Ongoing The Blazing Dojo - Maxim vs Hyjack

Doduodrio

Take a deep breath
RULES:
The Blazing Dojo
A dojo is accepting new students. Here pupils will learn through practice, under the watchful eye of sensei Helios.

  • Rules are B3P2, level 4, half start off. Everything else standard
  • After the ref has resolved a round there is a commentor phase where I (Helios) give commentary on the previous round. Did anyone do any cool strategies, are there better ways players could achieve their goals with their subs, etc.
Maxim
:machamp::glalie::zygarde:
:punching glove: Punching Glove
:glalitite: Glalitite
:leftovers: Leftovers
:choice band: Choice Band
:sticky barb: Sticky Barb
:cleanse tag: Cleanse Tag
:safety goggles: Safety Goggles
:flame orb: Flame Orb - NOTE: NEVER USE
:soft sand: Soft Sand
:weakness policy: Weakness Policy
machamp.png

Bruce (Machamp) [M]
Level 4 EXP: -- / 10
Advanced Techniques: None

Adamant Nature ( +Attack, -Special Attack )
Typing: Fighting
Abilities: Guts, No Guard Hidden Ability: Steadfast

HP: 95
Attack: 10 (+)
Defen.: 6
Sp.Atk: 4 (-)
Sp.Def: 6
Speed: 55
Size: 3
Weight: 5

Movepool
Level 0:
Brick Break
Bulk Up
Bullet Punch
Cross Poison
Earthquake
Facade
Fire Punch
Flamethrower
Focus Blast
Ice Punch
Leer
Light Screen
Meditate
Poison Jab
Protect
Rest
Rock Slide
Round
Sleep Talk
Snore
Strength
Substitute
Thunder Punch
Toxic
Vacuum Wave
Work Up

Level 1:
Captivate
Coaching
Confide
Counter
Curse
Detect
Double Team
Dual Chop
Encore
False Swipe
Helping Hand
High Horsepower
Incinerate
Karate Chop
Mega Punch
Mud-Slap
Power-Up Punch
Quick Guard
Rage
Rain Dance
Rock Climb
Rock Smash
Role Play
Scary Face
Seismic Toss
Sunny Day
Swagger
Tickle
Vital Throw
Wide Guard

Level 2:
Assurance
Close Combat
Cross Chop
Double-Edge
Dynamic Punch
Fire Blast
Focus Energy
Focus Punch
Low Kick
Mega Kick
Payback
Revenge
Reversal
Rock Blast
Rolling Kick
Secret Power
Skull Bash
Smelling Salts
Stone Edge
Submission
Superpower
Take Down
Thief
Wake-Up Slap

Level 3:
Attract
Bide
Body Slam
Bulldoze
Darkest Lariat
Dig
Foresight
Frustration
Headbutt
Heavy Slam
Knock Off
Low Sweep
Power Trick
Return
Rock Tomb
Smack Down
Thrash
Throat Chop

Level 4:
Endure
Fissure
Fling
Giga Impact
Hidden Power (Dark)
Hyper Beam
Metronome
Mimic
Natural Gift
Retaliate
Stomping Tantrum
glalie.png

Jotun (Glalie) [M]
Level 4 EXP: -- / 10
Advanced Techniques: Mega Evolution, Z-Moves
Requires no Tech for their first Technique each battle.

glalie-mega.png

Mega Glalie
Trigger:
When holding a Glalitite and ordered to Mega Evolve.
Typing: Ice
Abilities: Inner Focus, Ice Body, Moody, Refrigerate

HP: 90
Attack: 9
Defen.: 6
Sp.Atk: 9
Sp.Def: 6
Speed: 100
Size: 4
Weight: 8

Quirky Nature ( +None, -None )
Typing: Ice
Abilities: Inner Focus, Ice Body Hidden Ability: Moody

HP: 90
Attack: 6
Defen.: 6
Sp.Atk: 6
Sp.Def: 6
Speed: 80
Size: 3
Weight: 6

Movepool
Level 0:
Astonish
Avalanche
Crunch
Dark Pulse
Earthquake
Facade
Fake Tears
Ice Beam
Ice Shard
Iron Head
Leer
Light Screen
Protect
Rest
Round
Shadow Ball
Signal Beam
Sing
Sleep Talk
Snore
Substitute
Toxic

Level 1:
Bite
Captivate
Confide
Defense Curl
Double Team
Flash
Hail
Helping Hand
Ice Fang
Ice Spinner
Powder Snow
Rain Dance
Safeguard
Scary Face
Snowscape
Spikes
Steel Roller
Swagger
Switcheroo
Taunt
Water Pulse
Weather Ball

Level 2:
Blizzard
Disable
Double-Edge
Foul Play
Icicle Spear
Payback
Secret Power
Take Down

Level 3:
Attract
Bide
Body Slam
Bulldoze
Chilling Water
Frost Breath
Frustration
Gyro Ball
Headbutt
Hex
Icicle Crash
Icy Wind
Laser Focus
Return
Rollout
Self-Destruct
Super Fang
Torment
Trailblaze

Level 4:
Block
Endure
Explosion
Freeze-Dry
Giga Impact
Hidden Power (Fire)
Hyper Beam
Mimic
Natural Gift
Sheer Cold
Spite
Tera Blast
zygarde.png

Itzanma (Zygarde-50%) [M]
Level 4 EXP: -- / 10
Advanced Techniques: None

Other Formes:
zygarde-10.png

Zygarde-10%
Typing:
Dragon/Ground
Abilities: Aura Break, Power Construct
See 5.10 "Unique Pokemon" in the Handbook.

HP: 80
Attack: 7
Defen.: 5
Sp.Atk: 4 (-)
Sp.Def: 8 (+)
Speed: 115
Size: 3
Weight: 3
zygarde-complete.png

Zygarde-100%
Typing:
Dragon/Ground
Abilities: Aura Break, Power Construct
See 5.10 "Unique Pokemon" in the Handbook.

HP: 135
Attack: 7
Defen.: 9
Sp.Atk: 6 (-)
Sp.Def: 9 (+)
Speed: 85
Size: 6
Weight: 10

Adamant Nature ( +Special Defense, -Special Attack )
Typing: Dragon/Ground
Abilities: Aura Break, Power Construct
See 5.10 "Unique Pokemon" in the Handbook.

