Thanks for fixing it up.http://replay.pokemonshowdown.com/ou-249627403
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Swords Dance
- Brave Bird
- Will-O-Wisp
- Roost
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 76 Def / 176 SpD / 4 Spe
Impish Nature
- Stealth Rock
- Brave Bird
- Roost
- Defog
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Ice Punch
- Healing Wish
1-3: With the lead match-up, I was trying to cripple/weaken the Latias as I knew, barring a crit, Rotom-W could live a Draco and then Pain Split and burn it.
4-6: Knew the Latias was switching out. In hindsight, Garchomp was the clear switch as it normally runs Rocky Helmet + Rough Skin and I should have just doubled instead of weakening my Jirachi. My Specs Keldeo hits everything on his team hard, and I was expecting his Keldeo to stay in. Was not expecting Scarf HP Electric though...
7-9: Alakazam comes out, and I felt Talonflame was best equipped to handle it. I Roost up expecting the switch and then go into Jirachi expecting the Psychic.
10-12: We both pull the double and I get the favorable match-up of Rotom-W vs Skarmory. I Wisped thinking he'd go back into Garchomp, which also was the driving force behind the following Hydro Pump.
14-15: Predicted his Garchomp switch but should have considered how much that would hinder Jirachi. After that mistake I decided to go for the kill.
16-18: Saw an opportunity to Defog and then get up my own Stealth Rocks. I was trying to Roost up on the attacks, but got deceived by the damage roll.
20: Finger slip --> misclick... damn. I wanted to switch into Rotom-W here (even though I was misleading my opponent in the chat lol)
21-27: Ending of the game. I Volt Switch to get the kill and go into Keldeo as I figured it could not outspeed his last two mons. Went back into Rotom-W with the hope and faith it would crit or something? Yeah GG.
Thanks in advance!
Sorry for not getting to this sooner, was a bit busy this week. Its the middle of the night atm so I'll write it tomorrowHi all, first time posting here. I just had a ladder match.
This is the game: http://replay.pokemonshowdown.com/ou-251083152
Can somebody help me analyze it so that I can play better and improve in the future? It's not a great battle but it was close and the winner depends on a coin-flip.
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Bullet Punch
Absol @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Knock Off
- Sucker Punch
- Play Rough
- Fire Blast
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power Fire / Calm Mind (depends on mood)
- Recover
Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Knock Off
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power Ice
- Sludge Wave
- Thunder Wave
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 156 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Fire Blast
- Earthquake
This is my last battle while laddering for the Dark Horse project. From Team Preview, my opponent carries Mega Manectric, which my team is incredibly weak against. My plan is : set up Rocks, wear down Manectric with hazards and priority attacks, then sweep. I also notice that my opponent has a Slowbro, which will be a pain for Lucario while Heatran prevents my Calm Mind Latios from doing too much. Keeping those in mind, I lead with Garchomp.
Turn 1: I have an advantage here. Normally, I will go for Rocks but I was thinking he will simply go to Latias and Defog it away so I click Dragon Tail, hoping to catch Latias on the switch.
Turn 2: Seeing as Garchomp can't touch Slowbro, I know he will go to Slowbro again. However, keeping hazards up to beat Manectric is important so I set up Rocks.
Turn 4: Since Azumarill got hit by Thunder Wave, I know I can use it as a Scald switch-in from now on. I click Knock Off to hopefully remove Slowbro's Leftovers. If Terrakion comes in, it can't do too much before I kill it anyway.
Turn 9: I know Latios can also switch-in to Slowbro but with Heatran around, I can't click Draco Meteor. Plus, I was afraid of Pursuit so I go to Azumarill.
Turn 13: I can OHKO Slowbro with Thunderbolt now but Manectric hasn't shown it's ugly face yet. I click Sludge Wave to hopefully catch it on the switch (so that I can revenge it later).
Turn 14: Nothing to do but sac Garchomp seeing as it is at 3% lol. Plus, this allows me to Mega Evolve Absol.
Turn 15: Well, I could have OHKO-ed Bisharp with Fire Blast but I forgot to do Damage Calculations and thought that Play Rough can KO from that range. This move crippled my Absol, who would be handy to have, especially in an endgame against Latias and Mega Manectric. I curse my stupidity here.
