im doing week reviews because i want to one up nog. this is the anablog or some shit. starting with w1
(because there are no set mons for this im replacing them with vanilla mons that match the ingame typing to make things look easier, besides imposter who gets a chansey instead)
i bring balance tttech brings the usual bulky balance. we both lead imp but because mine is faster i transform first (i forgot what the set is bc i didnt post it but it hardly matters) so we both switch out and double, but tttech gets the jump with imp on my
(in retrospect it wouldve been reaaally nice to click twaves there bc that wouldve beat the imp). i get to work removing cloaks and spreading status until tttech brings out the mold
, clicking a surprisingly weak cedge only doing 30 with a banded crit while i remove his item. i assume his thought process was to break down the fc mons i usually bring but there are none here, though it doesnt even do that much (252 Atk Choice Band Krookodile Precipice Blades vs. 252 HP / 252+ Def 252/100 Arceus-Water: 294-346 (41.5 - 48.8%) -- guaranteed 3HKO).
i take a few more waiting turns until he brings out the
and reveals its normalize; luckily i have unaware worry seed
to stave it off. it gets hit pretty hard but the clamulet tech pays off when i swap it into the prank pshot
to get a free turn to heal.
the next time
comes in to cedge, i bring out my toxic debris
to try to put him on the back foot, though he does have a slow pivot from paralyzed
into
to clear tspikes easily.
i swap my
into
figuring he cant pshot on the
but get nuzzled instead, which is a crazy play since
blocks that too. either way it doesn't matter that much because i have two checks to
and lose to
either way so really its a good way to absorb a status for imp and ensure slow pivots on the things it transforms into.
i get the read on
swapping in to spinblock
and get in
to get burned. it does absolute peanuts to
with torch song implying its scales, but i have photon that 2hkos it while having enough bulk to not care much about knock. then i get the read on
coming in again and click torch song. tttech brings
but that gets ohkod by astral barrage, and
falls with it because ig tttech didnt realize it was faster due to quick feet. unfortunately thats where
's reign ends as it gets pursuit trapped.
after this its not long until tttech forfeits - without
and having finite hp on
further pressured by
coming in, he cannot adequately prevent me from transforming into all of his defensive mons and stalling them out. i think his team was pretty decent (
seems pretty weak though i think something like ph wouldve done better setting spikes) but the misread cost him the game.
rc brings what looks like bulky offense against big tony's stall. another
double lead switches to
vs
who both set hazards, but big tony reveals magician which is a pretty interesting tech - its cost is 1 allowing him to get massive 250/160/150 bulk, and gives him the ability to steal items like cloak and hdb while setting spikes with cedge.
rc uturns into
which reveals opulse and
uses fling to reset magician to steal again. then he switches to
to take the vcreate pretty well. rc gets in
as
defogs and slams a +4 growth thanks to simple and sun, but then only does 30 to the incoming
and then is forced to switch out thanks to
's perish song.
rc transforms into
and reveals its anchor perish song, and traps the
with it. since its pretty clear that the
can switch out,
swaps to
who gets poisoned from mortal spin. i think this was not a great play because you dont know the set and status most likely cripples
greatly, especially when facing stall. i wouldve gone to
instead since its not really doing anything right now thanks to defog. either way tony swaps to
to take a flip turn and activate ph, and rc scouts the set.
is now against
because
wouldve gotten burned by sizzly slide, and
reveals the last unknown slot (since theres very likely heal order) in psychic noise. this was probably done out of budget issues but i dont think this set seems good at all because it couldve done something more than being a uturn bot, plus its 60 spe means its not denying recovery anytime soon (especially with all the cloaks out there).
rc reveals the last mon,
, and the moment you see bunker + infestation with 1/1 offenses you know its gonna be some weird shit. its prank encore disable, which does do major chip to chinchou and poisons it but again gets hardwalled by
. rc transforms into the
and they set all the hazards up until he swaps to
and reveals moonlight and ability shield, which is really confusing given the offensive slant. i have to assume its fc to improof the
and he had a lot of points to give to flip and probably core, but its still weird. anyway rc scouts the
