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Tournament Solomods Premier League III Commencement

W5 Touhoumons gaming


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Spammernoob vs ChrisPBacon
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I told Chris in tests that I thought Glare Kanako was super broken, so I was expecting something to blank it, maybe DD Levitate Iku or Soga. To combat this, I... loaded another team with Glare Kanako. My team is a balance team with Keine "breaker" + Rumia support, Kanako (SR), Iku (Spin), Eirin and Takane. Chris has a BO with Kanako (SR), Soga, Mokou, Sukuna, Iku, and Yukari. For my team, I have Glare + Hurricane Kanako, Spin + STABs + Recover Iku, and Metal Coat Keine. Red Card Takane is a troll set I made to scam Sukuna out of their item, but can be used to phase a setup sweeper in a pinch. Rumia is standard scarf, and Eirin is defensive Toxic (Max Def, +SpDef nature). For Chris, I expect one of Mokou or Yukari to be Scarf here, and likely CM Soga to take full advantage of Kanako. Wood Hammer Kanako looks nice here for Chris to cleanly deal with Suwako,

In terms of hazards, both are Kanako SR + Iku removal. I expect Kanakos to trade SR early, and Iku removes at some point if given a chance. Both teams are not super weak to SR, so kinda fine with them sitting there for a while. For Chris, Mokou looks very potent, as I need to preserve Iku + Fighting resist to not explode to her lategame. Sukuna is annoying, esp. if Ice coverage for Kanako, so I rely on Takane for her. Iku is handled by Eirin, though it is difficult for Eirin to do much into Sukuna which is a problem. I don't actually have a good answer for Yukari other than Rumia or pray, so that might be a problem. For me, Keine looks nice to click Tachyon or EP once Soga is pursuited by Rumia. Other than that, I rely on Kanako to make progress, as once Soga is gone, Hurricane + EQ should have solid MU into remaining team if Iku is not Levitate.

For leads, Kanako is not bad for either player. I notably rely on my Kanako to beat other Kanakos, so Chris has a very easy Kanako lead. However, I also slightly fear Levitate Iku or Soga lead, so I decide to lead Eirin, as I have a safe Kanako switch even if I guess wrong, at the cost of momentum.

Chris leads Kanako as I lead Eirin. I know that EQ is not coming out when I have an easy Kanako switch, so I click Toxic as Chris reveals Glare. Knock feels risky here, so I take the Kanako oswitch as Chris sets SR. I click SR as Chris Glares again, but get full para'd so I have to set SR on the next turn as Chris takes a free switch into Soga. I expect Chris to predict Rumia and Volt, so I stay in with Kanako to Hurricane but get full para'd again. In hindsight this was kind of a bad play, as I am pretty sure Soga was CM and no Volt, so Glare was better (not that it mattered). I want to preserve HP on Kanako for Mokou endgame, so I pivot Takane on Ice Hammer, phasing Sukuna out into Yukari and stealing the AV. Yukari was probably the worst pull here, as Takane probably takes less damage from anyone else and slow U--turns for momentum. Yukari does 48 with Dark Pulse, revealing Specs, as U-turn only does 26 (4x btw), and I send in Rumia. Chris later said that Yukari is Bug Buzz, which would have killed and denied a sac but let in something like Keine. Instead, I bring in Rumia, who brings Yukari to 10 with Knock and takes 30 in return. Chris preserves the sac, going Sukuna on another Knock, and I sac my Takane to Prough to bring in Keine. I have a feeling Sukuna is not Sacred Sword, so I click EP as Chris sacs Yukari to SR to bring in Soga.

Here I troll with Keine by not clicking Volt Switch. I'm pretty sure Keine can tank 1 hit + Volt into Rumia, which is winning here. Instead I hard Iku as Chris clicks Shadow Ball. I'm pretty sure my best sequence is Recover spam to full, trade 1 Rev Dance for Shadow Ball / Tbolt, then hard Rumia, but instead I troll and trade down my whole Iku for Soga, which is really bad since now I have basically a dead mon in Rumia in the back, and my Iku can no longer stop Mokou Flare Blitz spam. I send in Kanako after, and click Hurricane as Chris sends in Kanako, but get full para'd. I Hurricane again as Chris sends in Iku, but get full para'd. I trade 50% of my Kanako to break Iku's Multiscale with EQ, to set up for Keine. Realistically, if I didn't get full para'd there, Iku dies and I'm up on sacs which would be nice (but Chris would get a Sukuna switchin, which is not nice). Chris sends in Kanako as I EQ again, and I know Wood Hammer is coming out so I aggressively switch in Keine. If I got this turn wrong, I probably insta-lose, but now Keine collects a kill on Kanako with Tachyon and transforms. Chris sends in Mokou, who is obviously Scarf, to revenge.

To be honest, I should have calced here, as Flare Blitz is a roll in my favor so I should expect CC and go Kanako. Instead, I sac my Rumia to go Kanako and take the Iku sac, as Chris brings in Sukuna. I know Ice Hammer is coming, so I go Keine and luckily dodge. I then forget Dynamax exists and EP into Sukuna for 30 and explode. Sukuna cleans up the rest of my team sadly. If I instead Volted there, I sac either Kanako or Eirin, Keine forces a kill with EP, and I pray I don't get full para'd with the remaining of Kanako / Eirin (ngl I would've gotten full para'd and lost).

To be honest, I kinda threw that w/ Iku toss + not volting with Keine, but I also got tilted by full paras on Kanako. Really I should've been more willing to toss Rumia into Soga early, given that she does nothing else, and I needed Iku for Mokou lategame. Also, not calcing T23 is hyper troll, but I was probably hyper tilted from full paras. Para is and always will be broken. Spam Glare until it's deleted. o7

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cityscapes vs QT
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QT has a very aggressive Cirno team with Youmu for Snow, Suwako (SR), Iku (Spin), Seiga, and Marisa. cityscapes has a much bulkier team with Suwako (SR), Lily (Defog), Youmu, Sukuna, Flandre, and Eirin. Youmu feels like one of those mons that lets you get away with no Scarfer, so I don't really expect scarf on either team (esp. not QT's since Cirno is also there). I am really curious what Seiga set is, as that mon has a lot of nice utility moves. Note: I saw this game live, and I tested with cityscapes beforehand, so I have an idea of some sets, and also know the war crime strat Eirin is about to pull.

For hazards, both sides have Suwako SR, which means they probably trade SR. Lily Defogs on Suwako very freely, but it is actually in cityscapes' favor to leave SR on both sides rather than remove them. We might see QT play into this, as Iku doesn't remove consistently vs. Suwako, but can goo Suwako to trade SR and invite city to Defog (if Iku is Levitate then its gaming though). QT needs to break fast as their team is very frail, which is hampered by the fact that Eirin probably walls half the team and Sukuna also checks Cirno. Marisa looks like it gets a kill every time it comes in, but Youmu can immediately threaten her out (with no good answer from QT) so I think cityscapes should be favored. Interestingly, no one likes running slow pivots for Cirno other than Suwako, so I will pray she hits the field more than twice this game.

