Hi guys today I am back with another monthly report, post,
this time bringing you the second part of my first VGC 17 February report in
which I focused mainly on the team that I was trying out previously I concluded
the report with an upcoming update on this team soon as a big meta change
passes by without further spoiling the post’s content lets get into it (ok
spoilers! I failed badly on improvement as well as on the concepts of a new
team, finally came up with a very good bulky team that will be in the end of
this report, however if you want to go through my opinion and experience please
read through!):
Updating the Team,
Thoughts on pre regional’s meta:
Originally I had planned to do an update on the team as an
official event or say a regionals passes by which was on the 18th of
this month, I started working on the update a few days early to get myself a
more refined version of this team, the team did got me near 1600s on ps which
seems a very good record for me but a few days later with the ever fluctuating
metagame gave the team quite a challenge. Last time I concluded with some
metagame tactics popping up, now it has become an official thing with the tapu
lele/tapu fini + mandibuzz combination also quite some people are making more
and more use of snorlax and setup tapu fini but only recently a few teams of
belly drum + psych up teams have started popping up, the metagame did change
and I had quite a few ideas on where the team lacked, these were the following:
·
Politoed got my attention and I did mention it
last time, I needed more synergy around it, most of the matches I won politoed
had a huge impact upon and I really liked it however losing it in some games
was quite costly for me in a lot of games
·
I also felt my lacking against pokemons like
porygon 2 and mandibuzz, overall to say the pokemons that had the ability to
use recovery moves were hurling quite some difficulties on my team’s way to
success.
·
My team also lacked the late game bulk that it
needed, especially getting walled against a bulky set of pokemons gave this
team a lot of issues.
·
Mudsdale wasn’t getting much use out of its own
tempo ability, I had two slots on the team because of it which never gave me
guaranteed success in their use.
·
Tapu fini + mandibuzz, snrolax + psych up users
(metagross and mimikyu) and in general setup was giving me a lot of trouble, I
had to do clever positioning around it, whenever I didn’t I ended up losing.
Mimikyu did its job quite nicely but it’s on field position comfort ability was
quite limited and couldn’t be brought on all the situations on the field.
Upon giving a close observation to all the other problems
and my general interest in politoed I decided to do a lot of teams in testing,
I basically took the core of politoed, torkoal and lilligant a I really liked
it, however trying to infuse it with a bulkier core of three in the back was
not working at all as one lacked dynamism and the other only could support and
wasn’t fitting in well with the team enough. The thought of making a new team
originally around the F/W/G core of mine seemed quite tough, so following ere
the few decisions I made to adjust the team mentioned above, my main slots to
target were of course tapu koko and mimikyu:
·
Tapu koko to be now used as a physical attacker
seemed quite interesting tome especially the utility it gave me over the
specially defensive combination of mandibuzz + tapu fini also pokemons like
porygon 2 were very popular, guardian of alola was a move that I was quite interested
in as it could serve a very good counter to a lot of pokemons that were bulky.
I had confidence in testing out this specific variant also at this point I
could see some possible comeback of physical tapu koko considering the
specially defensive metagame.
·
I really wanted to replace the choice of mimikyu
with mandibuzz, a pokemon that I was quite tempted to use, seeing a pokemon
which I felt had a lot of potential in past vgc formats, but now suing it in
this one finally for good cause was quite tempting to me, mandibuzz could carry
set of moves like roost, toxic as well as the all important taunt and maybe
whirlwind to come over a lot of the problems I would face. Mandibuzz I also
chose as I saw it had a more stable on field stance in this metagame over
something like mimikyu. Though being less confident in my own stranger decision
on this slot I gave them a try before the tournament and surely was looking
forward to make some serious update after the regionals.
Upon testing these pokemons it gave me the following points
and I was quite happy that I ever tested these ideas out:
·
Physical tapu koko proves more powerful against
some matchups however its offense lacked quite much in general when doing its
job, also with the addition of tapunium z and physical set it lost all its
importance to its original ob which was beating garchomp, something else would
be more efficient on the same pokemon.
