[Gym Qualifiers] - Poison: August 11th

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Examiner's Pool:
Candidates are encouraged to look over the Pokemon in the pool. If you notice any errors, please let us know.

Uraraka (F)

Nature: Timid
+15% Speed, +22% Acc, -1 Atk

Type: Psychic

Abilities: Synchronize / Inner Focus / Magic Guard [DW]

Stats:
HP: 90
Atk: 1 [-]
Def: 2
SpA: 5
SpD: 3
Spe: 138 [+]
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0
DC: 5/5



Type: Psychic

Abilities: Synchronize / Inner Focus / Magic Guard [DW] / Trace

Stats:
HP: 90
Atk: 1 [-]
Def: 3
SpA: 8
SpD: 3
Spe: 173 [+]
Size Class: 3
Weight Class: 3
Base Rank Total: 24
Accuracy Boost: +30%


Attacks (106):
Ally Switch
Attract
Barrier
Bide
Body Slam
Calm Mind
Captivate
Charge Beam
Confide
Confusion
Counter
Curse
Dazzling Gleam
Dig
Disable
Double Team
Double-Edge
Drain Punch
Dream Eater
Dynamic Punch
Embargo
Encore
Endure
Energy Ball
Facade
Fire Punch
Flash
Fling
Focus Blast
Focus Punch
Foresight
Foul Play
Frustration
Future Sight
Giga Impact
Grass Knot
Gravity
Guard Split
Guard Swap
Headbutt
Hidden Power Fire
Hyper Beam
Hypnosis
Ice Punch
Iron Tail
Kinesis
Knock Off
Light Screen
Magic Coat
Magic Room
Mega Kick
Mega Punch
Metronome
Mimic
Miracle Eye
Natural Gift
Nightmare
Power Trick
Protect
Psybeam
Psych Up
Psychic
Psycho Cut
Psycho Shift
Psyshock
Psywave
Rage
Rain Dance
Recover
Recycle
Reflect
Rest
Return
Role Play
Round
Safeguard
Secret Power
Seismic Toss
Shadow Ball
Shock Wave
Signal Beam
Skill Swap
Skull Bash
Slash
Sleep Talk
Snatch
Snore
Submission
Substitute
Sunny Day
Swagger
Take Down
Taunt
Telekinesis
Teleport
Thief
Thunder Punch
Thunder Wave
Torment
Toxic
Tri Attack
Trick
Trick Room
Wonder Room
Zap Cannon
Zen Headbutt

Bakugou (M)

Nature: Jolly (+ Spe, Accuracy +14% (13.9), SpA: -1)
Type: Dark / Ground
Abilities: Rebound/Guts/(H) Pressure

Stats:

HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 110 (+)
Size Class: 5
Weight Class: 10
Base Rank Total: 22

EC:6/6
MC: 0
AC:5/5

Attacks (84):

Ancient Power
Aqua Tail
Attract
Bite
Body Slam
Bounce
Brick Break
Bubblebeam
Bulldoze
Captivate
Confide
Crunch
Dark Pulse
Dig
Dive
Double Edge
Double Team
Dragon Tail
Drill Run
Earth Power
Earthquake
Echoed Voice
Embargo
Encore
Endure
Facade
Fake Out
Fire Fang
Fissure
Flail
Foul Play
Frustration
Giga Impact
Hidden Power Fairy
Horn Attack
Horn Drill
Hyper Beam
Iron Tail
Knock Off
Leer
Magnitude
Megahorn
Mud Bomb
Mud Shot
Muddy Water
Natural Gift
Payback
Peck
Protect
Pursuit
Quash
Rain Dance
Rapid Spin
Rest
Retaliate
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Rototiler
Sand Tomb
Sandstorm
Screech
Sleep Talk
Smack Down
Snarl
Snatch
Snore
Spit Up
Stockpile
Stone Edge
Substitute
Sucker Punch
Sunny Day
Superpower
Swallow
Tackle
Taunt
Thief
Thunder Fang
Toxic
U-Turn
Water Spout

Midoriya (-)
Nature:
Jolly (+Spe, +8% Acc., -SpA)

Type: Steel/Psychic
Abilities: Clear Body/Light Metal


Stats:

HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 81 (+) (+8% Accuracy)
Size Class: 4
Weight Class: 9 (7 with Light Metal)
Base Rank Total: 22