Turn 18-20: No idea what I was thinking here. I was just thinking, he's going to Lava Plume, I have to go for a Fire-resist and I don't want Azumarill to take more damage since it still has Aqua Jet. My stupidity also allows him to get Rocks up and he lands a Toxic on Latios.
Turn 21: I sac Mega Absol here since it can do nothing else in the game. Plus, this allows Lucario a free switch-in.
Turn 22: I was considering a double switch to Thundurus since Lucario cannot touch Slowbro. However, I have not revealed any of Lucario's coverage moves yet so I have a feeling it might not want to switch in so eagerly. I click Close Combat to hopefully KO Heatran who thinks I am thinking of Swords Dance. Plus, this will allow me to spam Dracos later on.
Turn 23-24: Nothing to do but go to Latios who has nothing to fear from Slowbro (seeing as it already got Toxic-ed by Heatran). I plan to deal huge damage with Draco Meteor but I know he will just heal back up with Slack Off (judging from his playing pattern) so I reveal Calm Mind. Now, Draco Meteor one shots everything on the opponent's team.
Turn 25: I sac Latios here to give Thundurus a free switch-in. Plus, it was too damaged to do anything else anyway.
Turn 28: Lucario is now face-to-face with Latias who is at 16% and -2 SpA. Here, I forgot to do Damage Calculations and thought that Psyshock will cripple me or Roost will put Latias out of Extreme Speed KO range so I just killed it as fast as possible. In hindsight, Swords Dance here would put me at a big advantage (although the last move will still depend on a full-paralysis roll)
Turn 29: Now I am face to face with the thing I fear the most from the opponent's team. And it is at 88%. I was resigned to lose here. Nothing to do but wear it down with Extreme Speed and hope Aqua Jet gets a high roll.
Turn 30: Nothing to do here but pray for no full-para and an above average roll. (The crit was not necessary because AJ does 51 % minimum )
Nice battle dude, for the most part you stuck to what you wanted to do and other than a few "in the moment" flaws you picked up on, there wasnt anything really wrong with the match.Hi all, first time posting here. I just had a ladder match.
This is the game: http://replay.pokemonshowdown.com/ou-251083152
Can somebody help me analyze it so that I can play better and improve in the future? It's not a great battle but it was close and the winner depends on a coin-flip.
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Bullet Punch
Absol @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Knock Off
- Sucker Punch
- Play Rough
- Fire Blast
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power Fire / Calm Mind (depends on mood)
- Recover
Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Knock Off
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power Ice
- Sludge Wave
- Thunder Wave
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 156 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Fire Blast
- Earthquake
This is my last battle while laddering for the Dark Horse project. From Team Preview, my opponent carries Mega Manectric, which my team is incredibly weak against. My plan is : set up Rocks, wear down Manectric with hazards and priority attacks, then sweep. I also notice that my opponent has a Slowbro, which will be a pain for Lucario while Heatran prevents my Calm Mind Latios from doing too much. Keeping those in mind, I lead with Garchomp.
Turn 1: I have an advantage here. Normally, I will go for Rocks but I was thinking he will simply go to Latias and Defog it away so I click Dragon Tail, hoping to catch Latias on the switch.
Turn 2: Seeing as Garchomp can't touch Slowbro, I know he will go to Slowbro again. However, keeping hazards up to beat Manectric is important so I set up Rocks.
Turn 4: Since Azumarill got hit by Thunder Wave, I know I can use it as a Scald switch-in from now on. I click Knock Off to hopefully remove Slowbro's Leftovers. If Terrakion comes in, it can't do too much before I kill it anyway.
Turn 9: I know Latios can also switch-in to Slowbro but with Heatran around, I can't click Draco Meteor. Plus, I was afraid of Pursuit so I go to Azumarill.
Turn 13: I can OHKO Slowbro with Thunderbolt now but Manectric hasn't shown it's ugly face yet. I click Sludge Wave to hopefully catch it on the switch (so that I can revenge it later).
Turn 14: Nothing to do but sac Garchomp seeing as it is at 3% lol. Plus, this allows me to Mega Evolve Absol.