·
Mandibuzz gave me the best sense of direction it
filled the exact roles in the matches that I tested and worked well, however
the lack of trick room was bothering. Mandibuzz showed me that toxic + recovery
was quite and a whole lot helpful to me, however no trick room and certain lack
of goals that it couldn’t fulfil gave me doubt on this pokemon.
After this I settled on the following:
·
Special tapu koko, with the addition of moves
like calm mind would give it a strong matchup against tapu fini + mandibuzz as
well as make it beat garchomp, especially in combination of fast substitute
will come over a lot of the late-game problems that I will be facing with this
team on the same time providing tapu koko with more offensive power that it can
use upto a great extent in a match. After testing I realized that the setup
wasn’t bulky enough and made tapu koko quite passive and ineffective especially
without protect.
·
Replacing mandibuzz was the idea of giving the
team a physical attacker with trick room and the combination of recovery move +
toxic also with good synergy, slowking seems ideal and accessible in this
variant however testing was still to be carried out. Exeggutor was a test
pokemon, trevenant seemed to fit the role better but I didn’t test it out at
this point, this slot was quite ok-ish and worked in a limited number of
matchups I really didn’t like these ideas too much.
After getting into a lot of brainstorming on this team of
mine. I felt like it could partially also fit in the duo of pheromosa +
oricorio in the last two slots especially as the last moveslot of lilligant
were free, an electric type was working out well and I liked to have a fast
coverage option, this duo would be ideal. Mudsdale could take up for the lack
of physical defense then.
Helping out building
a team:
This time around I was quite not doing much so someone
needed help on ps on building a team for the upcoming premier challenge on the
weekend, I was feeling quite confident to help as the person told that his
preference was offense and he didn’t want to use something super and hyper
popular. This got my interest, we discussed various options he could start the
build around he came around electabuzz and I suggested an electivire, we
settled on electivire as it had the strong electric coverage in physical terms
against that tapu fini and especially something I looked out for, the tapu fini
+ mandibuzz lead. It also got fire coverage for kartana which seemed very much
important and then it could get alot of options for the last moveslot. Motor
drive could prove good against koko’s offense and it seemed frail and bad
against the popularly paired garchomp with it.
Talking about needing and countering more, garchomp’s
earthquake was quite a clear problem, we came to the conclusion to use an
intimidate user to make it survive the attack, salamence seemed ideal as it
covered up the ground weakness and also assisted in countering the garchomp
offensively, also seemed a promising option against more kartana and a source
to deal loads of damage. Needed a switch for salamence, vanilluxe was chosen
also for the fast offense and provided more against ground types and garchomp
in general. Talking about needing a steel type against the tapu’s I suggested
and added a sandslash which could also get help from the hail for a speed boost
and that essential ground coverage.
On the thoughts of rounding out the team the person felt a
desire to use tapu lele, I felt like the team could lack in general against a
kartana, arcanine seemed to work well in that regard and could also fit in well
with tapu lele. I tried out thief arcanine with psychic seed which was key in
quite some matches inspired from James Baek’s drifblim and from the recent
leaked variants (sorry) tapu lele broke those fake out + trick room and trick
room leads with its taunt. Arcanine’s supportive variant was useful in
hindering alto of teams that relied on moderate offense options and made my
hyper offensive team quite bulky from attacks like snarl and will-o-wisp.
Concluding the
Regionals:
So I did finally saw the regional results as I missed the
stream, and to my absolute surprise Gavin Micheals had again won the regionals
with a team very similar to that of his that he won the previous regional with,
I felt like the metagame had changed a lot but his full trick room archetype
surely was something quite else and quite flexible, making noticeable
amendments in the drampa slot for a snorlax and giving mimikyu the destiny bond
gave the team an entire new and threatening mode to play into, again winning
him the regionals.
As far as the metagame of the regionals goes, I don’t
remember seeing some very big and new metagame change, the only and the very
big metagame change that I saw was a lot of people trying out Gavin Micheals’
team on the ladder, some even with their own variants. I also faced a number of
magnezone as saw it having a comeback into the metagame. I don’t expect this
archetype to be a long living trend and have feelings that it will fade out
soon.
