Tuesday, April 18, 2017

VGC 17 Analysis: Salamence

WE DROPPIN' DRACOS


(Dec 9th 2017)

Deviant Art by mark331

Despite lost its Mega Evolution with the new VGC 17 rule change, Salamence is a strong Dragon/Flying-type not to be underestimated. Base on its stats, Salamence lives up to its Pseudo-Legendary status with an overall base 600 and an offensive potential of 135 Atk / 110 SpA / 100 Spe. Aside its rival Garchomp, Salamence is the second fastest Dragon-type Pokemon in the format outpacing everything below base 100 speed. This is allows Salamence to fire fast STAB Draco Meteors and Fire-type attacks against its targets dealing heavy damage to them. Even from a defensive standpoint, Salamence it no slouch with a 95 HP / 80 Def / 80 SpDef with key resistances to Fire/Water/Grass-types, and the Intimidate ability to drop the Attack stats of both opponents by one stage.

Note everything is clear skies for the Pseudo-Legendary as it has to contend with the rise of powereful Fairy-types (aka the Tapus), fastest threats (Garchomp, Alolan Ninetales), and the potential surprise super effective hits as usual. Note the goal for Salamence when using it is to act as both an Intimidate buffer to Pokemon it can surely take hits while retaliate with strong Dragon STABs. That said, Salamence is still a viable Dragon-type of choice for the current format, though keep in mind its strengths and weaknesses.




Type: :dragon: :flying:
Base Stats: 95 HP / 135 Attack / 80 Defense / 110 Special Attack / 80 Special Defense / 100 Speed
Weaknesses:  :ice:  x4 :steel: x2 :rock: x2 :dragon: x2
Resistances: :grass:  x0.25  :bug: x0.5  :fighting: x0.5 :fire:  x0.5 :water: x0.5
Immunities: :ground:
Abilitity: Intimdate - Reduces the target(s) attack by -1, or one stage.
Hidden Abilitity: Moxie - Raise Attack stat by one stage for every knock out.




Specs Attacker

Salamence @ Choice Specs
Ability: Intimidate
Level: 50
EVs: 20 HP / 4 Def / 228 SpA / 4 SpD / 252 Spe  (Timid)
Timid Nature
IVs: 0 Atk  (or 31 if using EQ)
- Draco Meteor
- Flamethrower / Fire Blast
- Dragon Pusle
- Hydro Pump / Earthquake 

Good old Specs Salamence here. If anyone is wondering what's the set is meant to do, Specs Salamence is meant to act primary as a wall breaker and deal heavy damage to key targets such as Arcanine, Celesteela, Alolan Marowak, Gyarados, Garchomp, Pelipper, Torkoal, etc. With this Specs set, Salamence has enough coverage to hit most of the format with neutral coverage, though keep in mind what each move is meant for. STAB Specs Draco Meteor is the premier move of choice against any targets that's not resist or immune such as Steel- and Fairy-types. Any frail Pokemon without Focus Sash won't enjoy taking such STAB move from a base 110 SpA stat Salamence. If the -2 SpA drops is an issue, Dragon Pulse is decent STAB which can do moderate damage, though not exactly as strong as Draco Meteor.

For coverage moves, the choice of Fire-type move is up to Fire Blast or Flamethrower for Steel-, Bug-, Ice-, and Grass-types. Though Fire Blast is a stronger Fire-type move, it has the potential to miss while Flamethrower is a weak, but safe alternative. Though Hydro Pump is a strong Water-type STAB for Fire-, Water-, and Ground-type note it can miss as well. Though it seems weird to run on Specs, Earthquake is a nice surprise move to have for Electric-types like Alolan Raichu or Tapu Koko.

The EV Spread might look simple, it does allows Salamence to live a Life Orb Dragon Claw from Garchomp and a 6.3% chance for Specs Dazzling Gleam from Tapu Koko. Timid nature is used here let Salamence outspeed base 95 speed threats like Tapu Lele, Arcanine, or Silvally. Modest nature can be used for Salamence for greater damage output, though not the loss of the speed benchmark. In terms of its defense, Salamence's Intimidate ability allows it to live take physical hits even strong physical attacker like Tapu Bulu, Garchomp, Gyarados, etc.

Here's a list of offensive calculations to showcase Specs Salamence and show it can deal sizable damage against opposing Pokemon with Draco Meteor, Dragon Pulse, Fire Coverage, and Dragon Pulse. 


Offensive Calcs:
[spoiler]


Choice Specs Draco Meteor with 228 SpA EVs

228 SpA Choice Specs Salamence Draco Meteor vs. 252 HP / 0 SpD Marowak-Alola: 175-207 (104.7 - 123.9%)
228 SpA Choice Specs Salamence Draco Meteor vs. 252 HP / 0 SpD Arcanine: 175-207 (88.8 - 105%) -- 31.3% chance to OHKO
228 SpA Choice Specs Salamence Draco Meteor vs. 4 HP / 0 SpD Silvally: 153-180 (89.4 - 105.2%) -- 37.5% chance to OHKO
228 SpA Choice Specs Salamence Draco Meteor vs. 252 HP / 4 SpD Torkoal: 192-226 (108.4 - 127.6%) -- guaranteed OHKO
228 SpA Choice Specs Salamence Draco Meteor vs. 28 HP / 0 SpD Krookodile: 195-229 (112 - 131.6%) -- guaranteed OHKO
228 SpA Choice Specs Salamence Draco Meteor vs. 0 HP / 0 SpD Raichu-Alola: 166-196 (122.9 - 145.1%) -- guaranteed OHKO
228 SpA Choice Specs Salamence Draco Meteor vs. 0 HP / 4 SpD Gyarados: 144-171 (84.7 - 100.5%) -- 6.3% chance to OHKO
228 SpA Choice Specs Salamence Draco Meteor vs. 44 HP / 4 SpD Porygon-Z: 181-214 (109 - 128.9%) -- guaranteed OHKO
228 SpA Choice Specs Salamence Draco Meteor vs. 252 HP / 0 SpD Araquanid: 115-136 (65.7 - 77.7%) -- guaranteed 2HKO
228 SpA Choice Specs Salamence Draco Meteor vs. 244 HP / 88 SpD Gastrodon: 154-183 (70.9 - 84.3%) -- guaranteed 2HKO after Leftovers recovery
228 SpA Choice Specs Salamence Draco Meteor vs. 252 HP / 4 SpD Assault Vest Goodra: 138-164 (70 - 83.2%) -- guaranteed 2HKO
228 SpA Choice Specs Salamence Draco Meteor vs. 252 HP / 4 SpD Assault Vest Garchomp: 218-260 (101.3 - 120.9%) -- guaranteed OHKO (Note the AV)



Choice Specs Dragon Pulse with 228 Evs

228 SpA Choice Specs Salamence Dragon Pulse vs. 252 HP / 0 SpD Arcanine: 115-136 (58.3 - 69%) -- guaranteed 2HKO after Leftovers recovery
228 SpA Choice Specs Salamence Dragon Pulse vs. 252 HP / 0 SpD Marowak-Alola: 115-136 (68.8 - 81.4%) -- guaranteed 2HKO
228 SpA Choice Specs Salamence Dragon Pulse vs. 0 HP / 4 SpD Garchomp: 216-254 (118 - 138.7%) -- guaranteed OHKO
228 SpA Choice Specs Salamence Dragon Pulse vs. 252 HP / 252+ SpD Pelipper: 85-102 (50.8 - 61%) -- guaranteed 2HKO
228 SpA Choice Specs Salamence Dragon Pulse vs. 252 HP / 4 SpD Torkoal: 126-148 (71.1 - 83.6%) -- guaranteed 2HKO


Choice Specs Fire Blast with 228 EVs 


228 SpA Choice Specs Salamence Fire Blast vs. 252 HP / 0 SpD Celesteela: 164-194 (80.3 - 95%) -- guaranteed 2HKO
228 SpA Choice Specs Salamence Fire Blast vs. 252 HP / 0 SpD Metagross: 180-212 (96.2 - 113.3%) -- 75% chance to OHKO
228 SpA Choice Specs Salamence Fire Blast vs. 252 HP / 0 SpD Tapu Bulu: 172-204 (97.1 - 115.2%) -- 81.3% chance to OHKO
228 SpA Choice Specs Salamence Fire Blast vs. 252 HP / 0 SpD Dhelmise: 180-212 (101.6 - 119.7%) -- guaranteed OHKO
228 SpA Choice Specs Salamence Fire Blast vs. 252 HP / 0 SpD Decidueye: 164-194 (88.6 - 104.8%) -- 31.3% chance to OHKO
228 SpA Choice Specs Salamence Fire Blast vs. 252 HP / 4 SpD Magnezone: 178-210 (100.5 - 118.6%) -- guaranteed OHKO


