Competitive League Circuit 16 - HeliosAflame vs Fort Colorcastle

:bw/snorlax:
Earthquake ~ Earthquake ~ Earthquake
IF kitsunoh is in reserve, THEN use curse on first instance, recycle the second, and stockpile the third.
IF protective move, THEN use curse.
IF phantom force, AND kitsunoh has evasive, THEN use curse on first instance, dig on future instances.
IF confusion inducing move, AND NOT confusion inducing move next step, THEN use curse on first instance, chill the second.
IF kitsunoh is KO'd. THEN use recycle.
 
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League Circuit 16, Round 8

Helios (72 Hours, 3 Tech)
:bw/kitsunoh:
Mask :lucky egg: Lucky Egg
HP: 44/90, EN: 75/100, Stats: 8/6/3/6/148, Typing: Ghost / Steel, Abilities: Frisk / Limber / Trace + Thick Fat
Status:
+10% Acc (Nature), Attack Aid (Lucky Egg), Defense Aid (Lucky Egg), Trace (3 turns), Confused (1 turn), Field: Clear
:leftovers: Leftovers
:choice specs: Choice Specs
:choice scarf: Choice Scarf
:heavy duty boots: Heavy-Duty Boots
:flame orb: Flame Orb
:expert belt: Expert Belt
:weakness policy: Weakness Policy
:shell bell: Shell Bell
:tyranitar: KO

:reshiram: OK
:colossoil: OK
:butterfree: OK
:kommo-o: OK
Battlefield: Clear​
Fort (72 Hours, 0 Tech)
:bw/snorlax:
Om Nom
HP: 68/115, EN: 69/100, Stats: 8/7/4/8/30, Typing: Normal, Abilities: Immunity / Thick Fat / Gluttony
Status: +2 Atk (2 turns), Field: Stealth Rock
:life orb: Life Orb
:Choice band: Choice Band
:Choice Scarf: Choice Scarf
:red card: Red Card
:hondew berry: Hondew Berry
:macho brace: Macho Brace
:scope lens: Scope Lens
:sv/kingambit:
Jarvan :dark gem: Dark Gem
HP: 86/95, EN: 52/100, Stats: 10/9/4/8/50, Typing: Dark / Steel, Abilities: Defiant / Supreme Overlord / Pressure
Status: OK

:blissey: KO

:kleavor: OK
:rampardos: OK
:braviary hisui: OK
Step 1
:kitsunoh:
Kitsunoh used Pain Split! (-10 EN)
Kitsunoh gained HP! (+12 HP)
Snorlax lost HP! (-12 HP)
(Kitsunoh's Confusion wore off)

:snorlax:
Snorlax used Earthquake! (-7 EN)
Crit (1, d24): 3 (No)
(10 + (8 - 6) - 2)*1.5 + (2 - 0)*4 = 23

Step 2
:kitsunoh:
Kitsunoh used Low Kick! (-8 EN)
Crit (1, d24): 6 (No)
(12 + (8 - 7))*1.5 => 20

:snorlax:
Snorlax used Earthquake! (-7 EN)
Crit (1, d24): 11 (No)
(10 + (8 - 6) - 2)*1.5 + (2 - 0)*4 = 23
(Snorlax's Attack stage returned to normal)

Step 3
:kitsunoh:
Kitsunoh used Hit and Run (Low Kick + U-turn)! (-13 EN, -2 Tech)
Crit (1, d24): 22 (No)
(12 + (8 - 7))*1.5 => 20
Kitsunoh left the battlefield!