Taking a new
Direction:
On the thoughts of the previous team and my tries to amend
it to the best possible set of pokemons against the metagame. However realizing through a lot of switches
between the teams’ pokemons and having a thorough look at the team’s building
process and composition, knew that
amending a member two wouldn’t work as the team worked collectively as a unit
and the team wasn’t much flexible in terms of taking to new options. Moving a
variant from here to there or a member from here to their disturbed the
synergetic balance of the team. The first build with the lilligant and torkoal
amendments was the best form of the team and it would have to play carefully
around the threatening matchups.
That is why after the regionals without knowing the metagame
changes a certain though of using a charjabug, xurkitree was on my to-build
list and I was trying to figure out how it could work.
With these ideas I came up with the following points that
build a more defensive team as I realized using offensive teams from the start
of the format, so now I would like to work around more bulky team concepts
which in my sense of the archetype would make me play more patiently and will
give me a clear sense of when to utilize which pokemon and how to preserve them
on my general teams. So following is the thought process of building this team:
·
Choice of charjabug as the starting point of
this team of mine. Charjabug was something I had my eyes on for quite some time
by now. Charjabug has a few advantages against this metagame. Charjabug had the
electric coverage against the pelliper and the gyarados which covered them, a
move bug bite in the form of this metagame having loads of berry keepers can be
very useful and then the move string shot which could do a lot of things. It
can firstly speed up things in a flash. Especially as I had thought out the
team to be bulky charjabug could be very much helpful in slowing down
oppositions for speeding up my bulkier and expectedly slower team to come.
·
Next thing that I really wanted to use was a
mandibuzz + tapu fini has been an old enemy of mine and I would have loved to
keep it into effect, however I was curious to build effectively around tapu
bulu, it being able to give the earthquake nerf and then the recovery could
hypothetically prove much useful for this team of mine and would have really
helped me out whenever I needed this pokemon. With strong and helpful moves
like wood hammer, super power (specifically for kartana matchups) and then
taunt whcihc disrupts loads, tapu bulu could come in handy in loads of
situations except when providing bulk. Generally people go for scarf or
grassium z on this pokemon however on earlier meta tests I figured that if you
use it offensively then it lives attacks just by a little amount even when
built bulky and then recoil knocks it right out, so aguav berry seemed to look
very promising especially against teams that tend to double target it,
especially and most noticeably against combinations like tapu koko + garchomp.
·
Xurkitree came naturally as I really wanted to
make use of xurkitree and utilize charjabug’s ability fully. Whenever I want to
go bulky Wolfe Glick’s style is something quite amazing to trace, I noticed in
his bulky London’s and regionals team that he had one pokemon that could dish
out loads of damage even if the team was generally bulky. Xurkitree was this
pokemon for my team. I decided to go for assault vest tapu koko but it giving
me more common poison type weaknesses made me hesitant to use this pokemon. Having
the grassy terrain on the team I wasn’t too much conflicted to use a second
ground weakness.
·
On the thought of using a bulky pokemon and the
thought of ground z move from garchomp and mudsdale, a ground immunity would be
ideal, having tested and used the toxic staller mandibuzz really made me like
this pokemon so I used it there, it could set up tailwind when charjabug was
not comfortably to be brought in the preview. Rain dance was something I had to
compromise the toxic on this pokemon however you will see I used it ahead. Rain
dance seemed to heavily favor my first three pokemons and for the back story I
was quite interested in using manual weather knowing its pivotal and disruptive
importance in this format, which completely turns around matches, especially it
would completely take out those lilligant + torkoal leads with the help of its
ability.
·
I saw a clear weakness to nihilego, which would
explain the choice of assault vest, and further the coverage helped it cover
useful number of pokemons, gyarados also provided a third ground
immunity/weakness which made it very useful.