Choice Specs Flamethrower with 228 EVs 
228 SpA Choice Specs Salamence Flamethrower vs. 252 HP / 0 SpD Celesteela: 134-158 (65.6 - 77.4%) -- guaranteed 2HKO
228 SpA Choice Specs Salamence Flamethrower vs. 252 HP / 0 SpD Metagross: 146-174 (78 - 93%) -- guaranteed 2HKO
228 SpA Choice Specs Salamence Flamethrower vs. 252 HP / 4 SpD Magnezone: 146-172 (82.4 - 97.1%) -- guaranteed 2HKO
228 SpA Choice Specs Salamence Flamethrower vs. 252 HP / 0 SpD Tapu Bulu: 140-166 (79 - 93.7%) -- guaranteed 2HKO after Grassy Terrain recovery
228 SpA Choice Specs Salamence Flamethrower vs. 252 HP / 0 SpD Dhelmise: 146-174 (82.4 - 98.3%) -- guaranteed 2HKO
228 SpA Choice Specs Salamence Flamethrower vs. 252 HP / 0 SpD Decidueye: 136-160 (73.5 - 86.4%) -- guaranteed 2HKO


Choice Specs Hydro Pump with 228 EVs
228 SpA Choice Specs Salamence Hydro Pump vs. 252 HP / 4 SpD Mudsdale: 186-220 (89.8 - 106.2%) -- 37.5% chance to OHKO
228 SpA Choice Specs Salamence Hydro Pump vs. 4 HP / 0 SpD Silvally-Ground Memory: 172-204 (100.5 - 119.2%) -- guaranteed OHKO
228 SpA Choice Specs Salamence Hydro Pump vs. 252 HP / 0 SpD Arcanine: 198-234 (100.5 - 118.7%) -- guaranteed OHKO
228 SpA Choice Specs Salamence Hydro Pump vs. 252 HP / 0 SpD Incineroar: 180-212 (89.1 - 104.9%) -- 31.3% chance to OHKO
228 SpA Choice Specs Salamence Hydro Pump vs. 4 HP / 0 SpD Nihilego: 132-156 (71.3 - 84.3%) -- guaranteed 2HKO

[/spoiler]

Defensive Calcs:

[spoiler]

Physical Bulk (With Intimidate)[/align]

-1 252 Atk Life Orb Garchomp Dragon Claw vs. 20 HP / 4 Def Salamence: 143-172 (82.6 - 99.4%) -- guaranteed 2HKO
-1 252+ Atk Gyarados Ice Fang vs. 20 HP / 4 Def Salamence: 128-152 (73.9 - 87.8%) -- guaranteed 2HKO
-1 252+ Atk Thick Club Marowak-Alola Flare Blitz vs. 20 HP / 4 Def Salamence: 64-76 (36.9 - 43.9%) -- guaranteed 3HKO
-1 252+ Atk Gigalith Rock Slide vs. 20 HP / 4 Def Salamence: 84-102 (48.5 - 58.9%) -- 93.8% chance to 2HKO
-1 252 Atk Aerodactyl Rock Slide vs. 20 HP / 4 Def Salamence: 66-78 (38.1 - 45%) -- guaranteed 3HKO
-1 252+ Atk Tapu Bulu Wood Hammer vs. 20 HP / 4 Def Salamence in Grassy Terrain: 33-39 (19 - 22.5%) -- possible 5HKO
1 252 Atk Kartana Smart Strike vs. 20 HP / 4 Def Salamence: 61-73 (35.2 - 42.1%) -- guaranteed 3HKO

Special Bulk

252 SpA Life Orb Tapu Koko Dazzling Gleam vs. 20 HP / 4 SpD Salamence: 133-156 (76.8 - 90.1%) -- guaranteed 2HKO
252 SpA Life Orb Tapu Koko Thunderbolt vs. 20 HP / 4 SpD Salamence in Electric Terrain: 144-172 (83.2 - 99.4%) -- guaranteed 2HKO
252 SpA Raichu-Alola Hidden Power Ice vs. 20 HP / 4 SpD Salamence: 136-160 (78.6 - 92.4%) -- guaranteed 2HKO
252+ SpA Tapu Lele Dazzling Gleam vs. 20 HP / 4 SpD Salamence: 134-158 (77.4 - 91.3%) -- guaranteed 2HKO


[/spoiler]





Dragonium Z User


Salamence @ Dragonium Z
Ability: Intimidate
Level: 50
EVs: 52 HP / 4 Def / 196 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flamethrower  / Fire Blast
- Substitute / Roar / Dragon Pulse
- Protect

Milestones:
- Outspeeds base 95 tiers and speed ties at 100
- Takes a Life Orb Jolly Garchomp 100% of the time.
- Survives LO Dazzling Gleam or Thunderbolt from Tapu Koko 100% of the time.
- Can make four potential Substitutes with HP Value.

Here we have a similar set akin to the Choice Specs Salamence from above with less damage output, though with the option to use its full moveset. Equipped with the Dragonium Z, Salamence essentially has "one" big nuke or heavy hit against one target. Unlike Dragon Gem Draco Meteor from gen 5 where the move itself will drop the user's Special Attack by -2, using Draco Meteor as the "base Z-Move" for Devastating Drake which now has 195 base power. Basically speaking its like having "one" Specs Draco Meteor ready to use, unless the user already has a -2 SpA drop from a previous attack without selecting a Z-Move. In short, this set allows Salamence to drop a Z-Move with the equivalent of a strong Specs Draco (mine everyone accurate), and have another one ready for use. To round out Salamence's coverage option, a Fire-type coverage like Flamethrower or Fire Blast can be use to hit Steel-, Grass-, Bug- and Ice-types Pokemon for SE damage. 

The last slot is essentially up to the player's choice. For this set in particular, Substitute is a way to get good positioning with Salamence in attempt to "bluff" a potential attack from the opponent. If Salamence can attain a Substitute up successfully, it can easily scout for an opponent's attack with Protect to maintain the sub, or use the Sub itself as cover to fire a Devastating Drake or Draco Meteor against the opponent. Roar might seem like a weird move to have, though it useful in two ways. Like in single battling, Roar can be used to "phaze" targets who attempt any setup, or stop opposing Trick Room setup. Remember Trick Room has a negative priority of -7 while Roar is -6, meaning the Trick Room user will get switched out for a random partner. If neither option suffice, well Dragon Pusle can be opted once again, though try to explore some options as well for Mence. 

The EVs here are similar to the above Salamence set, though with a bit of HP investment to if ever Salamence can setup 4 Substitutes. Note this set isn't much to deal massive damage, but attempt to get some kind of positioning going with Sub or Roar. That said the following damage calculations will feature only Devastating Drake, Draco Meteor, and Flamethrower. 




Offensive Calcs

[spoiler]


Devastating Drake ( 195 Base Power Z Move from Draco Meteor )


196 SpA Salamence Devastating Drake (195 BP) vs. 252 HP / 4 SpD Assault Vest Garchomp: 216-254 (100.4 - 118.1%) -- guaranteed OHKO
196 SpA Salamence Devastating Drake (195 BP) vs. 252 HP / 4 SpD Xurkitree: 186-219 (97.8 - 115.2%) -- 87.5% chance to OHKO
196 SpA Salamence Devastating Drake (195 BP) vs. 252 HP / 0 SpD Arcanine: 169-201 (85.7 - 102%) -- 12.5% chance to OHKO
196 SpA Salamence Devastating Drake (195 BP) vs. 244 HP / 88 SpD Gastrodon: 151-178 (69.5 - 82%) -- guaranteed 2HKO after Leftovers recovery
196 SpA Salamence Devastating Drake (195 BP) vs. 252 HP / 0 SpD Milotic: 118-139 (58.4 - 68.8%) -- guaranteed 2HKO after Leftovers recovery
196 SpA Salamence Devastating Drake (195 BP) vs. 252 HP / 0 SpD Muk-Alola: 142-168 (66.9 - 79.2%) -- guaranteed 2HKO
196 SpA Salamence Devastating Drake (195 BP) vs. 0 HP / 4 SpD Gyarados: 141-166 (82.9 - 97.6%) -- guaranteed 2HKO
196 SpA Salamence Devastating Drake (195 BP) vs. 252 HP / 0 SpD Marowak-Alola: 169-201 (101.1 - 120.3%) -- guaranteed OHKO
196 SpA Salamence Devastating Drake (195 BP) vs. 252 HP / 156+ SpD Oranguru: 103-123 (52.2 - 62.4%) -- guaranteed 2HKO



Draco Meteor (no boosts or at neutral)

