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Tournaments SPL XVII ADV Hype Thread

the boy vs skarph
zinc vs Endill
mayo
vs prinz (looking forward to this one the most)
johnald vs Garay oak
Triangles vs river

Im excited for a lot of the different matchup potentials this year, obv with the starters but also the subs as well if/when they get an opportunity. Looking forward to seeing all of yall do your thing at the highest level
 
After a very interesting week 1, W2 pairings are up!
Let's keep the predictions going :blobthumbsup:

[WOL] violet river vs [CRY] zinc
[CLA] Garay oak vs [TYR] shitrock enjoyer
[RUI] Prinz vs [BIG] Johnald
[RAI] Endill vs [SHA] mayo
[TIG] Skarpherim vs [SCO] Triangles

violet river vs zinc
Garay oak vs shitrock enjoyer
Prinz vs Johnald
Endill vs mayo
Skarpherim vs Triangles
 
violet river vs zinc- river's team selection is more flexible
Garay oak vs shitrock enjoyer - tough to go against fruh with abr support, but Garay has the experience to close the gap
Prinz vs Johnald - a prime Alexander++ can beat anyone in this field; w1 Prinz has some work to do though.
Endill vs mayo - it'll come down to the teams
Skarpherim vs Triangles - I bold old. My Larp Machine is fried though so I can't get a good read on Triangles, but it'll likely be a close match.
 
[WOL] violet river vs [CRY] zinc
[CLA] Garay oak vs [TYR] shitrock enjoyer
[RUI] Prinz vs [BIG] Johnald
[RAI] Endill vs [SHA] mayo
[TIG] Skarpherim vs [SCO] Triangles
 
[WOL] violet river vs zinc [CRY] -

Okay, my short take here is that this match could genuinely go either way, but that I think River has shown that she's more capable of a player.

[CLA] Garay oak vs shitrock enjoyer [TYR]

Dazi is by far the most capable player in this pool but I think if anyone can give him a run for his money in this section, it is Garay. However, I also think Dazi has a running habit of eating most ADV boomers for breakfast based on play style and approach, and I think unless Garay really pushes himself in the builder, this is going to be a Dazi W.

[RUI] Prinz vs Johnald [BIG]

People may think I'm Crazy for being down on Prinz- even if he did well in Rev- but I genuinely think Johnald has this locked. Prinz's prep and play last week (that attempted dug trap) and I think Johnald is primed to take advantage of that quality of play. You can't get away with throwing your best tool in the matchup on the SPL mainstage.

[RAI] Endill vs mayo [SHA]

Endill's got this, and that's beyond my bias as someone who got into ADV during the Bkccord isolation era. He's a better player, but I do think this matchup is closer than others.

[TIG] Skarpherim vs Triangles [SCO]

Skarph impresses me with his ability to play the game at such a high level on ladder- but I think Siglut's analysis from Last Week is perfectly on the money. He makes suboptimal plays looking to simplify endgames, and I think Triangles is an experienced enough player to leverage that in the MU.
 
Hi all I'll start this week by giving a quick review of the week 1 games before going into predictions for week 2.

Fruhdazi vs Skarpherim:
Skarpherim brings like exactly what you would think he'd bring (boring tss ft defensive starmie) and fruhdazi brings a pretty standard concept of his as well (team that looks normal except there's a registeel for some reason). A common thread among defensive starmie teams (which typically lack swampert or suicune) is being pretty weak to earthquake - I can definitely imagine this playing out in testing and that being the reason the Aero has HP Fighting in order to switch in on and surprise a tyranitar that has no reason to click moves other than EQ. This only led to further issues with celebi, however, now that it's not threatened for most or all of its health from aerodactyl. I have to imagine that fruhdazi brought celebi alongside physical tyranitar and aerodactyl expecting a team with a physical backbone of defensive starmie and metagross, as this is definitely a comfort zone team for skarph.

The first notable turn to me this game was fruhdazi switching to swampert against jirachi, most likely expecting a fire punch defensive set (a fair guess at this point in the game). This backfires as the jirachi clicks calm mind, putting him in an extremely tight position. A switch to registeel (and the ensuing thunder wave click) seems almost like a desperation play at this point - if jirachi subs on thunder wave the game is extremely hard to recover. I don't know if he knew the team already or something, but it turns out to be the much less dangerous cm wish rachi instead. He may have thought that the 2nd CM indicated it was not substitute as well, or just been planning a pivot registeel on hp grass and then to tyranitar on the other coverage move, but this is a pretty risky sequence as well. I think if skarpherim sacrifices his starmie against celebi instead of switching aero into leech seed he would be able to give himself a 50/50 turn to win the game, hitting rock slides notwithstanding, although there may be a line involving fruhdazi preserving a low hp celebi to fight jirachi that spoils that. HP Fighting notably concedes the speed tie to opposing aero, for anybody reading this who may not know.


Endill vs Zinc:
Both players brought teams from 5 years ago. Blue offense from Endill is all right and zinc's team is reminiscent of those altina teams with 5 mons weak to skarmory + skarmory (although usually those teams carried a claydol). I don't really have too much to say about the team choices and I am unsure what matchups each player was looking for, and I assume at least for Endill that blue offense is a comfort pick.

I don't have too much to say about this game either. I think the misclick that Endill refers to at the end of the game is dragon dancing the second time, but this is a pretty reasonable play to make and the only one that beats Zinc going for a second dance. Rock slide is technically better considering flinch chance and that fact that it may just ko outright. No real mistakes made from Zinc in her spl debut is nice to see.


Mayo vs Prinz:
This one is pretty uninteresting to me. Dugtrio special offense is just bad and it runs into one of its many nightmare matchups (skarmory + blissey + anything with a speed stat...). Prinz keeps it close with some luck and mayo pp stalls hydro pump to pretty much seal the game.


Johnald vs Garay Oak
I really like johnald's team here, jolt+cloyster is such a fun composition and pairs excellently with dd mence, I've always done it with toxic jolteon but spreading twave for sub dd mence is very clever. 2 atk ddmence coverage is always an issue, and I think the choice to be walled by zap aero makes sense here as at least zap is likely to take paralysis. Garay's team is jank and I do not particularly understand it. Hp grass p2 makes no sense to me at all on a team with gyara, hera, and lax, but it ends up putting in a great performance here. I absolutely loved watching cloyster eat a +2 brick break from heracross. I think that johnald had pretty reasonable odds to win this one but it's too complicated for me to estimate.


Triangles vs river
I love seeing quadruple choice band from triangles. Along with the two from river, this game had a 50% use rate of choice bands, which is great. Both teams coincidentally using dug aero is interesting as that's a pretty uncommon pairing. As for the game itself, nothing too crazy happened. It was pretty much just a trade war where river pulled ahead ands triangles then got a few guesses right in a row to win the game.



My record so far: 3-2

Predictions:
violet river vs zinc
Zinc didn't play badly at all in week 1, but I don't think she did anything terribly impressive either, and river's loss was more due to a handful of 50/50 turns than any mistakes she made as well. I think River will make this game complicated and difficult for her opponent, and that should lead to a victory.

