges finishes Empoleon off. I switch into Pinsir to try and end this.
Turn 33: I use Swords Dance on his Wish.
Turn 34: Worried about Hidden Power Rock or a crit Moonblast, I take the time to calc how well defensive Florges takes this. It's a OHKO. So I take it out with Return. One kill of Mega Pinsir. Keldeo comes in.
Turn 35: The way he brought this time made me feel like it had to be Coba Berry. And it was. Unfortunately, no critical hit. Mega Pinsir goes down to Keldeo's Hidden Power Rock. I send in Jellicent.
Turn 36: Keldeo switches out for Tangela to take me on better. And I have Jellicent use Shadow Ball.
Turn 37: I continue to use Shadow Ball to weaken Tangela for Zygarde to possibly help me make my comeback. Tangela uses Leech Seed.
Turn 38: I want to finish Swampert off so that I can get Florges to come in. So I repeatedly attack Swampert will Shadow Ball til one of us goes down. This is kind of complicated by the Leech Seed on Jellicent unfortunately.
Turn 40: I almost take out Swampert as it finishes Jellicent off with Earthquake. I send in Zygarde.
Turn 41: I don't want to take an Ice Punch from Swampert, so I just get rid of it with Thousand Arrows. One kill for Zygarde. Tangela comes in.
Turn 42: Not what I was hoping for, but I can still get the boost from Tangela's Hidden Power Ice. So I Dragon Dance up to help Zygarde's speed and damage output, as he Leech Seed on Zygarde and I'm thinking 'crap'.
Turn 43: I went for Thousand Arrows to try and widdle it down, as he finally activates my Weakness Policy.
Turn 44: Being so low on HP, I use Rest to get back to a good amount of health, but he's still chipping at me with Hidden Power Ice and Leech Seed damage.
Turn 45: I actually get Thousand Arrows out of Sleep Talk, but it's too little-too late. Even a crit wouldn't have killed it. But another Hidden Power Ice will kill my chance of becoming PFA champion this season.

In Conclusion

Good game Slec ! I was quite upset about the early game freeze on Dhelmise, the one Pokemon I didn't want to get frozen. But I definitely could've played things better. You played safely and did a fine job in team prep. I should've expected the Coba Berry on Keldeo considering I used [b]THREE[/b] damage-reducing berries this week. And you didn't have Raichu like you did last time to take Quick Attacks from Mega Pinsir. I even had in my notes that I basically outright win at +4 Attack on Mega Pinsir, but I ignored them. And to be honest, deserve to suffer for it. I probably put the most effort into my notes than anyone else in the PFA at the moment. Some people don't even have notes. They have a team list, and highlight a few mons they figure their opponent will bring. Another mistake was not conserving my Pokemon better. I could've probably risked Mega Beedrill on Clefable, as long as I kept Moonblasting and Wishing. And Swampert going down certainly wouldn't have been a bad thing for me. As much trouble as it caused. Good luck on your playoff run! I hope I got beat by the future champion OpieOP Tangrowth vs Tangela team next week. Should be fun to watch.

So yea, sacking Dhelmise and Clefable in the ways I did helped make it a safer game for Alec. I should've even had Dhelmise come in later on a predicted Scald from Swampert or maybe Keldeo (I don't know if Keldeo had Scald). And my season ends with an 0-3. It's been a crazy time overall. I've had some fun, I've felt some pain. I still love how my team turned out, even if I couldn't bring it the success it deserved. I got to use some interesting movesets that I never tried before, and some Pokemon that I never did either. I thank you for following me on my journey. Maybe next season I can snag it. I did so much better this year than the last. I learned a lot about teambuilding. The preparation that goes into a team to make it successful. I would strongly recommend league format to anyone struggling with teambuilding against the meta. I had big issues with that. I was always second-guessing myself because I'd notice that one Pokemon would give my team issue. And end up just scrapping the team. But I feel more confident now. Maybe with some practice, I can call myself a lord. I think I might take a break from Pokemon for a bit though. It can be a little too much at times and you can easily burn yourself out with playing more than you want to.