196 SpA Salamence Draco Meteor vs. 252 HP / 0 SpD Arcanine: 114-135 (57.8 - 68.5%) -- guaranteed 2HKO after Leftovers recovery
196 SpA Salamence Draco Meteor vs. 0 HP / 4 SpD Garchomp: 216-254 (118 - 138.7%) -- guaranteed OHKO
196 SpA Salamence Draco Meteor vs. 252 HP / 4 SpD Assault Vest Goodra: 90-108 (45.6 - 54.8%) -- 45.3% chance to 2HKO
196 SpA Salamence Draco Meteor vs. 244 HP / 88 SpD Gastrodon: 102-120 (47 - 55.2%) -- 13.3% chance to 2HKO after Leftovers recovery


Flamethrower 


196 SpA Salamence Flamethrower vs. 252 HP / 0 SpD Metagross: 96-114 (51.3 - 60.9%) -- guaranteed 2HKO
196 SpA Salamence Flamethrower vs. 252 HP / 0 SpD Celesteela: 88-104 (43.1 - 50.9%) -- 3.1% chance to 2HKO
196 SpA Salamence Flamethrower vs. 252 HP / 4 SpD Magnezone: 96-114 (54.2 - 64.4%) -- guaranteed 2HKO
196 SpA Salamence Flamethrower vs. 252 HP / 0 SpD Tapu Bulu: 92-110 (51.9 - 62.1%) -- 98% chance to 2HKO after Grassy Terrain recovery

[/spoiler]




Potential Teammates include, but aren't limited to:
  • Steel Types - Allows Salamence to to cover against essentially all its main weaknesses in Fairy, Rock, Dragon, and Rock. (Ex. Celesteela, Metagross, Magnezone, etc.)
  • Fairy Types - Most appreciate the Intimdate support and can deal with opposing Dragon-types. (Ex. Tapu Koko/Lele/Fini, Klefki, Sylveon, etc.)
  • Fire Types - Can take resisted Fairy-type hits while deal with opposing Steel- and Ice-type Pokemo (Ex. Arcanine, Alolan Marowak, Torkoal, Salazzle, Incineroar, etc)
  • Electric Types - Needed to deal with opposing bulky Water-types with likely Ice Beam. ( Tapu Koko, Alolan Raichu, Magnezone, Togedemaru, etc. )
  • "Defensive" Pokemon - Intimidate can be useful to augment their defensive capabilities ( Porygon2, Celesteela, Tapu Bulu, Milotic, Gastrodon, etc.)
Threats include, but aren't limited to:
  • Fairy-types such as Tapu Koko, Tapu Lele, Alolan Ninetales, Tapu Fini, Clefable, etc
  • Ice-types such as Alolan Ninetales, Weavile, Lapras, Vanilluxe, Alolan Sandslash, etc. 
  • Rock-types such as Gigalith, Nihilego, Alolan Golem, etc.
  • Coverage Moves consisting of Ice-, Dragon, Rock-, and Fairy-type moves.
  • Trick Room.
  • Powerful Special Attacks.


Other Notable Options
  • Dragon Dance set with Moxie is potentially viable, though lacks a strong STAB to abuse like from its Mega
  • Yache / Haban / Roseli / Charti Berry reduce the damage of any Ice-, Dragon-, Fairy, or Rock-type attacks. 
  • Choice Scarf set ( Modest 236 EV) can outspeed Max Speed Pheromosa


Alright then, hopefully this suffice so will start getting sets up for this forum. Try out Salamence and don't worry if there's any deviations from it if you feel like it.

VGC 17 Moveset Analysis: Tapu Lele


(VGC 2017) Tapu Lele Moveset - Special Attacker


(Nov 28th, 2016)

Deviant Art by captainusop

Now that we've gotten a good idea of what Pokemon is "strong" in the early VGC format, we'll discuss one of the newest Legendary who's already made an impact: Tapu Lele. Looking at its base stats, Tapu Lele seems like a moderate strong Special Attacker with a high 130 SpA and decent 95 Spe. From an offensive perspective Tapu Lele has a great typing to abuse its base 130 Special Attack in Psychic / Fairy which essentially hits everything in the format that's not a Steel-type for neutral coverage at least. There are even some decent  coverage / support options Lele can run with access to Taunt, Calm Mind, Thunderbolt, and the new Fairy-type "super fang" in Nature's Madness. Now what would make this seemingly above average Psychic / Fairy special attacker even more strong? Well, how about a rather powerful ability...or terrain.

Tapu Lele is one of four Terrain summoner among the Tapu Quartet legends who can activate their respective field abilities for about five turns. Now what can this terrain be you might ask?  With the new ability Psychic Surge, Tapu Lele create a "psychic terrain" where the power of all Psychic-type moves are boosted by 50% and even blocks priority for all grounded Pokemon. Now we have a strong Psychic-type user who can essentially hit most of the format relatively hard with Psychic Terrain-boosted hits for absurd damage output. In addition to this, now that Psychic Terrain blocks almost all priority based moves, this covers Lele and its teammates from any revenge killing potential from moves like Bullet Punch or Extreme Speed.

Note not all things are good for Tapu Lele as its inhibits a low physical defenses compared to its special defense. Even so the rise of  Steel-, Poison-, and Ghost-types have made it difficult for Lele to operate as a offensive hitter, heck even it as to worry about random SE attack. Nevertheless, Tapu Lele is a major threat in the VGC 17 format with its powerful special attacks, as well as a meta-defining ability that forces players to work without priority hits.




Type: :psychic: :fairy:
Base Stats: 75 HP / 85 Attack / 75 Defense / 130 Special Attack / 115 Special Defense / 95 Speed
Weaknesses:  :poison: x2 :steel: x2 :ghost: x2
Resistances: :fighting:  x0.25  :psychic: x0.5
Immunities: :dragon:
Abilities: Psychic Surge - Summons Psychic Terrrain which in turn is active for 5 turns. Psychic Terrain increases the power of all Psychic-type moves and block priority for all "grounded" Pokemon. 



Fast Offensive Attacker



Tapu Lele @ Life Orb
Ability: Psychic Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
IVs: 0 Atk
- Psychic / Psyshock
- Moonblast
- Dazzling Gleam / Thunderbolt / HP Fire
- Protect

The following set is the standard Tapu Lele set with STABs + one coverage move. Factoring in the 50% boosts to its Psychic-type STAB attack and a high base 130 Special Attack, Tapu Lele has the potential to 2HKO most of the unresistant format with little effort. Psychic is the preferred choice for Tapu Lele for more damage output, though Psyshock can be opted to hit Pokemon on their low physical defense. Moonblast is Lele's strongest STAB Fairy-type move to hit opposing Dragon-, and Dark-types, who the latter is immune to its boosted Psychic Terrain-boosted hits.

The final "third" coverage move is entirely up to the player given their team structure, though here's some options. Dazzling Gleam lets Tapu Lele use a STAB Fairy-type spread move to hit both targets decently well. Thunderbolt can be use to hit Water- and Flying-type Pokemon like Pelipper, Celesteela, Gyarados, etc for S.E damage, or used to take advantage of the Electric Terrain boost from Tapu Koko. Lastly HP Fire can be used to hit Steel-types for moderate damage, but won't likely pickup the OHKO.

For the EV spread, a simple 4/ 252 / 252 set can suffice given the Life Orb damage will rack up and make it harder for Tapu Lele to take certain hits without proper support or investment. Timid nature is preferred so Tapu Lele can at least speed tie or outspeed those below base 95 speed. Modest nature can be used to allow Tapu Lele's Psychic attacks to hit further strong and can compromise speed for a bit of bulk.

To get a sense of just how powerful Tapu Lele hits with its Psychic Terrain boosted attack and other coverage moves, here's a list of offensive calculations. Note this is using a Life Orb 252 SpA Timid nature Lele using Psychic, Moonblast, and Dazzling Gleam.



