Lemonade
WOOPAGGING
JK, if I fly any closer to the sun my wings will burn offfat nixhex paraphrase said:you are a cool guy so go do it
Chess has them. Go has them.
From thy slumber, awake! From you I snatch the hollowed airs with talk, for seek I cred from all to hold his strength.
Pokemon undoubtedly has stages in each battle. However, this interpretation has not really been discussed. I believe there are merits to this thought, so I'd like to start some theory on it. I shall discuss my ideas on the three "stages" of battle. They are named incepetis, IMR, and FIE. I will then go on to further break up each stage. Finally, I will offer some further implication-type thoughts. This may seem like me blabbing, so make sure to add in "I think" to a lot of this stuff!
Incepetis-(you all shall begin; ie, the opening play)
This phase starts from Team Preview. I think players should draft a tentative strategy from TP. If the opposing team gives off a Trick Room vibe, you should keep in the back of your mind a thought to prevent TR from going up. If you have a weather team and are facing another weather team, begin creating a plan, specific to the opponent's team, on how to get rid of the opposing weather starter. However, make sure these ideas are loose and subject to change, since you don't actually know anything about the opposing team other than the Pokemon present. Don't over-think! If you have Taunt on Deoxys-S so you can stop opposing hazard leads from setting hazards, use Taunt! Don't start playing mind games with yourself; if you stop using Taunt because "Ferrothorn is probably going to attack," you're better off picking another move.
Anyway, there are definitely some goals you should accomplish while the game begins (obviously, specificity differs on what kind of team you run).
Do what the lead is designed to do: True leads don't exist anymore, but you nonetheless probably have a general course of action when you start a game out. For stall teams, it might be set up all hazards. For offense, it might be get Stealth Rock and dual screens up. Whatever it is, do it; you'll have the "advantage." If you fail to open properly, either you are cleanly sweeping the opponent, or the opponent has been pushing you around. The latter is bad: not only are you in a weaker position, you will have a hard time when mid-game starts. If you're a stall team trying to set up hazards mid game, the opponent can take advantage of your lack of momentum and eat you.
Gain a basic understanding of the opponent's team: This knowledge is helpful as the match progresses. Optimally, you will be able to identify the variant of a potentially threatening Pokemon. For example, if SD Scizor destroys you but Choice Band variants are pushover, you might try to find out what variant an opposing Scizor is. However, this identification will most likely happen late incepetis or early IMR. Also, remember not to over-predict and draw conclusions; "the forth move on Azelf is Grass Knot." There must be a reason he's switching Azelf into your 50% Ferrothorn!! If nothing else, pay attention to what moves the opponent has.
Gain a feel for the opponent's play style: This one is more important to preface with "this is not set in stone!!" Some opponents purposely play randomly in incepetis so they can surprise you later. However, it is important to understand how the opponent acts. Do they switch often? Are they reckless and bold, setting up on uncertainty, or are they more protective? How much do they predict (although this last question is a bit shaky because they might not want to over-predict). Remember: nothing is set in stone.
Well, that's all nice and good. At some point, however, incepetis will become what I like to call IMR.
IMR-in media rerum (in the middle of things) (ee-mur)
At some point, of which I am still unsure, incepetis moves to IMR. All I know is there is a point where predictions—more or less perfect—begin, and you start to prepare for your team's ultimate goal. For example, if your team is based around a Volcarona sweep, you will inevitably start trying to eliminate Heatran and Gyarados, among others. This is what I define IMR as: the span of turns in which you execute the bulk of your team strategy. If it's stall, you phaze like hell and annoy the opponents with Encore SubSeed Whimsicott to the point where the opponent can't afford to switch more than twice. If you run offense, all the Sharpedo counters are gone or damaged beyond repair so the shark can come in and play. Baton Pass is perhaps the easiest: boost, pass to Espeon, Stored Power the rest of the way through.
It's a lot broader, but there are still goals to reach. You pretty much want an understanding of how the opposing team functions, and how the opponent plays with it. I must stress this: do not worry about the opponent suddenly pulling a flying rat's ass out of his ass. If a player can really truly fool you into thinking they play a certain way when they don't, kudos. Don't worry about it. Slowly, your understanding of the opponent should increase, and you want net positive momentum. Then, it will overflow into FIE.
FIE-finiri iam et (and now things come to an end) (FIE rhymes with pie)
Late-game is perhaps the only thing briefly alluded to in current talk: the late-game sweeper. However, it is a bit (just a bit) more involved than that. This, in the optimal battle, is the easiest thing imaginable. On an offensive team, bring in Sharpedo and press Waterfall 1-6 times. Everything, even walls, should be weakened beyond repair. On a stall team, stand around for a few turns. Ie, IMR has set up the situation so nicely that the last part of your strategy can be executed without hitch.
Unfortunately, games are rarely perfectly played. Thus, FIE needs to be played with even more diligence. Concentration is key, because a slip up could mean the loss of a key component. Prediction should be spot on, but you should also take risks like "can I survive this hit to set up that Dragon Dance?" (Out of stuff to say….ummmm…yeah! C:}
Alright. That was a lot. But I'm not done yet. I'm going to do a quick little summary of "example" optimal phases for different kinds of teams.
Offensive-non weather:
Incepetis: get up Stealth Rock (and Spikes if you like that), do some U-turns/Volt Switches. Prepare to KO walls soon. Perhaps identify problematic Scarfers and devise methods to wear them down / KO them.
IMR: start predicting more and damaging their defensive Pokemon. Your wallbreakers want to have finished their job, so them being KOed is not too big of a problem. If you are stacking, the first run-through needs to be completed. Scarfers need to be pretty much gone unless you can KO them with priority.
FIE: come in with your Moxie DD Scrafty or something and sweep. BAM.
Offensive weather (most of the above also applies):
Incepetis: IMO hazards are important for every kind of weather. Get them up. Passively keep your weather up, though you may have to play around that. Don't get caught by the opponent's method to eliminate your weather starter!
IMR: start running your sweepers through, forcing things out, predicting. You should win the weather war sometime in this.
FIE: smash stuff
Baton Pass:
Incepetis: get the boosts you need and start passing. Hopefully, avoid Taunt and stuff
IMR: attain max boosts before you are forced to retaliate. If something dies, start up your chain again. Make sure you don't neglect the opponent's actions.
FIE: finishing sweep
Stall:
Incepetis: get your hazards up, identify and avoid the opponent's stallbreakers
IMR: phaze, annoy, hopefully eliminate or cripple the opponent's stallbreakers
FIE: stand around
(I need some more examples possibly and more detail).
So now, some questions
- Is it even viable to think of Pokemon battling in the way? Like, is Pokemon not developed / involved enough like chess and go are to have discussion about the stages of a battle?
- What can this kind of take on competitive battle do? Will it help break down battles better? Will battles become more systematic?
- What is the defining border between phases, or do such borders even exist. If not, how do we identify when the battle has shifted between phases?
- Can we identify the strength at which one has played each phase? Does the success of successive phases depend upon the previous ones?
- Are there more or fewer phases than three? Maybe specific for play style?
Et iam, ire! Enim locutus sum satis.