:snorlax:
Snorlax used Curse! (-10 EN)
Snorlax's Attack rose! (+1 Atk, next 8 turns)
Snorlax's Defense rose! (+1 Def, next 8 turns)
Snorlax's Speed fell! (-1 Spe, next 3 turns)

:spheal: Round Summary :spheal:
:kitsunoh: HP: +12-23-23 = -34
:kitsunoh: EN: -10-8-13 = -31
:snorlax: HP: -12-20-20 = -52
:snorlax: EN: -7-7-10 = -24
Helios (72 Hours, 1 Tech)
No Pokemon
Field: Clear
:leftovers: Leftovers
:choice specs: Choice Specs
:choice scarf: Choice Scarf
:heavy duty boots: Heavy-Duty Boots
:flame orb: Flame Orb
:expert belt: Expert Belt
:weakness policy: Weakness Policy
:shell bell: Shell Bell
:bw/kitsunoh:
Mask :lucky egg: Lucky Egg
HP: 10/90, EN: 44/100, Stats: 8/6/3/6/148, Typing: Ghost / Steel, Abilities: Frisk / Limber / Trace + Thick Fat
Status:
+10% Acc (Nature)

:tyranitar: KO

:reshiram: OK
:colossoil: OK
:butterfree: OK
:kommo-o: OK
Battlefield: Clear​
Fort (72 Hours, 0 Tech)
:bw/snorlax:
Om Nom
HP: 16/115, EN: 45/100, Stats: 8/7/4/8/17, Typing: Normal, Abilities: Immunity / Thick Fat / Gluttony
Status: +1 Atk (8 turns), +1 Def (8 turns), -1 Spe (3 turns), Field: Stealth Rock
:life orb: Life Orb
:Choice band: Choice Band
:Choice Scarf: Choice Scarf
:red card: Red Card
:hondew berry: Hondew Berry
:macho brace: Macho Brace
:scope lens: Scope Lens
:sv/kingambit:
Jarvan :dark gem: Dark Gem
HP: 86/95, EN: 52/100, Stats: 10/9/4/8/50, Typing: Dark / Steel, Abilities: Defiant / Supreme Overlord / Pressure
Status: OK

:blissey: KO

:kleavor: OK
:rampardos: OK
:braviary hisui: OK
1731052843511.png

"Kitsunoh is forced to Pain Split to avoid getting KOed, and Helios even opts to use two Technique Controls for a U-turn combo, getting Kitsunoh out of this sticky situation. Who will Helios send out next to deal with the weakened Snorlax? This will be Helios's third and final Pokemon, so he will have to choose wisely."

HeliosAflame replaces Kitsunoh, equips, and orders first
Fort Colorcastle orders second
Doduodrio refs
 
sending out kommo-o with weakness policy!
:sv/kommo-o::weakness policy:
low kick x 3

If my opponent is to use a protective move, use swords dance the first time, laser focus the second time, and dragon dance the third.
If my opponent is to use endure, use dragon tail.
 
League Circuit 16, Round 9

Helios (72 Hours, 1 Tech)
:ss/kommo-o:
Gong :weakness policy: Weakness Policy
HP: 90/90, EN: 100/100, Stats: 8/9/6/8/98, Typing: Dragon / Fighting, Abilities: Bulletproof / Soundproof / Overcoat
Status: +10% Acc (Nature), Field: Clear
:leftovers: Leftovers
:choice specs: Choice Specs
:choice scarf: Choice Scarf
:heavy duty boots: Heavy-Duty Boots
:flame orb: Flame Orb
:expert belt: Expert Belt
:shell bell: Shell Bell
:bw/kitsunoh:
Mask :lucky egg: Lucky Egg
HP: 10/90, EN: 44/100, Stats: 8/6/3/6/148, Typing: Ghost / Steel, Abilities: Frisk / Limber / Trace + Thick Fat
Status:
+10% Acc (Nature)

:tyranitar: KO

:reshiram: (Unselected)
:colossoil: (Unselected)
:butterfree: (Unselected)
Battlefield: Clear​
Fort (72 Hours, 0 Tech)
:bw/snorlax:
Om Nom
HP: 16/115, EN: 45/100, Stats: 8/7/4/8/17, Typing: Normal, Abilities: Immunity / Thick Fat / Gluttony
Status: +1 Atk (8 turns), +1 Def (8 turns), -1 Spe (3 turns), Field: Stealth Rock
:life orb: Life Orb
:Choice band: Choice Band
:Choice Scarf: Choice Scarf
:red card: Red Card
:hondew berry: Hondew Berry
:macho brace: Macho Brace
:scope lens: Scope Lens
:sv/kingambit:
Jarvan :dark gem: Dark Gem
HP: 86/95, EN: 52/100, Stats: 10/9/4/8/50, Typing: Dark / Steel, Abilities: Defiant / Supreme Overlord / Pressure
Status: OK