·
In the end I rounded out the team with the
desperation of going for the idea of a staller. Arcanine seemed a very useful
option. It can handle kartana matchups very handily. Fast snarl + intimidate +
grassy seed defense + fast toxic + morning sun seemed the best set for a bulky
staller idea of an arcanine.
Day 1 Testing and
Results:
I felt quite amazed that the first bulky team I built gave
me good results and winning with a bulky team especially through wearing off
your opponents is very and very much satisfying. Ofcourse team worked but I
realized that it was in its beta form. Concepts that worked really well were:
tapu bulu’s idea of the aguav berry which came in hand in almost every game I
brought it into. xurkitree was working much better as an individual pokemon
than I expected. Gyarados came in handy in a number of matchups, arcanine
worked very well with its specified variant however the grassy seed never came
into much effect. Things like charjabug and mandibuzz worked up to what I
expected them to do and each did their job very well. Modifying the ev spreads
accordingly and fixing them to specific needs was something I really would have
lied to do.
Day 2 Testing and
Results:
I finally did end up running important damage calculations
as well as making some nice variant switches benefit of team and I was ready th
really well. Running the following calculations made me realize the actual
hypothesized situations. Biggest threat seemed to be arcanine so I made a
switch to roar gyarados with waterium z which would be able to counter trick
room better as well as those arcanine mirrors that make winning a lot harder.
Arcanine’s item never came into significant use, changing it to a mago berry
made it much much and more bulky, this time around I finally used morning sun a
lot and felt that it was somewhat important. Xurkitree does ohko muk according
to calculations, mandibuzz was very good against the rising trend of belly drum
snorlax. The team didn’t had much dynamism but I was quite much determined to
test out how bulk works before moving into my second build, most likely trying
to pair up xurkitree with peliper which seemed interesting and synergetic
however hard to maintain as a bulky team, I didn’t dislike the team however in
mid battle if I don’t reserve the correct pokemon I end up losing badly. The
team had a lot of fun things and concepts and I was confident to play with them
as well as mention those flaws in it to improve it when playing next against
it.
-1 252 Atk Gyarados Hydro Vortex (160 BP) vs. 252 HP / 72
Def Arcanine: 198-234 (100.5 - 118.7%) -- guaranteed OHKO
-1 252+ Atk Arcanine Wild Charge vs. 52 HP / 60 Def
Gyarados: 152-180 (85.8 - 101.6%) -- 6.3% chance to OHKO
252+ SpA Life Orb Tapu Lele Psychic vs. 180 HP / 4 SpD
Gyarados in Psychic Terrain: 165-195 (85.4 - 101%) -- 6.3% chance to OHKO
-2 252+ Atk Gigalith Continental Crush (180 BP) vs. 180 HP /
220 Def Gyarados: 164-194 (84.9 - 100.5%) -- 6.3% chance to OHKO
252 SpA Nihilego Power Gem vs. 252 HP / 0 SpD Arcanine:
164-194 (83.2 - 98.4%) -- guaranteed 2HKO
4 SpA Arcanine Flamethrower vs. 84 HP / 164 SpD Assault Vest
Kartana in Rain: 112-136 (77.2 - 93.7%) -- guaranteed 2HKO
252 SpA Life Orb Tapu Koko Thunderbolt vs. 252 HP / 0 SpD
Arcanine in Electric Terrain: 148-175 (75.1 - 88.8%) -- guaranteed 2HKO
252+ SpA Life Orb Tapu Lele Psychic vs. 252 HP / 132 SpD
Arcanine in Psychic Terrain: 169-200 (85.7 - 101.5%) -- 6.3% chance to OHKO
-2 252 Atk Garchomp Tectonic Rage (180 BP) vs. 236 HP / 84
Def Arcanine: 168-198 (86.1 - 101.5%) -- 6.3% chance to OHKO