revealing the WORST MON ON TEAM, prank leppa with knock haze recover recycle.
i think the rest of the game can basically be boiled down to rc slowly losing to hazards because apparently he chose stone axe over defog. i would get this decision if it was a way faster team, but with only 2.5 attackers i dont see the vision of outoffensing the hazard game. the combo of mixed bulk
and
was definitely an uphill battle for the attackers, but i think that if rc budgeted better with them and either gave them more longevity or just added more threatening attackers he couldve gotten a better mu.
fluore brings bulky offense against max's bulky balance.
scores a lucky (or choice scarfed?) outspeed and eliminates
immediately but gets forced by the
improof who reveals scorching sands and knock? its one thing to go special and forsake the big button vcreate but its another to have 150 spa and be using defensive-ish utility.
max does a couple doubles to get
in and does numbers to the
with surging strikes and then gets forced out by
into
who reveals its prank due to the slow core but fast pshot. max does more doubles to get
poisoned but lets the
recover as they set spikes.
as the turns go on it becomes evident fluore cant adequately get past the delta stream
, ph
, and
core as they attempt to break with tg
but immediately get forced out by
. they go into their improof
and immediately twinkle tackle the incoming
for a mere 39. it then reveals prank taunt failing into the dark allowing it to heal off the zmove damage.
not much happens until turn 36 when
is able to get a free switch on
recovering and is able to tg. however it doesnt do enough to probably unaware/scales
and gets poisoned by mortal spin (it reveals its mg though). i wouldve maybe considered setting up two tgs when max was forced out to
on turn 37 but since
is prank instead of dazzling to actually improof
, :chansey could come in and countersweep easily.
thanks to the boost though its able to force max to sack
to bring in
, which reveals that the improof is actually unaware
, who is really suffering the burn and hazard damage and is forced to heal as max brings
in but gets walled by
again.
turn 51 fluore reveals vessel of ruin
which is very confusing; it gets walled easily by
, who takes on
coming in by spamming whirlwind to really put chip on
.
turn 63 fluore gets to tg again and forces max to sack
to get
in. the fact that it clicked owing twice on
and not dragon energy makes me think that its probably scarf.
comes in on
healing but guesses wrong the third time and clicks surging strikes into the
.
turn 76
incorrectly clicks tg on an unsafe turn and loses its orb, dropping its damage output significantly. shortly after
comes in to cleanly ko everyone by finally clicking the other stab.
although the game lasted longer than the other ones in the week it definitely couldve been shorter if max got more reads right and brought in
more often. while spikes was doing a lot of work for them since fluore's team lacked hazard control, only the
posed a significant offensive threat and max could simply ohko it on a well-timed switch or sack. also max revealed this was kirins team which is p unsurprising she runs this stuff
(because there are no set mons for this im replacing them with vanilla mons that match the ingame typing to make things look easier, besides imposter who gets a chansey instead)
i bring balance tttech brings the usual bulky balance. we both lead imp but because mine is faster i transform first (i forgot what the set is bc i didnt post it but it hardly matters) so we both switch out and double, but tttech gets the jump with imp on my


i take a few more waiting turns until he brings out the



the next time




i swap my






i get the read on








after this its not long until tttech forfeits - without




rc brings what looks like bulky offense against big tony's stall. another



rc uturns into







rc transforms into












rc reveals the last mon,






i think the rest of the game can basically be boiled down to rc slowly losing to hazards because apparently he chose stone axe over defog. i would get this decision if it was a way faster team, but with only 2.5 attackers i dont see the vision of outoffensing the hazard game. the combo of mixed bulk


fluore brings bulky offense against max's bulky balance.



max does a couple doubles to get






as the turns go on it becomes evident fluore cant adequately get past the delta stream







not much happens until turn 36 when






thanks to the boost though its able to force max to sack





turn 51 fluore reveals vessel of ruin




turn 63 fluore gets to tg again and forces max to sack






turn 76


although the game lasted longer than the other ones in the week it definitely couldve been shorter if max got more reads right and brought in