I know my thoughts aren't the most organized, but I still hope you enjoyed all of what I had to offer you. I will be continuing my reports until the season is over. However, I will be doing it as an outsider looking in. I can't speak for what my opponents do unless they tell me. I can only assume through my knowledge of the game. Turn by Turn Analysis will be given a rest. I will simply critique my fellow coaches. Comment on how I think they did, how they could've improved their play, their preparation going into the match, and more. Stay tuned for the semifinals of the Pokemon Forever Association. I'm Tommy AKA AbruptFury. Coach of the Toronto Maple Leafeons, signing off. :)

PFA Week 12 Results: Toronto Maple Leafeons

It's the final week of the regular season! Alas! This is Coach Abrupt of the Toronto Maple Leafeons, here to give you a rundown on week 12 of the PFA. The field is thinning out, as playoffs is becoming more cemented. Basically, the only one who has a chance of getting in that is not in the top 8 is Danny of the New York Islandorus. If I beat my opponent this week, then he might be able to get in. Then it would be 5 blue conference teams vs 3 red conference. All hail the blue conference!

My opponent this week however is Bruno of the Elite Four of the Ottawa Dracos. A fellow Canadian I met back in another league called IBL. He was a very promising trainer then, and has only been dishing out results since entering the PFA as well. Including the accolade of being the only one to beat top team, the Orlando Magikarp, coached by Ralker. Definitely a task ahead of me. Interestingly enough, I could potentially eliminate him right here from playoff contention, because he does not have his 8 wins due to technical difficulties with his computer. Making it hard to schedule matches. We figured that he probably gave up on this league by week 12 since we heard nothing from him, but he messaged me on Sunday telling me that he was interested. So let's see how it went, shall we.

The Team Line-ups

My Team: M-Pinsir, Clefable, Zygarde-50%, Empoleon, Arcanine, Hitmontop, Vanilluxe, Dhelmise, Heliolisk, Jellicent, Malamar

Wenwuk (Ottawa Dracos): M-Scizor, Thundurus-T, Mamoswine, Tyrantrum, Blastoise, Uxie, Lanturn, Silvally, Virizion, Chandelure, Greninja

The Game Plan


Graci (Clefable) @ Kebia Berry
Ability: Unaware
Level: 50
EVs: 252 HP / 172 Def / 4 SpA / 76 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Moonlight
- Heal Bell

First up, my Stealth Rocker for the week. This Clefable was designed to be a support and a switch-in for certain Pokemon of his, like Swords Dance Virizion. Moonblast was my sole damaging move. Good for hitting most things. I considered another move to damage or cripple like Flamethrower or Thunder Wave, but ultimately decided against them because of immunities that could take advantage of it like Flash Fire Chandelure, Volt Absorb Thundurus-T, and Mamoswine (probably the best attacker in league). Moonlight for the healing. Didn't bring weather, so no complications for Clefable. Heal Bell could clear up any status ailments that my Pokemon might face. Kebia Berry was used to take Greninja's Gunk Shot a lot better, then I could just beat it down with Moonblast.

With Clefable's massive physical defense investment, it could tank hits, or at least a hit, from Pokemon like Tyrantrum and Virizion. Then KO them back (or at least Tyrantrum) with Moonblast. I pumped the rest into special defense to allow me to tank those hits better from Thundurus-T and Greninja, except for 4 special attack and speed EVs which I used to creep on damage and speed. The 4 Special Attack EVs allowed Clefable to OHKO Tyrantrum 100% of the time.