For leads, QT wants to deny Suwako SR so Cirno, Marisa, Youmu leads would not be terrible. Marisa probably gets a kill vs most of cityscapes lead choices, so Youmu > Suwako > rest for leads I think. If both lead Youmu, I wonder what the line is... I think cityscapes needs Youmu more than QT, so QT can probably aggressively fish speed tie w/ Chilly.

QT leads Suwako as city leads Youmu. city U-turns into Lily immediately on SR, revealing Grassy Surge. 41 from U-turn feels like CB damage, though I'm too lazy to calc. Lily immediately Defogs, deleting terrain + SR as QT goes hard Marisa. I feel like this could have been risky, as Marisa wants HP to dump with Double Edge and Leaf Storm in terrain would have done a lot. I don't think removing SR is a major priority for city, though maybe they disagree. city is forced into Suwako as Marisa U-turns into Suwako. city switches Lily in again on SR, and Defogs them off as Suwako slow U-turns into Cirno. This is very surprising that cityscapes is prioritizing removing SR over getting immediate damage with Lily, as nothing really switches in well to Leaf Storm in terrain (except Iku, but breaking Multiscale is nice). This gives QT a free switch into Cirno, who threatens some good damage. I feel like Marisa pushes more immediate progress, as Sukuna and Eirin can both check Cirno, but it requires some prediction whereas Cirno is guaranteed (kinda, need to hit Blizzard). cityscapes opts for an aggressive Flandre, fishing for miss, as Cirno Blizzards for 65, and is scared out by potential Scarf. Flandre Searing Shots into Iku for 46 + burn. Burn is really unfortunate if this is Multiscale, though no way of knowing for now. Leaning towards Levitate given team's weakness into EQ, and revealed Leftovers. city switches to Sukuna to not waste Searing Shot pp, as Iku Recovers to full. QT then sacs Iku to deal 44 to Sukuna with Fiery Dance, and brings in Marisa.

Honestly, this feels like an issue for QT. Their whole team is so frail that it's extremely difficult to switch into anything so the moment Suwako took chip, it no longer handled Sukuna and QT is forced to sac. To play around this QT needs to aggro and get kills early, but now they are down on sacs which is very dire. Even if Marisa claims 1 here, Youmu or Flandre come in after to revenge something, and it's difficult to regain an advantage.

QT opts to throw a Flare Blitz as cityscapes goes Suwako, saving the Dynamax. QT goes Suwako as city's Suwako Scalds, and sets SR as city U-turns to Lily. cityscapes pulls the trigger on Leaf Storm, sniping Suwako and going up 6-4. QT decides to go Cirno, though imo now is not the time and they need to commit Marisa since they are behind. city goes Eirin to tank a Blizzard and manages to dodge, forcing Cirno out to Seiga as Eirin uses Idef. city decides to go Youmu to save Eirin HP for Cirno, as Seiga clicks NP. This was a nice switch to deny Seiga from making too much progress, and possibly also a Trick scout. cityscapes U-turns into Flandre to sac her, bringing Seiga down to sash, then U-turns again to finish Seiga off. It's a bit odd that Flandre was sac'd here instead of Lily, who seems like dead weight, since Scarf Flandre can still probably trade with someone, maybe win, but it' not important since cityscapes is so far ahead. QT's remaining are Youmu, Cirno, Marisa. cityscapes can afford to sac 1 if they are able to force 1:1 trades 3 times. I can't really come up with the line, but its OK... there was def a line with Scarf Flandre, but w/ever...

cityscapes goes Sukuna and forces Marisa in from QT. Marisa uses Flare Blitz as cityscapes switches in Suwako, and fires off a Scald for 55 into Cirno. Cirno misses a Blizzard as Suwako clicks SR in a sac attempt. Cirno kills with second Blizzard, and Eirin comes in to Idef. Blizzards are missed, Eirin sets up to +2/+2 and 1v1s Cirno and Youmu. Marisa breaks Eirin with crit Flare Blitz but runs out of HP and dies killing Youmu.

I kinda trolled not realizing Marisa Scarf, as no U-turn on T11 kind of telegraphed it. I think what this game shows is that Blizzard w/o Snow really sucks (70% accuracy moment) and Cirno really wants slow pivot support. imo Cirno teams should have 2 of: (Eject Button, Suwako, Teleport Lily, Flip Turn Iku [Levitate]). I think Marisa being Scarf kinda didn't work out here since Youmu + Suwako trolled it, but maybe if Double Edge was aggressively clicked to snipe Suwako early then QT could have won.

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DripLegend vs fififlutters
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fifi has a standard looking team with Suwako (SR), Chimata, Flandre, Iku, Sukuna, Youmu. Drip has a Sun offense team with Cirno-Tanned, Tenshi (SR), Chimata (Defog), Rumia, Clownpiece, and Junko. I'm not really sure if fifi using standard Physdef Defog Chimata, but it feels likely to improve Sukuna MU here. I'd expect something like Scarf Flandre + SD Youmu, standard Multi Iku + Sukuna from fifi. For Drip, Cirno, Tenshi, Clown are pretty limited in movesets. I'm not really sure what Junko is doing (maybe CM?), and one of Rumia / Chimata is scarf.

For hazards, Tenshi loses pretty hard to Suwako and probably loses to Chimata as well, so it seems difficult for Drip to keep up SR (mostly for Flandre). Chimata vs Suwako is usually a bad MU for Chimata, but it's kind of playable here if Sun is up to weaken Scald. I can really see Scarf Chimata on Drip's build so Rumia can run some other set (idk what, maybe BU to take advantage of Moonlight in Sun?), and that set can cripple Suwako with Trick, so we might see fifi play conservatively around that MU until item is confirmed. Cirno on Drip's team is a major threat, especially since TAxel can nuke Iku through Multiscale and Weather Ball + Grass STAB threatens the whole team with OHKOs except Flandre, and is only outsped by Flandre / Youmu. For fifi, the plan seems to be to pressure down Chimata with SR/Suwako, Youmu, and Sukuna, then pressure down Clownpiece with one of Flandre or Youmu so the other can win, but the window for this is very small given Cirno. The critical turn will be the first turn Suwako is in, whether Drip aggressively switches in Cirno or not, and if fifi calls this or not.