:blissey: KO

:kleavor: (Unselected)
:rampardos: (Unselected)
:braviary hisui: (Unselected)
Step 1
:snorlax:
Snorlax lowered its head!
Snorlax's Defense rose! (+2 Def, next 8 turns)

:kommo-o:
Kommo-o used Low Kick! (-8 EN)
Crit (1, d24): 12 (No)
(12 + 3 + (8 - 7))*1.5 + (0 - 2)*3 = 18
:reaper cloth: Snorlax fainted!

:spheal: Round Summary :spheal:
:kommo-o: HP: -0
:kommo-o: EN: -8
:snorlax: HP: -18
:snorlax: EN: -0
Helios (72 Hours, 1 Tech)
:ss/kommo-o:
Gong :weakness policy: Weakness Policy
HP: 90/90, EN: 92/100, Stats: 8/9/6/8/98, Typing: Dragon / Fighting, Abilities: Bulletproof / Soundproof / Overcoat
Status: +10% Acc (Nature), Field: Clear
:leftovers: Leftovers
:choice specs: Choice Specs
:choice scarf: Choice Scarf
:heavy duty boots: Heavy-Duty Boots
:flame orb: Flame Orb
:expert belt: Expert Belt
:shell bell: Shell Bell
:bw/kitsunoh:
Mask :lucky egg: Lucky Egg
HP: 10/90, EN: 44/100, Stats: 8/6/3/6/148, Typing: Ghost / Steel, Abilities: Frisk / Limber / Trace + Thick Fat
Status:
+10% Acc (Nature)

:tyranitar: KO

:reshiram: (Unselected)
:colossoil: (Unselected)
:butterfree: (Unselected)
Battlefield: Clear​
Fort (72 Hours, 0 Tech)
:bw/snorlax:
Om Nom
HP: 0/115, EN: 0/100, Stats: 8/7/4/8/30, Typing: Normal, Abilities: Immunity / Thick Fat / Gluttony
Status: Fainted, Field: Stealth Rock
:life orb: Life Orb
:Choice band: Choice Band
:Choice Scarf: Choice Scarf
:red card: Red Card
:hondew berry: Hondew Berry
:macho brace: Macho Brace
:scope lens: Scope Lens
:sv/kingambit:
Jarvan :dark gem: Dark Gem
HP: 86/95, EN: 52/100, Stats: 10/9/4/8/50, Typing: Dark / Steel, Abilities: Defiant / Supreme Overlord / Pressure
Status: OK

:blissey: KO

:kleavor: (Unselected)
:rampardos: (Unselected)
:braviary hisui: (Unselected)
1731090141314.png

"Even boosting its Defense stage with Skull Bash doesn't save Snorlax from defeat via Low Kick. Fort is down to his last Pokemon, but Helios basically has only one Pokemon left as well! Can Kingambit overcome its double Fighting-type weakness and defeat Kommo-o? Or will Helios claim victory for himself?"

Fort Colorcastle replaces Snorlax (Kingambit @ Dark Gem) and orders first
HeliosAflame orders second
Doduodrio refs
 
:sv/kingambit::dark gem:
Dual Chop ~ Dual Chop ~ Dual Chop
[when hit] IF kommo does not have decoy, THEN use Metal Burst.
IF protective move, THEN use Rock Polish on first instance and Swords Dance the next.
[start of step] IF bide, AND kommo-o is biding, THEN use Dig.
IF physical-returning move, THEN use Toxic if it is step 1, Thunder Wave if it is step 2, and Taunt if it is step 3.
 