Garay oak vs shitrock enjoyer
I'll take the upset here, Garay is a player who does his own thing and I think that fruhdazi's metagaming may come back to bite him a bit.

Prinz vs Johnald
I'm going to predict Alexander again by the team choice last week did shake my confidence a bit. Johnald brought my favorite team of last week and I hope he keeps that up. I'm too lazy to check but I think these two may have met in adv revival with prinz coming out on top.

Endill vs mayo
These two are both typically solid and don't do anything way too fancy. I expect Endill to win in a game that doesn't really get out of hand for him - either it's balance on balance and he can grind out a win or mayo tries to mix it up and falters early.

Skarpherim vs Triangles
Skarph impressed me in his loss last week and triangles didn't really display anything besides prediction in his win, but I just think this has to be a skill gap matchup.
 
Hi all I'll start this week by giving a quick review of the week 1 games before going into predictions for week 2.

Fruhdazi vs Skarpherim:
Skarpherim brings like exactly what you would think he'd bring (boring tss ft defensive starmie) and fruhdazi brings a pretty standard concept of his as well (team that looks normal except there's a registeel for some reason). A common thread among defensive starmie teams (which typically lack swampert or suicune) is being pretty weak to earthquake - I can definitely imagine this playing out in testing and that being the reason the Aero has HP Fighting in order to switch in on and surprise a tyranitar that has no reason to click moves other than EQ. This only led to further issues with celebi, however, now that it's not threatened for most or all of its health from aerodactyl. I have to imagine that fruhdazi brought celebi alongside physical tyranitar and aerodactyl expecting a team with a physical backbone of defensive starmie and metagross, as this is definitely a comfort zone team for skarph.

The first notable turn to me this game was fruhdazi switching to swampert against jirachi, most likely expecting a fire punch defensive set (a fair guess at this point in the game). This backfires as the jirachi clicks calm mind, putting him in an extremely tight position. A switch to registeel (and the ensuing thunder wave click) seems almost like a desperation play at this point - if jirachi subs on thunder wave the game is extremely hard to recover. I don't know if he knew the team already or something, but it turns out to be the much less dangerous cm wish rachi instead. He may have thought that the 2nd CM indicated it was not substitute as well, or just been planning a pivot registeel on hp grass and then to tyranitar on the other coverage move, but this is a pretty risky sequence as well. I think if skarpherim sacrifices his starmie against celebi instead of switching aero into leech seed he would be able to give himself a 50/50 turn to win the game, hitting rock slides notwithstanding, although there may be a line involving fruhdazi preserving a low hp celebi to fight jirachi that spoils that. HP Fighting notably concedes the speed tie to opposing aero, for anybody reading this who may not know.


Endill vs Zinc:
Both players brought teams from 5 years ago. Blue offense from Endill is all right and zinc's team is reminiscent of those altina teams with 5 mons weak to skarmory + skarmory (although usually those teams carried a claydol). I don't really have too much to say about the team choices and I am unsure what matchups each player was looking for, and I assume at least for Endill that blue offense is a comfort pick.

I don't have too much to say about this game either. I think the misclick that Endill refers to at the end of the game is dragon dancing the second time, but this is a pretty reasonable play to make and the only one that beats Zinc going for a second dance. Rock slide is technically better considering flinch chance and that fact that it may just ko outright. No real mistakes made from Zinc in her spl debut is nice to see.


Mayo vs Prinz:
This one is pretty uninteresting to me. Dugtrio special offense is just bad and it runs into one of its many nightmare matchups (skarmory + blissey + anything with a speed stat...). Prinz keeps it close with some luck and mayo pp stalls hydro pump to pretty much seal the game.


Johnald vs Garay Oak
I really like johnald's team here, jolt+cloyster is such a fun composition and pairs excellently with dd mence, I've always done it with toxic jolteon but spreading twave for sub dd mence is very clever. 2 atk ddmence coverage is always an issue, and I think the choice to be walled by zap aero makes sense here as at least zap is likely to take paralysis. Garay's team is jank and I do not particularly understand it. Hp grass p2 makes no sense to me at all on a team with gyara, hera, and lax, but it ends up putting in a great performance here. I absolutely loved watching cloyster eat a +2 brick break from heracross. I think that johnald had pretty reasonable odds to win this one but it's too complicated for me to estimate.


Triangles vs river
I love seeing quadruple choice band from triangles. Along with the two from river, this game had a 50% use rate of choice bands, which is great. Both teams coincidentally using dug aero is interesting as that's a pretty uncommon pairing. As for the game itself, nothing too crazy happened. It was pretty much just a trade war where river pulled ahead ands triangles then got a few guesses right in a row to win the game.



My record so far: 3-2

Predictions:
violet river vs zinc
Zinc didn't play badly at all in week 1, but I don't think she did anything terribly impressive either, and river's loss was more due to a handful of 50/50 turns than any mistakes she made as well. I think River will make this game complicated and difficult for her opponent, and that should lead to a victory.

Garay oak vs shitrock enjoyer
I'll take the upset here, Garay is a player who does his own thing and I think that fruhdazi's metagaming may come back to bite him a bit.

Prinz vs Johnald
I'm going to predict Alexander again by the team choice last week did shake my confidence a bit. Johnald brought my favorite team of last week and I hope he keeps that up. I'm too lazy to check but I think these two may have met in adv revival with prinz coming out on top.

Endill vs mayo
These two are both typically solid and don't do anything way too fancy. I expect Endill to win in a game that doesn't really get out of hand for him - either it's balance on balance and he can grind out a win or mayo tries to mix it up and falters early.

Skarpherim vs Triangles
Skarph impressed me in his loss last week and triangles didn't really display anything besides prediction in his win, but I just think this has to be a skill gap matchup.
fyi johnald has never been in adv revival, I think you are confusing johnald for someone else prinz won against in adv revival
 
River vs zinc (looking forward to this one the most)
Garay oak vs the boy
Prinz vs Johnald
endill vs mayo
Skarpherim
vs Triangles

I made predictions but honestly these are all such cool matchups that they are practically just coin flips in my head. Good luck to everyone !
 
I've enjoyed watching the SPL games this season and reading this thread, so I thought I'd contribute too.

First, I want to point out that the newcomers are playing well. Johnald and Zinc both had clean debuts: no egregious mistakes, and they pulled the trigger when they needed to.

I'm also going to comment on the teams used, but this is SPL Bo1. No team is perfect, and I've definitely brought my share of bad teams before. Don't take any criticism personally.

Fruh vs Skarpherim
Really enjoyable game with a lot of interactions. I like Skarph’s team structurally; it fits my own comfort zone well (Wish CM Rachi + cleric support, Skarm + Wish in general). That said, it’s extremely soft into Celebi, especially with Fight Aero and that Jirachi coverage, which feels odd into the premier Celebi spammer in the playerbase. Also, how is an IB Starmie ever slower than Celebi on this team?

Fruh’s team is also cool. It feels like an offensive take on classic Forry + CeleWater builds, which fits his playstyle. It’s pretty soft into TauntGar with Physical Ttar and Forry/Registeel as prime targets, but you can try to pivot around with Celebi, and Zap on Forry can function as a decent (50%) bait.