HP: 100
Attack: 7
Defen.: 9
Sp.Atk: 5 (-)
Sp.Def: 9 (+)
Speed: 95
Size: 5
Weight: 7

Movepool
Brick Break
Crunch
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Facade
Focus Blast
Glare
Hyper Voice
Protect
Rest
Rock Slide
Round
Sleep Talk
Snore
Strength
Substitute
Toxic
Zen Headbutt

Level 1:
Bite
Confide
Double Team
Dragon Breath
Dragon Dance
Haze
High Horsepower
Pain Split
Rock Smash
Safeguard
Sandstorm
Shock Wave
Sunny Day
Swagger
Swift

Level 2:
Bind
Grass Knot
Iron Tail
Payback
Reversal
Scale Shot
Secret Power
Stone Edge
Superpower

Level 3:
Body Slam
Breaking Swipe
Bulldoze
Core Enforcer (sig)
Dig
Extreme Speed
Frustration
Land's Wrath (sig)
Outrage
Return
Scorching Sands
Skitter Smack
Sludge Wave
Thousand Arrows (sig)
Thousand Waves (sig)

Level 4:
Block
Camouflage
Coil
Draco Meteor
Endure
Giga Impact
Hidden Power (Fire)
Hyper Beam
Retaliate
Spite
Stomping Tantrum
Hyjack
:plasmanta::dhelmise::hatterene:
:assault vest:Assault Vest
:wepear berry:Wepear Berry
:metal coat:Metal Coat
:leftovers:Leftovers
:journal:Adventure Rules
:eject button:Eject Button
:quick claw:Quick Claw
:sv/plasmanta:
Momentai (Plasmanta)
Level 4 EXP: -- / 10

Bold nature ( +Defense, -Attack )
Typing: Electric/Poison
Abilities: Storm Drain, Vital Spirit Hidden Ability: Telepathy

HP: 85
Attack: 3 (-)
Defen.: 10 (+)
Sp.Atk: 9
Sp.Def: 7
Speed: 100
Size: 7
Weight: 9


Movepool
Level 0:
Aura Sphere
Cross Poison
Dazzling Gleam
Defog
Facade
Flash Cannon
Liquidation
Poison Jab
Protect
Psychic
Rest
Round
Signal Beam
Sleep Talk
Snore
Substitute
Surf
Thunder Wave
Thunderbolt
Toxic
Wild Charge
Zen Headbutt

Level 1:
Acid
Confide
Cut
Discharge
Double Team
Eerie Impulse
Electric Terrain
Encore
Haze
Parabolic Charge
Poison Tail
Psybeam
Psywave
Rain Dance
Shock Wave
Sludge Bomb
Supersonic
Swagger
Taunt
Thunder Shock
Venom Drench
Water Pulse
Wide Guard

Level 2:
Acid Spray
Aqua Tail
Clear Smog
Corrosive Gas
Gunk Shot
Iron Tail
Rising Voltage
Secret Power
Thunder
Venoshock

Level 3:
Attract
Body Slam
Charge Beam
Chilling Water
Electro Ball
Electroweb
Frustration
Gastro Acid
Poison Sting
Psyshock
Return
Sludge Wave

Level 4:
Block
Body Press
Electrify
Endure
Giga Impact
Hidden Power (Fire)
Hyper Beam
Ion Deluge
Magnet Rise
Splash
:sv/dhelmise:
Senchou (Dhelmise)
Level 3 EXP: 05 / 10

Jolly nature ( +Speed, -Special Attack, Accuracy +10 )
Typing: Ghost/Grass
Abilities: Steelworker

HP: 85
Attack: 9
Defen.: 7
Sp.Atk: 5 (-)
Sp.Def: 7
Speed: 46 (+)
Size: 6
Weight: 6


Movepool
Level 0:
Aerial Ace
Astonish
Brick Break
Earthquake
Energy Ball
Facade
Flash Cannon
Iron Head
Liquidation
Metal Sound
Protect
Rest
Rock Slide
Round
Shadow Ball
Shadow Claw
Sleep Talk
Snore
Substitute
Surf
Swords Dance
Toxic

Level 1:
Absorb
Brutal Swing
Confide
Double Team
Growth
Helping Hand
Iron Defense
Pain Split
Rain Dance
Rapid Spin
Role Play
Slam
Steel Roller
Sunny Day
Swagger
Switcheroo
Synthesis
Whirlpool
Wrap

Level 2:
Assurance
Grass Knot
Grassy Glide
Hydro Pump
Mega Drain
Payback
Poltergeist
Power Whip
Solar Beam
Solar Blade
Thief

Level 3:
Anchor Shot
Attract
Brine
Bulldoze
Frustration
Giga Drain
Gyro Ball
Heavy Slam
Hex
Knock Off
Muddy Water
Phantom Force
Return
Sludge Wave
Telekinesis
:sv/hatterene:
Patience (Hatterene)
Level 3 EXP: 03 / 10

Quiet nature ( +Special Attack, -Speed, Evasion -10 )
Typing: Psychic/Fairy
Abilities: Healer, Anticipation Hidden Ability: Magic Bounce

HP: 80
Attack: 7
Defen.: 7
Sp.Atk: 11 (+)
Sp.Def: 7
Speed: 25 (-)
Size: 4
Weight: 1


Movepool
Level 0:
Aromatherapy
Calm Mind
Dark Pulse
Dazzling Gleam
Facade
Light Screen
Play Rough
Protect
Psychic
Psycho Cut
Reflect
Rest
Round
Shadow Ball
Shadow Claw
Sleep Talk
Snore
Substitute
Swords Dance
Thunder Wave

Level 1:
Agility
Aromatic Mist
Brutal Swing
Charm
Confusion
Disarming Voice
Heal Pulse
Helping Hand
Life Dew
Magical Leaf
Misty Terrain
Nuzzle
Pain Split
Play Nice
Psybeam
Psychic Terrain
Safeguard
Swift
Trick

Level 2:
After You
Expanding Force
Misty Explosion
Power Whip
Quash

Level 3:
Attract
Baton Pass
Draining Kiss
Giga Drain
Guard Swap
Mystical Fire
Power Swap
Psych Up
Psychic Noise
Psyshock
1731739521284.png

"Welcome, student Maxim and student Hyjack, to the Blazing Dojo of sensei Helios. Let us begin the training session!"

Turn Order (1: Maxim, 2: Hyjack) 1
Hyjack sends out and equips
Maxim sends out, equips, and orders first
Hyjack orders second
Doduodrio refs
HeliosAflame comments
 
Sending out :Glalie: Glalie with :Glalitite: Glalitite.

:SV/Glalie:
[Mega Evolve] Super Fang (Hatterene)~Body Slam (Hatterene)~Body Slam (Hatterene)
1. Once at start of step, if Hatterene is to use Pain Split then use Protect and push actions down.
2. Once at start of step if Hatterene is to use a Paralysis inflicting move then use Safeguard and push actions down.
3. At start of step, if Hatterene is to use a Protective move, then use Snowscape first instance and Chill second instance, then push actions down.
4. At start of turn if Hatterene has an active decoy then use Earthquake.
 