252+ SpA Xurkitree Hidden Power Ice vs. 28 HP / 52 SpD
Assault Vest Garchomp: 136-160 (72.7 - 85.5%) -- guaranteed 2HKO after Grassy
Terrain recovery
252 Atk Garchomp Earthquake vs. 4 HP / 0 Def Xurkitree in
Grassy Terrain: 84-102 (52.8 - 64.1%) -- guaranteed 2HKO after Grassy Terrain
recovery
-1 252 Atk Garchomp Earthquake vs. 4 HP / 0 Def Xurkitree in
Grassy Terrain: 56-68 (35.2 - 42.7%) -- 93.5% chance to 3HKO after Grassy
Terrain recovery
252 Atk Garchomp Tectonic Rage (180 BP) vs. 252 HP / 4+ Def
Eviolite Charjabug: 97-115 (59.1 - 70.1%) -- guaranteed 2HKO
252 Atk Garchomp Tectonic Rage (180 BP) vs. 252 HP / 4 Def
Eviolite Charjabug: 106-126 (64.6 - 76.8%) -- guaranteed 2HKO
252+ SpA Golduck Hydro Vortex (185 BP) vs. 252 HP / 252+ SpD
Eviolite Charjabug in Rain: 123-145 (75 - 88.4%) -- guaranteed 2HKO
252 SpA Pelipper Scald vs. 252 HP / 252+ SpD Eviolite
Charjabug in Rain: 49-58 (29.8 - 35.3%) -- guaranteed OHKO
(does not survive double ducks)
252+ SpA Xurkitree Gigavolt Havoc (185 BP) vs. 252 HP / 4
SpD Muk-Alola: 213-252 (100.4 - 118.8%) -- guaranteed OHKO
252+ SpA Xurkitree Gigavolt Havoc (185 BP) vs. 4 HP / 0 SpD
Tapu Koko in Electric Terrain: 203-239 (139 - 163.6%) -- guaranteed OHKO
252 SpA Life Orb Tapu Koko Thunderbolt vs. 252 HP / 252+ SpD
Mandibuzz in Electric Terrain: 187-221 (86.1 - 101.8%) -- 12.5% chance to OHKO
-2 252+ Atk Gigalith Continental Crush (180 BP) vs. 252 HP /
12 Def Mandibuzz: 164-194 (75.5 - 89.4%) -- guaranteed 2HKO after Leftovers
recovery
252+ Atk Pheromosa All-Out Pummeling (195 BP) vs. 252 HP / 4
Def Mandibuzz: 180-213 (82.9 - 98.1%) -- guaranteed 2HKO after Leftovers
recovery
252+ Atk Life Orb Pheromosa High Jump Kick vs. 252 HP / 4
Def Mandibuzz: 156-185 (71.8 - 85.2%) -- guaranteed 2HKO after Leftovers
recovery
Day 3 Testing and
Results:
At this time I wasn’t much into the flare of using bulky
teams, and idk why, but the third day I too kept losing some games, I knew that
the team had clear flaws and theyhad to be covered up if I needed a team in the
first place:
·
Toxic stalling was fun to use and even more
pleasing to win with but wasn’t just efficient, I rather could have won the
match without stalling and using recovery moves.
·
A few pokemons worked well but the team wasn’t
clearly synergetic enough, the team developed from a thought and onto a team
which wasn’t going to be for the best of it. In a lot of situations I had to
sacrifice a number of my pokemons to get into a better position.
·
Matchups like supportive arcanine and garchomp
proved troublesome and I had to play the team very carefully.
·
A lot of my matchups seemed very much
compromising. Especially an example could be taken as gyarados vs arcanine. I
had it to survive a -1 wild charge however not from a life orb one, which I did
face at a point. Also it couldn’t ohko bulky ones with surety + the largely
paired gyarados on opposition further made things very much difficult.
I amended the team to the following:
·
Looked for a pokemon which could counter the
list of threats to my xurkitree, charjabug and tapu bulu team, they were
arcanine, nihilego, garchomp, and kartana, I looked for a pokemon that could
beat tapu koko + garchomp to start with and a ground type was felt much
important but gastrodon even didn’t had the answers. Whiscash came to the
rescue, apparently I didn’t forgot that it was a pokemon at this time being
able to cover a lot of those threats as well as being a pokemon with stats very
similar to that of gastrodon I thought it could work, I did test it a bit and
it worked well (who knew).