Offensive Calcs:

  • 4 SpA Clefable Moonblast vs. 4 HP / 0 SpD Tyrantrum: 158-188 (100 - 118.9%) -- guaranteed OHKO
  • 4 SpA Clefable Moonblast vs. 4 HP / 0 SpD Greninja: 138-164 (93.2 - 110.8%) -- 62.5% chance to OHKO
  • 4 SpA Clefable Moonblast vs. 0 HP / 4 SpD Virizion: 84-102 (50.6 - 61.4%) -- guaranteed 2HKO


Defensive Calcs:

  • 252 Atk Virizion Leaf Blade vs. 252 HP / 172 Def Clefable: 63-75 (31.1 - 37.1%) -- 77.8% chance to 3HKO
  • 252 Atk Tyrantrum Head Smash vs. 252 HP / 172 Def Clefable: 127-151 (62.8 - 74.7%) -- guaranteed 2HKO
  • 252 SpA Thundurus-Therian Thunderbolt vs. 252 HP / 76+ SpD Clefable: 76-91 (37.6 - 45%) -- guaranteed 3HKO
  • 4 Atk Life Orb Protean Greninja Gunk Shot vs. 252 HP / 172 Def Kebia Berry Clefable: 90-107 (44.5 - 52.9%) -- 24.2% chance to 2HKO



IAmLegendary (Arcanine) @ Leftovers
Ability: Intimidate
Level: 50
EVs: 252 HP / 4 Atk / 4 Def / 148 SpD / 100 Spe
Careful Nature
- Flare Blitz
- Bulldoze
- Morning Sun
- Toxic

You've probably seen the defensive Arcanine set on Smogon or in battle on Pokemon Showdown. I figured, what's stopping me from running it specially defensive? This set helps my matchup against Chandelure greatly. Arcanine already walls Mega Scizor well with Intimidate and it's Fire typing, so making it more specially defensive wouldn't hurt me much. Flare Blitz is for Mega Scizor and Virizion. Bulldoze is for Chandelure. The menace to my team. Choice Scarf Chandelure could very easily run through my team. I have no trapped like Dugtrio or Tyranitar to stop it. Morning Sun is for recovery. And Toxic is used to put a timer on bulkier Pokemon like Lanturn.

I started off by taking the Smogon set and switching the physical defensive investments to it's special side. Then I made changes for my matchup. 100 Speed EVs allowed Arcanine to outspeed the offensive Swords Dance Mega Scizor set by 1 point. That way, even if he were running Superpower. I would be able to stall it out if I lost a big chunk of health beforehand. I had 4 EVs leftover after that, so I put them back into Defense.

Offensive Calcs:

  • 4 Atk Arcanine Bulldoze vs. 0 HP / 4 Def Chandelure: 56-66 (41.4 - 48.8%) -- guaranteed 3HKO
  • 4 Atk Arcanine Flare Blitz vs. 0 HP / 4 Def Virizion: 192-228 (115.6 - 137.3%) -- guaranteed OHKO
  • 4 Atk Arcanine Flare Blitz vs. 248 HP / 116+ Def Scizor-Mega: 16524-19440 (127107.6 - 149538.4%) -- guaranteed OHKO | Ahhh. Nice and OHKO


Defensive Calcs:

  • -1 252+ Atk Scizor-Mega Superpower vs. 252 HP / 4 Def Arcanine: 67-79 (34 - 40.1%) -- 35% chance to 3HKO after Leftovers recovery
  • 252 SpA Chandelure Shadow Ball vs. 252 HP / 148+ SpD Arcanine: 69-82 (35 - 41.6%) -- 77.9% chance to 3HKO after Leftovers recovery
  • +1 252 Atk Virizion Stone Edge vs. 252 HP / 4 Def Arcanine: 306-360 (79.6 - 93.7%) -- guaranteed 2HKO after Leftovers recovery



Beyblade (Hitmontop) @ Leftovers
Ability: Intimidate
Level: 50
EVs: 252 HP / 140 Atk / 116 Def
Impish Nature
- Rest
- Sleep Talk
- Revenge
- Stone Edge