Midoriya (-)
Nature:
Jolly (+Spe, +19% Acc., -SpA)
Type: Steel/Psychic
Abilities: Clear Body/Light Metal/Tough Claws (M)

Stats:

HP: 100
Atk: Rank 6
Def: Rank 6
SpA: Rank 3 (-)
SpD: Rank 4
Spe: 127 (+) (+19% Accuracy)
Size Class: 4
Weight Class: 11 (9 with Light Metal)
Base Rank Total: 27

EC: 9/9
MC: 0
AC: 5/5
KOC: 0



Attacks (65)

Aerial Ace
Agility
Block
Body Slam
Brick Break
Bulldoze
Bullet Punch
Confusion
Double Team
Dynamic Punch
Earthquake
Endure
Explosion
Facade
Flash Cannon
Frustration
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hammer Arm
Headbutt
Hidden Power (Ground)
Hone Claws
Hyper Beam
Ice Punch
Icy Wind
Iron Defense
Iron Head
Light Screen
Magnet Rise
Metal Claw
Meteor Mash
Mimic
Miracle Eye
Natural Gift
Power-up Punch
Protect
Psychic
Psych Up
Psyshock
Pursuit
Rain Dance
Reflect
Refresh
Rest
Return
Rock Slide
Rock Tomb
Sandstorm
Scary Face
Self-destruct
Shadow Ball
Signal Beam
Sleep Talk
Stealth Rock
Substitute
Sunny Day
Swift
Take Down
Telekinesis
Thunder Punch
Toxic
Trick
Zen Headbutt
All Might(M)


Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Rock/Steel
Abilities: Sturdy, Rock Head, Heavy Metal
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 8
SpA: Rank 2
SpD: Rank 2
Spe: 43 (-)
Size Class: 4
Weight Class: 8 [10 Heavy Metal]
Base Rank Total: 21


All Might (M)

Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Steel
Abilities: Sturdy, Rock Head, Heavy Metal, Filter
Stats:
HP: 100
Atk: 6 (+)
Def: 10
SpA: 1 (-)
SpD: 3
Spe: 50
Size Class: 4
Weight Class: 8 (11 Heavy Metal)
Base Rank Total: 26


EC: 9/9
MC: 0
AC: 5/5

Attacks (113):
Aerial Ace
Ancient Power
Aqua Tail
Attract
Autotomize
Avalanche
Blizzard
Block
Body Slam
Brick Break
Bulldoze
Captivate
Confide
Counter
Curse
Cut
Dark Pulse
Defense Curl
Dig
Double Team
Double-Edge
Dragon Claw
Dragon Pulse
Dragon Rush
Dragon Tail
Dynamic Punch
Earth Power
Earthquake
Endeavor
Endure
Facade
Fire Blast
Fire Punch
Flamethrower
Flash Cannon
Fling
Focus Blast
Focus Punch
Frustration
Fury Cutter
Giga Impact
Harden
Head Smash
Headbutt
Heavy Slam
Hidden Power Fairy
Hone Claws
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Incinerate
Iron Defense
Iron Head
Iron Tail
Low Kick
Magnet Rise
Mega Kick
Mega Punch
Metal Burst
Metal Claw
Metal Sound
Mimic
Mud-Slap
Natural Gift
Outrage
Payback
Power-Up Punch
Protect
Rain Dance
Rest
Return
Reversal
Roar
Rock Climb
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Sandstorm
Screech
Secret Power
Seismic Toss
Shadow Claw
Shock Wave
Sleep Talk
Smack Down
Smelling Salts
Snore
Solar Beam
Spite
Stealth Rock
Stomp
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Surf
Swagger
Tackle
Take Down
Taunt
Thunder
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Uproar
Water Pulse
Whirlpool

Aizawa (-)

Nature: Brave (Attack raised by 1; Speed lowered by 15%, Evasion reduced by a flat 10%)
Type: Ground/Ghost
Abilities: Iron Fist, Klutz, (HA) No Guard

Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 47 (-)
Size Class: 5
Weight Class: 7
Base Rank Total: 18

EC: 6/6
MC:
0
AC: 5/5

Attacks (76):

