Round 0:
Patch notes:
https://www.smogon.com/forums/threa...r-handbook-generation-9.3708940/post-10237819
Pre-match:
- Metagross best vs everyone? PFangs/ZHB vs Gengar (Cursed Body), MM/SClaw vs Gallade, MMash vs Toge (or Iron Head/HSlam if Disable)
- Camerupt good vs Gengar, need calc vs Toge (faster + Air Slash but Ancient Power/Rock Slide) and Gallade (Aqua Cutter è set sun?)
- Togekiss good vs Gallade maybe, not keen on the Togekiss ditto. Might get benched for the fight
- Gyarados good vs Gengar (calc Focus Blast/Thunderbolt), possibly Gallade pre-MEvo (EBelt Hurricane?), probably bad vs Toge
- Mew is a big unknown
Plan is to send out Metagross w/ Metagrossite and trade up to whatever comes up to free up matchups for the other ones
REMEMBER THAT THE MEGA EVOLVE STEP DOES NOT HAVE UPDATED SPEED
Round 1 pre-order:
Wtf are those orders
Can’t use PFangs or Pursuit S1, will likely have to eat para (can
Refresh later)
Gyro Ball deals 15+3+2+5 = 25 damage per hit, not bad, Stomping Tantrum deals (15+5)*1.5 = 30
Can use PFangs S2, which is (9+3+2+5)*1.5 = 29
SBall combo deals (12+3+1)*1.5 = 24, Hex deals 27 è trading even with two Gyro Balls but 1 less tech
85-29-25 = 31 not enough for a 1HKO but pressure with first order? è regular move (Psycho Cut?) > Bullet Punch (4+3+2+5 = 14) to beat Shadow Sneak/Sucker Punch
90-24-26 = 40 è enough for 2HKO with 2 Hexes
Or keep Metagross in the back to scare off Togekiss/Gallade, switch into Camerupt > calcs? Prompts Mew?
Earth Power does (9+3+2+4)*1.5 = 27, not enough for 1HKO
Gengar down è pressure with Red Card
Round 2:
Fuck it we ball, if-able ZHB into Bullet Punch + subs for Protection (necessary?) and HP check
Worried about Destiny Bond but it’s comparable to Hex anyway
Does Spite S1 mess with calcs ZHB (8+3+2+2)*1.5 = 22.5 è 23 so 8 HP remaining meaning BP does 11 should be OK
It gets Reflect Type aaaa
Shadow Claw does (7+2+5)*1.5 = 21 to RT’d and non RT’d Gengar, EQ does 23
Psychic does (9+3+1)*1.5 = 19.5 è 20 to non RT’d but (9+3+1)*0.5 = 6.5 è 7 to RT’d Gengar è need to find another way around Counter
Shadow Ball deals (8+1)*1.5 = 13.5 è 14 to both RT’d and non RT’d
BP deals 9 to RT’d
X | Protect | Endure is an orderset that leaves Gengar on 1 HP but I heal para and can set rocks later to either kill it (locked to Scarf so no HDB) or force a Defog + it costs min 27 EN and it means no Grudge/DBond
Taunt | Protect | Endure does NOT allow me to heal para, it costs 37 EN but I think I just have to eat that
I’m just not going to bother to look for combos, trading Mega Meta for 2 techs (so 0/3 remaining) is worth it
I forgot about Evasive aaaaaaa I have to sacrifice the Counter sub for an Evasive sub, which in turns means I can’t use ZHB as fake main orders, EQ does 23 so 1 Counter doesn’t KO and EQ + RT BP still KOes
Imprison (BP) | Protect | Endure would be a guaranteed way to beat me next round with Shadow Sneak, though it costs 47 EN
Knock Off deals (10+2+5)*1.5 = 25.5 è 26 and removes item… I need to put that somewhere, however, it means Counter wrecks me (39). Can I condense the last two subs into one with At start of priority +2, IF able THEN use Knock Off first instance, Bullet Punch other instances, and free up a Counter sub that way?
With the new set of orders Substitute S1 is unviable since it gets broken and Bullet Punch does just enough, Disable (Knock Off) means it eats a Zen Headbutt and gets back to square 1… Will-o-Wisp would be annoying admittedly but eh, that’s either an action wasted for 8 less damage or another combo
Round 3:
Honestly I just yolo’d it
Round 4:
Camerupt is going to eat Fishious Rends, Togekiss or Gyarados will eat Bolt Beaks
At least Gyarados can use SE STAB, Crunch does (8+3+4)*1.5 = 22.5 è 23, against (15-1)*1.5 = 21, which I lose because I’m slower, though I get Torment
+4 and -4 actually due to Moxie/Intimidate
27*3 = 81
If counterswitch to Gallade:
Sacred Sword does (9+3+3+1)*1.5-4 = 20 on Mega
Thunder Punch does (8+3)*2-4 = 18 on nonmega
Bounce does (9+3+4)*1.5+4 = 28 on Gallade in base form, so close from 3HKO
So it was Togekiss in the end
First order of things is probably to abuse that sub that says start of step since when it checks I will not have Protection and I will not have a Decoy so I can absorb the Zap Cannon combo easily
So Sub |? | ?