I liked Skarph’s early use of Jirachi to pressure Fruh’s defense while the set was still unrevealed, forcing some awkward lines. The hard Boom on turn 36 to open Aero was also nice.

Fruh did a great job leveraging his two main win conditions (Tyranitar and Celebi) to unlock the game.

On turn 50, though, I think the Celebi switch is pointless. Two turns later he’s in the same gamestate as turn 49, except he risked losing Celebi to an HP Grass crit on the initial switch.

Endill vs Zinc
Endill played a really strong game overall imo, consistently keeping up pressure despite some bad luck (the Meta boost, then the Pert crit later). Unfortunately, it ends with a misclick in a position where he’d already done the hardest part of the job, especially since both Mence and Hera were faster than Zinc’s Mence.

Turn 21 didn’t really need to be a prediction. HP Flying puts Mence in Hera range for later, and Suicune was always forcing Mence out to reset DD anyway.

Team-wise, not much to add. I was surprised by Zinc stacking Pert/Meta/Mence on TSS. The team looks very weak to Spikes, which is why Pert is often replaced by Claydol or Starmie in these builds. None of those mons help much against Suicune either, which is another big threat here. It worked out this time since Endill had no Spikes or CroCune.

mayo vs Prinz
Hard game to rate. Prinz gets hard punished by Bliss + 1 Spikes and misses a crucial Pump on turn 2, which would’ve given him room to trap Blissey with Dug. The playstyle is also pretty janky: if Skarm Roars Meta it forces Boom, and if it pulls Dug you get free Spikes anyway. The other big weakness shows too, namely Rest Suicune, which ends up pretty much winning the game by itself.

mayo’s team is a known, solid six, but I’m not sold on some of the sets. As it stands, Roar Cune kind of just wins. It feels like Blissey should have a status move to prevent that. These sets also explain why mayo went for the kamikaze Skarm turn 1, which could’ve been very costly.

Despite these nitpicks, both played well, and it somehow still came down to the wire despite mayo’s huge lead.

Garay vs Johnald
Really nice game overall; I liked what both players showed.

Garay’s Magneton switch on turn 14 was excellent. It covers a potential Spiker, Meta staying in to click RS or Mash, and even Boom, since the team could still be spikeless at that point. In that scenario, Magneton is the piece you’re happy to give up. That switch ends up being game-changing, denying Johnald his Spikes and letting Garay extract a ton of value from Mag afterward.

If I were Johnald, I’d probably try to leverage Sand earlier to pressure P2 and the likely Sand-weak backline, especially on turn 18 by bringing out Ttar. It also increases Swampert’s threat level, even though it had already been misplayed into taking a Toxic.

There’s also a line where Johnald can Boom Meta on turn 5. Either P2 switches and stays at ~50% for the rest of the game with Sand up immediately after, or you trade Meta for P2 outright, which is generally good for the team. That said, it’s not guaranteed you can convert that trade cleanly.

The midgame gets pretty wild: Cloy living a +2 BB, Snorlax full paras, Sub Mence reveal, etc., but both players navigated their outs correctly from there.

On the team side, I agree with Siglut: Sub Mence pairs well with TW Jolteon. I also like Garay’s TW Gyara as a partner for Heracross, since it can paralyze Mence and Aero. The team is definitely flimsy and probably struggles into a standard Ttar/Aero/Skarm core if the opponent correctly uses Ttar to check Gyara first. Still, if played perfectly, you always feel like you have outs with Meta/Lax/Mag as a breaking core.

river vs Triangles
Funny that this game ended up as a Dug/Aero ditto, basically a pure trade war.

Triangles definitely gets bailed out by the Pump dodge given how racey the game was, but that’s also the risk you take when running Pump (even if the extra damage vs Skarm or Pert is appealing).

Registeel really shows its value here as a Zapdos answer and as a hard punish to EQ with Counter. I also liked river’s Zapdos and Dugtrio usage to stay ahead in sack count.

Turn 21 is the critical moment (as shown by river’s timer usage). I tried to find a way to avoid the Aero guessing game and think there’s a possible line:
  • Turn 21: sack Zapdos to Aero, go Regi on Edge lock
  • Turn 22: click Toss. Either Aero Edges and doesn’t 2HKO, or you hit the Meta switch (more likely) for ~30%. Same situation as the game, except Dugtrio is still alive
  • Turn 23: click Counter on Metagross. If it Mash-es, it’s in Rock Slide range; if it EQs, you die
From there, you can lock Aero into Rock Slide and always have the speed tie plus Dug in the back for Triangles’ Aero. This line only works if river is Adamant Dug, since that also gives you a chance to OHKO Aero with Rock Slide.

Alternatively, with Dug available, river can also hard Dug on turn 21 into a Meta double switch, EQ it into Rock Slide range, and reach an endgame of Aero speed tie + Registeel vs Triangles’ Aero.
----

And that's it! I ended up yapping a lot more than anticipated when I started this post lol. Good luck to everyone in their week 2 games!
 
W3 is up and we got two 2-0 players facing off this week: zinc and Triangles! while mielke got his very first chance to play, will he start his SPL journey with the right foot against a friend he's run into so many times?

[TYR] shitrock enjoyer vs [RUI] Prinz
[SHA] mayo vs [WOL] mielke
[BIG] Johnald vs [RAI] Endill
[SCO] Triangles vs [CRY] zinc
[TIG] Skarpherim vs [CLA] Garay oak

shitrock enjoyer vs Prinz
mayo vs mielke
Johnald vs Endill
Triangles vs zinc
Skarpherim vs Garay oak
 
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I always admired people who made posts like McMeghan's above (particularly when made by very skillfull players), because they really helped me to learn the game, and I think the forums are a really good place for people to put essays with fully developed concepts to engage with one another. I had been meaning to do something like this over the years, but I have always been more interested in team building than the in-game, because I was obsessed with the artistry of the team composer and I never liked being in a match-up where I felt I didn't have a shot. I figure what I can do here instead is give some shine to (new) concepts that have caught my eye, and highlight them.

Week One:
A pictographic for each of the most theoretically interesting teams.

Fruhdazi vs Skarpherim
This was the set I was most looking forward to, because I have not been helping Fruhdazi this time around, and I have not passed him anything here. I not was completely in the dark, but I didn't know the random team he posted in a jerk chat would be his bring. I was not disappointed, and this might be the most interesting game of the week, going off of the trendy (or potentially and more literally trend-setting?) innovations alone.