Let it rip! My Hitmontop is ready to tear up some enemies with this heat set. Hitmontop can take on the toughest of Bruno's physical attackers while being able to dish out some of it's own. As well as being able to heal the damage dealt to it all the way off with Rest. In conjunction, Sleep Talk can allow it to keep swinging it's fist, even while asleep. Revenge does a massive amount of damage when it goes last, which isn't hard to do for Hitmontop. It's pretty slow already, and I didn't invest any speed in it. Besides, most coaches/trainers shoot for faster to take out a Pokemon before RNGesus has his way with them. Stone Edge beats Chandelure and Thundurus-T's butts.

I knew I wanted Hitmontop to tank Tyrantrum and Mamoswine, so I invested in it's physical bulk first. Then moved some EVs into Attack for better damage output vs certain Pokemon. Pretty simple, really. Advice to someone getting into teambuilding: work with what ya got to beat all that you need to. And ofc course, some Pokemon are more concerning than others. Like the top 50 or top 5 of a list of mons. So you don't feel like you have to stop everything, because you can't. Every team has a bad matchup.

Offensive Calcs:

  • 140 Atk Hitmontop Revenge vs. 4 HP / 0 Def Mamoswine: 182-216 (97.8 - 116.1%) -- 87.5% chance to OHKO
  • 140 Atk Hitmontop Stone Edge vs. 4 HP / 0 Def Chandelure: 92-110 (67.6 - 80.8%) -- guaranteed 2HKO
  • 140 Atk Hitmontop Revenge vs. 0 HP / 4 Def Tyrantrum: 132-156 (84 - 99.3%) -- guaranteed 2HKO


Defensive Calcs:

  • -1 240 Atk Life Orb Mamoswine Earthquake vs. 252 HP / 116+ Def Hitmontop: 62-74 (39.4 - 47.1%) -- guaranteed 3HKO after Leftovers recovery
  • -1 252 Atk Virizion Close Combat vs. 252 HP / 116+ Def Hitmontop: 45-54 (28.6 - 34.3%) -- 99.5% chance to 4HKO after Leftovers recovery
  • -1 252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 116+ Def Hitmontop: 56-66 (35.6 - 42%) -- 94.4% chance to 3HKO after Leftovers recovery



Rupert (Dhelmise) @ Kasib Berry
Ability: Steelworker
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Anchor Shot
- Power Whip
- Earthquake
- Rapid Spin

Dhelmise was my Rapid Spinner for the week. It also gave me a switch-in to the Water types of Bruno's team. Anchor Shot would allow me to stop pivoting and to trap the bulky Water types in with me. This way, I could finish them off with Power Whip [s]best segway ever[/s]. It also beats down Mamoswine. And Anchor Shot was actually Dhelmise's best way to deal with Virizion. Earthquake was useful for Chandelure. Didn't want to run Shadow Claw because Silvally was a good switch-in for Shadow Claw. Thundurus-T would be less likely to switch in on Earthquake. Rapid Spin gets rid of my opponent's hazards. He had a lot of potential for setting hazards up. Greninja get Toxic Spikes and Spikes. Mamoswine gets Stealth Rock.

I just went for general bulk and damage output this time around. Nothing special. I did however slap a Kasib Berry onto Dhelmise to beat Chandelure before it beat me.