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Per Discord conversations, the backpack is actually limited to 7 items. Therefore firing Choice Band, Soft Sand, and Weakness Policy into the sun.
 
The Blazing Dojo, Round 1

Maxim (3 Tech)
:ss/glalie:
Jotun :glalitite: Glalitite
HP: 90/90, EN: 100/100, Stats: 6/6/6/6/80, Typing: Ice, Abilities: Inner Focus / Ice Body / Moody
Status: OK, Field: Clear
:punching glove: Punching Glove
:leftovers: Leftovers
:sticky barb: Sticky Barb
:cleanse tag: Cleanse Tag
:safety goggles: Safety Goggles
:flame orb: Flame Orb - NOTE: NEVER USE
:machamp: OK
:zygarde: OK
Battlefield: Clear​
Hyjack (3 Tech)
:ss/hatterene:
Patience :wepear berry: Wepear Berry
HP: 80/80, EN: 100/100, Stats: 7/7/11/7/25, Typing: Psychic / Fairy, Abilities: Healer / Anticipation / Magic Bounce
Status: OK, Field: Clear
:assault vest: Assault Vest
:metal coat: Metal Coat
:leftovers: Leftovers
:journal: Adventure Rules
:eject button: Eject Button
:quick claw: Quick Claw
:plasmanta: OK
:dhelmise: OK
:glalie:
Glalie is reacting to Maxim's Mega Bracelet! (-0 Tech)
Glalie has Mega Evolved into Mega Glalie!

Step 1
:glalie mega:
Glalie used Super Fang! (-8 EN)
Miss (No)
Fixed Damage: 20

:hatterene:
Hatterene used Baton Pass! (-10 EN)
Hatterene is passing the baton! (Baton Pass, Switching)

Step 2
:glalie mega:
Glalie used Body Slam! (-7 EN)
Crit (1, d24): 14 (No), Paralysis (1 - 3, d10): 6 (No)
(9 + 3 + (9 - 7) + 2)*1 = 16

:hatterene:
Hatterene used Calm Mind! (-10 EN)
Hatterene's Special Attack rose! (+1 SpA, next 8 turns)
Hatterene's Special Defense rose! (+1 SpD, next 8 turns)
Hatterene consumed its Wepear Berry!
Hatterene's Attack rose! (+1 Atk, next 3 turns)
Hatterene's Special Attack rose! (+2 SpA, next 8 turns)
Hatterene's Speed rose! (+1 Spe, next 3 turns)
(Hatterene's Speed is now 44)

Step 3
:glalie mega:
Glalie used Body Slam! (-7 EN)
Crit (1, d24): 11 (No), Paralysis (1 - 3, d10): 8 (No)
(9 + 3 + (9 - 7) + 2)*1 = 16

:hatterene:
Hatterene used Draining Kiss! (-7 EN)
Crit (1, d24): 13 (No)
(5 + 3 + (11 - 6))*1 + (2 - 0)*4 = 21
Hatterene drained HP! (+7 HP)

:glalie mega:
Glalie's mood shifted!
Glalie's Attack stage increased!
Glalie's Special Defense stage decreased!

:mienfoo: Round Summary :mienfoo:
:glalie mega: HP: -21
:glalie mega: EN: -8-7-7 = -22
:hatterene: HP: -20-16-16+7 = -45
:hatterene: EN: -10-10-7 = -27
Maxim (3 Tech)
:ss/glalie mega:
Jotun :glalitite: Glalitite
HP: 69/90, EN: 78/100, Stats: 9/6/9/6/100, Typing: Ice, Abilities: Inner Focus / Ice Body / Moody / Refrigerate
Status: Moody (+Atk, -SpD), Field: Clear
:punching glove: Punching Glove
:leftovers: Leftovers
:sticky barb: Sticky Barb
:cleanse tag: Cleanse Tag
:safety goggles: Safety Goggles
:flame orb: Flame Orb - NOTE: NEVER USE
:machamp: OK
:zygarde: OK
Battlefield: Clear​
Hyjack (3 Tech)
:ss/hatterene:
Patience
HP: 35/80, EN: 73/100, Stats: 7/7/11/7/44, Typing: Psychic / Fairy, Abilities: Healer / Anticipation / Magic Bounce
Status: +2 SpA (7 turns), +1 SpD (7 turns), +1 Atk (2 turns), +1 Spe (2 turns), Baton Pass, Switching, Field: Clear
:assault vest: Assault Vest
:metal coat: Metal Coat
:leftovers: Leftovers
:journal: Adventure Rules
:eject button: Eject Button
:quick claw: Quick Claw
:plasmanta: OK
:dhelmise: OK
1731909014740.png

"Maxim hits the ground running, Mega Evolving his Glalie (costing no Techniques) and firing off Refrigerate-boosted attacks. On the other side, Hyjack is playing the long game, setting up stat boosts and passing them to an ally. Let's see what sensei Helios has to say about this round and then let's get right back into the action!"

HeliosAflame comments
Hyjack replaces Hatterene and orders first
Maxim orders second
Doduodrio refs
 
Last edited:
Notes, Hatterene should be on 35 hp not 65. The super fang should have hit due to Hat having -spe nature (which should be noted on Hatt's round info), and there was a misscount by 10 on the body slam damage.
By agreement the battle is 3 tech instead of 1.


A strong set of orders from both our participants!
Hyjack sends out Hatterene with Wepear Berry. This makes the bones of his plan fairly clear. The only move Hatterene has that can trigger Wepear berry is calm mind, so some sort of power buffs are to be expected. Despite this plan being easy to understand it is not neccessarily easy to counter. Two of Maxim's pokemon are weak to fairy, forcing him to send mega glalie.

Glalie would normally have comfortable answers to a plan that must resolve a known move (disable or taunt), but the magic bounce from hatterene lets Hyjack force things through regardless. Still, Glalie is by no means badly positioned for this battle. None of Hyjack's mon pose a huge threat to them, and dhelmise in particular seems unlikely to come out due to Glalie's presence.

Going into round one I would say Maxim is looking to trade out these pokemon. None of his other mon really want to fight hatterene, so leaving the fairy crippled is higher value than preserving glalie. On the other side Hyjack is looking to set up with calm mind and maintin enough health to keep attacking with the large buffs.

