Hey, I'm back to give my thoughts on the Week 2 games.
river vs zinc
This game is fairly one-sided. I've used the kind of composition zinc brought many times before, often with Mence and Aero in the back (and I'd assume zinc had one of those here, or maybe Gyarados), and I think these teams are generally quite solid. You get a firm grip on the hazard game through Zap Cannon/Bug Forry, Claydol, and Wish support from Jirachi.
I've also experimented with the kind of team river brought, but it’s noticeably less flexible. Starmie has to do a lot of heavy lifting here, and it was facing a rough match-up between Forry and SuitTtar.
That said, match-up isn’t everything, and zinc displayed very strong control from start to finish. Some lower-key plays I really liked were bringing Forry in on an expected Ice Beam or Protect (avoiding Surf damage), then pivoting out after setting Spikes to keep it healthy enough to receive a Wish later.
On the other side, river got heavily punished by the Zap Cannon reveal instantly crippling Skarmory and then putting a ton of pressure on Starmie. After that sequence, there honestly wasn’t much room left to work with. I don’t really fault the Skarm staying in to Peck down Forry either, that line makes sense. The Starmie sequence is more questionable.
I think river took a slight risk in the builder here. The team just didn’t have much room to maneuver around what zinc brought, and the defensive Pert + defensive Mie core, while strong into offense, fell flat into a bulkier structure. Aero in the last slot doesn’t really help in that regard either. Not a bad team overall, just not the right one for this match-up; these things happen in Bo1s.
Fruh vs Garay Oak
Probably the game I was most looking forward to this season, and I think it delivered.
The first 10 turns are already excellent. You can see both players feeling each other out, scouting teams while trying to make incremental progress: Fruh blind-revealing Magneton on an expected Skarm turn 2, and Garay immediately getting Sand up by bringing Ttar in on that Magneton.
There were a lot of early turns I liked:
- Turn 2: Fruh attempts to call the Spiker with a safe Magneton reveal
- Turn 2: Garay anticipates that and, also not wanting to risk Forretress into a potential CM HP Fire Celebi, opts for Aero instead
- Turn 3: Garay safely establishes Sand, clearly identifying this as the kind of match-up where it will be crucial (as it is for most Forry teams, but especially versus Cune/Celebi)
- Turn 8: Garay finds a clean Forry entry, but still respects Fire Mence, or at least ensures Mence can’t grab a free DD, since Pert wouldn’t KO it and would take massive damage in return
It’s also worth noting on turn 4 that Garay is probably very relieved to see his Celebi both outspeed and take a comfortable amount from +1 Cune. This is the exact kind of match-up where CM IB Cune can spiral out of control quickly if your Celebi is slower.
On his end, Fruh managed to position Snorlax in a way that made trading it for two Pokémon very plausible, which is generally a great outcome in this type of match-up… if Garay’s last wasn't Gengar. Not only that, but a Gengar that ended up hard-countering the Lax entirely.
I really liked Garay’s switch into Pursuit Ttar on turn 16. It’s very reasonable to assume Metagross could be Pursuit to support Snorlax, and if it isn’t, it’s likely clicking Psychic or a burned Mash. Ttar is excellent into all of that, and successfully Pursuiting Meta opens the door wide for both Gengar and Aerodactyl.
Garay’s team is solid, but it’s also the kind of structure that can’t afford to loses too many pieces early while setting up its game plan (namely Spikes and Sand). He navigated the first 15 turns extremely well in that regard. Meanwhile, Fruh was essentially racing the clock against a Spikes Aero build, and honestly did a good job of it, if not for the specific Spikes/Aero/Gar combination.
I’m not entirely sure why Fruh chose to reveal Sub on Celebi on turn 22. There wasn’t much to gain unless he expected a hard Aero switch. Forry always has Boom or Bug to break the Sub anyway, and there’s no world where it clicks EQ there to catch Magneton. In the process, Fruh effectively revealed his hand and lost a valuable 25%.
From there, the game stays mostly straightforward, with both players making solid decisions until the pivotal moment on turn 38. My guess is that Fruh clicked Giga Drain expecting Garay to sack Pert or pivot Aero as a middle ground, letting him regain some HP. He likely didn’t expect a hard Gengar, which feels like a very high-value piece to risk. That said, Garay may have anticipated all of that and gone for it anyway; it’s hard to say, especially with neither timer even appearing that turn.
After that exchange, Garay cleanly sequences the endgame and closes it out, showing excellent maneuvering for the second week in a row. Fruh’s match-up was on the tougher end here, but he still played a solid game, and I have no doubt he’ll perform well for the rest of the season.
Prinz vs Johnald
I’m not entirely sure what to make of this one. It felt like there were very few meaningful interactions, with both players mostly leaving their Pokémon in to trade damage, weakening piece after piece while riding momentum all the way to the endgame.
The turn 10 crit is absolutely massive for Johnald. Without it, Jirachi likely dies to EQ. Instead, Prinz loses a lot of initiative while still having to deal with a healthy Jirachi. The Loom vs Zapdos exchange is just as punishing and effectively seals the game.
Not much else to add here.
Endill vs mayo
This one is honestly wild, and Endill really pulled out a win from nowhere.
I won’t dwell too much on the teams themselves: two fat builds leaning on SpikesDug to dismantle offense while relying on strong defensive cores to stay afloat. Both have their weaknesses, but that’s beside the point.
The big early swing comes on turn 13, when Zap Cannon (once again this tournament) immediately connects on the Skarm reveal and paralyzes it. From there, mayo manages to get Spikes up while denying Endill’s, with Forretress still sitting at a fairly healthy 58%.
For the next 20 turns, mayo is firmly in control, until Endill makes a play that looks questionable at first glance, but ends up saving the game: Spiking with a paralyzed Skarmory in front of Zapdos on turn 33. That layer is absolutely crucial, as it finally allows Endill to exert some pressure on Forretress and the rest of the team.
That momentum is nearly thrown away by the Starmie brainfart on turn 38. We’ve all been there... you can practically feel your body temperature spike as it happens.
Endill then finds an excellent Dugtrio switch on turn 41, catching Tyranitar on a double. From there, on turn 51, mayo realizes how dire the situation has become and goes for a Dug ditto (or possibly trying to catch Celebi), hoping to be faster, but it doesn’t pan out. At that point, Endill can more or less coast through the endgame.
I’ve mentioned this before on the forum, but mayo’s type of team is exactly why I like fitting Wish into these structures. Forry really needs occasional healing if it’s expected to both Spin and set Spikes, especially on slower defensive builds where you can’t easily accelerate the game. That weakness showed here: once Forry dropped below 60% with a single Spike up, maneuvering became extremely difficult.
Skarpherim vs Triangles
Much like Johnald vs Prinz, there isn’t a whole lot to dissect here. It’s two offensive teams trading blows until the endgame.
The decision everyone will (rightfully) question is Skarph choosing Hydro Pump to finish Snorlax when EQ was an extremely safe click. That single choice hands Triangles a ton of initiative for the endgame, which he then sequences cleanly.
Triangles opting for Machamp in a slot that’s usually Medicham is an interesting call. I’m not entirely sure why, as the team seems like it would really appreciate the extra punch Medi provides, but Machamp is cool, and so is big T (and maybe doesn't reveal the team right away after you an extra Pokemon or two?). As for Skarph’s team, there isn’t much to say: six solid mons with decent breaking power, but overall it felt pretty uninspired.
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Last words: Hydro Pump counter so far: 14/18