Offensive Calcs:

  • 252+ Atk Dhelmise Earthquake vs. 4 HP / 0 Def Chandelure: 138-164 (101.4 - 120.5%) -- guaranteed OHKO
  • 252+ Atk Dhelmise Power Whip vs. 0 HP / 4 Def Mamoswine: 270-320 (145.9 - 172.9%) -- guaranteed OHKO
  • 252+ Atk Dhelmise Power Whip vs. 252 HP / 252+ Def Blastoise: 164-194 (88.1 - 104.3%) -- 31.3% chance to OHKO
  • 252+ Atk Dhelmise Power Whip vs. 104 HP / 192 Def Lanturn: 270-318 (126.7 - 149.2%) -- guaranteed OHKO


Defensive Calcs:

  • 252+ SpA Blastoise Ice Beam vs. 252 HP / 4 SpD Dhelmise: 92-110 (51.9 - 62.1%) -- guaranteed 2HKO
  • 252 SpA Chandelure Shadow Ball vs. 252 HP / 4 SpD Kasib Berry Dhelmise: 81-96 (45.7 - 54.2%) -- 47.3% chance to 2HKO
  • 252 SpA Choice Specs Chandelure Shadow Ball vs. 252 HP / 4 SpD Kasib Berry Dhelmise: 120-142 (67.7 - 80.2%) -- guaranteed 2HKO
  • 252 SpA Chandelure Shadow Ball vs. 252 HP / 4 SpD Kasib Berry Dhelmise: 81-96 (45.7 - 54.2%) -- 47.3% chance to 2HKO



Geico (Heliolisk) @ Assault Vest
Ability: Dry Skin
Level: 50
EVs: 244 HP / 4 Def / 12 SpA / 164 SpD / 84 Spe
Modest Nature
IVs: 30 Atk
- U-turn
- Thunderbolt
- Hidden Power [Fire]
- Dark Pulse

I wanted something to make him think twice about locking his Chandelure into Shadow Ball. Something that could punish it. Malamar doesn't resist Ghost because it is part Psychic. But Heliolisk is immune. It could also tank another fast, hard-hitting Electric type in Thundurus-T. Something my Arcanine could not do dependably. I put U-turn on Heliolisk for a situation where I expected him to switch his Pokemon out so that I may keep my momentum. Thunderbolt beats Blastoise and Greninja. Hidden Power Fire is for Mega Scizor. And Dark Pulse hits Chandelure, Uxie, and Thundurus-T for some good damage.

Same old Heliolisk set, but with some minor tweaks for the specific matchup. A bit less speed for special attack. It was still fast enough to outspeed all variants of Mega Scizor. I love this Pokemon, with this set. It is so good at walling fast Electric types, which are very good in league format.

Offensive Calcs:

  • 12+ SpA Heliolisk Hidden Power Fire vs. 248 HP / 128 SpD Scizor-Mega: 96-116 (54.5 - 65.9%) -- guaranteed 2HKO
  • 12+ SpA Heliolisk Dark Pulse vs. 0 HP / 4 SpD Chandelure: 78-94 (57.7 - 69.6%) -- guaranteed 2HKO
  • 12+ SpA Heliolisk Thunderbolt vs. 0 HP / 4 SpD Greninja: 158-188 (107.4 - 127.8%) -- guaranteed OHKO


Defensive Calcs:

  • 252 SpA Chandelure Fire Blast vs. 244 HP / 164 SpD Assault Vest Dry Skin Heliolisk: 76-90 (45.2 - 53.5%) -- 34% chance to 2HKO
  • 0 SpA Uxie Psychic vs. 244 HP / 164 SpD Assault Vest Heliolisk: 25-30 (14.8 - 17.8%) -- possible 6HKO
  • 252+ SpA Blastoise Aura Sphere vs. 244 HP / 164 SpD Assault Vest Heliolisk: 46-56 (27.3 - 33.3%) -- 0% chance to 3HKO



Oryx (Zygarde) @ Choice Scarf
Ability: Aura Break
Level: 50
EVs: 252 Atk / 116 SpA / 140 Spe
Naive Nature
- Thousand Arrows
- Outrage
- Stone Edge
- Hidden Power [Fire]

A mixed Scarf Zygarde set. Made to take on Bruno's faster threats, while still having a way to hit Mega Scizor. Thousand Arrows destroys Chandelure, Tyrantrum, and Lanturn. Outrage can sweep through things better than Thousand Arrows because of it's higher base power. And Bruno didn't have any Fairy or Steel types. Stone Edge hits Thundurus-T for supereffective without requiring two hits like Thousand Arrows. And Hidden Power Fire is another way of hitting Mega Scizor for good damage because it can be really bulky and has recovery in Roost.