It feels like fifi should lead Youmu or Flandre to not explode to Cirno. If Youmu has U-turn, she is the most consistent lead, as she can immediately U-turn to gain momentum that can't be outplayed by Drip. If Youmu is SD, this is more awkward. Drip can always try Cirno lead, but will obviously get counterled. I think Clown is not a terrible lead, though immediately invites Suwako which is bad. If Chimata is scarf, she is ideal lead I think, otherwise Clown is OK but loses to U-turn Youmu into Suwako. Drip probably accepts losing momentum in early turns because I see no way out.

fifi as expected leads Youmu, as Drip leads Cirno. Drip is forced out into Clown, as fifi goes hard Suwako, indicating no U-turn. As mentioned before, this is the critical turn where fifi needs to guess if Cirno will hard in to SR or U-turn. She opts for SR as Cirno comes in; this has a nice value floor as at least Flandre can be pivoted in once (unless Jump Kick... lol). Cirno clicks Growth as Chimata comes in for fifi. I think this doesn't confirm scarf Chimata, as it could just be an attempt to stall some Sun turns, but it is highly suspicious so Drip switches Chimata in on Make it Rain and reveals Leftovers (I think this confirms Scarf Chimata, so maybe no Scarf Flandre). fifi takes the free switch into Flandre as Drip Defogs as expected, and fires off a Searing Shot into Clown for 47. This feels like Specs damage, though I am too lazy to calc. fifi goes Suwako on Moonlight, and clicks U-turn this time fearing Cirno as Drip chips Suwako with Moonblast for 25. I think Flandre being non-Scarf here is annoying for fifi, as she cannot switch in and outspeed the Cirno, and fifi's options to outspeed cannot switch in. This puts a lot of pressure on fifi to not let in Cirno for free, which is pretty hard. fifi goes back too Flandre and clicks Scorching Sands for 83 as Clown scouts with a Recover, then fifi goes hard Suwako predicting Chimata, but Drip makes a great midground into Cirno, covering the stay-in and the Suwako play. Cirno now reveals Icicle Crash, dealing 31 to Chimata (this feels defensiiveE). This actually makes life easier for fifi as they know they can check Cirno with Multiscale Iku in lategame. fifi Volts into Flandre as Drip switches to Chimata, and takes advantage of Sun to fire off a boosted Searing Shot, doing 77 + burning Tenshi. fifi decides to scout Scarf and switches to Chimata, while Drip goes Rumia (no Dark Aura). Rumia clicks Knock, revealing Chimata's Helmet, as Chimata Moonlights to full. Chimata Volts to Flandre again as Drip switches in Chimata, does 60 to Rumia on the switch (Dark Border lol...), then Drip sacs Tenshi to go Cirno.

I am kind of surprised Cirno is the option here instead of Clown or Junko. I assume this indicates Junko is not EQ, though I fear Junko loses to Youmu (should beat rest 1v1 if BU?). Clown lets in Suwako to set SR, which is terrible for Cirno. Cirno coming in reveals the last move must be Jump Kick, which means Cirno doesn't beat Chimata (sad). Drip confirms this as fifi takes the safe switch to Chimata (didn't go Youmu LOL), and gets a free Volt into Flandre as Drip goes Clown. Flandre somehow outspeeds and claims Clown with Searing Shot, and Drip goes Cirno after. Chimata comes in on Growth, and takes 62 from Crash, dodging the flinch, and killls Cirno with Make it Rain. I think the game is basically done at this point, as Youmu probably wins the lategame (Chimata can stop Youmu temporarily, but rest of mons lose to her so nothing to be done). Drip revenge kills Chimata with Junko Ice Beam, and Youmu comes in, dealing 54 to Chimata with Sacred Sword (surely this is CB). Youmu now wins by spamming Sword into the remaining mons, and fifi wins.

Cirno was really threatening on preview, but ended up doing nothing because it was the wrong set. In fact, Cirno likely sabotaged Drip, as sun enabled Flandre to hyper nuke her check in Clownpiece, setting up Youmu win. I think Drip's Chimata was also SpDef, as I don't think Physdef Chimata takes 54 from Youmu, even if CB, so Youmu was always going to farm after Clown took any damage vs. Flandre, which was inevitable. Overall, I don't really know what Drip could have done in this MU, seemed pretty doomed.

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fiish vs big tony 2014
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big tony has a thematic team with Seiga + Yoshika combo, Suwako (SR), Chimata (Defog), Clownpiece, and Iku. fiish has a standard balance with Nemuno + Soga breaking core, Kanako (SR), Chimata (Defog), Komachi, and Sukuna. big tony's Iku looks like standard Multiscale, Seiga might be scarf, and Yoshika is... Bulk Up? Yoshika is very cryptic, worst SpDef of all time does not make for good BU bot but movepool just doesn't work for Scarf. Maybe there is some Toxic or TSpike set here, though imo Eirin or Medicine are better for that. For fiish, looks like SD Komachi + Specs Soga + Scarf Nemuno, though who knows... I would scout since Soga could always be CM.

The hazard situation is standard Kanako Chimata vs Suwako Chimata. This means fiish has easier time setting but harder time removing, though both teams aren't super weak to SR so its mostly OK to trade and leave SR up for some turns, though neither team is bootspam so fiish should be a bit favored by being able to set earlier, though not by much as Chimata defogs for free. big tony's Clown looks like a major threat, as she mostly forces in Komachi, though most of fiish's team can trade down with her if needed. Iku is also a big threat since she can trade with basically anything on fiish's team. Seiga is hard to switch into as well with 4A set (though I don't expect it), though can be pressured by Soga. For fiish, Nemuno is pretty threatening, but Scarf is slightly awkward as Suwako + Chimata can wall her. Soga is a threat that forces in Suwako, who can be abused by Kanako, who in turn is walled by Chimata who is abused by Soga. This means there is potential? for momentum vortex, though I don't think its too possible since Kanako always gets Defog'd on by Chimata. Instead, I expect Soga to try whittling Suwako down with Shadow Balls until she can break, and beat the rest of the team (or get lured by Scarf Seiga and die).