Offensive Calcs:
[spoiler]

Psychic Terrain-boosted LO Psychic (idk why)

252 SpA Life Orb Tapu Lele Psychic vs. 0 HP / 4 SpD Garchomp in Psychic Terrain: 169-200 (92.3 - 109.2%) -- 56.3% chance to OHKO
252 SpA Life Orb Tapu Lele Psychic vs. 0 HP / 4 SpD Gyarados in Psychic Terrain: 149-177 (87.6 - 104.1%) -- 25% chance to OHKO
252 SpA Life Orb Tapu Lele Psychic vs. 0 HP / 0 SpD Tapu Koko in Psychic Terrain: 188-224 (129.6 - 154.4%) -- guaranteed OHKO
252 SpA Life Orb Tapu Lele Psychic vs. 252 HP / 0 SpD Tapu Bulu in Psychic Terrain: 157-187 (88.7 - 105.6%) -- 37.5% chance to OHKO
252 SpA Life Orb Tapu Lele Psychic vs. 252 HP / 0 SpD Marowak in Psychic Terrain: 183-216 (109.5 - 129.3%) -- guaranteed OHKO
252 SpA Life Orb Tapu Lele Psychic vs. 252 HP / 0 SpD Drampa in Psychic Terrain: 164-192 (88.6 - 103.7%) -- 31.3% chance to OHKO
252 SpA Life Orb Tapu Lele Psychic vs. 252 HP / 0 SpD Milotic in Psychic Terrain: 125-148 (61.8 - 73.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Tapu Lele Psychic vs. 252 HP / 76+ SpD Eviolite Porygon2 in Psychic Terrain: 90-107 (46.8 - 55.7%) -- 71.9% chance to 2HKO
252 SpA Life Orb Tapu Lele Psychic vs. 252 HP / 156+ SpD Arcanine in Psychic Terrain: 138-164 (70 - 83.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Tapu Lele Psychic vs. 252 HP / 0 SpD Politoed in Psychic Terrain: 153-181 (77.6 - 91.8%) -- guaranteed 2HKO after Sitrus Berry recovery

LO Moonblast

252 SpA Life Orb Tapu Lele Moonblast vs. 0 HP / 4 SpD Garchomp: 242-283 (132.2 - 154.6%) -- guaranteed OHKO
252 SpA Life Orb Tapu Lele Moonblast vs. 252 HP / 0 SpD Drampa: 229-273 (123.7 - 147.5%) -- guaranteed OHKO
252 SpA Life Orb Tapu Lele Moonblast vs. 0 HP / 4 SpD Starmie: 121-142 (89.6 - 105.1%) -- 31.3% chance to OHKO
252 SpA Life Orb Tapu Lele Moonblast vs. 28 HP / 0 SpD Krookodile: 283-335 (162.6 - 192.5%) -- guaranteed OHKO
252 SpA Life Orb Tapu Lele Moonblast vs. 4 HP / 0 SpD Salamence: 257-304 (150.2 - 177.7%) -- guaranteed OHKO
252 SpA Life Orb Tapu Lele Moonblast vs. 0 HP / 4 SpD Multiscale Dragonite: 105-125 (63.2 - 75.3%) -- guaranteed 2HKO
252 SpA Life Orb Tapu Lele Moonblast vs. 252 HP / 4 SpD Assault Vest Goodra: 101-120 (51.2 - 60.9%) -- guaranteed 2HKO

LO Dazzling Gleam

252 SpA Life Orb Tapu Lele Dazzling Gleam vs. 0 HP / 0 SpD Tapu Koko: 86-101 (59.3 - 69.6%) -- guaranteed 2HKO
252 SpA Life Orb Tapu Lele Dazzling Gleam vs. 0 HP / 4 SpD Garchomp: 151-179 (82.5 - 97.8%) -- guaranteed 2HKO
252 SpA Life Orb Tapu Lele Dazzling Gleam vs. 28 HP / 0 SpD Krookodile: 179-213 (102.8 - 122.4%) -- guaranteed OHKO
252 SpA Life Orb Tapu Lele Dazzling Gleam vs. 0 HP / 0 SpD Pheromosa: 281-330 (192.4 - 226%) -- guaranteed OHKO
252 SpA Life Orb Tapu Lele Dazzling Gleam vs. 4 HP / 0 SpD Alolan Raichu: 75-91 (55.1 - 66.9%) -- guaranteed 2HKO
252 SpA Life Orb Tapu Lele Dazzling Gleam vs. 0 HP / 0 SpD Tapu Lele: 60-71 (41.3 - 48.9%) -- guaranteed 3HKO

[/spoiler]




Bulky Offensive Attacker



Tapu Lele @ Psychic Seed / Psychium Z
Ability: Psychic Surge
Level: 50
EVs: 252 HP / 36 Def / 116 SpA / 4 SpD / 100 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Taunt / Natures's Madness / Dazzling Gleam
- Protect

Milestones:
- Outspeeds neutral base 75
- Takes both LO Pheromosa's and Garchomp's Poison Jab and OHKOs back
-OHKOs 4 HP Garchomp with Moonblast
-Takes LO Nihilego's Sludge Bomb with the +1 SpD boost
-Can take a non-boosted Nihilego's Sludge Bomb with the Psychic Seed
-OHKOs Tapu Koko and Nihilego with Psychic with the Psychic Terrain boost

Though this set might seem experimental at best, there's has been a push for more defensive, or bulky variants of Tapu Lele. Here we have a one featuring a new item called Psychic Seed, which gives the user a +1 Special Defense boost when its Psychic Terrain. With Tapu Lele's rather high 115 Special Defense, this allows it to take on some of the stronger Special Attackers in the format, even living a LO hit from Nihilego's Sludge Bomb. Most of the EVs are diverted into HP and a bit of Defense so Tapu Lele can physical hits better, especially Super Effective hits like Poison Jab or Iron Head. In return, Tapu Lele can retaliate and get off one of its STAB options like Psychic Terrain-boosted Psychic, or use a coverage moves listed.

In terms of other options, Taunt is a great support move to block any potential setup strategies or status options the opponent tries to make. Like all the Tapus, Tapu Lele has access to a new move called Nature's Madness, which in turn is basically Super Fang. If the user is unsure about using one of its coverage move to deal heavy damage, Nature's Madness is a decent alternative to inflict vital chip for Lele's allies. Lastly Dazzling Gleam is a decently strong STAB Fairy coverage which can be used to pick off weaken foes.

Keep in mind since this Tapu Lele set is meant to be a bulky, it won't immediately OHKO things like its Life Orb / Choice Specs variants can. The goal of this Tapu Lele is to stick around the battle field as long as possible while dealing heavy damage to the opponent. To improve the set's effectiveness, Intimidate  (and even Will-O-Wisp) users like Arcanine can lower the Attack stats of a target by one stage, while ensure Lele can take physical attacker better. Snarl users like Alolan Persian, Arcanine, Mandibuzz, etc can further allow Tapu Lele to tank special hits considerably even with the Psychic Seed boost.

If for some reason you want "power" from this set, well equip Tapu Lele with a Psychium Z and just everything that's not Dark or Steel insanely hard with Shattered Psyche. Remember that this move will be boosted by the Psychic Terrain as well, making this a deadly attack to almost anything. Just know like a Z-Moves, Tapu Lele can use this once in battle. Don't worry about "wasting" this Z-Move on a "Protect" user, as they'll still take some moderate damage despite the quartered effectiveness.


Offensive Calcs
[spoiler]

Psychic

116+ SpA Tapu Lele Psychic vs. 0 HP / 0 SpD Tapu Koko in Psychic Terrain: 145-172 (100 - 118.6%) -- guaranteed OHKO
116+ SpA Tapu Lele Psychic vs. 4 HP / 0 SpD Xurkitree in Psychic Terrain: 153-180 (96.2 - 113.2%) -- 75% chance to OHKO
116+ SpA Tapu Lele Psychic vs. 0 HP / 0 SpD Marowak in Psychic Terrain: 138-163 (102.2 - 120.7%) -- guaranteed OHKO
116+ SpA Tapu Lele Psychic vs. 4 HP / 0 SpD Nihilego in Psychic Terrain: 186-218 (100.5 - 117.8%) -- guaranteed OHKO
116+ SpA Tapu Lele Psychic vs. 252 HP / 0 SpD Milotic in Psychic Terrain: 96-114 (47.5 - 56.4%) -- 28.9% chance to 2HKO after Leftovers recovery
116+ SpA Tapu Lele Psychic vs. 252 HP / 4 SpD Mudsdale in Psychic Terrain: 130-154 (62.8 - 74.3%) -- guaranteed 2HKO
116+ SpA Tapu Lele Psychic vs. 0 HP / 4 SpD Gyarados in Psychic Terrain: 115-136 (67.6 - 80%) -- guaranteed 2HKO

Moonblast

116+ SpA Tapu Lele Moonblast vs. 0 HP / 4 SpD Garchomp: 186-218 (101.6 - 119.1%) -- guaranteed OHKO
116+ SpA Tapu Lele Moonblast vs. 28 HP / 0 SpD Krookodile: 218-258 (125.2 - 148.2%) -- guaranteed OHKO
116+ SpA Tapu Lele Moonblast vs. 252 HP / 0 SpD Drampa: 176-210 (95.1 - 113.5%) -- 75% chance to OHKO
116+ SpA Tapu Lele Moonblast vs. 4 HP / 0 SpD Salamence: 194-230 (113.4 - 134.5%) -- guaranteed OHKO