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League Circuit 16, Round 10

Helios (72 Hours, 1 Tech)
:ss/kommo-o:
Gong :weakness policy: Weakness Policy
HP: 90/90, EN: 92/100, Stats: 8/9/6/8/98, Typing: Dragon / Fighting, Abilities: Bulletproof / Soundproof / Overcoat
Status: +10% Acc (Nature), Field: Clear
:leftovers: Leftovers
:choice specs: Choice Specs
:choice scarf: Choice Scarf
:heavy duty boots: Heavy-Duty Boots
:flame orb: Flame Orb
:expert belt: Expert Belt
:shell bell: Shell Bell
:bw/kitsunoh:
Mask :lucky egg: Lucky Egg
HP: 10/90, EN: 44/100, Stats: 8/6/3/6/148, Typing: Ghost / Steel, Abilities: Frisk / Limber / Trace + Thick Fat
Status:
+10% Acc (Nature)

:tyranitar: KO

:reshiram: (Unselected)
:colossoil: (Unselected)
:butterfree: (Unselected)
Battlefield: Clear​
Fort (72 Hours, 0 Tech)
:sv/kingambit:
Jarvan :dark gem: Dark Gem
HP: 86/95, EN: 52/100, Stats: 10/9/4/8/50, Typing: Dark / Steel, Abilities: Defiant / Supreme Overlord / Pressure
Status: OK, Field: Stealth Rock
:life orb: Life Orb
:Choice band: Choice Band
:Choice Scarf: Choice Scarf
:red card: Red Card
:hondew berry: Hondew Berry
:macho brace: Macho Brace
:scope lens: Scope Lens
:blissey: KO
:snorlax: KO

:kleavor: (Unselected)
:rampardos: (Unselected)
:braviary hisui: (Unselected)
:kingambit::hard stone:
Kingambit was hurt by the pointed stones! (-9 HP)

:kingambit:
Kingambit gained strength from the fallen!
Kingambit's Attack rank rose! (+2)

:kingambit:
Kingambit is exerting Pressure!
Kommo-o felt a sense of Dread... (Dread until it attacks)

Step 1
:kingambit:
Kingambit used Dual Chop! (-6 EN)
Miss (10, d10): 5 (No), Crit (1, 2d24): 6, 7 (No)
(4 + (12 - 9) - 1)*1.5 + (4)*1.5 = 15
Kommo-o held up its Weakness Policy!
Kommo-o's Attack rose! (+2 Atk, next 4 turns)
Kommo-o's Special Attack rose! (+2 SpA, next 4 turns)

:kommo-o:
Kommo-o used Revenge! (-10 EN)
Crit (1, d24): 23 (No)
(12 + 3 + (8 - 9))*2 + (2 - 0)*4 = 36
(Kommo-o's Dread wore off)

Step 2
:kingambit:
Kingambit used Dual Chop! (-6 EN)
Miss (10, d10): 3 (No), Crit (1, 2d24): 12, 9 (No)
(4 + (12 - 9) - 1)*1.5 + (4)*1.5 = 15

:kommo-o:
Kommo-o used Revenge! (-10 EN)
Crit (1, d24): 20 (No)
(12 + 3 + (8 - 9))*2 + (2 - 0)*4 = 36

Step 3
:kommo-o:
Kommo-o used Close Combat! (-10 EN)
Crit (1, d24): 13 (No)
(12 + 3 + (8 - 9))*2 + (2 - 0)*4 = 36
Kommo-o's Defense fell! (-1 Def, next 2 turns)
Kommo-o's Special Defense fell! (-1 SpD, next 2 turns)
:reaper cloth: Kingambit fainted!