For leads, tony doesn't really want to lead Suwako into Kanako. Seiga seems like a solid lead here to immediately threaten an Ice Beam or Trick or something into fiish's team, or Chimata can be led to throw an immediate Volt for momentum. For fiish, I think Kanako is OK if she has Glare to para Chimata, but otherwise lead Soga to try to make Shadow Ball progress ASAP.

big tony leads Seiga as fiish leads Kanako. Unlike me, big tony clicks Ice Beam ASAP and collects the kill, as fiish failed to read Seiga's movepool. fiish goes Sukuna, who should tank Flamethrower at full, forcing out Seiga. fiish sets a Spikes as big tony switches in Yoshika. It is interesting that Chimata is not the immediate answer; I think this indicates non-physdef Chimata? LO Tpunch is a concern for physdef, but Sukuna does not look like LO on this team so I don't think it is worth worrying about. Yoshika clicks BU as fiish switches to Soga. I'm not sure BU is really worth, considering Komachi's existence and fiish's lack of Ghost resists, but I'm not sure what the 1v1 interaction of Sukuna vs Yoshika looks like so maybe its correct. fiish is pressured to click Electric move (or Psynoise), so big tony should have a free Suwako pivot, but opts to stay in and Shadow Claw as Soga volts out to Sukuna for 76 and takes 42 in return. I think this is Specs damage... Yoshika is surely running 252SpD on this set. big tony still does not go Chimata, opting to give up the Yoshika sac to bring in Clownpiece. As mentioned before, Clown is a major threat to fiish's team, and fiish switches in Nemuno to apply maximum pressure as big tony clicks a free Wisp. Wisp hits everything and is basically risk-free, so no reason not to click it here. Personally, I think Encore Clown is pretty crazy, but Wisp definitely has its MUs and here it completely farms. Nemuno is completely crippled, and big tony goes Chimata to tank a Mighty Cleave which does 23 (this is a lot when burned). fiish goes Soga on Make it Rain, taking 58, so this Chimata is definitely offensive, probably scarf. Suwako comes in on Shadow Ball taking 38, and gets a free U-turn into Iku as fiish switches in Nemuno. Iku seems fine to trade down now, as Seiga and Clown both look broken in endgame for big tony.

Here, I really do not know what fiish can do to make progress. Clown spams burns everywhere for free, and fiish has a low HP Soga + 4 physical attackers slower than Clown. I think this game is basically over, unless Soga goes crazy and gets every turn right, blowing up Suwako and magically killing rest while somehow avoiding dying to Chimata (impossible).

fiish pivots in Sukuna as Iku reveals Dragon's Ascent, revealing Physical (DD?), big tony goes Chimata on Spirit Break, and tricks the Scarf as fiish smartly goes Nemuno to waste the turn. Nemuno dies to Make it Rain, and Soga comes in since she can barely tank a -1 Make it Rain. Soga clicks Shadow Ball again, as big tony calls this correctly and goes to Seiga, barely avoiding a 2HKO and avoiding the drop (luckily it was boots). big tony throws off an aggressive Tbolt (not Flamethrower maybe?) as Sukuna comes in, and goes Chimata on the Dynamax turn and volts out into Iku on Tpunch. Iku misses the KO with Dragon Ascent (did this not have Elec STAB?) and dies to Spirit Break, and Chimata comes back and cleans up with Make it Rain, which seems wrong as Sukuna is in range of Volt and Make it Rain gives Komachi and Chimata entry afterwards. Volt into Seiga seems correct to me, but big tony is up a sac so it might not matter. Komachi comes in after, and clicks Liquidation as big tony goes Seiga, living on 2% (luckily it was boots) before killing Komachi with a crit Dark Pulse. Chimata comes in, takes only 54 from Tbolt, and kills Seiga with Volt, bringing in Soga. I'm pretty sure big tony's best answer at this point is Suwako, as she should kill Soga with Scald at 42 and survive Shadow Ball, and Chimata loses the 1v1. However, big tony decides to go Chimata instead. I think Volt is also a winning line for big tony, and maybe Make it Rain is OK too, as Suwako can come in if Chimata is pivoted in. Overall, big tony is majorly favored.

big tony indeed makes the Volt play, as fiish switches in Chimata. Clown comes in, clicks Torch Song twice, and wins the game. (Also, why did Clown outspeed Soga...)

The pace of the game was basically set on T1 when Kanako instantly died. Afterwards, fiish simply could not pressure big tony efficiently, and slowly lost the value war vs big tony's team. Its always hard to switch Sukuna in there since I was suspecting Trick Scarf Seiga, but maybe it is the play that needed to be made... I think Chimata in is also not terrible. fiish also did not have a good switchin for Wisp Clown, so things just looked very dire all around. I don't think Nemuno (unburned) could have broken Chimata + Suwako fast enough regardless (maybe with SR up and a lot of correct reads) but the earlygame did basically seal fiish's fate (even tho Yoshika is really bad and did nothing).


This is like half as long as last time... lol
A few of the games were pretty straightforward (esp. big tony one, DripLegend one a bit too) so that contributes to it.

I think the most fun part of these is trying to guess sets off team composition and gameplay. I think I'm pretty good at guessing stuff like Levi Iku (and it might be a bit overused, feels like it's there to patch holes but often isn't enough), but I keep hallucinating Scarf when it's not there. Maybe if I play this tier more I'll get a better sense of these things...
 
I'm sure many people have been missing my Touhoumons game reviews, and I'm chilling on bench rn so I'll write up for W6 and W7. Maybe will give me some better ideas than Yuugi sand.

Also, VIVIT has become the mascot of these reviews. I don't think she's ever getting changed.

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Spammernoob vs QT
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I kinda have been dreading covering this game because I giga griefed. I have a balance with Yukari, Kanako (SR), Soga, Sukuna, Clownpiece, and Hong Meiling. QT has a Webs offense with Yamame (Webs, SR?), Youmu, Joon, Remilia, Clownpiece, Soga. My Hong Meiling is Scarf; Yukari is Specs; Soga is LO CM, and Sukuna is bulky Protect 3a. QT's mons are likely all setup. Joon will be NP with Ability Shield to consistently deny Defog, Soga is likely CM, Youmu SD, and standard Clown.

I realized when I load in that I have no removal for Webs. I do not think QT has removal either, but in the case Yamame has Taunt, QT can choose whether to trade SR + set Webs, or set Webs and deny SR. Earlier in the tour, Chris (I think) farmed a Webs team with Clown because she outsped everything at 110 and dodged Webs drop. However, here I have to contend with opposing Clown, Soga, Youmu, and Remilia, who can all outspeed Clown and trade down with her. Soga also dodges Webs with Levitate, and is quite solid, probably beating 4 of QT's mons (all except Soga and Youmu). QT's biggest threat is Clown; I am forced to either trade my Clown or my Kanako for it. Youmu is also an issue as she outspeeds my whole team, requiring me to trade Kanako, Yukari, or Sukuna. Finally, Soga is annoying, as Pain Split sets 1v1 Kanako easily.

My gameplan is to neutralize QT's Soga, Youmu, and Clown, and win with my Soga. This means I need to maximize my Clown, Kanako, and Sukuna value (one trades into each. I expect Yamame is leading for QT, so I want to lead something that outspeeds her and can force decision to trade or set Webs immediately. Thus, I choose to lead Clown, since Clown can either break Sash and die, denying Webs, or get to +2 immediately, and force a trade. I could alternatively lead Soga, but I prefer her speed tier for later.