Shattered Psyche (175 Base Power Z - Move from Psychic)

116+ SpA Tapu Lele Shattered Psyche (175 BP) vs. 0 HP / 4 SpD Gyarados in Psychic Terrain: 222-262 (130.5 - 154.1%) -- guaranteed OHKO
116+ SpA Tapu Lele Shattered Psyche (175 BP) vs. 252 HP / 0 SpD Wishiwashi-School in Psychic Terrain: 172-204 (113.1 - 134.2%) -- guaranteed OHKO
116+ SpA Tapu Lele Shattered Psyche (175 BP) vs. 252 HP / 156+ SpD Arcanine in Psychic Terrain: 204-240 (103.5 - 121.8%) -- guaranteed OHKO
116+ SpA Tapu Lele Shattered Psyche (175 BP) vs. 252 HP / 76+ SpD Eviolite Porygon2 in Psychic Terrain: 130-154 (67.7 - 80.2%) -- guaranteed 2HKO
116+ SpA Tapu Lele Shattered Psyche (175 BP) vs. +1 4 HP / 0 SpD Porygon-Z in Psychic Terrain: 190-225 (118 - 139.7%) -- guaranteed OHKO
116+ SpA Tapu Lele Shattered Psyche (175 BP) vs. 252 HP / 0 SpD Milotic in Psychic Terrain: 186-220 (92 - 108.9%) -- 56.3% chance to OHKO
116+ SpA Tapu Lele Shattered Psyche (175 BP) vs. 252 HP / 0 SpD Celesteela in Psychic Terrain: 111-131 (54.4 - 64.2%) -- guaranteed 2HKO
116+ SpA Tapu Lele Shattered Psyche (175 BP) vs. 252 HP / 4 SpD Oranguru in Psychic Terrain: 102-121 (51.7 - 61.4%) -- guaranteed 2HKO


[/spoiler]


Defensive Calcs
[spoiler]


252 SpA Nihilego Sludge Bomb vs. 252 HP / 4 SpD Tapu Lele: 134-162 (75.7 - 91.5%) -- guaranteed 2HKO
252 SpA Salazzle Sludge Bomb vs. 252 HP / 4 SpD Tapu Lele: 122-146 (68.9 - 82.4%) -- guaranteed 2HKO
252 Atk Life Orb Garchomp Poison Jab vs. 252 HP / 36 Def Tapu Lele: 146-172 (82.4 - 97.1%) -- guaranteed
252 Atk Garchomp Earthquake vs. 252 HP / 36 Def Tapu Lele in Psychic Terrain: 76-91 (42.9 - 51.4%) -- 6.3% chance to 2HKO
252 Atk Life Orb Pheromosa Poison Jab vs. 252 HP / 36 Def Tapu Lele: 148-177 (83.6 - 100%) -- 6.3% chance to OHKO
252 SpA Celesteela Flash Cannon vs. 252 HP / 4 SpD Tapu Lele: 108-128 (61 - 72.3%) -- guaranteed 2HKO


[/spoiler]



Choice Scarfer



Tapu Lele @ Choice Scarf
Ability: Psychic Surge
Level: 50
EVs: 12 HP / 4 Def / 236 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Dazzling Gleam
- Thunderbolt

The following set is a Choice Scarf set almost remeniscent of Scarf Gardevoir back in VGC 14 regarding a "fast" Fairy-type attacker. With its base 95 Speed, this doesn't a big deal for Tapu Lele, however getting a straight knockout into something like Tapu Koko with a STAB Psychic / Moonblast can surely be a suprise for the opponent. Essentially the goal of this set is to "bluff" the Scarf from Tapu Lele and ensure its not "noticed" by the opponent or hinted. If Tapu Lele can is played accordingly, it can be used to get suprised kills, or even so maintain offensive pressure against the opponent.

In terms of moveslots, Psychic and Moonblast are the main primary choice for Tapu Lele as both are relatively strong special attack which hit most of the format relatively hard. Given Tapu Lele receives a 50% boost in its Psychic attack, it should be enough to pick off an unresisted target. Moonblast can be used to hit any Dark-, Fighting-, or notable Dragon-types on the field. Dazzling Gleam can be quite effective to dealing STAB spread damage against weaken Pokemon, even helpful during late game. Finally Thunderbolt is used to hit Water-,and Flying-types like Celesteela and Gyarados hard.

In terms of speed output, not this Modest Scarf Tapu Lele can outspeed most target from up to +1 base 80, or notably a Dragon Danced boosted Jolly Gyarados. If Pheromosa is a concern for the team, note that Tapu Lele can just about 172 Speed EVs with Timid Nature. Here are some following Damge Calcs for Scarf Modest Tapu Lele.



Offensive Calcs:
[spoiler]

Psychic Terrain-boosted Psychic


236+ SpA Tapu Lele Psychic vs. 0 HP / 4 SpD Garchomp in Psychic Terrain: 142-168 (77.5 - 91.8%) -- guaranteed 2HKO
236+ SpA Tapu Lele Psychic vs. 0 HP / 4 SpD Gyarados in Psychic Terrain: 126-148 (74.1 - 87%) -- guaranteed 2HKO
236+ SpA Tapu Lele Psychic vs. 4 HP / 0 SpD Tapu Koko in Psychic Terrain: 160-189 (109.5 - 129.4%) -- guaranteed OHKO
236+ SpA Tapu Lele Psychic vs. 252 HP / 0 SpD Tapu Bulu in Psychic Terrain: 133-157 (75.1 - 88.7%) -- guaranteed 2HKO
236+ SpA Tapu Lele Psychic vs. 252 HP / 0 SpD Marowak-Alola in Psychic Terrain: 153-180 (91.6 - 107.7%) -- 43.8% chance to OHKO
236+ SpA Tapu Lele Psychic vs. 252 HP / 0 SpD Drampa in Psychic Terrain: 136-162 (73.5 - 87.5%) -- guaranteed 2HKO
236+ SpA Tapu Lele Psychic vs. 252 HP / 0 SpD Milotic in Psychic Terrain: 106-126 (52.4 - 62.3%) -- 99.6% chance to 2HKO after Leftovers recovery


Moonblast


236+ SpA Tapu Lele Moonblast vs. 0 HP / 4 SpD Garchomp: 204-240 (111.4 - 131.1%) -- guaranteed OHKO
236+ SpA Tapu Lele Moonblast vs. 0 HP / 4 SpD Starmie: 102-120 (75.5 - 88.8%) -- guaranteed 2HKO
236+ SpA Tapu Lele Moonblast vs. 28 HP / 0 SpD Krookodile: 236-278 (135.6 - 159.7%) -- guaranteed OHKO
236+ SpA Tapu Lele Moonblast vs. 4 HP / 0 SpD Salamence: 212-252 (123.9 - 147.3%) -- guaranteed OHKO
236+ SpA Tapu Lele Moonblast vs. 252 HP / 4 SpD Assault Vest Goodra: 84-102 (42.6 - 51.7%) -- 4.3% chance to 2HKO

 Dazzling Gleam


236+ SpA Tapu Lele Dazzling Gleam vs. 4 HP / 0 SpD Tapu Koko: 70-84 (47.9 - 57.5%) -- 90.2% chance to 2HKO
236+ SpA Tapu Lele Dazzling Gleam vs. 0 HP / 4 SpD Garchomp: 126-150 (68.8 - 81.9%) -- guaranteed 2HKO
236+ SpA Tapu Lele Dazzling Gleam vs. 28 HP / 0 SpD Krookodile: 150-176 (86.2 - 101.1%) -- 12.5% chance to OHKO
236+ SpA Tapu Lele Dazzling Gleam vs. 0 HP / 0 SpD Pheromosa: 236-278 (161.6 - 190.4%) -- guaranteed OHKO
236+ SpA Tapu Lele Dazzling Gleam vs. 0 HP / 0 SpD Tapu Lele: 51-60 (35.1 - 41.3%) -- guaranteed 3HKO


[/spoiler]



Potential Teammates include, but aren't limited to:
  • Intimidate users - Covers Tapu Lele's low defenses to add survivability. (Ex Arcanine, Krookodile, Salamence, Gyarados, etc).
  • Ground Types - Deals with Poison- / Steel-type Pokemon. (Ex: Krookodile, Garchomp, Mudsdale, etc)
  • Psychic Types - Appeciate boosted STABS ( Metagross, Starmie ) 
  • Steel Types - Are immune to Poison hits ( Metagross, Celesteela, Magnezone)
  • Trick Room / Offensive teams who appreciate the "prioirty" buffer from Psychic Terrain. 
  • Speed Control to allow Tapu Lele to outspeed targets around of above base 95. 