:spheal: Round Summary :spheal:
:kommo-o: HP: -15-15 = -30
:kommo-o: EN: -10-10-10 = -30
:kingambit: HP: -9-36-36-36 = -117
:kingambit: EN: -6-6 = -12
Helios (72 Hours, 1 Tech)
:ss/kommo-o:
Gong
HP: 60/90, EN: 62/100, Stats: 8/9/6/8/98, Typing: Dragon / Fighting, Abilities: Bulletproof / Soundproof / Overcoat
Status: +10% Acc (Nature), +2 Atk (1 turn), +2 SpA (1 turn), -1 Def (2 turns), -1 SpD (2 turns), Field: Clear
:leftovers: Leftovers
:choice specs: Choice Specs
:choice scarf: Choice Scarf
:heavy duty boots: Heavy-Duty Boots
:flame orb: Flame Orb
:expert belt: Expert Belt
:shell bell: Shell Bell
:bw/kitsunoh:
Mask :lucky egg: Lucky Egg
HP: 10/90, EN: 44/100, Stats: 8/6/3/6/148, Typing: Ghost / Steel, Abilities: Frisk / Limber / Trace + Thick Fat
Status:
+10% Acc (Nature)

:tyranitar: KO

:reshiram: (Unselected)
:colossoil: (Unselected)
:butterfree: (Unselected)
Battlefield: Clear​
Fort (72 Hours, 0 Tech)
:sv/kingambit:
Jarvan :dark gem: Dark Gem
HP: 0/95, EN: 0/100, Stats: 10/9/4/8/50, Typing: Dark / Steel, Abilities: Defiant / Supreme Overlord / Pressure
Status: Fainted, Field: Stealth Rock
:life orb: Life Orb
:Choice band: Choice Band
:Choice Scarf: Choice Scarf
:red card: Red Card
:hondew berry: Hondew Berry
:macho brace: Macho Brace
:scope lens: Scope Lens
:blissey: KO
:snorlax: KO

:kleavor: (Unselected)
:rampardos: (Unselected)
:braviary hisui: (Unselected)
 
Send in.

phazing better
switching maybe better? Not being able to ever swap sounds really lame so I at least want it on my team.
mon with unlosable match ups better
mon with unwinnable match ups worse
inflicting conditions/stat stages better
item control better
cordinated teams worse

Team building starts with a Tyranitar because I want to try them out. I think this is not a great league for them though. Weather teams benefit from being able to swap around, especially swapping out ttar to reset weather.

Colossoil + kommo-o give me hazard setting + play fine into sand storm.

I have not had chances to try either of them out yet (beyond sending a lvl 0 colososil to league then never playing them)

Kitsunoh is another mon that can play in sand storm and I have wanted to try out. Ghost curse might be good in this league, + they have lots of pivoting.

Butterfree is cool so they get added. Has some very binary mu's which could be good or bad in this league, but at least they can pivot.

Reshiram is new so gets tried out + also has some opponents that will just die to them.

Notable absence, spinda. I have been hyping up this mon for a while and I think it is really strong, but I don't think it is really strong if no one can swap. So much of the pitch for the mon is you force the opponent to take a bunch of mandatory actions if they want to interact with you, and then after they pay the toll you just leave.

If I am first send strongly consider sending kitsunoh with the intent to immediately pivot.

If I am second send, look for opportunities to get ttar going, but really just try to play something that crushes the mu since the opponent can't leave it.

Opponent known
ok so fort has 2 rock mon, 2 normals, kingambit, braviary H.
Notably kommo-o is good into 4 of his mon but presumably gets absolutely evicerated by brav-h

for has a looot of rock setters so I should be strongly looking for opportunities to get him with colossoil. The big change in my own play is that means consider not setting my own rocks as early as I could since that turns off rebound, or consider making a differently named hazard.

reshiram and butterfree look awkward, though if I still have slots when kingambit comes out maybe reshiram could work there.

Kitsunoh is nice if I need to find times to pivot, and to fight kleavor or brav-h.

I have 3 different answers for brav, and reshiram can also beat them if they are low, so I think I am not too worried about running out.

ttar surprisingly has no truly bad match up? kleavor is explosive and I don't want that match up, but it is acceptable if fort pays to enter it.