I like Maxim's orders focusing on driving down hatterene's hp to put a timer on the buff use. I would have considered using at least one headbut instead of body slam. Paralysis is not that exciting vs a 20 speed haterene with healer, where as 30% chance to flinch can seriously mess with a second order players plans. I like having subs to punish protect and decoy. Hatterene does not have that many scary moves, and trading damage with hatterene is positive so that you can keep it away match ups where it has a greater advantage.

On Hyjack's side I like the wepear berry + magic bounce. It is cool to see people experiment with different items based on the specifics of their pokemon. The batton pass is interesting. it puts hyjack down an action, but ensures his buffs are placed on a pokemon with enough life to use them, and it makes the speed boost more relevant, since hat was not going to outspeed anything anyway.
The set up on his next pokemon (plasmanta?) is terifying, but on the other hand hatt is on 35 hp. Given their slow speed it is quite possible they would have only been able to resolve one more action this battle.

The next round is critical. Hyjack is well positioned to cause heavy damage with his stacked buffs and the -spD moody roll, but maxim having a pokemon that is 2 or 3 hits from fainting with powerful second order tools and a possible combo is the sort of position that can cause blow outs.
 
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:sv/Plasmanta: @ :Metal Coat: Metal Coat

Sludge Wave~ Sludge Wave ~ Sludge Wave
= = =
If Foe orders a Priority Attack in combination
order Protect
- - - -
(Once)
Start of Any Step
If Foe orders Disable (Flash Cannon), and Decoy is absent, and Self is faster than Foe
Order Flash Cannon
- - - -
(Once)
Start of Any Step
If Foe orders Bide,
Order Substitute
- - - -
(Once)
If Protection is absent, and Defense Aid is absent, and Decoy is absent
Order [Hidden Power + Electro Ball] first instance, Flash Cannon later instances,
= = =
 
I do believe that (Once) on your fourth sub will prove to be…most unfortunate.

:SV/Glalie Mega:
Glalie: Scary Face~Earthquake~Explosion
 
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The Blazing Dojo, Round 2

Maxim (3 Tech)
:ss/glalie mega:
Jotun :glalitite: Glalitite
HP: 69/90, EN: 78/100, Stats: 9/6/9/6/100, Typing: Ice, Abilities: Inner Focus / Ice Body / Moody / Refrigerate
Status: Moody (+Atk, -SpD), Field: Clear
:punching glove: Punching Glove
:leftovers: Leftovers
:sticky barb: Sticky Barb
:cleanse tag: Cleanse Tag
:safety goggles: Safety Goggles
:flame orb: Flame Orb - NOTE: NEVER USE
:machamp: OK
:zygarde: OK
Battlefield: Clear​
Hyjack (3 Tech)
:ss/plasmanta:
Momentai :metal coat: Metal Coat
HP: 85/85, EN: 100/100, Stats: 3/10/9/7/175, Typing: Electric / Poison, Abilities: Storm Drain / Vital Spirit / Telepathy
Status: +2 SpA (7 turns), +1 SpD (7 turns), +1 Atk (2 turns), +1 Spe (2 turns), Field: Clear
:assault vest: Assault Vest
:leftovers: Leftovers
:journal: Adventure Rules
:eject button: Eject Button
:quick claw: Quick Claw
:ss/hatterene:
Patience
HP: 35/80, EN: 73/100, Stats: 7/7/11/7/25, Typing: Psychic / Fairy, Abilities: Healer / Anticipation / Magic Bounce
Status: -10% Evasion (Nature)

:dhelmise: (Unselected)
Step 1
:plasmanta:
Plasmanta used Fireball (Hidden Power + Electro Ball)! (-12 EN, -1 Tech)
Crit (1, d24): 6 (No)
(14 + (9 - 6))*1.5 + (2 - (-1))*4 => 38

:glalie mega:
Glalie used Scary Face! (-6 EN)
Plasmanta's Speed sharply fell! (-1 Spe, next 3 turns)
(Plasmanta's Speed is now 57)

Step 2
:glalie mega:
Glalie used Earthquake! (-10 EN)
Crit (1, d24): 11 (No)
(10 + (9 - 10))*2 + (2 - 0)*4 = 26

:plasmanta:
Plasmanta used Sludge Wave! (-7 EN)
Crit (1, d24): 13 (No), Poison (1, d10): 8 (No)
(10 + 3 + (9 - 6))*1 + (2 - 0)*4 = 24

Step 3
:glalie mega:
Glalie used Explosion! (-20 EN)
Crit (1, d24): 8 (No)
(25 + 3 + (9 - 10) + 2)*1 + (2 - 0)*4 = 37
:reaper cloth: Glalie fainted!

:plasmanta:
Plasmanta used Sludge Wave! (-7 EN)
But there was no target...

:mienfoo: Round Summary :mienfoo:
:glalie: HP: -38-24 = -62
:glalie: EN: -6-10-20 = -36
:plasmanta: HP: -26-37 = -63
:plasmanta: EN: -12-7-7 = -26
Maxim (3 Tech)
:ss/glalie:
Jotun :glalitite: Glalitite
HP: 0/90, EN: 0/100, Stats: 6/6/6/6/80, Typing: Ice, Abilities: Inner Focus / Ice Body / Moody
Status: Fainted, Field: Clear
:punching glove: Punching Glove
:leftovers: Leftovers
:sticky barb: Sticky Barb
:cleanse tag: Cleanse Tag
:safety goggles: Safety Goggles
:flame orb: Flame Orb - NOTE: NEVER USE
:machamp: OK
:zygarde: OK
Battlefield: Clear​
Hyjack (2 Tech)
:ss/plasmanta:
Momentai :metal coat: Metal Coat
HP: 22/85, EN: 74/100, Stats: 3/10/9/7/57, Typing: Electric / Poison, Abilities: Storm Drain / Vital Spirit / Telepathy
Status: +2 SpA (4 turns), +1 SpD (4 turns), -1 Spe (1 turn), Field: Clear
:assault vest: Assault Vest
:leftovers: Leftovers
:journal: Adventure Rules
:eject button: Eject Button
:quick claw: Quick Claw
:ss/hatterene:
Patience
HP: 35/80, EN: 73/100, Stats: 7/7/11/7/25, Typing: Psychic / Fairy, Abilities: Healer / Anticipation / Magic Bounce
Status: -10% Evasion (Nature)

:dhelmise: (Unselected)
1732177561329.png

"Maxim doesn't stop the barrage of attacks as he exploits Hyjack's sub to use Explosion, dealing heavy damage to Plasmanta. Things are looking grim for Hyjack. Will he be able to utilize the remaining turns of his stat stage boosts to turn the tides back in his favor? Or will Maxim press his advantage and emerge victorious? First, we'll see what sensei Helios has to say, but I can't wait to see what happens next!"