Turn 15: Well, I could have OHKO-ed Bisharp with Fire Blast but I forgot to do Damage Calculations and thought that Play Rough can KO from that range. This move crippled my Absol, who would be handy to have, especially in an endgame against Latias and Mega Manectric. I curse my stupidity here.
Turn 18-20: No idea what I was thinking here. I was just thinking, he's going to Lava Plume, I have to go for a Fire-resist and I don't want Azumarill to take more damage since it still has Aqua Jet. My stupidity also allows him to get Rocks up and he lands a Toxic on Latios.
Turn 21: I sac Mega Absol here since it can do nothing else in the game. Plus, this allows Lucario a free switch-in.
Turn 22: I was considering a double switch to Thundurus since Lucario cannot touch Slowbro. However, I have not revealed any of Lucario's coverage moves yet so I have a feeling it might not want to switch in so eagerly. I click Close Combat to hopefully KO Heatran who thinks I am thinking of Swords Dance. Plus, this will allow me to spam Dracos later on.
Turn 23-24: Nothing to do but go to Latios who has nothing to fear from Slowbro (seeing as it already got Toxic-ed by Heatran). I plan to deal huge damage with Draco Meteor but I know he will just heal back up with Slack Off (judging from his playing pattern) so I reveal Calm Mind. Now, Draco Meteor one shots everything on the opponent's team.
Turn 25: I sac Latios here to give Thundurus a free switch-in. Plus, it was too damaged to do anything else anyway.
Turn 28: Lucario is now face-to-face with Latias who is at 16% and -2 SpA. Here, I forgot to do Damage Calculations and thought that Psyshock will cripple me or Roost will put Latias out of Extreme Speed KO range so I just killed it as fast as possible. In hindsight, Swords Dance here would put me at a big advantage (although the last move will still depend on a full-paralysis roll)
Turn 29: Now I am face to face with the thing I fear the most from the opponent's team. And it is at 88%. I was resigned to lose here. Nothing to do but wear it down with Extreme Speed and hope Aqua Jet gets a high roll.
Turn 30: Nothing to do here but pray for no full-para and an above average roll. (The crit was not necessary because AJ does 51 % minimum )
Thanks for the rate. And as for the team composition, I run Sludge Wave on Thundurus to get a guaranteed 2HKO on standard Clefable and hit Mega Altaria harder (DDD sets avoid the 2HKO from HP Ice w/o Rocks).Nice battle dude, for the most part you stuck to what you wanted to do and other than a few "in the moment" flaws you picked up on, there wasnt anything really wrong with the match.
Most obvious flaw I could see was letting a lot of your mons take unnecessary damage. Letting Latios, Absol and Azumarill (though it wasnt your fault azu took the damage) take damage on mons that most of the time was just because of poor decisions was the biggest reason the match had to come down to a roll. Absol especially was a crucial member of your team, considering it destroyed 6/6 of his mons, and the only one that was somewhat threatening died turn 8.
You also seem to have the bad habit of preserving what doesnt need to be preserved and saccing things that should be kept. For example, you had no reason to sac Absol to rocks to give lucario a free switch when you could have just let Latios die (though you had no reason to switch it in in the first place but I guess you got caught off guard by the toxic). Latios did very little against his team and the only thing it did do Thundurus did better and saccing absol later in the manectric scenario would have allowed you to switch in Azumarill, aqua jet and then switch lucario in to win without risking a roll.
In terms of your team composition, I dont really see why you run sludge wave on thundurus, tbolt will be able to deal with most fairies and it doesnt have much purpose other than that but thats something really minor and its your choice. If fairies really trouble you though, replace bullet punch with Iron tail as BP doesnt really hit much in the current meta that Espeed doesnt (terrakion coincidentally is its main target).
Other than those minor things, you honestly played it well but remember in future battles to not get, for lack of a better term, caught up in the moment and you should improve significantly
Alright so looking at the matchup, it's pretty even for both sides. M-Altaria can definitely put in work vs Unlucky D's team after a DD, while the combination of M-Lopunny+Bisharp can put in a lot of work vs your team too. I felt like you played the game well, Scarf Gengar definitely caught me off guard too. I mean, I definitely do think that you had in the bag with ScarfRachi and Weavile vs a Gengar, must've felt devastated lolhttp://replay.pokemonshowdown.com/ou-253358276 yo this match was for anlaytic's tag team tour. I just came here to see if i made any misplays.