Colossoil only has kleavor as a threatening match up as well, but it is probably very explosive for both, something like expert belt + water spout can really hurt.

General objectives:
win the rock war with colossoil if fort wants to fight it
save kitsunoh to beat up kleavor. Does not need to kill, but needs to get them into 1 shot range for colossoil.
use ttar or kommo-o in favourable match ups where they can stat and typing check their opponents.

tech check. Fort has no tech mon, so I can probably expect a second order combo at some point that I need to play around.


Round 1
blissey with weakness policy huh.
Damn that is a lot of moves on blissey.

my obvious choices are kommo-o as a typing counter or ttar as an item counter with unnerve.

blissey has item control so I should try not to be too reliant on them, which makes me less keen on sending out kommo-o with shell bell.
I could send out ttar with barometer and the item would be usless even if stolen.

I think on balance I will send out ttar unless I can't write reasonable orders with them. not triggering weakness policy early seems like it reduces variance, and giving them a brick of an item is good.

Ttar also looks like they have better other match ups if they leave play some how, or manage to beat blissey while on 50% life.

Blissey Threats
protect (in combo)
decoy
bide
counter
minimize
reflect
sing
skill swap?
sweet kiss?
trick?

In general I want to hit blissey, but stealth rock is an acceptable use of time if they want to dance with bide or protect. I mostly hope they don't so I can keep colossoil rebound open, but it is acceptable either way.

Round 2
Ok so I got to resolve stealth rock "for free" last round which means I am a bit less interested in colossoil now.
maybe reshiram will see play? or it could be kitsunoh, kommo-o, tyranitar.

My objectives going into r2 were
don't get hit by a catastrophic bide
knock off the damn barometer
Reading the subs I believe I can do all of this?
Fort's main bide sub is "when hit, on second instance, use bide" I don't actually think this sub is legal at all because it does nothing on first instance, but I don't even need to rely on rules quirks, his main order involves attacks, so if I just stall 1 turn without attacking, he will attack and break his own bide.
taunt ~ knock ~ body press should be strong. stops rain, removes barometer, body press does not care about atk debuffs

Round 3
In theory I am threatening a 3 shot here.
in practice there are any number of ways to avoid that.
endure, rain dance, skill swap.
with a 3 step round instead of 2 steps I am not sure I can use my previous orders too closely, since those relied a lot on just not attacking if Fort did nonsense, and doing that for 2 steps instead of 1 is a lot, especially having already resolved stealth rock.
I am so glad blissey does not get move disruption on top of the rest of her toolkit.

my best remaining non attack moves are dragons dance, focus energy or chill I guess?
I need to be careful about my en, it is very out of balance with my life total.
on the flip side I am very happy to null beat steps with blissey, they are vastly less dangerous when first ordering than second, and I have low control over the flow of the battle by trying to force a kill this round.
I am very ahead right now after the first 2 rounds. as long as I can avoid running into a physical returning move or en ko'ing myself I should be fine.
I guess I also need to play around rock blast combo turning body press off

Rounds 4 and 5
Ok so I get good set up and damage, but blissey has a huge bide set up.
I could trade accept and just counter it, or use substitutes to try and stop it going off.
I like the idea of making blissey 27 herself and I think it sets up lethal with sand, so the idea is to make her snatch 3 times and then uproar for lethal in r 5.
Note from the future, I got mixed up with snatch stopping execution of decoy not attempt so I 57'ed myself. In hind sight the line I should have done was substitute ~ foul play + snarl for lethal. I thought I could avoid spending the tech, but instead I took 38 damage and 20 en for saving 2 tech.