HeliosAflame comments
Maxim replaces Glalie and orders first
Hyjack orders second
Doduodrio refs
 
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Here's something I prepared earlier!

Lots of thoughts for this round!

The first question is "what does a good outcome look like for each player." A lot of this is through the analysis "players should be trying to maximise how many relevant rounds they get to second order instead of first ordering"

Obviously plasmanta is hoping to ko in as few steps as possible, but there are some extra wrinkles. Plasmanta and glaile share a speed, so if they are both alive at the start of next round glaile gets an extra action. On the other hand if plasmanta can ko's this round that would mean they get to second order next round with all their buffs and presumably take a strong trade. If plasmanta ko's next round then it can still be ok if the hp trade is good enough, but it would mean having to first order into a full hp opponent while being chunked out. It is

For Glaile ideally they would like plasmanta to faint this round. That way glaile can trade out with Hatterene while first ordering, and let maxim second order with his next pokemon. If it isn't possible to kill this round then the next best option would be to kill next round, gaining an extra action due to the speed tie. Note that if Maxim's next pokemon was faster than plasmanta (or he had a speed increasing item) then maybe even better than a low hp glalie ko'ing plasmanta next round would be swapping to this new mon and letting them offer plasmanta the choice. Either get Ko'ed in 1 step and let this new pokemon second order into hat. Or swap to hat... and let this new pokemon second order into hat. Notably if Maxim's next mon was fast enough plasmanta surviving on 1hp is actually preferable to plasmanta fainting. Even if Glalie cannot find a way to win this match up, if they survive until the next round they can get an extra action of value. It is a bit unfortunate that it would presuambly allow Hat to second order in the last match up, but an extra action should be worth more than second order.


So where does this put us?

Hyjack's Perspective
From Hyjack's side I believe he strongly wants to control the tempo of this match up instead of just the efficiency of the trade, since he needs glalie to be ko'ed before the speed tie changes. It is not realistically possible to force the 2 step ko through protect, endure, light screen, disable etc, but it should be possible to either 3 step ko or make Maxim pay to survive.
That said, part of the reason it is not realistically possible is because of the item choice on plasmanta. If this was expert belt instead plasmanta would deal 4 more damage with the first hit and equal damage on the second. I like the experimentation with wepear and see the unique things it does, but I think the metal coat is pretty much a straight downgrade here. You would need to be bringing a steel mon AND know your opponent is steel weak to start considering it, maybe for some safari.

Anyway this means it is high value to sub for protect and endure if there is room.
My sub priority would have been
1. disable.
2. bide.
3. protect
4. endure
5. ko sub
If glaile wants to priority attack it is acceptable, it only gives them 1 extra action at the cost of 2 technique, and they could have gained an extra action by surviving this round anyway.

Looking at Hyjack's subs
1. This sub is written fine but as mentioned I think there were better options
2. This sub is unneeded. Sub 4 can already cover disable. I see the concept of trying to force the 2 step, but there are too many different ways for glaile to get around this.
3. Bide is a tricky one. It might be the scariest move in the game to first order into right now. I think "if bide then substitute" is generally an ok sub, but in this case I would have prefered "if bide then disable this sub until the end of this step the first time and use protect otherwise." You can do this because glalie is so low on hp that if they try to float bide between this round and next there is absolutely no way they will be able to survive the first step of next round to resolve the bide. I prefer a different version because given how much damage your plasmanta can do I think Maxim would generally have been thrilled to trade bide ~ icicle spear into substitute ~ flash cannon.
4. Conceptually this sub is good. I like the protect check to not waste the combo, I like the sub protecting you from move disruption. I don't like the (once) but not much to say there since everyone here already knows why. In terms of how to write this bug less in the future I guess it probably happened when you changed a sub that just intended to hit a combo into a sub that also intended to beat disable and the "once" got lost in the shuffle. Something to be careful about in the future.

The subs I would have written:

sludge wave x 3
1. At the start of my turn, if my opponent is to use a protective move then use magnet rise the first time and automatize afterwards (or block if you have expert belt)
2. At the start of my turn, if my opponent is to use endure and they have 12 or less hp, use sludge bomb.
3. At the start of my turn, if my opponent is to use bide, skip this sub until the end of the step the first time and use protect otherwise.
4. At the start of my turn, if my opponent does not have a protective status, use hidden power + electro ball the first time and flash cannon otherwise.
5. [ko sub] If my opponent has fainted, use magnet rise.

The idea is to either defeat glaile this round or to tax them by setting up magnet rise both for this match up and later ones. The endure sub is a 30% chance to kill via poison. Ko sub is free and magnet rise is very useful in all possible match ups.



From Maxim's Perspective:
I like the sub abuse but we can do even better.
The first note is within your order concept there is a highter damage version which is earthquake ~ bulldoze ~ explosion. The speed buff on plasmanta falls off before your second action, so bulldoze works properly and adds another 18 damage to the round compared to scary face, though I suppose it leaves you more vulnerable to crit rng.

I think the better line with what hyjack wrote was disable(sludge wave) ~ earthquake ~earthquake. Plasmanta does not actually have a sub that protects them from disable due to the bug in hyjacks 4th sub, and struggle deals 2 damage and takes 9 back. This line deals 70 damage, taking 43 back and leaves you faster than hyjack on the next round letting you straight up win the match up.

If hyjack's 4th sub worked I think I would have liked light screen ~ earthquake ~ protect to get off 2 earthquakes and a light screen set up.
 
Sending in :Zygarde: Zygarde-50% with :Leftovers: Leftovers.

:SV/Zygarde:
Earthquake (Plasmanta) x3
1. At start of step, if Plasmanta is to use an Ability-Disrupting move at most once, then use Protect.
2. Once, at start of step, if Plasmanta is to use Endure, then use Coil.
3. At start of turn, if Plasmanta has less than 6 HP and you have more than -1 Attack Stages and Plasmanta does not have a Decoy, then use Extremespeed.
4. At start of turn, if Plasmanta has the Hovering Condition and Plasmanta does not have the Grounded status, then use Thousand Arrows (Plasmanta)
 