I went all in on Attack and enough into speed to outspeed max speed Choice Scarf Chandelure. The rest went into making the best of HP Fire.

Offensive Calcs:

  • 252 Atk Zygarde Thousand Arrows vs. 4 HP / 0 Def Chandelure: 140-168 (102.9 - 123.5%) -- guaranteed OHKO
  • 252 Atk Zygarde Stone Edge vs. 0 HP / 4 Def Thundurus-Therian: 126-150 (81.8 - 97.4%) -- guaranteed OHKO after Stealth Rock
  • 116 SpA Zygarde Hidden Power Fire vs. 248 HP / 128 SpD Scizor-Mega: 80-96 (45.4 - 54.5%) -- 49.6% chance to 2HKO


The Aftermath

Here is the battle link: http://replay.pokemonshowdown.com/gen7customgame-586228489
Week 11: Toronto Maple Leafeons (AbruptFury) .vs. Ottawa Dracos (Wenwuk)
Team Bruno brought: Mamoswine, Thundurus-Therian, Silvally-*, Uxie, Greninja, Chandelure

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Turn by Turn Analysis

This week, the turns won't be all wonky because we're using Showdown. I will once again guide you through my turns. What I was thinking and stuffs. There is a chat this week, however.

*WARNING: The following battle chat may contain coarse language, and memes. Viewer discretion is advised.*

It's a shame how much battles have been coming in on 3DS, though it's probably more convenient for you. You don't have to pull out your 3DS and connect to online just to see them. Anyway, onto the battle.