Round 6
This was a really good set up by fort fumbled by execution imo.
could have been having to fight a 60 life kinggambit with 3 attack stages and 2 speed stages, glad roar worked, sad that I didn't have 1 more life to us the counter.

over all I think i am a little ahead but not that much.
I can send out kitsunoh here which beats brav-h, kleavor, rampardos, probably meaning I fight snorlax. If so then even if kitsunoh loses there is a very good chance kommo-o can clean snorlax/kingambit. Roar locking forts last pokemon is really nice.
my other options would be sending out kommo-o, reshiram or butterfree and saying that both my next pokemon can wreck the kingsgambit, but honestly kingsgambit is the one pokemon I know I am not fighting right now so that seems weak.

In general I am up rock chip damage and hopefully better match ups, but down having to first order. tragic.

Round 7
Oh joy, having to first order into another 140+ move blob, this time with quickness and a real attack stat.

KITSUNOH IS LEVEL 3, MAKE SURE I KNOW WHAT MOVES I CAN USE
Broadly speaking I just want to fake out then trade damage with snorlax I think. Resolving will-o-wisp is nice, but it is more relevant if my lucky egg leaves play (and isn't on snorlax).

something like fake out ~ super fang ~ low kick? My damage on lax is very solid, just you know... 125 hp to chunk through.
One note though is I don't need to win this 1 vs 1. if kitsunoh dies first, but it leaves snorlax in 1 shot range and lets kommo-o enter play then second order into the kingambit that would be perfect, and honestly I find it really hard to believe I screw this so hard vs a slower mon that he isn't at 30 or so after this battle.

Threats
oder sleuth + bide/counter
belly drum
evasive
protect
substitute
reflect?
sleep
fissure?
encore? using custap to encore fake out would be somewhat rude but maybe I could just u-turn out of it next round.
heat crash!! I want to trace thick fat
stupid comboes.
snatch + belly drum to break fake out?

Round 8
Ok round 7 was a very acceptable amount of wrecked. I traded down a bit given he still has 16 "hidden" damage from attack stages and he sat on rocks, but I got his combo, his item, and his incredibly dangerous quickness 140+ move second order.

My primary goal from here is to end up with kommo-o in play with second order vs kingambit. Second order is dramatically reduces the volatility of the game for me, and I feel like I have accumulated enough advantages that the only way I lose is running into a huge counter or getting repeatedly evaded.

For this to happen I need one of the following.
kitsunoh faints snorlax then gets fainted next round by kingsgambit.
kitsunoh faints to snorlax then kommo-o cleans up.
kitsunoh pivots into kommo-o who then cleans up.

Kitsunoh fainting lax is not on the cards from 68 which leaves dying or pivoting.
It really depends how I value my technique. I could just pain split ~ low kick x 2 to put lax in 1 shot range before fainting, or I could pain split ~ low kick ~ low kick + u-turn to spend 2 technique to survive.

Surviving denies moxie and adds at least 11 damage vs kingambit if needed by tracing pressure into shadow sneak. It could likely be more if I can do a prio combo or simply use subs to not get sucker punched.

I think that is worth 2 tech, it seems very hard for kommo-o to spend 3.

Round 9
Ok so we just need to stop lax doing anything silly.
the big thing to cover is protect endure protect so that kingsambit ends up with second order instead of first.

I think I like dragon tailing the endure instead of just threatening to stat boost because it "lethals" lax through stealth rock and ensures I get the second order, + buffs are a bit iffy.

Honestly I do enough damage just from typing, the things I am most scared about are foul play and metal burst, so having control of round order seems better.
Then again it seems very annoying that kingambit can type "when I am hit, use metal burst", actually kind of nuts since it covers his big weakness of "what if I take a lot of damage from fighting attacks"

Note. I am sending out kommo-o with weakness policy instead of leftovers because losing the game to guilliotine sounds very silly.
like in the
ory if snorlax stalled 3 steps by typing protect, then kingambit survived 1 round, suddenly I can be executed from 40.
wild.
Round 10
Ok fort does know how to use metal burst, but he still looks pretty dead. Match up and turn order diff.
I am using revenge to get around the metal burst. Unfortunately he has a 90% acc attack so I think in theory if he misses twice he survives. However if he misses twice he is still in an unwinnable position.
 
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