I lead Clown as QT leads Remilia. I throw a Torch Song, as QT reveals Hone Claws. Realistically, this is not a smart play from me. My safest line is hard Soga, as Dark move is not coming out, and I want to preserve Clown to trade into opposing Clown. However, QT clicks Crunch the next turn, giving me Remilia for free, and brings in their own Clown. My Clown is +1, but I am EV'd for bulk and only have speed for Max Junko, so I lose the speed interaction in mirror. We both trade Torch Songs, and then QT reveals Overheat, killing my Clown from 50. I can go Soga or Kanako here. Realistically, Soga collects a free kill, but I opt for Kanako, trading 25% HP to kill Clown. This is kind of a bot play, as if Clown was Wisp, my Kanako was instantly useless and I would lose to Youmu in endgame, but I am a bot who did not calc Soga into Clown damage. QT takes the opportunity to go Yamame to set webs. Kanako only does 41 on the Webs turn, so I don't 2HKO. I opt to EQ again, as QT knocks my Kanako. QT gets rocks up as well, as I reveal the Life Dew to stay healthy for Youmu, though this might be a hopeless endeavor against Ice Spinner. I then set SR as QT takes the switch to Soga.

I have been spamming a lot of Glare Kanako, so I am worried about Soga. I know Wood Hammer 2HKOs, so I aim to trade down with Soga, as I don't want to risk my Yukari on a LO Shadow Ball. However, QT reveals Kee Berry, meaning Kanako cannot cleanly trade and dies while Soga sets up to +2 and lives at 31. Here, I have 2 options; to go Soga and play for tie, or go Sukuna and burn Dyna. I am pretty convinced I need to preserve Sukuna's Dyna to trade with Youmu, so I opt to go Soga, but I lose the tie so I basically lost. Sukuna trades with Soga, and Joon cleans up with uncontested Make it Rain spam.

In reality, I think Yukari could have saved me vs Youmu... maybe? If I save Soga and immediately burn Sukuna Dynamax, I think I can force QT into a sac war of Soga vs Youmu (which I think I lose). Realistically, though, QT can just save Soga and bring in Joon vs Sukuna, and I think I lose in this case because Soga switching in to Make it Rain takes too much chip and dies to LO + SR before she can win.

All in all, this was a hyper trolled game because I forgot to check that I had removal and loaded into Webs. Alas.

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solrock vs ChrisPBacon
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Chris has a Marisa balance with Suwako (SR?), Kanako, Kaguya, Sannyo, and Sukuna, while solrock has a Marisa BO with Kanako (SR), Sukuna, Kogasa, Iku, and Junko. For Chris, I assume SR is on Suwako, as Kanako greatly appreciates the additional moveslot and Kaguya enjoys having HWish utility as well. However, Kaguya can easily be SR, allowing Suwako to run Toxic or Yawn to spread status and not be helpless into Kanako. There does not appear to be removal for Chris, which is OK since his team is relatively resilient to SR. However Spikes can be a problem, hitting Suwako and Sukuna (though rest should be immune). I think this also telegraphs boots Marisa, as she does not want to be taking SR chip on top of recoil from her spammed moves. For Solrock, Iku or Kogasa have removal. It's possible both have removal to enable CB or scarf Marisa, but I slightly doubt this. There are 4 confirmed Phys mons, so Junko is likely CM. I think a strong structure is Boots Marisa + Levi Spin Iku + SD Kogasa + Spikes Sukuna + CM bulky Junko. This gives solrock 3 options to take advantage of Rumia trapping Marisa, and also allows Kogasa to safely chip Kanako throughout the earlygame to allow for Marisa to break in midgame. It's def possible for all of this to be wrong though, so Chris should pay attention to info revealed during game to deduce sets.

For hazards, Chris has many options of SR setter. If solrock's removal is Defog Kogasa, this MU becomes awkward for them as Kogasa has limited longevity and will bleed HP vs any of Chris's possible setters. If solrock's removal is Levi Iku, this has a good MU into Suwako and Kanako, but a poor MU into Kaguya. Chris has no removal, so any hazards solrock sets will be up unless Kogasa defogs them. As mentioned before, Sukuna setting Spikes can majorly pressure Chris's Sukuna and Suwako, which is useful. Spikes Sukuna would instantly telegraph Spin Iku for me. Both Marisas look like they will make major progress. The game feels like it could easily come down to a Marisa speed tie, though I don't think Marisa has the HP to actually completely 6-0. Kaguya looks she will be able to trade very efficiently for Chris, forcing chip into Sukuna or Kogasa with Mystical Fire or Moonblast. On the other hand, Kogasa looks strong for solrock, especially if Marisa can blow up Chris's Kanako. Junko looks like dead weight if it is indeed CM due to Chris's Sannyo. This is not ideal for solrock, but if Iku is Levitate, it has a good MU into Suwako and Kanako, which evens the MU out. If Iku is indeed Multiscale, then I think Chris is favored on preview.

For leads, Chris can lead Kaguya, as that is his best trading tool into Kanako. solrock has a relatively free Kanako lead, as Chris cannot throw Marisa in immediately, and setting perma-SR is always valuable. If solrock is aggressive, Kogasa lead could come out to immediately force chip on Kanako, though setting SR is fine enough for forcing Kanako chip over a game. solrock could try to counterlead Kaguya with Kogasa or Sukuna. Kogasa is relatively easily answered by Kanako, though Sukuna can be an issue for Chris. Thus, solrock should lead Sukuna or Kanako, and Chris should lead Kaguya or (any mon that beats Sukuna).

Both players opt to lead Kanako. Chris immediately throws a Glare as solrock opts to throw up SR. solrock then clicks Glare as Chris reveals the last move on Kanako is Spikes. solrock is pressured to deny free Spikes, and goes Junko on a full para. Chris is obviously going to Sannyo, so Kogasa / Marisa / Kanako double is good for solrock, but they opt instead to try for Ice Beam and do 17 only. Sannyo has a free turn now to Corrosive Gas for guaranteed progress, as solrock goes Kogasa, losing their Mystic Water. Sannyo takes 36 from Play Rough and Recovers to full. solrock decides to go Kanako, covering Poison Gas + Kanako switch-in, as Sannyo clicks Recover again. This indicates Kogasa is probably SD, as there is no U-turn. I'd expect Wave Crash, SD, Jet to be the remaining moves. This is nice as Jet can check Marisa, but solrock will have to deal with hazards constantly chipping Kogasa. Chris takes a safe switch into Kanako as solrock's Kanako is full para'd and fires off an EQ for 22 into Junko. I am surprised solrock is not going into Iku. This makes me fear it is not Levi Iku, and solrock is very doomed.