Gliscor (M) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 248 HP / 100 Def / 160 Spe
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Taunt
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Low Kick
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Zen Headbutt
- Healing Wish
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 200 HP / 164 SpA / 145 Spe
Modest Nature
- Flash Cannon
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
Latios @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Altaria (M) @ Altarianite
Ability: Cloud Nine
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Frustration
- Earthquake
- Roost
I think you missed it, leading with Gengar was I believe your best choice. Its not so much that Gengar cleans his team, its that gengar breaks it down just by spamming shadow ball, allowing for the rest of your mons to clean. Leading with zone wouldnt be the right choice because if he leads with anything other than ferrothorn, youre in a bad position as letting zone take damage means its harder to trap ferrothorn.So I got that I should have saved Gengar, since he cleaned up with Shadow Ball once everything had been weakened. But who was the right lead there? Magnezone would have been my next pick to lead, since it handled Clefable and Ferrothorn (barring a double-protect AND a triple-protect), and could Volt Switch out of most of the rest of my opponent's team. If he had led Excadrill, then Garchomp was a good enough switch that I didn't really care about having to hard switch.
Is this a decent thought process? Or is there something I'm missing?
HiThis is the match I've had for the Another Type Restriction tour, in which players couldn't use Ground-type Pokemon. Here's the replay: http://replay.pokemonshowdown.com/ou-269530878
And this are my squad and general thoughts:
D'Artagnan (Keldeo) @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Scald
- Secret Sword
JetBlue (Latios) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog
Scissorhands (Scizor) @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Knock Off
Cloudrider (Raikou) @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Shadow Ball
Amazonian (Venusaur) @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Leech Seed
Vesuvius (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Roar
- Stealth Rock
Turn 1: I admit I'm feel dumb now. I feel like I should have started with Scizor, since it could have been used to scout the opponent.
Turn 2: I thought it was going to use Lava Plume, so I preferred to use U-Turn and switch into Keldeo, giving me a disadvantage against Slowbro.
Turn 8: Haxed by paralysis. Nothing to see here!
Turn 10: (Un)lucky burn... I wish it didn't burn here so that I could Toxic later.
Turn 14: Not sure if I should have switched to Venu, since Raikou got murdered.
Turn 31: ...I wish Slowbro wasn't burned here...
That's how it went. I hope somebody can point out where I did wrong, so that I can improve as a battler.
Thanks a lot for the rate. I admit I'm still very new to battling and I found myself panicking a bit at some points.Hi
Not gonna nitpick aspects of the team because it's subjective and not a rate of the team so I'll explain some of the things I think you should've done.
I mean I would've lead off with M-Venusaur anyways considering last thing I want is Lopunny to taking a good half health off of something else. This was ok.
Leaving in Scizor against a Heatran on Turn 2 that you were unaware of its set was insanely risky and I wouldn't have done this so early in the game, where it's your best resort against Terrakion, Togekiss, and Lopunny while being able to heavily damage Slowbro. Turn 4 wasn't the time to throw up a Substitute with a perfectly healthy Slowbro still present. Scald had 0 opportunity cost in that instance to use and was the safest play. Turn 13 was a pretty safe U-Turn there instead of a hard switch as he didn't want to put his Togekiss in a dangerous range where something like Latios or Keldeo could pick it off easily. Turn 14 whether you realize it or not you sacked your long term end game. Starting from team preview your goal or what it should've been was the realization that their team has one electric resist, the electric resist being easily worn down and halted by m-venu tran cores + volt-turn. Once Raikou was out the team would keel over to Volt-Turn all of the time with no choice but to sack or lose momentum in most instances. Turn 16 I would've just thrown another Leech Seed on the incoming Heatran switch in which was so obvious it hurts. Togekiss + Heatran was the only way he was going to break M-Venu and even then more Heatran so he was trying to maintain momentum through this switch. It would've failed and gave you a free turn to get Heatran in or know momentum is on your side. By Turn 21 this guy is trying to make plays and is becoming easy to read, Scald was easy here you also didn't have to have Keldeo take that Fake Out damage. You want to sort of get a read on how the opponent reacts to certain situations and then from there make your own decisions to keep yourself in a good position as much as possible. Turn 22 Keldeo isn't doing shit, this comes back to bite you in the ass of your long term plan for not having a flying resist in Raikou to circumvent this and get a free hit in. Turn 27 was an easy Sludge Bomb in my eyes. whether or not it's clear is a different story, but he's trying to maintain his defensive backbones longevity and Togekiss was in the kill range to apply the offensive pressure you needed to bring back the game to you. Turn 28 was a result of not acting on what I recommended for Turn 27 and because of this on Turn 42 M-Venusaur gets taken about by Slowbro.