Last edited:
The Blazing Dojo, Round 3

Maxim (3 Tech)
:ss/zygarde:
Itzanma :leftovers: Leftovers
HP: 100/100, EN: 100/100, Stats: 7/9/5/9/95, Typing: Dragon / Ground, Abilities: Aura Break / Power Construct
Status: OK, Field: Clear
:punching glove: Punching Glove
:sticky barb: Sticky Barb
:cleanse tag: Cleanse Tag
:safety goggles: Safety Goggles
:flame orb: Flame Orb - NOTE: NEVER USE
:glalie: KO
:machamp: (Unselected)
Battlefield: Clear​
Hyjack (2 Tech)
:ss/plasmanta:
Momentai :metal coat: Metal Coat
HP: 22/85, EN: 74/100, Stats: 3/10/9/7/57, Typing: Electric / Poison, Abilities: Storm Drain / Vital Spirit / Telepathy
Status: +2 SpA (4 turns), +1 SpD (4 turns), -1 Spe (1 turn), Field: Clear
:assault vest: Assault Vest
:leftovers: Leftovers
:journal: Adventure Rules
:eject button: Eject Button
:quick claw: Quick Claw
:ss/hatterene:
Patience
HP: 35/80, EN: 73/100, Stats: 7/7/11/7/25, Typing: Psychic / Fairy, Abilities: Healer / Anticipation / Magic Bounce
Status: -10% Evasion (Nature)

:dhelmise: (Unselected)
Step 1
:zygarde:
Zygarde used Protect! (-12 EN)
Zygarde protected itself! (Protection)

:plasmanta:
Plasmanta used Gastro Acid! (-6 EN)
Zygarde protected itself!
(Plasmanta's Speed returned to normal)
(Plasmanta's Speed is now 100)


Step 2
:plasmanta:
Plasmanta used Encore! (-10 EN)
Zygarde received an encore! (Encore, next 2 rounds)

:zygarde:
Zygarde used Earthquake! (-7 EN)
Crit (1, d24): 7 (No)
(10 + 3 + (7 - 10))*2 = 20

Step 3
:plasmanta:
Plasmanta used Toxic! (-7 EN)
Zygarde was badly poisoned! (Poison, Toxin)

:zygarde:
Zygarde used Earthquake! (-7 EN)
Crit (1, d24): 24 (No)
(10 + 3 + (7 - 10))*2 = 20
:reaper cloth: Plasmanta fainted!

:zygarde::toxic orb:
Zygarde was hurt by the poison! (-1 HP)

:mienfoo: Round Summary :mienfoo:
:zygarde: HP: -1
:zygarde: EN: -12-7-7 = -26
:plasmanta: HP: -20-20 = -40
:plasmanta: EN: -6-10-7 = -23
Maxim (3 Tech)
:ss/zygarde:
Itzanma :leftovers: Leftovers
HP: 99/100, EN: 74/100, Stats: 7/9/5/9/95, Typing: Dragon / Ground, Abilities: Aura Break / Power Construct
Status: Encore (Protect, 2 rounds), Poison (2), Toxin, Field: Clear
:punching glove: Punching Glove
:sticky barb: Sticky Barb
:cleanse tag: Cleanse Tag
:safety goggles: Safety Goggles
:flame orb: Flame Orb - NOTE: NEVER USE
:glalie: KO
:machamp: (Unselected)
Battlefield: Clear​
Hyjack (2 Tech)
:ss/plasmanta:
Momentai :metal coat: Metal Coat
HP: 0/85, EN: 0/100, Stats: 3/10/9/7/100, Typing: Electric / Poison, Abilities: Storm Drain / Vital Spirit / Telepathy
Status: Fainted, Field: Clear
:assault vest: Assault Vest
:leftovers: Leftovers
:journal: Adventure Rules
:eject button: Eject Button
:quick claw: Quick Claw
:ss/hatterene:
Patience
HP: 35/80, EN: 73/100, Stats: 7/7/11/7/25, Typing: Psychic / Fairy, Abilities: Healer / Anticipation / Magic Bounce
Status: -10% Evasion (Nature)

:dhelmise: (Unselected)
1732484961855.png

"Plasmanta stalls for one turn, forcing Zygarde to Protect, but it inevitably goes down with two Earthquakes. However, Plasmanta is able to badly poison Zygarde before it faints. Hyjack is down to his last Pokémon, Hatterene. Let's see what he does next!"

HeliosAflame comments
Hyjack replaces Plasmanta (Hatterene), equips, and orders first
Maxim orders second
Doduodrio refs
 
Last edited:
This round was mostly clean up.
Maxim is looking to execute plasmanta as efficiently as possible, Hyjack is trying to get 1 or 2 last hits in.
The most important thing on both sides is ability disruption, if Zygarde is defeated without becoming zygarde complete this would be a big boon. I would argue that both sides should be looking to spend tech here, lest the battle end without using it at all.

Maxim subs
Earthquake (Plasmanta) x3

1. At start of step, if Plasmanta is to use an Ability-Disrupting move at most once, then use Protect.

This sub is awkward because the round is likely to end without plasmanta seeing all their actions. If plasmanta is going to survive 1 step they can type gastro acid ~ gastro acid, if they are going to survive 2 steps they can type x ~ gastro acid ~ gastro acid.
In both cases I think you want to use tech, maybe toxic + gastro acid.
Also this sub looks really boarderline on legality because it has shortcutted out "at most once This Round." This is heavily relying on context for completion and I am not even sure if it isn't ambiguous with "at most once this step" or some nonsense.

2. Once, at start of step, if Plasmanta is to use Endure, then use Coil.
I like trying to stop plasmanta stalling out the round since that could lead to having to second order vs hatterene. I would prfer to screen out protect instead of endure. Screening out only one of them does nothing because even without endure plasmanta can protect ~ x ~ protect to stall the round. If you have to pick one, protect is a better move than endure since it completely denies your action, meaning they don't die to random dots and they can use it earlier in the round. + it can be used twice.

3. At start of turn, if Plasmanta has less than 6 HP and you have more than -1 Attack Stages and Plasmanta does not have a Decoy, then use Extremespeed.
This sub I like. Not much to say here.

4. At start of turn, if Plasmanta has the Hovering Condition and Plasmanta does not have the Grounded status, then use Thousand Arrows (Plasmanta)
This sub also makes sense within trying to box plasmanta into a 2 turn kill, however as has been mentioend it needs to check earlier due to priority.


Over all I think that these subs could be improved by dropping the first sub and replacing it with a protect sub if you wanted to force a 2 action kill.

However given that you have 3 tech burning a hole in your pocket I would have advocated going for a 1 step kill with a combo such as thousand arrows + focus blast to get to 23 damage.
This denies plasmanta any actions at all due to their -1 spe stage, making it much easier to sub for the few things that could matter.
if protect, dragon dance
if endure, dragon dance
are roughly the subs required to make sure plasmanta can't stall out the speed debuff.

for hyjack I like these orders. In general I would have considered protect ~ toxic ~ protect, but the orders he typed lets him abuse the extreme speed sub. If plasmanta survived to the next turn on 2 hp there would be no way to stop espeed.
That said I don't like the encore. iron tail only does 15 damage even if it hits, compared to 13 from earthquake, so this encore is worth 4 damage.
gastro acid or chilling water look better. I also think I would probably have comboed here (gastro acid + toxic?) because the game is getting late and you risk it ending before you can spend your tech.
 