Chris opts to go into Suwako this time as solrock tries to read the Sannyo and pressure with Earth Power. solrock goes Sukuna, fearing Toxic, as Chris sets SR. solrock pivots to Kogasa as Suwako fishes for a Scald burn and doesn't get it, but Kogasa is down to 50 due to hazard chip. Chris swaps to Kanako on Wave Crash, and gets a free chance to set more Spikes. solrock goes Kanako on the full para, then full paras as Chris sets the second layer of Spikes. This is looking worrying, as Chris's hazard setters are still both at full, so solrock will still be behind after clicking removal (and they haven't found an opportunity to). solrock finally goes Iku on the 3rd Spike, and spins all hazards as Chris goes Suwako, opting not to scout Iku's ability. Suwako sets SR as solrock goes Junko to try to set up, and Chris reveals last move Toxic as Junko clicks CM. I think it is easy to default to U-turn Suwako, and I definitely assumed it was here, but Chris's team doesn't really need slow pivots outside of Marisa, so it's not a terrible idea to drop it. Junko and Suwako trade some damage, but solrock is forced out into Kanako, and Chris answers with his own Kanako. This interaction is losing for solrock every time, as Chris's Kanako has Spikes to push progress while solrock's can't really do anything. solrock makes a desperation Marisa switch, but Chris catches it with EQ. Reasonably speaking, it is more likely it was just to catch a Junko switchin on Spikes, but I think solrock loses as Marisa is one of their main progress-making options, and their main way of contesting Chris's Marisa. Ultimately, solrock needed to make some play to get past Kanako, so I think its fine, worst case goes from a 10-90 position to an auto-loss (which it now is).

solrock goes Junko to force out Chris's Kanako. Junko is on a timer, so there is no way she can win at this point against Suwako + Sannyo. However, Chris can easily opt to trade with any of solrock's remaining Pokemon, so Junko is the only option. Junko Recovers as Chris takes the safe switch into Suwako, and fires off a Scald into Kogasa. Kogasa is now at 18%, so will die to 2 more SR ticks, or SR + Spikes. Chris preserves Suwako's HP for Junko, going into Kanako on a Wave Crash, allowing him to set another Spike for free. Unfortunately Kanako is full para'd as solrock goes into Junko, so Chris is forced back into Suwako as solrock doubles to Sukuna. Chris switches to Sannyo, who is now relatively expendable, as solrock tries to force damage onto Suwako with Max Starfall. Sannyo lives the follow-up Spirit Break, Recovering to 70 and forcing solrock into Kanako as Sannyoo recovers to full. Chris has a free Kanako in and takes it, as solrock reveals last move Stone Edge, dealing 22 with crit. I genuinely don't think the remaining 7 Stone Edges can kill Chris's Kanako, as they would do 8% per turn after Leftovers... this looks dire. Chris opts to EQ again as solrock pivots in Junko, and then brings in Kaguya on Ice Beam, taking 24.

I am not really sure about physdef Junko calcs vs Kaguya, but the fact that no Leftovers revealed means Chris's Kaguya is likely LO. Chris clicks Mystical Fire to cover Sukuna and stay in, as Kogasa is too low to switch in. Meanwhile solrock clicks Recover, but between Mystical Fire chip and Toxic, barely heals at all. Chris opts for Moonblast the next turn, as solrock pivots in Sukuna, luckily not eating a Mystical Fire. solrock throws off a Gigaton Hammer, doing only 30 to Chris's Sannyo, and Sannyo trades back with Flamethrower for 60 as Sukuna sets Spikes. solrock brings Iku in, and Chris sacs Sannyo to get a Poison Gas on solrock's Iku. Kaguya is sent out, and does 40 to Kanako on switch-in. Chris plays safe, going Kanako on a full para, and getting full para'd as solrock clicks Edge. solrock brings Junko in on another full para, and Chris makes a nice play going Marisa on CM. EP was never getting clicked vs a Kanako and Suwako, so Marisa always comes in for free on Ice Beam / CM / Recover. I do not actually think Double Edge kills physdef Junko at this range, so Chris baits the EP and U-turns as solrock opts to sac Sukuna. Chris brings in Sukuna, who kills Kanako with Gigaton + Ice Hammer, and sacs Marisa to reset Sukuna's speed to kill solrock's Sukuna. solrock tosses Kogasa and Iku into the blender before Junko can kill Sukuna, but Chris cleans up the last mon with Kaguya.

Reasonably speaking, this MU just seemed dire. I don't think Junko ever gets past Toxic Suwako, and Kanako vs. Kanako is always favorable for Chris, but solrock has to take a major risk every time they want to get out of that position, in case Kanako decides to EQ (as demonstrated vs solrock's Marisa). As I said in preview, if Iku is not Levitate this MU looks good for Chris, and it played out as expected. solrock needed multiple aggressive Marisa ins to make any progress and not get stonewalled by Kanako, and I think that was probably never happening.

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cityscapes vs fiish
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cityscapes has a relatively standard looking Iku-Sukuna balance, with Rumia, Komachi, Suwako (SR), and Medicine Melancholy (!?!). Meanwhile, fiish has a rain offense with Sanae (setter), Nitori for Swift Swim, Kanako (SR), Marisa, Sukuna, and Soga. cityscapes team looks pretty standard, probably Spin Iku and Scarf Rumia. Kanako looks a bit annoying so Iku probably wants Levitate here. I'm not really sure what Medicine Melancholy is doing here. I have built her physdef before as a TSpike setter, though imo TSpikes have major issues given the prevalence of Kanako, Chimata, Sukuna, and other strong HDB users like Clown / Iku. SSap actually lets you giga wall Sukuna, as you live Gigaton + Steelspike from full. fiish has Marisa on rain, so it is probably Hakkero, meaning no explosive power from Reckless Double Edge. We may see Waterfall Sukuna for the rain boost, though it blanks into Kanako which is really not ideal. Kanako is likely standard, and Soga might be running Thunder to abuse rain a bit. I'm not really sure who the removal is, but Sanae probably wants removal since she will be on Damp Rock. It is possible Sanae is Defog, but this feels not ideal to me.
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For hazards, cityscapes has Suwako setter + Iku removal and fiish has Kanako setter + Sanae removal. This is advantageous for cityscapes if Iku is Levitate, as Iku walls Kanako for free. Sanae also walls Suwako, but is spending precious rain turns to remove hazards, which can be detrimental to fiish's gameplan. For MU, it seems cityscapes has answers to all of fiish's threats. Nitori and Kanako are walled by Iku, Marisa is walled by Komachi, Soga is walled by Suwako, and Rumia pursuits Soga and Marisa for free. Sukuna has a chance of breaking with LO Tpunch for Komachi and Gigaton for Medicine, but if she is not LO then the game is doomed.