Threats include, but aren't limited to:
  • Steel-types- Metagross, Celesteela, Kartana, Magnezone, etc 
  • Poison-types - Salazzle, Gengar, Nihilego, Alolan Muk, etc 
  • Ghost-types Moves - Gengar, Alola Marowak, Mimikyuu, etc 
  • Fire-types - Arcanine, Salazzle, Torkoal, etc
  • Coverage Moves consisting of Steel, Poison, and Ghost moves. 
  • Opposing Terrains - Tapus (Koko, Lele, Bulu) to remove Psychic Terrain. 
  • Strong physical attacks


Other Notable Options
  • Defensive Calm Mind set (Can be made max defense) 
  • Kebia / Babiri / Kasib Berry to reduce the damage of any Poison-, Steel-, or Ghost-type attacks. 
  • Choice Specs set will nuke any non resistent target with STAB Psychic / Moonblast



Well that about does it for me for now, so cya

Sunday, February 19, 2017

VGC 17 Moveset Analysis: Tapu Koko




(Nov 30th 2016)

Deviant Art by albrt-wlson

Following its reveal before Pokemon Sun and Moon, Tapu Koko was viewed as of of the many potential new threats in the VGC 17 format. Judging by its offensive stats, Tapu Koko has a blistering base 130 speed marking it down as one the fastest natural Pokemon. Both Attack and Special Attack from Tapu Koko seem mediocre-to-decent at best at 115 and 95 respectively, though not as intermediate strong. On its typing, Electric- / Fairy-type is strong offensive to most of the VGC 17 format with STAB Thunder Bolts / Dazzling Gleams. Despite the average base 70 HP / 85 Def / 75 SpD, Tapu Koko's typing lets it resist up to five types and one immunity. Looking at its movepool, Tapu Koko has some interesting coverage options like Thunderbolt, Dazzling Gleam, Wild Charge, Roost, Calm Mind, Taunt, Grass Knot, Sky Drop, and the new Fairy-type Super Fang clone in Nature's Madness. Despite having a fast 130 speed stat, Tapu Koko average attacking stats and limited movepool seem to hold it back from being a viable fast sweeper, except when looking into its ability.

With Tapu Koko's Electric Surge ability, it can summon the Electric Terrain field effect, which lasts for about 5 turns. For as long as Electric Terrain is on the field, all "grounded" Pokemon receive a 1.5x multipier boost into their Electric-type moves and prevents any Pokemon from being put to sleep. To put this into perspective of how strong Tapu Koko's Electric Terrain-boosted Electric STABs are, they are essentially receiving a Specs or Band boost as well. Thanks to its base 130 speed, Tapu Koko can get off the first attack most of the time and hit targets with its powerful Electric Terrain STAB Wild Charge, Thunderbolts, or Discharges against its foes. To top this off, Electric Terrain activates Surge Surfer for Alolan Raichu, one of Tapu Koko's best partners who now has a double speed and threaten and Poison-types on the field.

Note not everything goes well for our fellow Electric / Fairy type as their are some notable issues. Aside its average defenses, Tapu Koko's rather mediocre offense stats force it to rely on Electric Terrain-boosted STABs to pick up OHKOs. Tapu Koko lacks a strong Fairy-type STAB for itself like Moonblast or Play Rough, with Dazzling Gleam near mandatory to run. Now with Lightening Rod users such as Alolan Marowak gaining popularity, Tapu Koko have to consider using attacks like Discharge, or relying on their partners to knock these Pokemon out, otherwise rendering its Electric-type attacks useless. As touched on multiple times, the average defense capabilities lets any Ground-type, Electric-type, or a powerful STAB attack from OHKOing the frail Guardian Deity. On a final note, there are three other Tapus who can remove the Electric Terrain with their own and threaten Tapu Koko as well.

Even so, Tapu Koko remains as one of the dangerous cleaners in the VGC 17 as its potential to hit targets with powerful Electric-Terrain boosted attacks makes it a threat. Even if it fails to OHKO key targets, Tapu Koko can serve as a strong late-game who can pick off weaken targets thanks to its fast speed stat. In short, for as long as Tapu Koko is on the field with its Electric Terrain effect, it can prove difficult to beat.



Tapu Koko



Type: Electric Fairy
Base Stats: 75 HP / 115 Attack / 85 Defense / 95 Special Attack / 75 Special Defense / 115 Speed
Weaknesses:  Poison (x2) Ground (x2)
Resistances:  Fighting x0.5  Bug x0.5 Electric x0.5  Dark x0.5 Flying x0.5
Immunities: Dragon
Abilities: Electric Surge - Summons Electric Terrrain which in turn is active for 5 turns. Electric Terrain increases the power of all Electric-type moves and prevents sleep status for all "grounded" Pokemon.



Fast Offensive Attacker


Tapu Koko @ Life Orb / Choice Specs / Electrium Z / Focus Sash
Ability: Electric Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
IVs: 0 Atk / 30 Def
- Thunderbolt / Discharge
- Dazzling Gleam
- Hidden Power [Ice] / Discharge / Volt Switch / Nature's Madness
- Protect

At the moment, this is one of the standard variants of Tapu Koko which run either the Life Orb, Choice Specs, or even the Electrium Z. Starting with the STAB options, Thunderbolt with the Electric Terrain boost can hit most of the format rather hard thanks to the 50% boost. Pretty much unless the target is heavily invest with Special Defense or has a Wacan Berry, Tapu Koko can OHKO almost any Water-, and Flying-type out the field. Alternatively for Thunderbolt, Discharge can be utilize to bypass Alolan Marowak's Discharge and has a 30% to paralyze each two targets. Dazzling Gleam serves as Tapu Koko's answer to any Dragon-, Dark-, and Fighting-type Pokemon on the field, though notable weaker than its boosted Electric STABs.

For the third slot, Tapo Koko has a choice between Hidden Power Ice, Discharge, Volt Switch, and Nature's Madness. HP Ice is used to deal with quad weak Dragons or similar typing, though note these attacks won't pick up the OHKO. For instance, a Modest LO HP Ice isn't even a 100% OHKO on a Garchomp, who in turn could have bulk investment or a Yache Berry to retaliate back with an EQ. Once again Discharge is listed down to avoid getting locked down by Lightening Rod users such as Alolan Marowak. Volt Switch allows Tapo Koko to deal damage while get the switch initiative with its fast speed to pivot out for terrain advantage. Finally Nature's Madness can reduce the target's HP by 50%, though avoid using this with the Life Orb item.

For the EV spread, usually most sets are either 4 / 252 / 252 given Tapu Koko is a rather frail and Life Orb recoil can stack over time. Natures is usually between whether the players want to speed tie with opposing Tapo Kokos with Timid, or get extra damage from Modest. Item selection here is somewhat negotiable with Life Orb, Choice Specs, or even the Electrium Z. Life Orb allows Tapu Koko to select between moves with an increased 1.3x boost in its attacks, though receives a 10% decreases in HP every time it attacks. Choice Specs allow Tapu Koko to get another 1.5x boost in its Electric STABs to hit harder, though it will be locked into one move. Electrium Z can suffice to hit a target in Electric Terrain incredibly hard and serve as an alternative if both Life Orb and Specs are held by other teammates. If Tapu Koko needs to take one threatening hit, then Focus Sash can allow it to withstand a potential Z-Move attack or super effective hit such as Garchomp's Earthquake.


Mixed Attacker



Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 156 Atk / 100 SpA / 252 Spe
Hasty Nature
- Wild Charge
- Thunderbolt  / Sky Drop
- Dazzling Gleam / HP Ice
- Protect

While most standard Tapo Koko sets are fully special, remember its base 115 Attack is still respectable to utilize especially with the Electric Terrain boost. This set acts as somewhat of a lure to OHKO or deal heavy damage to things like Nihilego, Milotic (with a special defense boost), Lapras, Politoed, and other specially defensive / AV users who can take a Thunderbolt, but instead get hit with Wild Charge. Will like to point out that Wild Charge will do more damage than Thunderbolt given how Tapo Koko has a higher attack stat to utilize. For the other two options, Tapu Koko can run either Thunderbolt / Discharge, Dazzling Gleam, HP Ice, or Sky Drop. Once again, Thunderbolt / Discharge is up in the air, but it depends whether Lightening Rod Marowak is a threat to the team. Dazzling Gleam hits somewhat less, but it is Tapo Koko's best way to deal damage against Dragon-, Dark-, and Fighting-type Pokemon. Sky Drop is an interesting choice here as it allows Tapo Koko to grab a Pokemon and take it out of play for one turn before finishing its attack the next. With its base 130 speed, Tapu Koko can surely Sky Drop most Pokemon that isn't too heavy for it to carry. Lastly HP Ice is here to hit quad weak Dragons, Grass-, and Ground-types.