1769401950903.png

I don't trust Skarph's team. I don't like how it's blanked by Taunt+WoW Gar. I don't like that it uses Starmie as its bulky water, because aside from being overloaded -- and yes, it does need Ice Beam and all the bulk it can get, even at the cost of speed, to avoid getting smashed by physical pressure (and Celebi) as an important phys def piece on the build -- I don't trust a Starmie that needs to Spin for its team. With Metagross and Skarmory giving free layers and no good way of luring Skarmory down for Aero outside of Blissey and 4 grounded Pokemon who are important to the defensive functionality of the team, it does need to Spin. My meta preference is to slot it with Rest Zap, who offers floating bulk and can block multiple layers getting up while gaining compensation elsewhere. Back to the team -- I don't really like the Magneton match-up either, or how easily the strongest electrics can suffocate this team. There are 5 OP mons and a Starmie, so the team isn't really bad, and I think it makes some sense to pick this team from a meta perspective, and into Fruhdazi, generally. The team doesn't play well into Celebi or DD Tar, sure, but Fruhdazi hasn't been "The Celebi Guy" since 2023 -- he went a year spamming Blissey and Forre Suit Tar in tour and has only occasionally sprinkled in .hc type comps. If you aren't up to date on his tour games or haven't looked at the scout, it's easy to be unsympathetic and complain when you aren't in the hot seat with that information in front of you. Jirachi being HP Grass for Tyranitar and Claydol on this build is theoretically correct. The bigger issue is that the team lacks significant offense and relies on the strength of niche picks to land the match-up. I can see how he could choose a bulky Bolt Grass Wish Jira to handle EC or adjacent builds from Fruh, and double steel allows him to play one fast and loose. Aroma TW Bliss is also a strong meta pick.

There are some strong and creative elements here. I think the main issue to lament is the lack of synergistic offense. Who is breaking for Jirachi? It feels like almost of the offense should be coming from Skarm, Jira, and Aero, which is a significant step down from most other Aero teams. I can imagine this being inspired by the Unemployed 6, but electing for Wish CM Jira for something a bit more progressive into Cune offense. Metagross is also free to boom in those match-ups. Against Aero, it is a bit more hesitant, but the option is there with double steel. And Metagross can boom or pressure Zapdos, which does help Jirachi and Starmie get a bit more out of the match-up, while offering comfort to Blissey and Skarmory. To be clear, this team isn't entirely without offensive synergy. It's just on the more minimalistic end, and clearly favors a defensive philosophy while foregoing defensive pieces for HP Fighting Aero -- which again, is theoretically correct. I have also heard through the grapevine that Skarmory had Counter, which is a strong pick for a team that doesn't like switching into BKC Tar. I don't like cheating against Tyranitar, and I think getting lucked by something you underprepared for or cheated against is something every mons player has to go through. Rock Slides don't flinch Pert, and Tar doesn't mind staying in to EQ Metagross the turn after Sliding into it, as we saw in the game. I haven't bothered to hand track Skarph's games to have the same analysis of his ability in complex versus simple game states. For me, Skarph's biggest weakness boils down to being strong with one style -- SkarmBliss Sandless with a mono water -- and a strong preference to play that one lane. It's hands-down one of the most consistent styles, and he does it well, but it would behoove him to diversify as not to get fished. Skarph is an interesting player pioneering his own trail, and as much as I would be happy to see fellow ML associate and building nerd Blaise get her shot as an innovator in her own right, I think if Skarph could work on a tendency to cheat against Tyranitar and change up his recipe a bit to avoid being pinned down in prep he could come back in a major way. Just my two cents -- BKC has managed to be one of the greatest builders and succesful players players in ADV with a similar aversion to bringing a bulky water and a preference for spamming SkarmBliss. But he also diversified to avoid being pinned down in bo1.

1769403027461.png

This is one of the two most interesting teams for me this week. Fruhdazi showed me this Forre build without Suit Tar, and I was skeptical at first. Now, I think I'm in love. It helped to think of Forre as a Cloyster that is worse at resisting water moves (and therefore a worse partner to Jolteon), but for a team that wants the extra tools for spinners, among others. I think I like HP Fire (or Ghost) here for supporting Aero. It's not defensively better than Skarmory as an individual Pokemon, who can use Protect, Tox, and Roar to heavily influence interactions, but Spin is good value for Registeel, which makes all the difference in my mind. This goes back to what I mentioned about Starmie under Skarph's section here: the only spinner that I deeply trust is Claydol, and I place an emphasis on the flexibility to choose not to use Spin. Registeel appreciates Spin, as Blissey does, but does not demand a defensive Pert, which concedes Spikes without significantly punishing Blissey. Registeel is also worth including Spin, like Blissey. Spin isn't something I think should typically be slotted on every build and almost never on an Aero build, but I think it is justified next to Registeel and Lefties Pert, and Celebi offers an extra Skarm lure, a water resist, and a WoW-in that is necessary here. I don't know if this team is replicable with any of the slots replaced, however -- there aren't many mons that can replace Celebi, but when it is replaced, the team either becomes slower and prefers Suit Tar or it becomes faster and prefers Skarmory. Raikou feels strictly worse, too, but there may be something to be said for Counter Steel (and Forre?) next to Rest Kou? One could slot Quagsire and Claydol instead of Pert and Celebi if they desire to keep phys Tar, but the kind of gymnastics required to keep phys Tar here as an optimal piece demand swapping two mons or fundamentally reconsidering whether Forre+phys Tar are indeed optimal. In this case, I think Fruhdazi has found a work of art.

FP Tar and Seed 3 Celebi are wonderful here with Aero (and Spin support). This feels like an update on his old Cele Aero comps with extra juice. I've been down on FP Tar for a minute -- it's not as good as you'd like defensively without Spin and possibly clerical support outside of the Blissey match-up -- but the added stall-breaking with the serious defensive utility of Pert and Steel, complemented by a Celebi who is freed to be played however the pilot wishes next to it, makes it a masterpiece of a composition. It's got its weaknesses -- mixed attackers and a well-supported Gengar are threatening -- but I think that this team is probably the best of the lot.

Except for
I think SPL was the last time I saw him cooking his own homebrew completely fresh, and I think he's leveled up immensely to make these two masterpieces, and I think he might be peaking going into this SPL. This is looking to be a quality season with some of the more innovative minds vying for the crown of best ADVer. We'll see if Fruh can claim it to cap off his best run so far.

Endill vs Zinc
We saw blue offense from Endill and big four Meta DD Mence from Zinc, which were fairly standard. I don't care for Zinc's Meta lacking extra Skarm pressure to slot Lefties and phys coverage next to a Salamence that also struggles into Skarmory when Mence is supposed to be the winpath, but I'm sure she has a reason for it, and the team isn't made or broken by this when all of the mons can play under Sand and Spikes. I don't like (standard) DD Mence on this kind of build, as I feel it is difficult to support without pieces that can trade. I don't mind DD Fire Blast, but I don't really have opinions to offer on the build as is, so I'll focus on Endill's composition.

Endill's take on blue off is somewhat new. I always loved Sandless Mag builds, so it was nice to see this. There's a Psychic Meta (likely Suit) and a Curse Lax with EQ and Return. I love that Lax is being supported featured in this way, since I feel like most (all?) Spikeless Sandless offense builds should slot Lax, and Curse with coverage is the best way to trade up. My two cents are that Lax should be paired with a second special check, though, so it isn't overloaded defensively and it has a partner to wear down Tar and free up an extra hand. That being said, I don't mind taking a risk every now and again, and Heracross brings so much here. Suit Meta is also a nice touch to chip Aero into range of +2 Lax (to support Hera as well), but I suspect it's being used to chip Gar for the rest of the team.