Astonish
Block
Brick Break
Bulldoze
Charge Beam
Confide
Curse
Defense Curl
Double Team
Drain Punch
Dynamicpunch
Earth Power
Earthquake
Facade
Fire Punch
Flash
Flash Cannon
Fling
Fly
Focus Blast
Focus Punch
Frustration
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hammer Arm
Heavy Slam
Hidden Power (Ground)
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Iron Defense
Low Kick
Low Sweep
Magic Coat
Magnitude
Mega Punch
Mud-slap
Night Shade
Phantom Force
Power-Up Punch
Pound
Protect
Psychic
Rain Dance
Rest
Return
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Safeguard
Secret Power
Shadow Ball
Shadow Punch
Shock Wave
Signal Beam
Sleep Talk
Snore
Solarbeam
Stealth Rock
Stone Edge
Strength
Substitute
Superpower
Swagger
Telekinesis
Thief
Thunderbolt
Thunderpunch
Toxic
Zen Headbutt

--------------------​

Poison Qualifiers

This thread is for the qualifiers for the Poison gym. The date for the start of the qualifiers is August 11th, 2016. The format for the qualifiers will be singles. The examiner will be Dogfish44.

Each candidate for the gym will fight against the examiner, a user chosen by the gym committee. After the battles end, the candidate that the committee judges played best will become the new leader.

Format said:
  • 3v3 singles
    • Gym candidates may bring up to 3 extra Pokemon.
    • The examiner's Pokemon will be chosen from their pool. The same Pokemon will be brought to each match in the qualifiers.
  • The examiner will send out first.
  • 2 recoveries / 5 Chills per Pokemon
  • Items = On
  • Abilities = All
  • Switch = OK
  • Megas = 1
  • Subs = 3
  • ASB Arena
  • Soft DQ: 3 Days
Signups will be ongoing until the start of the qualifiers.

Candidates:
-
 
Last edited by a moderator:

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Alright, so matches are:

1) FMD vs Dogfish44
Ref:
Ooraloo

2) Iggy Azalea vs doggie-boy44
Ref:
Geodude6

3) acidphoenix vs puppylover44
Ref:
Leethoof


IMPORTANT: So we don't have problems with scouting etc., Players have until December 8th (so DQ counting from december 5th or a week from now) to PM the refs their teams. REFs CAN ONLY POST BATTLES FROM DECEMBER 9TH ONWARDS. Consider GMT-3 as timezone for all intentions and purposes.


Refs please inform me and/or dogfish44 and/or texas cloverleaf when you receive teams.

Good luck and have fun.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Sweet, that's all of them.

Candidate FMD:
  • I believe we can all agree that the first round was equivalent to using Counter three times on a Ghost Type.
  • Second round a failure to note that your Endure could be broken made you miss an oppurtunity to deal another Focus Blast into Aggron
  • Your choice to bring Tentacruel out vs Aggron was probably accurate, although you may wish to raise a Nidoqueen
  • Drapion was easily the best response to Alakazam. Your orders were also very sensible.
  • VS the 9 HP Alakazam I think you should've just gone for a beatdown - A sub for Evasive to be responsed to with Sludge Wave might've been sensible, and just batter down a Protect - you had the EN at the time.
  • I look back, and apparently the last round was slightly miscalced (All parties forgot Clear Body). Still, your orders were as sensible as could be expected - and I'll note that in spite of an awful first round (Which if you did have WoW would've left me worried), had Gliscor acted afterward Tentacruel as would've been proper, the examiner's team would've been left with just 90 HP.

Overall the battle showed that whilst you could be a good leader, you both overlooked core details (Encore, Sandstorm), and your team was quite obviously undertrained, if I'm to put it politely. There were also plays which I found questionable in a more general sense (Tentacruel vs Alakazam).

Candidate acidphoenix:
  • Trying to understand your substitutions has given me 10 migraines.
  • Your response to M-Zam was appropriate, given the HP difference.
  • I do belive that not subbing for Future Sight was an oversight.
  • On a moderately kind note, Metronome was a decent play.
  • See previous comments on subs - make them too complex, and they backfire.
  • Giving up in the end is frowned upon. Not that you had much of a chance.

Overall, your play was largely reliant on now removed mechanics to obscure your orders, rather than on any sensible fundamentals. Whilst there was a moment of inspiration, it was a single one, and a general lack of focus cost you your M-Gar, and attempts to abuse old loopholes cost you most of your Nidoqueen.