For leads I think fiish just wants to lead Marisa and click U-turn. This is the best line into lead Iku, who is a major problem otherwise. Alternatively, Sukuna lead is possible. Leading Sanae and going hard Sukuna or pivot Kanako -> Sukuna vs Iku lead is also not terrible. For cityscapes, leading Iku into Sanae feels too obvious. I suppose Suwako can set SR on Sanae so it's not terrible either. I really want to aggro lead Rumia to snipe Marisa or Soga trying to counterlead Iku, but this might be OD...

cityscapes decides to lead Suwako as fiish leads Sanae. SR is obviously coming, so fiish should take the opportunity to push max chip into Suwako. fiish opts to go Kanako, as city reveals Protect to stall a rain turn. Kanako sets SR as city goes hard Iku, telegraphing Levitate as if Wood Hammer was clicked into Multiscale Iku, momentum would be ruined. I think this is an easy turn to switch Sukuna in, as Tbolt is likely not happening, and Rain weakens Fiery Dance. Instead, fiish opts to stay in and burn Eject Button on Kanako as Iku spins, bringing in Soga. city takes the safe switch of Suwako, as fiish doubles to Sukuna, fearing Rumia. fiish then opts not to attack, instead going Kanako as Suwako sets SR. I think Sukuna was a bad option if fiish was unwilling to trade, as city's safest line is Suwako -> U-turn into Rumia rather than hard Rumia risking Specs Thunder in rain. Kanako throws a Wood Hammer into Iku, doing 14 and revealing Leftovers. This is obviously Levitate lol... fiish sets SR as Kanako takes 40 from Rev Dance, then blocks spin with Soga. This time, fiish clicks Shadow Ball into the Suwako switch, doing 40. I think this means Soga is Specs but I am still too lazy to calc. Suwako can't switch in on Shadow Ball again, but if Soga kills Suwako this obviously means Soga dies to Rumia. fiish goes Sanae on the U-turn, resetting rain, as cityscapes goes into Sukuna. This is the most telegraphed Tpunch of all time. fiish goes Nitori, taking 48. cityscapes opts to burn Dynamax here, allowing Sukuna to tank Super Scope 3d and finish Nitori. fiish then sends Marisa, who fails to kill with Weather Ball and dies to Sacred Sword.

The game now looks over. Sanae and Kanako are both chipped. Soga can only get 1 kill before dying to Rumia. Sukuna can trade, but needs Dynamax to get past Medicine or Komachi, so cannot solo carry. cityscapes can sac least useful mon (Suwako) to Soga, revenge with Rumia, and trade down remaining for free to win.

In reality, cityscapes goes Suwako on Shadow Ball, then regrets the decision (???) and sacs Sukuna to bring in Rumia, who Pursuits Soga to death. fiish brings in Sukuna, and sets a layer of Spikes as Rumia is forced out, then claims the Suwako sac. cityscapes goes Medicine, who is forced to SSap as Sukuna has not expended Dynamax, and fiish swaps to Kanako. cityscapes sends Rumia to be sac'd, but she tanks -1 EQ and gets off 20% on Kanako before dying. Iku comes in, spins on fiish's Sukuna switch-in, and allows Medicine Melancholy to switch in at full, which tanks Gigaton + Steelspike from non-LO Sukuna (which is confirmed). Luckily, fiish only clicked Spirit Break, doing 10%, so Medicine throws off a Body Press for chip as Sukuna sets Spikes. Sanae switches in on another Body Press, and clicks Wish as cityscapes goes Iku. cityscapes has the option of Protecting to heal Sanae, or passing a Wish, which leads to Sanae dying next entry. Sukuna can come in relatively freely since Rain weakens Fiery Dance if cityscapes has it. Kanako also has potential to come in. However, both these mons are walled, by Iku and Medicine respectively, so I'm not sure how to play this.

Sukuna comes in on Spin, sets Spikes on Medicine, does 40 with Gigaton and takes more chip, and goes Sanae on Press. Sanae then reveals the secret weapon, Future Sight. This would be quite nice to help Sukuna break, but it is too late at this point, as Sanae cannot really spam it due to being low HP with SR up. Medicine leaves Sanae at 26 and swaps to Komachi, allowing her to pass a Wish to Kanako as cityscapes SDs with Komachi. Wood Hammer sadly does 40 to Komachi, so Kanako loses the trade hard. fiish goes Sukuna and Thunder Punch does 30. Sanae is able to kill Komachi finally but she is at 1% and jut dies to Iku.

This MU looked dire from the outset, but FSight Sanae actually gave fiish a line to win, interestingly. However, Komachi taking 30 from TPunch is the ultimate tragedy. We can consider a universe where fiish Flip turned instead on T12. Kanako will likely die to followup Gigaton, so Soga is likely best switch here. Soga can trade w/ Suwako, Sanae sets Fsight -> go Sukuna to secure 1 kill (Medicine?) in exchange for Dynamax, cityscapes burns Dyna as fiish sacs Kanako... Sukuna Komachi Iku Rumia vs Sanae Nitori Sukuna Marisa. I think breaking Komachi will still be ridiculously hard for fiish, but it is possible with Nitori maybe... no removal for SR is super dire though.


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fififlutters vs big tony 2014
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Final game of the week, fifi has a standard offense team with Kanako (SR), Kogasa (Defog), Mokou, Soga, Sukuna, Yukari. big tony 2014 has a Iku-Sukuna balance with Rumia, Medicine Melancholy, Ran, and Youmu. Immediately, I feel like big tony 2014 has Levi Iku since no other Ground resist. Iku probably spinner, no SR setter. Maybe Sukuna is Spikes? Medicine is Tspikes? This is extremely awkward to not have SR vs Chimata / Kanako in this meta, so I can't get a good read on big tony's team. fifi is probably running standard Scarf Mokou, CM Soga, Specs Yukari. Sukuna could definitely be LO with the pace of this team.

For hazards, fifi has Kanako setter + Kogasa removal, while big tony has (Sukuna?, Medicine?) setter + . Kogasa is OK at defogging because she is fast, but she has limited HP to burn on clicking Defog so might be a problem in the long-term. If Medicine is indeed Tspike, this is a problem for Kogasa, Mokou, and Yukari. Kogasa at least is definitely eating a Poison if she is not HDB, as she is not switching in on Medicine to Defog (or eating a Sludge Bomb). No SR means Kanako is trading forever though, which is a pain for big tony. Yukari + Mokou looks like a big problem, as big tony relies on Sukuna to switch into Yukari but she can easily explode to Specs EP, and Mokou scarf should outspeed big tony's whole team if no scarfer, and threatens 2HKO into most of it (maybe not Medicine, but she wants to be preserved at full for Sukuna). I think its pretty possible for fifi to blast through tony's team even with Tspike up, and it will take some positioning as Kanako can deny her in earlygame. Soga looks nice into no Ground, but there is a Rumia who will limit her to 1 kill. This is a problem if Sukuna is LO though, as Sukuna will claim 1 immediately after, making the interaction 2-for-1 for fifi.

