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Lastly, we have JolteMons veteran Beaf Cultist facing Xrn, who's new to Pet Mods as a whole. I said in my Power Rankings post that I expect big things from The Gourgeists, even without zxgzxg playing, because of Beaf Cultist's experience. That being said, you can't count out the Tier 1 Boomers despite of their lack of experience as they could pull out literally anything, so Beaf should definitely stay on his toes in this battle.
As for teams, we finally have some non-Hyper Offense teams as Beaf brings a fairly standard balance team, outside of a unique Mega Venusaur, while Xrn brought the legendary
BEEZONE core and 4 stupidly bulky mons in Slowbro, Ferro, Clef, and Goltres. At team preview, nothing seems like they could go too crazy, Beaf will just have to make sure to play careful with his Corviknight around Magnezone (though at least he has Gapdos to check Beedrill), and Xrn will have to make sure to keep his Slowbro healthy as it walls most of Beaf's team. Mega Venusaur is also interesting here as it does have Rash Powder to burn things, letting it just sit on Xrn's entire team outside of Zone and Slowbro (though, spolier alert, we do see later that Xrn's Goltres has Hurricane, so Venu couldn't wall that either).
That being said, I'm more of a Vileplume believer myself, lol.
Nothing too major happens early, as Beaf burns Goltres with Venusaur, Xrn gets Rocks up with with Clef, both players do a lot of pivoting. One interesting part is when Corviknight comes out for Beaf on Xrn's Goltres. It probably just shows how aggressive of a player I am, but I was surprised to see Xrn not switch into Magnezone to trap it as Beaf was able to Defog away the Rocks and Roost up after Goltres did some chip with Fiery Wrath and U-Turn. This ended up being the only time Corviknight came out, so this was Xrn's only chance to trap it. I definitely wouldn't call it a misplay, as Beaf very easily could've just U-Turned on any of the 3 turns that Corviknight was out, so Xrn was clearly just playing it safe, but it was an interesting interaction nonetheless. On the flip side, it was quite bold of Beaf to not immediately U-Turn after sending out Corviknight, but it ended up working in his favor. And, again, this obersavtion probably just shows that I'd play Magnezone more aggressively than others.
Ironically, Magnezone does come out a turn after Corviknight switches out, eating a Clefable Mystical Fire. Mystical Fire was an interesting choice for Clefable, as usually you'd see Flamethrower on Calm Mind sets for the power. As I said in chat later, I assume Beaf ran it to emulate Mega Latias sets that run Mystical Fire to weaken the foe and make it easier to heal and Calm Mind up, though Latias only run Mystical Fire because it doesn't learn Flamethrower or Heat Wave. Mystical Fire actually works to Beaf's favor here, weakening Magnezone enough to where Flash Cannon + Future Sight doesn't KO Mega Venusaur the next turn, but it does come back to bite him later. Kinda.
A couple turns later, Xrn hard switches Ferrothorn into Beaf's Darm, and I only want to mention it because I was thinking Xrn would do that just so Darm KO'd itself with Flare Blitz recoil + Iron Barbs and it would've been really funny, especially since Xrn has a hard counter in Slowbro, but Beaf just U-Turned instead.
For the next few turns, Clefable gets a Calm Mind up as Magnezone comes it, so Xrn Volt Switches on it to sac Ferrothorn to Mystical Fire. However, this backfires on Xrn as Mystical Fire is so weak that it doesn't KO Ferro at 66% even at +1. This was actually huge for Beaf, as Xrn was kinda banking on Mystical Fire killing there to get in Zone for free, so Beaf can now use Ferro as setup bait. This led to Xrn making a risking play by hard switching in Beedrill to stop Clefable before it gets too many Calm Minds, but Beaf decided to Mystical Fire after only using Calm Mind once on Ferro, KOing Beedrill and putting Xrn in a very awkward situation. Magnezone is able to KO Clef the turn after, but it came at a huge cost, as a couple turns later, Gapdos chunks Slowbro with a Banded Brave Bird which invited in Magnezone, who had its Volt Switch blocked by Garchomp, who got up a Swords Dance and OHKO'd Xrn's Clefable, giving Beaf and the Gourgeists a forfeit win.
At the end of the day, that was certainly an interesting turn of events. Had Beaf just been running Flamethrower, Xrn would've been in a much better position as he wouldn't have had to sac Beedrill to get Magnezone in and Beedrill's speed control could've prevented Garchomp from sweeping later. However, Xrn might have still lost at the end of the day because of the sheer power of Banded Gapdos and Beedrill's inability to OHKO Garchomp, but the way it turned out in the end was very funny.
Other than the unfortunate Mystical Fire situation, there wasn't much else that Xrn could've done in hindsight, as staying in with Ferrothorn could've allowed Clefable to get to +6 and out of Magnezone revenge kill range. My only thought right now would be to stay in with Ferro to pressure with Power Whip, but I think Clef could still get to plus +6 in that situation, so I see why they made the aggressive switch. This biggest weakness here was likely just a lack of speed control on Xrn's team, as only Beedrill outsped Garchomp and Gapdos, so either them could wreck havoc when Beedrill goes down, which ended up happening. Other than that, Xrn had a compotent team, so adding another fast mon that can exert offensive pressure and Xrn should be a threat in the coming weeks.
As for Beaf, he's off to a good start on what I expect to be a good run for him. Just, don't run Mystical Fire Clef anymore. It can't backfire so right again, right?