Ice Fang deals (7+4)*1.5+4 which is 20.5 or 21, decent
Waterfall deals (8+3+4)+4 which is 19 so not far off
I could use Spite for better defenses and a x1.5 on Dark STAB
Crunch under Spite does (8+3+4)*1.5+4 which is 27 which is really good though undermined by Draining Kiss I believe
Sub | Spite | Crunch results in Zap Cannon combo | Dazzling Gleam (deals (8+3)*1.5 or 17 | Draining Kiss (deals (5+3)*1.5+8 due to WP which is 20 + 7 healing)
Do I switch afterwards to rack up rocks damage on Togekiss? 15 a pop is almost like an attack, but it would lose Dread, though it would also get rid of the boosts from WP
I need to preserve Mega Gyara for Mew so I’ll likely eat the Mew counterswitch, which is good maybe? I’m still going to get Fishious Rended but either Mew has to remove hazards or that’ll be another 15 damage on Toge
Or I just press my advantage with Dread and sub for Sub (with Power Whip) and Protect (with Dragon Dance
Main order Iron Tail x3 (deals (10+4)*1.5 or 21, sadly Moxie goes away fast)
1 sub for Sub è Power Whip
1 sub for Protect è DD
1 sub for “has Dread” è Crunch
1 sub for Counter è Torment first instance, Hurricane other instances
Sounds fragile, loses to Imprison > Counter x2
Switching might be better here, so do I both with Spite at all?
Maybe Sub | Iron Head | Iron Head without mega evolving (IH deals (8+2)*1.5+4 = 19)
That results in ZC combo | Wish | Air Slash
That creates a 20 HP delayed heal (if no flinch!) but preserves my health and bleeds EN from Togekiss
After that I can switch back and either force Mew in and force the Defog choice or Toge stays and I can have Mega Gyara/Mew as a matchup
Round 5:
So I’m ordering first vs Togekiss wooo
Ancient Power does (6+2+1)*1.5 = 14 while Rock Slide does (8+2+1)*1.5 = 17
Fire Blast does (11+3+2+1) = 17 as well but has less chance to hit, Flash Cannon does 17, so does Iron Head
In return Water Pulse does (6-1-2)*2+(8) = 14, Sky Attack does (14+3)+(4) = 21, will keep increasing its damage due to Hustle and I have nothing to stop it
Air Slash might flinch but I do not have any way to stop it either
I’m guessing I’ll have to order first vs Mew with Gyarados, whether due to counterswitch or it fainting Camerupt
Fire Blast | Fire Blast | Fire Blast
IF damaging Water-type combination THEN Protect
IF Protect THEN Stockpile
IF Fly THEN Smack Down
IF Togekiss does not have a Decoy THEN use Flash Cannon
Weak to Imprison | Fly | Fly è double up on Fly subs, sacking the Protect sub that does little for me
Round 6:
Toge is on 31 HP, 2 shot by Flash Cannon (not through Leftovers!), Water Pulse has no BAP-raising combos aside from Fling and would do (6+4-2)*2 = 16 with Specs, not enough to 2HKO Camerupt. Air Slash would do (8+3+4-1) = 14 which 3HKOes but it’s faster and can flinch.
Vs Gyarados: Specs DGleam does (8+3+5)*1.5 = 24, Iron Head does (8+4)*1.5 = 18 which KOes after rocks unless Mew Healing Wishes or something
Mew vs Gyarados: Crunch does (8+3+4)*1.5 = 22.5 è 23 not enough to 3HKO and only 4HKO with prior chip damage
Low Kick in return does (12+1)*1.5 = 19.5 è 20 which also 3HKOes me
I think I stay here, try to get rocks up, and Endure as a surprise if Fishious Rend gets clicked (does (9-2)*2 = 14 without the boost). Hope ker doesn’t know about it!
Stay in, SR > strong attack OR burn? Mew can just cleanse anyway with Take Heart, we need damage
Likely eating a “IF SR THEN Taunt” but I can burn Mew’s energy a little bit at least and possibly stall enough to get second order with Gyarados, though that might mean a switch to Toge which kind of checkmates me?
Whatever this match has been going on for too long and I need to do my Japanese practice