·
Arcanine seemed to work very well but its
moveset was kind of very much bad, I often remember thinking things during the
matches like I wish I had protect and I wish I had will-o-wisp which with
seeing how inefficient toxic stalling was I immediately replaced them, a few
tests made it more and even more satisfying to use. Arcanine’s top priority for
keeping it in this slot was to have it for kartana.
·
Ground type seemed still a problem still hadn’t
figured out a way to counter arcanine mirrors, one thing I loved about my
previous team was the tailwind + offense combination. Braviary seemed the best
option I did miss foul play for all those times it helped me out, but braviary
from a theory seemed fitting, I testing it out in one match where it picked up
fast kos and satisfied me enough to take up the version of the team and test it
further.
The team then again became more offensive but better around
the core of tapu bulu + xurkitree and charjabug. And to be honest this whole
time did not go to a waste, the final and the most sensible and honest
conclusion I could come up with from this team would be having to realize that
xurkitree and charjabug however worked well, had no place on a team that had to
be bulky. So for now I felt I used them enough and needed to put them aside if
I really wanted a bulky team. Tapu bulu + arcanine set with the will-o-wisp and
protect seemed to work really nicely. I did another random team, where I placed
a bunch of random good stuffs together which were also bulky and got amazing
ideas like ninetales, muk and garchomp working well together with tapu bulu and
gave e the final product of the team that I thought I would never be able to
get and the thought that I will never be satisfied atleast with a ‘bulky’ team
of my own. I wasn’t feeling bad with using a lot of goodstuffs and having to
face a lot of mirrors because I did had a few tricks up my sleeve that could
favor me specifically in those matchups:
The Team: (Finally!!!)
Tapu Bulu @ Aguav berry
Ability: Grassy Surge
Level: 50
EVs: 252 HP / 36 Atk / 108 Def
/ 4 Sdef / 108 Spe
Jolly Nature
- Wood hammer
- Stone Edge
- Protect
- Disable
|
Arcanine @ Aguav Berry
Ability: Intimidate
Level: 50
EVs: 252 HP / 100 SDef / 156
Spe
Timid Nature
- Flamethrower
- Will-o-Wisp
- Snarl
- Protect
|
Muk @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Poison Jab
- Knock Off
- Curse
- Imprison
|
Mandibuzz @ Leftovers
Ability: Overcoat
Level: 50
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature
- Foul Play
- Tailwind
- Toxic
- Roost
|
Ninetales @ Focus Sash
Ability: Snow Warning
Level: 50
EVs: 4 HP / 252 Spa / 252 Spe
Timid Nature
- Blizzard
- Freeze Dry
- Aurora Veil
- Protect
|
Garchomp @ Groundinium Z
Ability: Rough Skin
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Poison Jab
- Protect
|
Starting out on tapu bulu with this team once again and
something that carries not one but more than one techs. Before getting into
them, I would start off by the normal abilities of this pokemon. Tapu fini is
countered by my tapu bulu, stone edge is for the fact that when I started
placing this team together I placed it with arcanine set, which I felt it had
good synergy with, arcqnine seemed weak to things like pelliper and araquanid,
that is why stone edge came as the other offensive option. Tapu bulu’s ability
grassy surge, allows the grassy terrain to be set, winning the terrain war in
my favor when needed as well as would help it to cover up for pokemons that use
the move earthquake against this pokemon and the partners in the back, also
providing that chip recover can be essential for the thought of a bulky team.
Now for the techs of my tapu bulu, the aguav berry seems
amazing for the sake of this pokemon, not as an item for this team but in my opinion a great in general item, as I have discussed
it before I will give the same reasoning as follows that bulu doesn’t survive
main threatening attacks with a lot of hp but then gets ko’d by its own wood
hammer, aguav berry helps greatly in this situation, somewhat consider its
working to that of a physical arcanine as well where its recoil also crocks the
berry which helps it live longer for more and more turns. Disable works in 1v1
against pokemons like muk and garchomp where I can disable their poison jabs to
get the upper hand in a situation.