252+ SpA 30 IVs Metagross switching boosted Pursuit vs. 4 HP 30 IVs / 0 SpD 30 IVs Aerodactyl: 100-118 (33.2 - 39.2%) -- 99.9% chance to 3HKO
+2 176 Atk Snorlax Return vs. 4 HP 30 IVs / 0 Def 30 IVs Aerodactyl: 198-234 (65.7 - 77.7%) -- guaranteed 2HKO

I suspect Suit Meta is being used for Gengar, which benefits Hera and Snorlax, which I like, but I think Meta is overtasked here, being the sole Pert lure for Mence, and having to eat Wisps that could be absorbed by Mag, Hera, and a potential Rest Cune, even. I don't like Cune without Rest (or at least Sub), but while this team doesn't support its sweepers as well as I would have liked, I think it really optimizes its grounded breakers in preparation for slower builds. I like that Endill is bringing a fresh take on an older build here, anyway.

Mayo vs Prinz
Prinz brought a Tox Cune with Dug and Kingdra behind and forewent Dol for the two best Skarm checks in the game. Phys Meta and Dug let up Spikes, but this team should play just fine without Sand and against only two layers, and Kingdra+Metagross should be fine against Aero, while the team in general should be able to handle Tyranitar. It's not the most modern concept either, retreading spinless Dug Off territory with a well-placed modern Off Cune set. Mayo, by contrast, brought something a bit more standard and tame. I first saw this six from L3w who explored it in depth. It's also not my favorite, just because I feel like it should be worse against (physical) Tyranitar Spikes teams when pieces start to fall off or come under pressure. I think I liked Wish here on Blissey or Salamence. Ice Beam or Roar feel like they're more consistent across the board on Suicune for different threats, either electing for more defense (against Mence [IB] and opposing Cune [Roar]) or pressure (Celebi, Zapdos, or grounded Spikes weak walls). But it's an undeniably solid build. Not sure I care for CM Blissey next to Cune in any event. I like Thief on Skarmory to support Protect Metagross. It's somewhat uncommon that you see Protect Metagross in major tournament games, but I think there's a lot of merit on a comp like this (especially if you fit Wish), and I think the mon might deserve more consideration, even if it's hard to build properly. Counter on Skarm is a nice tech for opposing Metagross and Focus Punch Tar, though, so concerns about Tar's threat factor and Meta booming Cune can be somewhat allayed. Not much else to say. This 6 is worth exploring.

Garay Oak vs Johnald
For me, this was the most interesting match-up of the week, as it transpired, for the fact that both teams were theoretically interesting, providing a complex and offbeat game.

Garay's build feels old school. HP Grass P2 is a nice pick for End Pert in particular. I like Toxic+TW with Magneton, so you can pressure Natural Cure mons and Pert, among other mons, but as I've been told, Garay lost a set to Johnald who brought End Pert. Good pick either way. There's another Curse EQ Lax, which I love. I wonder if it's my Curse 3a set. It's similar to Endill's bring, but Lax probably doesn't run boom and non-boom STAB on the same set here, which is unfortunate, but Lax generally trades up either way. I'm not sure if I prefer P2 to Suicune, but it got the match-up (Mence AND Jolt!), and Johnald didn't execute as actively as necessary to punish the bring. I don't like the idea of Meta as the only water when I'm building, since I'm a freak about having comfortable games against physical attackers, but if P2 can hold up a Metagross and if phys Tar is unable to get going, you have nothing to worry about. Where P2 really shines, I suppose, is in permitting Hera to forego a Salac berry to play a comfortable game against Dugtrio teams. He even brought TW Gyara for Aero and Gar, which is a nice addition. Heracross offers a nice Gar Wisp in for a team that's a bit shy around Gengar, while P2 and TW Gyara turn Hera into a threat to sweep without Speed Pass. Fruh recently compared P2 to a budget Zapdos for similar reasons, and I think it's apt here. Kudos to Garay (and his team) here in the prep department.

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Johnald brought a Sub Mence Cloy Jolt TSS with End Pert and Mix Meta. I first fell in love with Cloy builds as a newbie after seeing BKC cover the WCoP semis game between CyberOdin and Elodin where Elodin brought Lax on Spikes. I intuitively felt that Cloy might be the best spiker to pair with Lax because it chunks Skarmory and Gengar, if you attack on the switch, and I held onto the idea that Cloy could pair with physical threats better than Forre or Skarm because of the Spin compression. Part of me still romanticizes the idea of the Cloy phys off and is happy to see DD Mence paired with Cloyster, but I'm no longer convinced Cloy is especially useful outside of partnering with Jolt or on some offbeat Sandless concepts, where it may still be outclassed by Forre (or Skarmory)...

I don't love Cloy with Tar, generally speaking, but it's a necessary evil sometimes. Cloy is worse under Sand. It is well used, however, as Jolteon strongly desires a partner who can absorb attacks (mainly Hydro Pump) from Swampert, since it fails to answer Pert in its capacity as a special check. Johnald and I tend to agree that Cloy is better without Sand up, because Hydro Pumps sting too much. We also agree that End Pert is better with Sand up. Falling behind t1 to lead Meta staying in forced Johnald to make some difficult decisions and exposed the primary weakness of this team. Swampert probably shouldn't really be switching into Metagross again if Johnald was to get the most out of it. I think leading Pert makes the most sense on this team to avoid its weakness as a physical check being highlighted. I'm going to assume the Pert was Roar, too, because otherwise, he might have been in the position to throw out a Toxic on P2. I think this team is one of the more fascinating and original builds of the week, which we haven't really seen before. It looks fairly standard, but there are a few gentle anti-synergies that are cleverly patched, but require some technique to prove. End Pert is not a bad Gengar lure, while Jolt switches in nicely, and Metagross is mixed. That's just enough to cover up for Cloyster and Salamence being very weak in that match-up. Mence also makes the team worse vs Cune, which is already threatening, since Cloyster doesn't have Roar like Skarmory or bulk enough to play the long game under Sand and Spikes conditions. (Roar) End Pert and Meta+DD Tar should be able to trade into Cune, Recover Starmie, or Milo. I also think TW+Roar Jolt is a really nice bring here.

I don't really have to explain the general synergies between Tar, Meta, and DD Mence; Meta and End Pert; Jolteon and End Pert; or any other combination of mons on the team -- I just wanted to highlight that there are so many small interactions that I feel must be celebrated about this team, and I think it might be overlooked because it lost and because it's a bit technical to play. This team is the real deal. Johnald also brought Sub Mence (with TW support!) to match some of Garay's tendencies. It didn't really shine here -- and I don't particularly like it myself. I think Brick Break is consistently better into Blissey, and if you are afraid of Jirachi as well, I think Penguin Mence is a good solve. It's not Sub Pass Jolt, which can be a winmore noob stomping move, but I think I would have liked it here against P2, which did not come correct against Metagross. I think Sub Pass Jolt is typically better than TW, but it's also more technical to play, obviously. It is nice support for a Mence with more coverage options and two breakers. I was looking at the team for a minute, trying to see what I might do to improve it (other than dropping Sub), and I think other Tar sets might be worth exploring here, like CB or Mix Tar, but this team is beautiful without changing anything (other than dropping Sub).