Sending out Patience the Hatterene :hatterene: @ :quick claw: Quick Claw


:sv/hatterene: @ :quick claw:
Draining Kiss ~ Draining Kiss ~ Chill
= = =
Step 1
If Foe orders Substitute
Order Psychic Noise
- - - -
If Decoy is present, and Protection is absent
Order Power Whip
- - - -
Step 2
If Foe orders Protect
Order Chill, then order Draining Kiss next step
- - - -
If Dragon is absent from Foe's types, and Protection is absent from Foe
Order Psychic Noise first instance, Draining Kiss later instances
= = =
 
Last edited:
The Blazing Dojo, Round 4

Maxim (3 Tech)
:ss/zygarde:
Itzanma :leftovers: Leftovers
HP: 99/100, EN: 74/100, Stats: 7/9/5/9/95, Typing: Dragon / Ground, Abilities: Aura Break / Power Construct
Status: Encore (Protect, 2 rounds), Poison (2), Toxin, Field: Clear
:punching glove: Punching Glove
:sticky barb: Sticky Barb
:cleanse tag: Cleanse Tag
:safety goggles: Safety Goggles
:flame orb: Flame Orb - NOTE: NEVER USE
:glalie: KO
:machamp: (Unselected)
Battlefield: Clear​
Hyjack (2 Tech)
:ss/hatterene:
Patience :quick claw: Quick Claw
HP: 35/80, EN: 73/100, Stats: 7/7/11/7/25, Typing: Psychic / Fairy, Abilities: Healer / Anticipation / Magic Bounce
Status: -10% Evasion (Nature), Field: Clear
:assault vest: Assault Vest
:leftovers: Leftovers
:journal: Adventure Rules
:eject button: Eject Button
:plasmanta: KO
:dhelmise: (Unselected)
Step 1
:zygarde:
Zygarde used Iron Tail! (-7 EN)
Miss (18 - 20, d20): 19
But it missed...

:hatterene:
Hatterene used Draining Kiss! (-7 EN)
Crit (1, d24): 6 (No)
(5 + 3 + (11 - 9))*1.5 = 15
Hatterene drained HP! (+7 HP)

:zygarde::leftovers:
Zygarde munched on its leftovers! (+6 HP)

:zygarde::toxic orb:
Zygarde was hurt by its poison! (-2 HP)

Step 2

:zygarde:
Zygarde used Iron Impact! (-17 EN, -2 Tech)
Crit (1, d24): 17 (No), Drop (1 - 3, d10): 4 (No)
(15 + (7 - 7) - 2)*1.5 => 20
Zygarde became sluggish... (Sluggish, next 1 turn)

:hatterene:
Hatterene used Draining Kiss! (-7 EN)
Crit (1, d24): 24 (No)
(5 + 3 + (11 - 9))*1.5 = 15
Hatterene drained HP! (+7 HP)

:zygarde::leftovers:
Zygarde munched on its leftovers! (+2 HP)

:zygarde::toxic orb:
Zygarde was hurt by its poison! (-3 HP)

Step 3

:zygarde:
Zygarde used Protect! (-12 EN)
But nothing happened...

:hatterene:
Hatterene used Chill!
Hatterene recovered energy! (+12 EN, -1 Chill)

:zygarde::leftovers:
Zygarde munched on its leftovers! (+2 HP)

:zygarde::toxic orb:
Zygarde was hurt by its poison! (-4 HP)

:hatterene::quick claw:
Hatterene's Quick Claw urges it along!
Hatterene became super fast! (Quickness)

:mienfoo: Round Summary :mienfoo:
:zygarde: HP: -15+6-2-15+2-3+2-4 = -29
:zygarde: EN: -7-17-12 = -36
:hatterene: HP: +7-20+7 = -6
:hatterene: EN: -7-7+12 = -2
Maxim (1 Tech)
:ss/zygarde:
Itzanma :leftovers: Leftovers
HP: 70/100, EN: 38/100, Stats: 7/9/5/9/95, Typing: Dragon / Ground, Abilities: Aura Break / Power Construct
Status: Encore (Protect, 1 round), Poison (5), Toxin, Field: Clear
:punching glove: Punching Glove
:sticky barb: Sticky Barb
:cleanse tag: Cleanse Tag
:safety goggles: Safety Goggles
:flame orb: Flame Orb - NOTE: NEVER USE
:glalie: KO
:machamp: (Unselected)
Battlefield: Clear​
Hyjack (2 Tech)
:ss/hatterene:
Patience :quick claw: Quick Claw
HP: 29/80, EN: 71/100, Stats: 7/7/11/7/25, Typing: Psychic / Fairy, Abilities: Healer / Anticipation / Magic Bounce
Status: -10% Evasion (Nature), 4 Chills, Quickness, Field: Clear
:assault vest: Assault Vest
:leftovers: Leftovers
:journal: Adventure Rules
:eject button: Eject Button
:plasmanta: KO
:dhelmise: (Unselected)
1732570096303.png

"An unfortunate Iron Tail miss allows Hatterene to recover HP and recover HP. Zygarde is getting whittled down slowly, but Hyjack still has a whole lot of HP left to chew through if he wants to claim victory."

HeliosAflame comments
Maxim orders first
Hyjack orders second
Doduodrio refs
 
Last edited:
The health differential going into this round is huge, but the typing favours hatterene.
To win Hyjack needs to find a way to stall things out so that poison can tick down and zygarde can potentially run out of en. On the other side Maxim just wants to trade damage and finish off hat.

For maxim I believe that just mashing earthquake did 13 with no miss chance, while iron tail does 12 even if it hits.

Hat is getting a remarcably good trade, and can possibly continue to do so with pain splits, but zygarde still has an overwhelming life advantage.
 
If Zygarde actually can't knock out a 30 hp Hatterene I'm giving up on it for good. :/

:SV/Zygarde:
Chill~Earthquake~Protect
1. At start of Step 2, if Hatterene is to use a Protective move, then use Chill.
2. At start of turn 2, if Hatterene is under the effects of Reflect, then use Sludge Wave.
3. At start of turn 2, if Zygarde has less than -1 Attack stages, then use Sludge Wave.
4. At start of turn 2, if Hatterene is to use Misty Explosion, then use Taunt.
 