Candidate Iggy Azalea
  • Only five Pokémon was an interesting choice.
  • Gengar was probably your best choice there. I still don't understand the logic of using Zap Cannon vs a Synchronise mon, however.
  • Gengar is very difficult to play. That said, you managed to get a lot of damage in vs Alakazam - even though Alakazam effectively had a free shot first.
  • Leaving yourself open to Torment wasn't ideal, put simply. Might've been wiser to go for weaker ghost moves? Or sub around it I guess.
  • I fail to see why you'd leave Roserade in vs Gliscor, and I think that sealed the match. A switch to Nidoking there, and you'd have probably had a better shot? Instead Rose (Unfortunately) decomposed faster than Bach.
  • No reason to not Ice Beam x3 vs Gliscor, removing your sub for Counter and adding one in for Torment.

Overall, your team (both movepools and just number of mons) was short, and I think that didn't help, especially since you didn't take over the matchup. Your inexperience showed through, as did a lack of time dedicated to making calcs. I suspect that over time you will become better at noticing what will disrupt your orders, which for the time being you have failed to do so.

Verdict:
After Canis Majoris, we're being cautious in who we take - his team was horribly underdeveloped, which meant that he was not capable of functioning as a leader (And he promptly left, which was quite probably a factor). Both in terms of teams being ready, and players being able to demonstrate adequate skill - and I also considering the effort made, we were not able to find a single candidate who, based on performance given, I would be confident in as a leader. Whilst I believe that all of you could be competent, you all showed points in your qualifiers where you did not focus and check your orders, or left very large holes.

No Leader Selected, we'll host qualifiers again on the 19th of March, 2016.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
acidphoenix

Alright then, thoughts on Poison Qualifiers;

Round 1:
This round went roughly as could be expected. I would've subbed for D/E over Teleport though? Teleport was harmless stall, D/E was damaging stall. Prioities!

Round 2:
Nidoqueen is still woefully undertrained, but it did what you'd expect it to do - hence why I went for combo bs. The counterswitch was the right play in this case.

Round 3:
Stealing Filter feels like a wrong play when you basically know that Alakazam has to come out, thus costing you the matchup - and my calcs tell me you did enough damage anyway? My play would have been Haze (Fog), abusing one of Poison's more unique tricks, and making things riskier for me.

Round 4:
That's a failure to calculate. Teleport, again, not a priority move in this case. You're very lucky that you crit here, since if you had not it'd have been an easy KO for Alakazam on the next round, and then you'd have the fun matchup of ordring first in Gengar vs Zam, with Zam having something resembling HP.

Round 5:
You gambled a lot on the Confuse Ray, imo. Ignoring the fact that apparently I can't ASB, you had a few other options to play with. I'd have considered the line Knock Off ~ Shadow Ball ~ Hypnosis, or any stun to the switch that'd let you regain turn advantage. Remember that you're a Gengar, if you're ordering second and have the EN, you can Pain Split.

Round 6:
If you had failed this round -_-. That said, why go for such a high EN move?

Round 7:
Expecting a Guillotine sub is a bit much, but then, why go for a P/E sub? It was functionally not going to do much (Why would I stall at all?)

Overall:
Two major issues showed up. First was timeliness (Not that I was much faster), which we do consider in Gym Leaders, especially those likely to be challenged a lot.

The other issue is more related than you might think, and it's in foresight. This is most notable in Round 3 - you should have seen 'zam coming, so you should've not gone for a move that boosts Gengar until it switches out. If you're active, then it's much easier to plan a match out - I can look at my tourney matches, and I can see the planning behind each action, whether it's to weaken an opponent right into range, or lock in an advantage.

Verdict:
*sigh*

After Poison Quals 1, the biggest reason I wanted to retest you was because in that test, your play was p.much 100% in abusing broken substitution rules.

Whilst your play can be improved upon, it's notable that you did get much closer to a win this time (As in, I had to rely on Guillotine combo), and we didn't get a lovely debate about sub rules.

As it stands, I'm offering you a Provisional Leadership. Provisional, because we are setting your DQ times to 48 hours, and if you start passing that DQ time you're going to be removed before you can say the word 'john'. Please send in your arena within 72 hours so we can finish setting you up!
 
on the grounds of a policy that i basically started following long ago but never actually posted, due to waning interest this is an indefinite loa on everything

i plan on finishing aot, but other than that while this lasts i don't plan on doing anything in asb

this includes forfeiting poison gym, and that's literally the only thing it actually means :/
yes this is the kind of thing i could have easily known a while ago i was gonna do and yet didn't do it because some little part cared
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
acidphoenix banned from trying out again until further notice.

As with the other typings, we will proceed with this only when 3 people show interest.
 