I think you're sort of looking at the wrong perspective of your own analysis. Most of these circumstances that were not in your favor was because you made some poor choices early on that cost you the game in the long run. The paralysis on multiple mons that got their offensive presence hindered due to the status (like Latios), getting key players taken out (Raikou). What I'm trying to say is that a lot of these, if not every single one of them could've been circumvented in the long run by taking the safer route and only making a risk when necessary. You really didn't have to make too many risks that entire battle other than some doubles that needed to happen, you had the favorable matchup but took risky plays and decisions that a team that relies on defensive synergy such as VenuTran core doesn't want to be held liable to for the majority of the match.
Think long term, you're better off.
Okay, since you were using my team, I think I can give you a couple pointers and advice here.I know this thread has been pretty inactive and that most people probably don't want to rate such a low ladder replay but I'm hoping that what others tell me here helps me get out of low ladder faster. And I'm sorry about having both sides be boring teams stolen off the forums lol, my team is fleggumfl's team from the sample team thread and I'm pretty sure the opponent's team is that one Mega Alakazam + CB Scizor team from some months ago.
http://replay.pokemonshowdown.com/ou-287897890
Link to team + explanation, it's the first one. If you have to use your own team to get rated then please point it out to me and I'll delete the post.
My username in this battle was BlazingFlareon.
As I explain my plays I'm sort of rating myself as well, if you don't mind. Also, I didn't consider my wincon for this battle, but most times I don't, and I partially blame that on the team I used tbh, I don't have a boosting sweeper or anything that has the purpose of being a wincon vs offense.
Turn 1: This is the most important turn in the round. I lead with Bisharp hoping to counter lead Lando-T and that was a mistake. Them leading with Keld was a problem because at the time I had no idea what to switch in, so I sacced Bisharp right there. I didn't think ahead at the time about how threatening Keldeo was to my team, if I had realized I might've lead with manaphy instead so that there wasn't a 100% chance of giving keld a free turn. The loss of Bisharp made the rest of the game harder to play.
Turn 2: Predicted Heatran switch and knocked off the lefties.
Turn 4: I felt that setting up SR would be pointless here. Nothing on the opp's team was weak to it and Bisharp couldn't take advantage of defog because it had already fainted, not to mention that Keldeo could've switched in on chomp. So I went for dtail hoping to do something productive.
Turn 11: Pretty normal predict, Foul Play outdamages Knock Off so they couldn't win.
Turn 13: I let Keldeo in again lol. Considering how Zam, Lando-T and Keldeo all check Manaphy pretty well I'm not sure why I bothered to preserve it by getting rid of the burn. I didn't really bother to actually think about what they were gonna do; I was just like "all right man I got a free turn time to heal myself." At least Torn could take advantage of the rain.
Turn 16-17: I was positive they were scarf so once they used EQ I just doubled Tornadus back in.
Turn 19-20: Hoping to sack Garchomp to give Medicham a free turn, I ended up barely living. Set up some late game rocks.
Turn 21: Scizor hadn't done anything in that match at all up until that point so I forgot to think about it. Just like with turn 1 I made a safe move because I couldn't predict my op, I was wondering if they'd go to tran or stay in with landt for some dumb as hell reason or something.
Turn 25: Saccing Medi might've been a mistake here.
I hope that I'm not being rude or oblivious or anything.
Tagging the leaders for a faster response and to maybe revive the thread. Flamer Analytic DarkNostalgia ArchPhantom
edit: accidentally posted this before I really wanted to lol. also forgot to tag JohnYiu but afaik tags don't work in edits so w/e