Fast Assault Vest



Tapu Koko @ Assault Vest
Ability: Electric Surge
Level: 50
EVs: 236 HP / 12 Def / 12 SpA / 148 SpD / 100 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Nature's Madness / Hidden Power Ice / Hidden Power Fire

Milestones:
- Has a 6.3% chance to be OHKOed by Z-Hydro Pump from Golduck in Rain
- Withstands one EQ from Garchomp.
- Outspeeds base 110 Pokemon like Gengar.

It might sound odd to have an Assault Vest on a frail Pokemon such as Tapu Koko, but the idea here is to help improve the opposing matchups to weather-based teams such as Rain- and a Sun-based teams. The investment allows Tapu Koko to withstand either one Earthquake from Garchomp, or Z-Hydro Pump from Golduck in Rain, which is enough to retaliate back. With the Assault Vest, Tapu Koko can take some the stronger special attacks in the format in attempts to pivot itself around with Volt Switch, or deal damage with its coverage options. For STAB, Electric Terrain-boosted Thunderbolt is Tapu Koko's STAB option of choice to hit opposing Water- and Flying-types such as Tapu Fini, Celesteela, Gyarados, Pelipper, etc relatively hard. STAB Dazzling Gleam is Tapu Koko's main Fairy-type move for Dragon-, Fighting-, and Dark-type Pokemon, though considerably weaker to the Specs or Life Orb options. Volt Switch allows Tapu Koko to pivot around the opposing team, possibly in response for a switch in. The last moveslot is entirely up to the player's needs. Nature's Madness makes up for Tapu Koko's lack of damage output by dealing 50% to any target Pokemon, but can miss. Hidden Power Ice or Fire is mainly there to hit either Garchomp or Kartana. Keep in mind, HP Ice does fail to net the OHKO on Chomp, and while Kartana is OHKOed by HP Fire, Assault Vest sets can withstand this.


Calm Mind Setup










Tapu Koko @ Electric Seed
Ability: Electric Surge
Level: 50
EVs: 244 HP / 84 Def / 20 SpA / 4 SpD / 156 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam / HP Ice
- Calm Mind
- Roost

Miletstones:
-Survives STAB EQ from Garchomp/Mudsdale with +1 Def (Electric Seed)
-Outspeed Salazzle by two points.
- Can 2OHKO most neutral targets after one CM boost

The idea of this Tapu Koko set is to setup against targets that normally fear it such as Water-, Dragon-, Flying- types, etc. To those asking what does Electric Seed do, well it increases the the defense of a Pokemon by one stage, if under Electric Terrain. Essentially this allows Tapu Koko to tank a STAB Earthquake even from the likes of Garchomp and Mudsdale, which is a huge improvement. Intimidate support is ideal for this Tapu Koko set as it can further take physical hits better than before. In terms of the moveslot, Thunderbolt and the choice of HP Ice / Dazzling Gleam are the ideal attacking moves, though watch out for any Pokemon who resist BoltBeam, or Tapu Koko's STABs. Calm Mind and Roost is the crux of this main setup as it allows Tapu Koko to boost its Special Attack and Special Defense to become a special tank. Once boosted, Tapu Koko can either attack with either of the following attacks, or use Roost to recover back HP. Once boosted Tapu Koko can hit most targets relatively hard with its attacks, but know that the Electric Terrain boosts will fade away after 5 turns as it gradually setups.


Potential Teammates include, but aren't limited to:

Alolan Raichu - Gains double the speed with Surge Surfer activated and threatens Poison types.
Electric Types - Receives 1.5x boost in STABs Electric hits ( Alolan Raichu, Xurkitree, Vikavolt, Alolan Golem, etc)
Intimidate Users - Lowers damage output for physical attackers ( Gyarados, Krookodile, Salamence, etc)
Psychic Types - Threatens Poison-type Pokemon for Tapo Koko ( Tapu Lele, Metagross, Alolan Raichu, Starmie, etc)
Water Types - Threatens most Ground-type Pokemon (Gyarados, Starmie, Tapu Fini, Gastrodon, Milotic, etc)
Steel Types - Beats opposing Fairy-types (Kartana, Celesteela, Metagross, Magnezone)
Ground Types - Beats opposing "Lightening Rod" users like Alolan Marowak while takes Discharge well. ( Garchomp, Gastrodon, Mudsdale, etc )
Rain - Overpowers opposing Ground-, Rock-, and Fire-types (Politoed, Pelipper, etc)


Threats include, but aren't limited to:

Poison-Types - Salazzle, Gengar, Nihilego, Alolan Muk, etc
Ground-Types - Garchomp, Krookodile, Mudsdale, Gastrodon
Grass-Types - Tapu Bulu, Parasect, Trevenant
Lightening Rod - Alolan Marowak, Togedemaru
Coverage Moves consisting of Poison- and Ground-type moves.
Opposing Terrains - Tapus (Bulu, Lele, Fini) to remove Electric Terrain.
Trick Room-Based Teams (Torkcoal, Oranguru, Drampa, etc)
Overall Strong Attacks as Tapu Koko has average defenses.


Other Notable Options

Air Balloon and Shuca Berry to mitigate the damage done by Earthquake.
A Fully Physical Offensive Tapu Koko can be opted.
A Defensive Screen Sets suggested by Jamesspeed in his video.
An Assault Vest Tapu Koko set suggested by Wolfey in his video.

Two down, Two to go. After covering the Tapus, does anyone want me to do an overview of the a certain mon/core? If so post down below. In addition, anyone is welcome to suggest/post sets, or leave discussion about Tapu Koko in the comments below.

Monday, October 31, 2016

CIL Post Season 2 Thoughts & Review



CIL Post Season 2 Thoughts & Review





Preview

Well CIL Season 2 is finally over after six months, then again we were laid-back about the the schedule, but not that it matters now. Like to start off by mention this is the first time the LA Nidokings (pretty sure someone else has this brand) has ventured into a different Draft-Style league without any connections to the PFA aside Mudkiplegend, and eventually Italiang62, who both joined. One of the reasons to "expand" to a different league was I wanted to maintain some practice in the Draft-League format as PFA Season 3 was somewhat dragging itself out. Not there was anything wrong with PFA S3, just I found myself "bored" and wanted to keep up with league battle experience. Did thought about joining other leagues like the IBL, but their season already commence. Did a bit of searching on Twitter, and found out the CIL was accepting new players / coaches into the league. 

Despite making jokes about this here and there, time / pace was a major factor when considering to join. The fact the CIL only took about two weeks for one battle to progress and was on Pokemon Showdown was reason enough to seriously consider entering, but obviously had to juggle this with PFA. Up until the end of Week 10 / CIL Playoffs Week 1, the two week limit allowed me to team build against my opponents with at a comfortable pace. Only then, nothing was out of the ordinary as I managed to complete the battle within that time frame. 

Alright going to get into specifics how my interactions with the CIL went except in the end, but will say this now. Out of all the Draft Leagues, or Seasons I've participated, the CIL is in contention of among my favorite. If anyone knows by now, well... we did manage to win the Season 2 Championship and record a perfect 12-0 record in the process. Essentially as mentioned before, didn't know what to expect in the CIL, but was eager to battling others. Not criticizing anyone's skill or experience, after all this is a laid-back. Note was seeking to battle new people and find new ways to improve myself over the course of the season. 

Pre-Season & Transactions

For the Pre-Season of the CIL, or the duration of the main draft, didn't knew what cores, or Pokemon to draft in the beginning. Being the last person to select their picks had its pros and cons like having a "double pick" in between the Snake-Style runs, while the opportunity cost of waiting for long periods of time to chose the next two. Going into the Draft, already had the mindset whatever mons I don't pickup, don't consider drafting it, unless it falls under the radar on my turn. In terms of dealing with "snipes", didn't even bother complaining about it as the mon was likely going to that person anyways. Just focus on my team, without worrying about counterpicks, which was mitigated. 