Expressing interest. I'd go for singles, preferably no megas.
Not going to let us go no megas, are you? :(
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Megas mandatory

ETA for the qualifiers will be posted soon depending on the answer to the following question:

singles or doubles?

FMD
Lucy Heartfillia

And yes we decided not to wait for a third candidate any longer on this qualifier.
 
You don't have to be a single lady when I'm around, Lucy. ;)
No...? ...no?

Sure, singles, let's go.
 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Pitching in to reff. Camp weekends will end soon, and August is my closest resemblance to summer break back in my undergrad days.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Qualifiers will start tommorow. Here are how things will go:

Battle 1: FMD vs Dogfish44
Ref: Exclaimer

Battle 2: Lucy Heartfillia vs Dogfish44
Ref: ZhengTann

Sorry jay, but you seem to be busier than the two above (although exclaimer is close to you in that regard). If someone signs up until tommorow, you will be the ref.


Players and Examiner has 4 days (starting from tommorow) to PM mons or face DQ.

Post the battle only when the time is up or all people sent

carry on
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Let's get this one over with.

Analysis:

FMD

- First Round: The switch was forseeable, but given the opponent is Alakazam, sending out anything other than drapion is a bad idea. Your orders were fine and the end result too, so right now it is a-ok. For now.
- Second Round: I don't like using subtitute on damaging attacks, but that one was justified as a means to bypass the sub. I would Thief>X-Scissor A3 (9 less damage, but colossoil deals -2.5 hp of damage minimum per attack and drapion gets a lovely defense boost. This round was still a-ok, as the a3 move was minor.
- Third Round: I agree with subbing against D/E and against Bounce combos (I am assuming those were your targets), but Double Team seems eh. Still, there wasn't much you could do to stop colossoil from leaving. Still fine.
- Fourth Round: Your thief should have been done before. And toxic is weird on a guts pokemon. But I guess ensuring colossoil dies with the endure-breaking poison is somewhat justifyable.
- Fifth Round: Dunno why the block tbh. At that energy, a chicken dance would kill colossoil. You could probably go with the orders you used before and then adapt the subs (P/E wouldn't be a problem anymore for example) to make sure you would get either the kill or a colossoil with very little hp. This didn't matter much in this scenario tho.
- Sixth Round, Seventh and Eight Round: works, I guess? Actually it didn't work You went to greath lengths to make sure Venusaur survived the next round (instead of just going out with a bang). That option is only good if you have reasonable certainty that you can either die the following round and enjoy turn advantage or you can make it worth it in damage. Neither were the case here for the record. I mean, It seems you've given up at this point? on the 7th round The first sub is unnecessary, as a simple "if encore then dodge" sub would suffice. Barrier was used before and Dig was something you subbed for a lot. Those would be more important to sub against. There is a second, more complicated error here tho: If you knew you were facing a mon with enough moves to bypass endure, you should have went for the sacrifice on the last round. The tactics I used to evade on this round weren't out of the ordinary and you even saw them being used on this match, or subbed against them on occasion. When the match comes to wire like this, it is always good to try and forsee what would happen on the following round: if venusaur surviving can be used to bring reliable pain or to mess with turn orders, go for it, if not, then don't go for it. The sixth Round was the moment to make such an assessment. Your assessment was wrong (or inexistant) and you went with time of survival instead of damage, whereas if you went for a combo (giga drain + solarbeam) - cooldown - combo (solarbeam + synthesis) last round, you would be able to KO alakazam and still survive (assuming my calcs are correct) with around 5hp/2en or so, which wouldn't have power to do squat, but at least would tilt turn orders your way. Bottomline: choose the option that will bring forth the most damage, regardless of the time needed for such damage (if you die in 2 actions and deal more reliable damage than if you stayed alive for 9 actions, pick the former, not the latter, unless you can guarantee to have last-to-order advantage when it mattered, which wasn't the case in this battle).
- Ninth Round: Encore Gengar. Seriously though, you should have ordered last here (read: sacced venusaur on the endure round for the purpose). It is better to order first vs metagross then Alakazam.
- Tenth and Eleventh Round: Formality

Conclusion: You did a couple minor mistakes here, but those didn't have much impact. The one big mistake you made (and it was only one, so kudos) was in falling to actually calc the option that would be the best for your plan: sac venusaur or cling to a hope of survival. There is no always-correct option here, you always need to calc and see what will pay out more. It doesn't seem you made such calcs, as the sac option (either on sixth round or on seventh round) was the best option by far. Since the match was already really close and you were barely losing, a big mistake like this, on the middle-end of the battle was basically guaranteed defeat. Mind you, when I say it is a "big mistake", I don't mean it is a "stupid mistake" or an "easily preventable mistake", I just mean it is a mistake with big repercussions. Many people in the same situation would do the same thing you did.