Triangles vs Violet River
Triangles brought a fairly standard AeroDug. He elected for DD Tar and TW (and not Sub? or Rest) Zap. I don't like AeroDug because birds tend to be annoying. Didn't get to see very many techs. This tends to be the case for a team with 3(+) CB mons. I think I like the boomer tech of using Rest Zap here -- s/o M Dragon and co. -- or Sub Pass Zap a bit better, but TW isn't wrong either, and it has upsides. River brought her own version with Registeel instead of Metagross. It also has DD Tar, but instead of the standard mono Pert, it brings Hydro. I believe I recall her using Focus Punch Pert previously. I like this build a bit better than standard Aero Dug, because Registeel corrects or mitigates most of the floater weaknesses (limiting Zap and Mence and threatening TW on Gar and Skarm). Maybe Toxic on Registeel instead of Counter is worth considering, since the team doesn't have an ideal Pert switch-in, and it's better to avoid trading Steel into Pert here when it could trade up. I also like End Pert here, since it's rather difficult or undesirable to trade into Celebi, and switching into it is annoying, but I can understand hesitancy to weaken the team's grounded backbone further. I like Claydol>Zapdos here. I think Rest Zap also works even better here, since it better tanks Gar's attacks, particularly in the meta where players are most comfortable dropping Ice coverage and even Explosion (on the same set), and Rest Sub BP (possibly utilitzed here?) or Rest Tox could help in different match-ups. I think this is one of River's most innovative builds, and I commend her on this one. It's only a shame she ran into a mirror against one of the few players I would say outclasses her. I hope she can right the ship, but she's out for week three. She's had strong tour results and some of the most creative showings in the last two years, but she has also struggled with burning out due to a heavy tour load. She was better than her performance last year, and she didn't play poorly in either of these two losses (unfort mu w2 where her t1 prep in the mirror was too aggro and punished), so it's a bit rough that she's under water. I'm bummed we don't get to see more of her next week, but maybe a break is enough to see her reinvent herself. Mielke is also the homie, and I'm happy to see him get his short, but River is an unknown quantity when she's blazing her own trail. Looking forward to seeing stuff from both of them either way.

Stats for nerds:
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Week Two:
River vs Zinc
River brought Skarph's most famous team, sets apparently unchanged, which suffers from similar problems to his w1 team. Zinc brought what I assume is an update on McM's w1 vs CyberOdin in SPL XII. Retro. Maybe it's a point of concern that River is recycling or bringing recently known builds this early into SPL. I didn't know what to expect from Zinc either, but she played quite solidly this game. She's using a concept I fell in (and out of) love with a year or so ago: t1 Brick Break with Suit Tar on a build that is phys Tar weak. I think this is a nice update that allows Suit Tar to play like a Mix Tar for a team that is comfortable accepting Gengar escaping the Suit trap. If successful, you improve the defensive profile of your team while setting up special attackers to make more progress. The downsides of whiffing exist: if Tar-->Skarm on Brick-->Pert on (e.g.) Fire Blast (as opposed to a midground), you've given up information about your set and team, and the opponent is aware of Tar's strength in the match-up. Zinc got her Tar chip, and River was short a breaker in a match-up where she needed one with a team ill equipped to break Rest Zap while plagued by it. The choice to slot Sleep Talk and Toxic is a modern one which makes Zap even more threatening. I have to hand it to Zinc (and her team?) for coming with a new layer of polish to a decent team at the SPL level. I think maybe the genius of McMeghan's original version is that double Spin with Wish support BKC Tar quite well, whereas this version doesn't really make the most of Spin outside of stifling passive Spikes teams whose primary offense comes from Spikes and a single abuser. Double Spin is a weapon against players like River who have a penchant for loading teams in that style, so the team choice is commendable in this match setting, but I don't think this solves the problems for this team more generally. The Forre set having Zap Cannon and HP Bug contribute to the prophylactic suffocation of River's offense. All-in-all, it's a clever build that I can see Zinc (and others) adding to their tour repertoire, and I think it was a thoughtful bring. Zinc is playing it somewhat safe so far, bringing relatively known builds with her own Spin. While a two game sample size is noisy and not representative, I think she's going to do just fine if she keeps going how she's been going. Wondering what she brings next week.

Fruhdazi vs Garay Oak
Garay brought Suit Tar/Forre/Gar/Recover Cele/Pert/Aero.
I wonder if this was a challenge to Fruhdazi, especially after his winpost with a Celebi in it? Either way, the bring was surprising and out of character, but in recent years, I feel Garay has learned to mix it up and has shown he can play a little bit of everything. Even more surprising than the team selection was the choice of techs. Garay zoned up to offense, bringing Tect/EQ/IB/Roar Pert, which is a rare choice we sometimes see on SkarmMag that concedes Skarm layers. The same can be said for the defensive Celebi without HP Fire. No Starmie, no Thief Skarm, but instead it's equipped to handle offensive pressure. Gengar, Forre, Suit Tar, Aero, and Celebi are nice choices for some of Fruhdazi's recent escapades with Spikeless builds. I don't really like defensive Celebi under Sand, though, especially when Forre is overloaded and not supported with Wish on such a slow build, and Aero doesn't offer the same bulk as a slower defensive bird to this team that relies on Pert for most of its phys def responsibilities and Celebi for most of its special defensive responsibilities. It's a playable 6, to be sure, and competent choices were made for the match-up, but if he pulled Fruh's team from even last week, this game might have been very uncomfortable for Garay.

Fruhdazi brought a new take on one of my old Sandless Mag comps. I didn't like the way he played, but I think he had good odds to win before Celebi crit the Suicune. This was another Suit Meta Mag offense. It makes sense to chip Aero with Suit Meta to support Celebi -- and had he gotten that chip, Celebi might have just won. However, he used Meta to trap Gar in support of Snorlax (and Salamence). Meta was burned, and Pert was left at full when Mence tried to abuse the apparent mono Surf coverage before being surprised by Ice Beam. In a (bo1) match setting, I think he should have scouted this or been aware of it once Celebi had been revealed instead of Blissey, who can help check Mence next to Gar and Pert. In any event, I think devoting his primary Aero switch-in to countering Gengar feels like a strategic error, considering that Gengar's best partners are (Skarm) Tar and Aero, and the physical pressure that Suicune and sometimes Salamence are forced to bear become overwhelming, since Magneton isn't contributing so much. I like the weather clearing concept with all of the Tar lures, and I of course like the trend I'm seeing of players slotting Curse Lax (especially with SpD support!) on Mag offenses, since Lax is far more dangerous with Curse. It can be said that the match-up was rough, because Lax is facing 4.5 checks and a Roar Pert and Celebi was unable to set up properly in the game, and it can be said that Fruhdazi might have won had Celebi not crit his Suicune, but in my opinion, this comes down to game-planning to use Metagross in a way that leaves Mence unsupported, either in conception or in execution in game. I'm not sure these are bad techs, and I don't mind Sub Celebi, so maybe we see this version get some play later, but I tended to prefer HP Grass or Toxic on Metagross for Pert. I wonder if this reimagining of the team would succeed with a different approach, or if he simply had to make a few different choices at other points in the game (keeping Mag hidden, Brick Breaking the Tar in front of him, switching out of Pert with Mence, staying in with Celebi on Gengar first time, etc.)