Turn 0: Looking at his team, I know that there's no way he can get rid of hazards once they are up. So I lead off with Clefable immediately to set them up. Bruno leads Silvally.
Turn 1: He Parting Shot's out into Greninja as I put the Stealth Rock up.
Turn 2: Greninja uses Hydro Pump as I throw off a Moonblast. I'm not afraid of Gunk Shot because Clefable is holding a Kebia Berry.
Turn 3: Greninja uses it's Z move and knocks out Clefable. I didn't really take that into account when I let Clefable go, but I was able to put Stealth Rock up, so I wasn't feeling too bad about it. Into Heliolisk, I go-go!
Turn 4: Greninja U-turns outta there for Silvally, as I follow suit and get Heliolisk out of there myself. I didn't expect him to stay in. I go into Hitmontop.
Turn 5: He throws off a Tri Attack and gets demolished by Revenge. One kill for Hitmontop! He sends in Uxie.
Turn 6: I don't want Hitmontop to take a hit from Uxie, so I switch into Dhelmise and take a Toxic.
Turn 7: Uxie U-turns out into Thundurus-T as I go for Anchor Shot. Now Thundurus-T is trapped unless it has Volt Switch.
Turn 8: I go into my Thundurus-T check, Heliolisk, to take whatever it wants to go for. As well as to stop Toxic damage from racking up on Dhelmise. And Heliolisk takes a Dark Pulse. It crits and does nothing! Heliolisk 2 stronk!
Turn 9: Bruno decides to just stay in and beat on my Heliolisk. I figure he must've saw it as a real threat. I stay in with Heliolisk and show him what a real Dark Pulse looks like.
Turn 10: Heliolisk takes another Thunderbolt before Thundurus-T goes down to Heliolisk. One kill for Heliolisk. Uxie comes in.
Turn 11: It's faster and takes down Heliolisk. I wanted to try and get damage off on it, but my Heliolisk is a lot more bulky than fast. I go into Arcanine after seeing that this Uxie is holding Leftovers. I figured it would be a bulkier set.
Turn 12: Uxie and Arcanine trade Toxics on each other. Unfortunately, my cleric fainted turn 2 lol.
Turn 13: I switch into Zygarde and take a Psychic. I wanted to get this Uxie out of the way quickly. It was starting to become a problem with it's Toxic.
Turn 14: Uxie U-turns out after Zygarde hits it with a Thousand Arrows for alright damage. He switches into Mamoswine. He was probably expected a setup sweep and wanted to be able to end it quickly with Ice Shard.
Turn 15: I decided to switch into Arcanine to take an Ice Shard and get an Intimidate off, but Bruno predicts this and goes for Earthquake.
Turn 16: Arcanine is finished off by another Earthquake. RIP. I send in Hitmontop and get a double Intimidate off.
Turn 17: Knowing he wouldn't want to stay in with Mamoswine's crippled Attack stat, I go for Stone Edge to damage whatever comes in as much as possible. I was really hoping Chandelure would come in and I could KO it, but Bruno sacs off his Greninja. Two kills for Hitmontop. In comes Uxie.
Turn 18: I switched into Zygarde to tank another Psychic and get some damage off later. It takes the Psychic.
Turn 19: I went for the move that could do the most damage, Outrage. It barely misses out on the KO. So does Psychic from his Uxie.
Turn 20: One more Outrage takes it out and Zygarde is confused. One kill for Zygarde. Bruno brings in Chandelure.
Turn 21: Rather than risk the confusion, I see my end game. It comes down to Zygarde taking out Chandelure and Hitmontop finishing off Mamoswine. I switch into Dhelmise to sack it off. It actually lives thanks to it's Kasib Berry.
Turn 22: Dhelmise falls to another Shadow Ball from Chandelure. I send out Zygarde again.
Turn 23: Chandelure takes out Zygarde. Apparently when I made my Zygarde set on Showdown, I used levels 50s. And the IVs get messed up because Hyper Training can only happen with level 100s. So I switch it to level 100. Then back to level 50 for our match, but I forgot to change the IVs back in the first place. So it was a speed tie, and I lost. Not just the speed tie, but the game. I send out Hitmontop.
Turn 24: Hitmontop takes a Shadow Ball well enough as I have it use Rest to recover off all it's damage.
Turn 25: Time to pulls moves out of a hat with Sleep Talk. I was hoping to close the differential at the very least, but my first Sleep Talk hits Rest.
Turn 26: I get Stone Edge on the second Sleep Talk, and it misses.
Turn 27: Chandelure takes out Hitmontop and the Ottawa Dracos will be making playoffs. Drat. Kappa

In Conclusion

Good game Bruno . You are a very good battler. I hate to think of what you would've had cooked up for me to face if you had had more than 20 minutes to prepare. I knew it would be hard to play against your team, but my fatal error in teambuilding really messed things up as well. You've got a powerful team and I wouldn't be surprised to see you win the whole dang thing. But I will try to stop you Kappa

We end our season off with an 8-4. That's probably my best record in league yet. And it could've just as easily have been a 9-3. I've been loving my team so much. No changes throughout the whole season. Hopefully this season I can get passed the quarter finals. I got beat by Marcusube last time DansGame Oh, and last years champion, Danny AKA Drub89 isn't going to be in the playoffs. So we are guaranteed a new champion.  Here's how playoffs seeding looks:


I face the Indianapolis Keldeo first. The team that beat me down the hardest with a 5-0 :/ Wish me luck. And I hope you are looking forward to playoffs! If I lose early, I will still post results on how the other coaches battles went down and who will become the new Pokemon Forever Association league champion. Stay tuned for my analysis on my quarter finals match! And have a good day!

Wait! There's More!



Vanilluxe took the award for 'Best 7th Pokemon'. It was the 7th best in the MVP race and got this nifty little title. Not a particularly amazing title, but still something to go home with. For probably my favourite Pokemon on my team all season.