For leads, big tony can probably just lead Ran and U-turn out of bad MUs like Yukari. I'm not really sure if Ran is scarf (it seems possible), but if she is then she is an easy lead into all. Similarly, Youmu can be led and fast U-turn immediately. Levitate Iku is also noto a terrible lead here, except for into Kogasa where it is kind of dire with no Kanako (might need to go Medicine and pray). For fifi, Kanako is tough to lead vs Ran due to Ice Beam threat, but is fine into rest of team (well, maybe not Levi Iku). Kogasa is also a solid lead, maybe forced out by Medicine but no one leads Medicine into potential Kanako. tbh I like Kogasa lead best for fifi, and Ran or Youmu lead for big tony depending on if Ran is scarf.

big tony leads Youmu as fifi leads Sukuna. This is a pretty aggro lead, but it seems nice enough. big tony decides to hard swap to Medicine and takes 54 from LO Gigaton (feels like a low roll?). Max Steelspike follows up to immediately snipe Medicine. This turn is a bit surprising from fifi, as Steelspike is 10BP weaker than Gigaton, so a similar roll would not kill and Medicine would heal to full with SSap. I assume they figured 54 was a low roll and banked on not lowrolling again. I know 252+ Sukuna without LO does ~50 max to 252/252+ Medicine, so fifi is probably not 252+. I don't know the spread so idk the exact calcs here, but gaame would be different if the rolls didn't work out (but I really do think the first Gigaton was a very low roll). big tony goes into Ran and throws a Fire Blast, luckily hitting and getting a Burn to avoid dying to Gigaton. Fire Blast is clicked again, telegraphing Scarf as non-Scarf always clicks 100% acc move into 4% Sukuna. fifi can pick between Yukari, Mokou, and Kogasa to force choice-locked Ran out. I think with Medicine gone, Kogasa forces the most immediate pressure, but fifi opts to go Mokou. Flare Blitz is safest click but Iku is right there, so I would throw CC or double to Kogasa. Instead, fifi clicks Blitz as big tony reveals Dark Border Rumia and takes 30. fifi cannot stay in on potential BU + Moonlight, so goes hard Kogasa to threaten SD + Wave Crash as big tony clicks Knock to remove Kogasa's Mystic Water. big tony doesn't really have a switch-in for this, so trades Iron Head with Wave Crash, leaving both mons at <10%. I am curious if big tony clicks BU on switch -> Moonlight, if the trade goes better. It seems not, as if we consider the Kogasa, BU; SD, Moonlight; Wave Crash sequence, and with simple Google Calculator, +2 Mystic Water Wave Crash would OHKO +1 Rumia (100.8). fifi decides to Aqua Jet to play around potential Sucker, as big tony sacs Ran. This reveals no removal on fifi's team, as Kogasa is always Fairy move last to hit Kanako, and Aqua Jet doesn't make much sense w/o SD imo (maybe is crazy no SD set, in which case BU was correct...).

big tony goes to Youmu to revenge, and fifi opts to save Kogasa for one last Crash and goes Mokou, taking 36 from Shadow Claw. I do not know the calcs, but I know fifi has been advocating bulky Scarf Mokou, and Youmu is not super strong so I could see a world where this is CB. If this is the case, it makes sense that fifi went Mokou first to scout item, and then goes Kanako once CB is confirmed because she is safe from Ice Spinner. Alternatively, the Kanako could be to catch Iku, but it feels so obviously Levitate that this doesn't make much sense to me. big tony knows Shadow Claw won't kill and doesn't want to throw Youmu, so opts to sac Rumia. This luckily works out for big tony, as she comes in on Kanako and is able to get a Moonlight off, but fifi cashes in on the Kogasa saved earlier, and trades her off with Rumia.

At this point, fifi has scarf Mokou, Soga, Kanako, and Yukari vs. Iku, Youmu, and Sukuna with Dynamax (so roughly even on sacs). Both players have no hazards, and all mons are full HP. Kanako seems easily walled by Iku, and Soga into Youmu is instant tempo loss that may cost fifi a sac, so those are not likely to come. Yukari seems OK, but probably eats a U-turn from Youmu which is not ideal. This means Mokou is fifi's safest choice. For big tony, Youmu seems like a reasonable pick, as she can U-turn vs most of fifi's remaining. However, Youmu is bad MU into Mokou, so Iku might be the play instead (though it is truly the least bad of many bad options).

fifi chooses Mokou as big tony chooses Iku. If big tony were up on sacs, Iku + Youmu would be able to deny Mokou from doing anything as big tony can sac a useless mon to bring in the appropriate counter. However, both players are even on sacs, and big tony has 2 sacs locked in his 3rd remaining Pokemon, Sukuna, making this position awkward. big tony makes the switch into Youmu fearing CC, as fifi doubles in Yukari. big tony switches in Sukuna, and eats 70 from EP (is this Specs damage?). I am wondering if this Youmu isn't CB, as it is not clicking U-turn when it has no reason not to. big tony seems to think Yukari is specs and goes Iku to immune the next EP, as fifi goes Soga, covering Dynamax and Iku in a good midground play. Soga clicks Shadow Ball for 64, as Iku does 89 with Rev Dance. fifi then oddly clicks Tbolt, dying to LO as Iku blanks Rev Dance. Shadow Ball killed Iku and hit every mon big tony had remaining so I'm not sure why it was not clicked. If Iku clicked Recover here, there might still be a game (though I think Yukari comes in and claims a kill, and fifi wins later). Mokou then comes in and clicks Blitz x4, winning the game.

Sukuna killing Medicine and trading out with Ran basically set the tempo of the game. Kogasa also demonstrates her power in a game where Kanako is not loaded. Overall, I think fifi's team just had more potent threats than big tony's. The only real hope was Rumia BUing to infinity, but it was stopped pretty handily by Kogasa and Mokou, and Yukari and Soga probably could do major damage too in a pinch. There were some odd switches in midgame that I didn't really understand? These players are better than me though, so I'm probably just missing something.

If Sukuna didn't kill Medicine immediately, I think there is chance Rumia + Tspikes farms fifi. This did not happen though, so big tony lost.


Odd week, none of the games really felt close on preview. I am kind of surprised Medicine was loaded twice this week. She worked in one game, completely walling Sukuna and trolling around with Sludge Bomb + Bpress. In the other game, she died T2.

Tspikes in this meta is pretty cool. However, it really goes crazy in tandem with Gravity. Someone should refine the Tspike + Urumi + Ground core. I think there is genuine potential there. Joon would be the ideal Tspike setter... if she got it. Sad life.
 
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