Prinz vs Johnald
Prinz brought a team he supposedly recycled thrice in the recent Jimvitational tournament. The scout has it with these techs:
Sub Pass Zap/FP Off Pert/Curse Bslam EQ FP Lax/Loom/Suit Tar/DD Mence
I like the choice of Sub Pass with 3x Focus Punch, sleep, and a DD Mence (for 2x set up). I also like that it brings Snorlax next to Breloom, as it is a mixed offense team, and Snorlax is one of the best assets there. However, the shortcomings of this approach have been heavily detailed by BKC, and this feels like an approach from the heyday of the old mixed offense, not keeping up with recent trends. Bringing Sand hurts Sub Zap and Lax, which isn't necessarily disqualifying. Bringing Lax without Spin is a choice not to be taken lightly. Sleep and BP can maybe offer compensation, but Loom isn't the most consistently useful Pokemon. I tend to think that Zap+Lax should usually pair with Cune and go Sandless with Mag or Spin support, but standard Loom introduces the desire to slot Pursuit Tar. If you want consistent speed control (fast, guaranteed revenging), Dug and Mence are the best choices for offense by far (with BP Zap a distant third, with Agility+BP banned), and Sand+Cune (without Spin) is a janky fit. Pert makes sense. Maybe it made sense to go for Cune still? I'm not comfortable building with non-Hera fighters to speak on the ideal Loom+Suit Tar build, because while Mence and its running mate, Meta, feel like obvious auto-includes, Tar/Meta/Pert/Loom/Mence struggles to answer the Zapdos and Suicune questions. Maybe this is a job for Registeel.

Anyway, as constructed, FP Pert is wallable -- one of the reasons I made the switch to End Pert on these kinds of teams -- by Celebi, which bothers Zap, Lax, and Loom; and by bulky waters with recovery like Milotic, Starmie, and Suicune. The team also lacks explosions or serious momentum reversal tools, assuming he hasn't slotted Self-destruct. While BP, Sleep, Pursuit, and a combination of strong mons is enough to make this team playable, there are some match-ups for which this team is underprepared. Salamence without Metagross or at least phys Tar is suspicious. I suspect the Tar is Grass to help with Pert, but that's also awkward against Blissey. I think the team counts on Loom and Lax with Suit support to autowin against stall and DD Mence to win against Aero builds with the pressure coming from the other slots becoming overwhelming and eventually luring Pert, if not necessarily carefully and directly targetting and overloading Swampert. For example, El Classico adjacent builds don't have a better switch into an unrevealed Tyranitar than Swampert, so if Skarm can be brought low, HP Grass can be clicked on the switch to catch Pert coming in. It should function, and I'm sure Prinz tested. I think it's fair to say the team is usable, but not without its problems that can be exploited at this level. The one that I don't think there's room to waffle about is the inability to switch into Toxic from Skarmory. It was practically KO'd t8, which enticed Johnald to stay in to HP Grass what might have been a Pert desperado. I thought he might also have gone Tar to catch an HP Grass/Tbolt pivot and to guarantee the Pert stay-in (or return) the following turn to absorb the physical damage or at least block Sub. Anyway, I have to shout out UD for teaching me that it's important to bring a Toxic and a DP Skarm check on every team, and this team is no different.

Johnald brought an EC adjacent build with Mix Jira instead of Gar, for which Fruhdazi and I have advocated in the past. I mentioned my souring on FP Tar in the previous post, due to its limitations as a defensive pivot in non-Blissey match-ups. I think you do want the bulky pivot on this kind of build. There's something of a cat-and-mouse game in prep with Off Cune, where it is strongly desirable to bring DD Tar to trade into Cune and carry the momentum into an Aero win, having only to eat one or two (weaker) special attacks against a Zapdos or (non-Cune) CMer to do its job. It is preferable to bring a bulky Lefties Tar in the Blissey (and now Registeel?) match-up. I suspect it's a standard Sub Punch Tar. I've liked HP Ghost>Bug on some teams. Fire Punch(?) Jira, TW (Roar?) Zap, Aero, and EQ Pert chip in to deal with Jirachi and Metagross. I've got mixed feelings about Zap on these builds. It's a top two Skarm switch-in, clearly second only to Gengar due to a lack of Toxic immunity, that punishes Skarmory teams harder than any other switch-in. It's Spikes immune, too, so it enjoys more bulk than other special checks, like Jirachi, that might fill the same role. All of the things Zapdos compresses into one slot make it irreplaceable for teams that need to switch in on Skarmory to reverse momentum -- y'all can stop with the "big bird = McDonald's" propaganda -- but I have to wonder if it's not just better to apply pressure into Skarmory instead of switching. It's hard to say that there are any mons who can take up the mantle, since no other special check holds pace with Aero, bar Jirachi, and no other special check offers the same offensive package against offensive water types. Aero needs the added bulky pivot, as a CBer who concedes momentum. Maybe someone else has the answer to this, but I'm wondering if Aero+Mag is due for a resurgence. The old Asta LS Celebi comp submitted by BKC to the samples remains competent, and Ojama's Zap Mag comp could be improved by swapping Pert for Meta. I've done this before, and I wasn't happy with the result, but this could be a technical shortcoming. In any case, and Aero team is an Aero team, and people know what EC does. Mix Jira offers an extra defensive tool in the mirror against Aero while offering tank-luring power, and it did a fine job of KOing Lax and keeping Zap from going crazy this game so his own Zap was free to duel Loom. This might have been dicier had Zap fainted to FP, and maybe it was necessary for Prinz to go to Tyranitar for initiative there, but Johnald played solidly.

Endill vs Mayo
This game made me sad, because I was rooting for Mayo, and angry because both players brought Dugtrio and Dugtrio Dugtrio'd in this game. Endill brought a very grounded Arctic build from an invitation a few years ago, iirc. I never liked this build because it felt like it lost to all optimal configurations of stall/Sandless balance as is. SkarmMag, Gon+Ghosts, Forre+Wish, etc -- not to mention many other faster anti-stall comps. I also felt that the lack of breaking outside of Spikes was sinful. I think preparing for Rest Zap is extremely important, and I almost never forget to do that -- though it might very well be the case that Endill brought Ice Beam Starmie to cover against Mence and pressure Zapdos, but not the stellar combinations of Zapdos with Blissey. I don't buy into the philosophy that defense can outstall everything, so I've tended to move away from these kinds of comps that are super easy to game plan in the builder, since I tend to ladder when I play. The compensation is clear, though, in the form of bringing the unbreakable stall core of Celebi+Blissey supported by a third Recover user in Starmie that gatekeeps poor team building to auto-win some match-ups and round out the mixed defensive core and a second water in Pert to make sure physical attackers are not having a good time. And of course, Dugtrio Spikes have a ridiculous advantage in their ability to remove anything threatening, so doubling and trippling up on most of the tier is good enough to permit sacking what might otherwise be a key defensive mon in order to revenge into a safer position.