Lucy Heartfillia

- First Round: See what I said to FMD. This first round was pretty predictable.
- Second Round: This kind of battle isn't exactly the situation to make interpretation errors such as this one. It is important enough for you to check with a mod. Mod being the key word here 9_9
- Third Round: this is a mistake within a good move. Separating Future Sight from the other psychic combos is a good move. Using hypnosis for that and not accounting for substitute isn't. Status and "AND not behind a substitute" clauses should always move together.
- Fourth Round: Another mistake within a good move. Substitute blocking future sight is indeed a very overlooked mechanic (that I think you stumbled upon in this scenario?), but 15hp sub is better for this. Still, there was a mistake on my behalf and you captalized on it. Also you managed to set up a kill while ordering first on the following round.
- Fifth Round: Easy kill. At this moment you were ahead of the game if compared to FMD. Your strategies were more out-of-the-ordinary and it created a mistake on my behalf, which was captalized upon, which is good.
- Sixth Round: This was the begining of the end. You lost Gengar very cheap: while ordering last and ending with an unnecessary hypnosis. Loss to Energy Exhaustion isn't something I am willing to ignore for candidates.
- Seventh Round: This one was atrocious. I am sorry, but I need to say it. Everything in this round was wrong and at this point you lost every kind of advantage you had collected and more. To be more specific:
a) LO -Def Nidoking was a terrible choice. Yes it can hit both colossoil and metagross hard, but the opposite is also valid and due to nidoking's meager defenses, I can hit harder it than the opposite. To boot, you were ordering first, which calls for a more defensive approach almost always. Roserade or tentacruel were better choices here. Even if roserade is hopeless agaisnt metagross, it can at least heal and induce sleep and stall to create a better matchup, instead of folding over and dying.
b) Dry substitute is a bad thing usually, exception being when you want to bypass a substitution (see FMD) or if you wanna block status (see your hypnosis on future sight). It is 1917491841% worse when you are trying to do offense. The moment you chose nidoking to be your final mon, you chose an offensive route (even if a defensive is in theory much better, for the reasons stated above). If you are going offensive, substitute is usually the last move you will use. I mean, even if my colossoil didn't have sleep talk, Ice Beam would still be a much better option over setting up. That substitute made you lose an action setting it up and a substitution protecting it.
c) This last one is minor, but still I gotta mention it. our metagame has developped into one fond of switcheroos. Matchup advantage and all. In this current situation, set ups are really not recommended if you can't guarantee your matchup will stay as is. And if your opponent has sand tomb, u-turn, roar and dragon tail, chances are the matchup won't stay as is. So you are better off either healing yourself or just plain attacking during the p/e to drain en. And use the substitution elsewhere.
- Eighth Round: See what I said to FMD about sacrifice>Survival. You willingly reduced your drapion's en to measily 4 while not hitting colossoil at all. 4en is early death in this situation. So you basically doomed a perfectly good Drapion at this point due to some basic instict of survival? without actually doing a thing to colossoil? idk, maybe I am going too far here (likely), but it isn't a behavior I would like from a GL.
- Ninth and Tenth Round: Formality. Your nidoking ordered twice first, and suffered a fuckload of damage due to that. And when your drapion returned it couldn't do a thing.

Conclusion: This was somewhat similar to the fairy qualifier. You pushed the envelope at some points and took risks, being on a better situation than the other candidate. But then you make a series of mistakes that makes things go haywire. Not calcing energy, not thinking through orders, not thinking strategically. Maybe you had reasons to suddenly stop making good decisions, and I gotta respect that, but unfortunately there were some very basic mistakes here you gotta address at some point. Although I gotta be honest: I always prefer players who push boundaries than ones that try to do the standard as cleanly as possible. Usually if one is able to do the former reliably, they are up to get real good at this.


Veredict: There was a big difference in the end result of the matches and in the analysis done here, so I don't think this decision comes at a surprise. The battles were close enough to warrant having a leader being called. Also, while both players showed improvement, one showed really significant improvement on a battle format that isn't her favorite iirc.

So without further ado, congratulations FMD ! Please PM us your proposed arena asap so we can get moving.
 

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