Arcanine:
There is not much to talk about an arcanine as it is a very
standard pokemon, however few points like its synergy with tapu bulu being
awesome should be mentioned here, I choose it as a fast disruptive option to
hinder pokemons like lele, which could damage my tapu bulu’s relatively weak
special defense a lot, that arcanine of mine also had some good moves like
will-o-wisp which helped me win and lock up a few games just on the basis of
using will-o-wisp on a few of my opponents’ pokemons. Its viability against
kartana will never go down and it was a very fun pokemon to use. When I used an
all out bulky set, sitrus was my option but then for the faster option, since
it goes pretty low on the hp bar after a strong hit, it can crock the mago
berry for recovery.
Fast disruptive pokemon, Importance of mago berry
Muk:
Muk had a number of techs that made it more interesting, for
quite some time because of the roles that it fills in this metagame are very
strong and important, countering all four tapus very well as well as having
only one weakness, and in addition to countering p2 and taking down essential
items was all very good! I was really wanting to use this pokemon in a team of
mine and I finally got the opportunity to do so and liked it even more, a few
things that it carries that are different from a normal muk are interesting and
important, first of all, the curse tech allows me to transform this pokemon
into a late game wall as well as a strong trick room counter, even lesser seen
imprison, which allows mu to counter opposing muk and those snorlax that carry
curse on their movesets, all this made muk very fun and strong of a pokemon to
use on my team.
Mandibuzz:
Before this I had been trying out a murkrow which helped in
late game perish song situations, but more honestly what I liked was its
ability to stay on the field for a longer period of time as well as providing
the offensive pressure with its foul play. But murkrow’s bulk was very bad even
with the eviolite combined, that is why a similar thought of a darker bird came
to me, none other than my ld friend, a mandibuzz, I knew I could always play it
well and knew that it would favor me a lot in tons of games, this was working
very well for me too. Mandibuzz also covered up a hole in the team I had with
murkrow, I often had to perish stall out all porygon 2 as well as mandibuzz
after fainting their partners, using toxic on them with my mandibuzz while I
recover was an effective tactic. Leftovers added to bit of those situations
where I had to keep my tapu koko thunderbolt roll up as well as providing me a
better matchup against stalling weathers like sand and hail.
Ninetales:
I still noticed a major weakness with Pokémons that carry
ground type coverage mainly garchomp, I was interested in trying out the
potential of a aurora veil strategy, all these things could be done well by a
ninetales I loved playing his pokemon, the somewhat fast options it provides
more offense and bulk that helps the team by a lot! Other than that ninetales
is quite explainable.
Garchomp:
Electric type immunity is a big thing for this team, even
with not a lot being very weak to that type at all, it seemed like a good
option to go for, a hard counter against a tapu koko. Like on the last version
of my team I had xurkitree as a damage dealer, this team garchomp provides the
role, with a lot more helpful moves that help out against this metagame. Also I
tried using swords dance garchomp as it was something that a lot of people had
been using this month, I had so much fun with it, in some games seeing the
opportunity I set up a free swords dance and it swept right through the game
without there being any bulky strategies being applied.
Metagame of February:
Snorlax, Belly Drum
+ Psych Up Teams:
A few people really started to go out with teams that were
using the strategies like snorlax hat had belly drum + psych up users that also
had priority, the snorlax may would also carry the move rock slide which helps
pull out a lot of offense, the psych up partners usually include a mimikyu as
well as a metagross that also carry the moves like bullet punch and shadow
sneak that can easily go through teams. These teams did got a good finish in
the Anaheim regionals.
Swords Dance
Garchomp:
Swords dance garchomps started popping up in a lot of teams,
instead of people using a third filler move, people kept swords dance that
makes its attack stat go way high and loves to use that boost, these sets also
largely carry the z-crystal.
Conclusion:
This was it for this month’s report, I really hoped you
liked this and learned something new while going through this post! Bye for
now.
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