In bo1, so long as you don't recycle or avoid teams with rhyming weaknesses, this is acceptable, and the team is generally robust. It almost broke due to Zap taking control early on and Endill having a second lapse in concentration in two weeks and chucking Starmie. Double Toxic, Leech Seed, Dugtrio, and Roar on Pert synergize very well against grounded threats to break through Bliss+water cores and sit on them. This structure also should be able to comfortably gain a match-up against v5, and the raw bulk allows it to tank Aero Spikes comfortably, provided they do not have a means of seriously inconveniencing Starmie (e.g. Gar, Suit Tar, Mix Meta, etc.). It's still playable even then, as Endill proved by locking in to clutch the W this week. The Dug switch on Zap was likely done to midground Tbolt and threaten Rock Slide with EQ mindgames, or Endill is simply the GOAT. I don't know Mayo's Tar was max HP, but the roll is a high midroll at worst for Endill, so it made sense to play to that out. Still, I wouldn't touch this six with a ten foot pole -- give me a top-tier floater instead. I think Spreek called it 'the unemployed Dugtrio,' which is quite amusing. I wish no one employed these moles... But I think Endill has been warming up on them lately?

Mayo brought what I think was an M Dragon build. She played alright, but ForreBliss without Wish or a backup spinner usually means Forre is getting worn out throughout the course of a game, finding itself unable to Spike or Spin. Fortunately, Rest Zap, Bliss, Pert, and Dug can do their job just fine with a layer or two down and Sand up. Forre should be HP Bug and not boom, in my opinion, to improve the team's match-up against Claydol. Zap Cannon makes sense on this team where sufficient Skarm pressure and general support for Forre (beyond Suit) is in short supply. Boom is nice defensively to stop DD Mence setting up or CM Blissey sweeping, and offensively, having the boom to Dug option allows for trapping of Jirachi or Tyranitar. But this team doesn't want boom. Blissey is running Counter (for Dug, I assume?) but it feels like overkill. If you want Counter, why not run it on Forre to prevent a Dug trap and to limit Skarmory breathing down your neck? Toxic is nice coverage for pressuring ill equipped stall, but this was never a match-up for Toxic Blissey to thrive in. Goes both ways. Maybe it's the wrong meta for Toxic Bliss? Or these players were the wrong opponents? I do like mono Pert with Refresh to help against Toxic Skarmory, if that is the set. I also like slotting Hidden Power > Toxic on Zap because Toxic and Roar do similar things to these grounded stall teams. I understand the fear of having Zap against last mon CM Blissey, but to bring 3x Toxic AND Roar on one (or two) set(s) feels like trauma-informed paranoia. There's an antisynergy with both moves, and HP would have allowed more pressure. Otherwise, Roar on Pert and Sleep Talk+Toxic might have been interesting on Zap, while running a more suitable Blissey, with either Wish or Calm Mind, to support or take advantage of Rapid Spin. Can't really talk to Tyranitar or Dugtrio's techs, obviously.

I don't like this 6 from Mayo because this is a typical Dugtrio team with typical Dugtrio team problems -- very similar to what plagues Endill's comp. She had far better odds to apply pressure, but Dugtrio got the better of her twice, which was enough to flip the complexion of the game on its head. Still, both players brought grounded teams, which is why the match-up was so problematic in both directions.

Skarpherim vs Triangles
Triangles brought a kind of blue offense with Machamp in the Hera (fighter) slot. There's another Curse Lax (with Sball unrevealed) that I'm going to assume is Curse 3. Might have to add that set to the Smogdex at this point, no Zac? Pretty standard comp. Same concern about coming a bit skinny vs Zap with Endill's comp. Guts Champ does a good job of matching up against Gengar. I am really loving the state of Mag off in 2026.

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Skarph brought something that looks like a cut from a 2024 dump of mine, where I wanted to find a use for Starmie on a Spikeless build. I'm told Blaise is an avid scrounger and modifier of forum dumps, so I wouldn't be surprised. I do like this take and might even prefer it to mine. If you've been keeping tally, I've liked the inclusion of Curse Lax on every team so far, so it shouldn't be any surprise that this team fascinates me enough to feature it as my highlight of the week. It's the least theoretical of any of the comps so far -- in the sense that it is off the beaten path, not that it falls short of expectations -- and it does bring tools that are decent into Aero and Dugtrio Spikes compositions, which is the threshhold for a quality composition, in my opinion.

I'm not sure how to feel about this because it is so untheoretical. I like the idea of a Lax that is supported with Suit and Spin, and Meta+Mence is a really nice combo next to it, and Pert is a good fit, too. It's hard to justify Sand over Zapdos, for example, because Snorlax doesn't absolutely need boom to support anything else on this team, but having the nuclear option against Skarmory is justifiable. On my version I used Wish Jira next to Mix Mence, which better supported Lax, akin to Endill's w1 and Fruhdazi's w2 teams, to get more value out of bulky pieces. However, my build is too all-in on Snorlax and maybe optimistic in how easily an overly-supported Snorlax with bulky mixed and special attacking pieces around it should be able to win against the faster and slower teams of the game. I think CB Meta is almost certainly a strict upgrade, but I have to wonder if Wish on Mence is worth considering, when choosing the route of centering Snorlax.

I mentioned slotting Zapdos as a potential upgrade. Having a floating special attacking special check to absorb WoWs, pivot on DP Skarm, and reverse momentum offers upside, but the question is ultimately whether one prefers Starmie+Swampert to Suicune+Claydol at that point, which is more commonly trodden territory due to Suicune's consistent output. This is truly a mixed offense build of the older kind, featuring a Rapid Spin user in an attempt to 'modernize' it. I stand by the idea that Skarph('s team) had that there is a scout out there that is weak to Lax and Meta with Spin support and the raw breaking power (or Speed tier and water resist) of Stamie or its ability to check Suicune are more desirable than bringing your own Cune. Or maybe it's that Meta/Tar/Mence is the desirable core, but that Snorlax with Spin support is preferable to Registeel in this slot. I also stand by Lefties Off Pert on this build, as the added bulk on a team that aims to play slower in some match-ups makes sense to me. Alternatively, different Meta and Tar sets can be used. I think I would almost always use DD Mence here these days, even if I had to use Brick Blast Mence with Suit Meta and even CB Tar to justify the comp. I think there's something here.

I don't know if this team will catch on, but it's one of the more fun concepts I've seen, and I think it should be able to win games. If I had to offer an improvement on this game, it might be to pivot Snorlax (or Starmie-->Tar) on Suicune rather than allowing Metagross to thud into Cune/Mag, because Lax isn't having a fun time against Machamp and the Metagross you can hedge is behind, and it is difficult to break through Champ or make progress with Lax or Tar otherwise.

Stats for nerds:
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shitrock enjoyer vs Prinz - Dazi best player in the pool?
mayo vs mielke - Close MU
Johnald vs Endill - Most interesting one of them all, and I love these dudes so Im just hoping for a good game.
Triangles vs zinc - I love you daddy x
Skarpherim vs Garay oak - Skarphs MU last week was awful into the scout. More effort required if he wants to win games.
 
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