The Blazing Dojo, Round 5

Maxim (1 Tech)
:ss/zygarde:
Itzanma :leftovers: Leftovers
HP: 70/100, EN: 38/100, Stats: 7/9/5/9/95, Typing: Dragon / Ground, Abilities: Aura Break / Power Construct
Status: Encore (Protect, 1 round), Poison (5), Toxin, Field: Clear
:punching glove: Punching Glove
:sticky barb: Sticky Barb
:cleanse tag: Cleanse Tag
:safety goggles: Safety Goggles
:flame orb: Flame Orb - NOTE: NEVER USE
:glalie: KO
:machamp: (Unselected)
Battlefield: Clear​
Hyjack (2 Tech)
:ss/hatterene:
Patience :quick claw: Quick Claw
HP: 29/80, EN: 71/100, Stats: 7/7/11/7/25, Typing: Psychic / Fairy, Abilities: Healer / Anticipation / Magic Bounce
Status: -10% Evasion (Nature), 4 Chills, Quickness, Field: Clear
:assault vest: Assault Vest
:leftovers: Leftovers
:journal: Adventure Rules
:eject button: Eject Button
:plasmanta: KO
:dhelmise: (Unselected)
Step 1
:zygarde:
Zygarde used Chill!
Zygarde recovered energy! (+12 EN, -1 Chill)

:hatterene:
Hatterene used Trick! (-7 EN)
Hatterene got Zygarde's Leftovers!
Zygarde got Hatterene's Quick Claw! (Loaner)

:hatterene::leftovers:
Hatterene munched on its leftovers! (+6 HP)

:zygarde::toxic orb:
Zygarde was hurt by its poison! (-5 HP)

Step 2

:zygarde:
Zygarde used Earthquake! (-7 EN)
Crit (1, d24): 18 (No)
(10 + 3 + (7 - 7))*1 = 13

:hatterene:
Hatterene used Pain Split! (-10 EN, -1 Recovery)
Zygarde lost HP! (-13 HP)
Hatterene gained HP! (+13 HP)

:hatterene::leftovers:
Hatterene munched on its leftovers! (+2 HP)

:zygarde::toxic orb:
Zygarde was hurt by its poison! (-6 HP)

:zygarde:
Zygarde's cells assembled together!
Zygarde has transformed into Zygarde-Complete!

Step 3
:zygarde complete:
Zygarde used Protect! (-12 EN)
Zygarde protected itself! (Protection)

:hatterene:
Hatterene used Reflect! (-10 EN)
Hatterene's team was protected from Physical attacks! (Reflect, 7 steps)

:hatterene::leftovers:
Hatterene munched on its leftovers! (+2 HP)

:zygarde complete::toxic orb:
Zygarde was hurt by its poison! (-6 HP)

:zygarde complete::quick claw:
Zygarde's Quick Claw urges it along!
Zygarde became super fast! (Quickness)

:zygarde complete::quick claw:
Zygarde dropped its Quick Claw!

(Zygarde's Encore status wore off)

:mienfoo: Round Summary :mienfoo:
:zygarde complete: HP: -5-13-6-6 = -30
:zygarde complete: EN: +12-7-12 = -7
:hatterene: HP: +6-13+13+2+2 = +10
:hatterene: EN: -7-10-10 = -27
Maxim (1 Tech)
:sv/zygarde complete:
Itzanma
HP: 75/135, EN: 31/100, Stats: 7/9/6/9/85, Typing: Dragon / Ground, Abilities: Aura Break / Power Construct
Status: Poison (6), Toxin, 4 Chills, Quickness, Field: Clear
:punching glove: Punching Glove
:sticky barb: Sticky Barb
:cleanse tag: Cleanse Tag
:safety goggles: Safety Goggles
:flame orb: Flame Orb - NOTE: NEVER USE
:glalie: KO
:machamp: (Unselected)
Battlefield: Clear​
Hyjack (2 Tech)
:ss/hatterene:
Patience :leftovers: Leftovers
HP: 39/80, EN: 44/100, Stats: 7/12/11/7/25, Typing: Psychic / Fairy, Abilities: Healer / Anticipation / Magic Bounce
Status: -10% Evasion (Nature), 4 Chills, Quickness, 1 Recovery, Field: Reflect (6 steps)
:assault vest: Assault Vest
:leftovers: Leftovers
:journal: Adventure Rules
:eject button: Eject Button
:plasmanta: KO
:dhelmise: (Unselected)
1732655897755.png

"Hatterene keeps whittling down Zygarde with Poison while recovering HP with a stolen Leftovers and a Pain Split. Setting up a Reflect means Zygarde can't use its Physical moves effectively anymore. Is this going to be a death by a thousand cuts, or will Zygarde find a way to break through?"

HeliosAflame comments
Hyjack orders first
Maxim orders second
Doduodrio refs
 
A strong stall out from Hyjack.
I would have liked an "if pain split, then protect" sub from maxim to stop the worst of the drain, but with first order there isn't that much he can do here. The general rule as first order is that for you to win, you need to be ahead if the trades go "as they should", but unfortunately hatt wins the turn by turn quite hard.

Not much to say on Hyjack's side except that he continues the toxic/en stall out win condition well with his orders.
From the current state Hyjack just needs to maintain the pressure for 1 last round and he probably closes this out.

If this was my game, this would be about when I started thinking about how I could have not been in this position. Looking back there are a couple of key points.
1. Zygarde is unkillable but is not applying enough pressure. The soft sand in Maxim's backpack would have threatened significantly more damage and would have killed plasmanta 1 action faster. with good subs, it was possible to enter the match up vs Hatt without toxic or encore in effect (if protect or endure then dragon dance, so that you keep speed advantage and can 1 shot.)
2. There were some missed opportunities the round before this. Hyjack had no sub vs evasive moves, and draining kiss is a contact attack. Dig ~ Dig ~ Protect would have dealt 22 damage and taken none back, importantly dodging the draining kiss healing as well. With soft sand as well hatterene could have been on 5 life by the time Maxim had to first order.
 
:sv/hatterene: @ :leftovers:

Disarming Voice ~ Disarming Voice ~ Disarming Voice
= = =
(Once)
Start of Any Step
If Foe is to order Camoflage, and Protection is absent, and Decoy is absent,
order Nuzzle
- - - -
If Foe is asleep, and Protection is absent, and Evasive is absent
Replace all Disarming Voice with Psychic Noise, THEN order Psychic Terrain first instance, Expanding Force later instances
- - - -
If Decoy is Absent, and Protection is absent, and Evasive is absent,
order Draining Kiss
= = =
 
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