In order to make the draft "salvageable", decided to make use of my "double wheel-barrow" picks. Well by the time we finished the Draft, here's the team I've started with, along with the transactions I've made for each slot. 
  1. Round 1: Anne the Latias
  2. Round 2: Forge the Charizard X
  3. Round 3: Rogue the Suicune
  4. Round 4: Ryan the Weavile
  5. Round 5: Green Cockatail the Tornadus-Therian -- Traded for --> Nui Harime the Sylveon 
  6. Round 6: Bike the Doublade
  7. Round 7: Bryant Stitches the Nidoking
  8. Round 8: ???? (didn't have a Nickname for it) the Eelektross -- Dropped for --> Epiclolz the Galvantula
  9. Round 9: Reed the Chesnaught
  10. Round 10: Castle the Diancie - -Dropped for --> Mars the Empoleon
  11. Round 11: Seeker the Uxie -- Dropped for -->Abruptly the Celebi--> Dropped for --> Snowbat the Gliscor
In terms of the initial team, the first four picks were rather funny since didn't expect Latias, Charizard X, Suicune, and Weavile to fall within my selections, but did. Definitely these were the core members of the team, however like any teambuilding session, there needs to be a decent form of defensive synergy for the team. The way I'd was drafting for this season was balance-oriented as this was my preferred playstyle, however with the intention of making this team "flexible" with elements of Semi-Stall and Offense if used. Will admit the last seven Pokemon were a hit-or-miss for me given how most of my "core draft picks" were taken, however had to improvise on the spot. Only Nidoking, Doublade, and Chesnaught were the only mons that were relatively strong picks for my team while the others either didn't know if they could fit (Uxie, Diancie), or didn't have enough "experience" using (Tornadus-T, Eelektross). 

As in almost every league I've been in, transactions were made to ensure the team was far complete and synergistic than by the time Drafting ended. If there was one or two transactions which essentially "re-defined" the team, it was the Tornadus-T for Sylveon trade with Hank the Pidgey (when he was still there) and the Diancie for Empoleon drop/add. Without spoiling much, Tornadus-T was a capable member of the team initially, however never consistent played ORAS OU for two years, only battling in short burst during on-off months. Sylveon was a far better special wall / cleric for the team which definitely payed off long term. Empoleon for Diancie was an amazing pickup as it not only served as a decent special wall, but gave less pressure to Defog hazards, and maintain Rocks on my side of the field. 

If I had to say which Pokemon "surprised" me during the Season 2 regular season, it was definitely Sylveon and Chesnaught as they held the main defensive effort of the team. Both Pokemon were able to shrug off attacks, while net a total of 18 kills and 3 deaths combined, an impressive feat. Of the top four pick from my team, Weavile performed as expected with 11 kills individually, while Latias and Char X weren't far behind in terms of the team effort with 8 kills a piece. Most of the transactions weren't too great replacements, possibly except for the Celebi (which don't know why I dropped it), but they managed to perform well in the battles played. 



The Regular Season 
(Link to the CIL S2 Page)

There's no doubt the Los Angeles Nidoking, or the team were the most consistent throughout the entire league and always gave maximum effort when preparations, team building, and of course the battles themselves. If anything, the "weakest" point for the LA Nidokings actually came from the start of the season given the adjustments and opponents challenged at the time. Some of the "adjustments" were getting use to Level 100 showdown battles...again, team synergy/composition, potential transactions, and other crap which is probably important to list. Despite the moderate Draft League experience mostly from PFA, for CIL never battled most of the participates as frequently as those in my "first" league. Not saying the players on PFA were sub-par, just can't either over- and underestimate my opponents for the future battles. 

Definitely the best advantage going into this league was the amount of "time" to plan for league battles. Recall the CIL is only about two weeks mandatory to get in battles, before suffering a late penalty. Typically, Draft-Leagues give the opponents about a week to finish their battles, so essentially this was twice the allocated used to prepare and team build. Given I had to manage and partake in PFA battles as well, this mitigated some potential stress that might been uncalled for, though did show signs of potential cracks towards the last week (...by then we were about done with the regular season).  On a final note, decided to test certain core members on my team on the Showdown ladder, but eventually dropped out of fear any coaches might see some tech moves on my end. 

Now we aren't going to review each "week" or battle individual, as this blogspot has all ten weeks, including the CIL Season 2 Playoffs. Instead going to highlight three battles from the regular season as they best reflect how the LA Nidokings performed throughout the regular season. For a comprehensive list, look down below:


  1. Week 1: Vs MightyMamoswine
  2. Week 2: Vs Sanyer
  3. Week 3: Vs MadMikeNibbia
  4. Week 4: Vs TheFlyingFiona
  5. Week 5: Vs Satoshi
  6. Week 6: Vs MarvoTrainer
  7. Week 7: Vs KantoCast Blue
  8. Week 8: Vs KevinVGC
  9. Week 9: Vs Iceolate
  10. Week 10: Vs ItalianG62

Week 1: Vs Mighy Mamoswine

Instantly knew had my work cut out for myself as soon as I learn MightyMamoswine, or "Baby Nick" as people call him in the chat was my Week 1 opponent. Funny enough, both of us didn't bring our Megas, but surely brought our "best" Pokemon to counteract them, like Nick bringing T-Tar, Talonflame, and Landorus-I to check Char X, and me bringing Latias and Tornadus-T to beat Mega Venusaur. If there was any battle on my end which had a "significant" amount of RNG involved, definitely this one as Tyranitar missed a crucial Fire Blast and was paralyzed on consecutive turns against my Chesnaught. Any Grass/Fighting-type STAB options on Chesnaught certainly can inflict heavy damage for Tyranitar, but figured Super Fang, Leech Seed, and Rock Slide was the better option. The main issue for this battle was the Talonflame as I realized it was now capable of "sweeping" my heavily-weaken team with Gale Wings Brave Bird / Acrobatics. Giving the potential bulky Talonflame set has a chance to setup either an Sword Dance or Bulk Up meant I'd definitely lose the battle, and most of my Pokemon were within range of a priority attack after rocks. If Talonflame was Choice Banded, then I've already lost, so had to assume here it was some kind of "bulky" setup version. 

Definitely any prior damage on Chesnaught from Tyranitar ensure the OHKO from Talonflame's Brave Bird, but got lucky miss/paralysis there. Might have been a better call to "sake" Tornadus-T, or Latias for Tyranitar as it would "save" Chesnaught against the eventual Talonflame matchup, though not so sure how the outcome came about. Even with max Attack, without any boosting item, Talonflame can't faint Chesnaught without a crit, which basically explains why Nick was forced to Sword Dance. The game was decided on that turn as Chesnaught connects with Rock Slide and OHKOs the Talonflame. Soon as the fire bird fainted, the battle shifted heavily in my favor as Chesnaught walled the defensive Gyarados and even took a HP ??? against a Landorus-I (don't know what "type" it was). With all the twist and turns, we managed to "steal" a battle against Nick as he setup for the late game great, but the secondary effects, or hax was in my favor there. 

This was one of those battles which "stings" on both sides as I knew there was a definite part of hax which decided the outcome, but can't really do much about it. Most of the battle Nick was able to weaken most of my Pokemon until it was only Chesnaught left to damage, but it happen. Without damage on Chesnaught and the Talonflame to sweep, Nick wouldn't have won the game, so I'll acknowledge that. At least I have to learn from my mistakes from the preparation and match itself and move on. Will say the 5-0 score doesn't implicate how "close" this battle was, but have to learn how to close out for the late game. End of the day, Nick played better than me, so I had to prepare harder for the upcoming matches and mitigate my Talonflame matchup if we ever battled again. 


Week 3: Vs MadMikeNibbia

Oh this battle. If there was a matchup I'd underestimated, it was against MadMikeNibbia, or Mike who had the one of the worse record by differential points. Thought this was going to be slightly easier than both MightyMamo and Sanyer, but the matchup proved more difficult than expected. For this battle, its not that I played terrible, but made a couple over predictions and some RNG rolls against me that swayed the game in Mike's favor most of the time. Regarding the "Tornadus" switch, didn't expect Mike to use Iron Tail on my Eviolite Doublade, yet he did and payed off tremendously. Then the critical hits on Latias and Doublade greatly reduced their effectiveness which forced me to play on the defensive. Weavile was honestly what saved this game on my end as well as netting immediate safe KOs against Mike's team. Early on, the matchup seem like in my favor, but at soon as we lost Tornadus-T, the matchup became far difficult to maintain. 

Honestly this was the one battle were I regret most of my "unique" team building options and questioned why the hell didn't Charizard X make an appearance. Most of Mike's team can't take a Tough Claws-boosted Flare Blitz aside the Mega Gyardos and Swampert, which then I still had Chesnaught and coverage options for those two. If I'd just used the Scared Sword on the Lucario instead of "protect" the Tornadus-T, it would have been extremely valuable as a late game finisher like Weavile. Mentioned this like 100 times in the Week 3 post, but this was one of those matches playing safe with my Pokemon was better than making seemingly reasonable switches. No doubt Mike had to be "unreadable" and creative to find options to beat me, thought the moderate RNG did help him.




Week 8: Vs KevinVGC

Week 8 was an interesting matchup against the commissioner of the CIL himself, KevinVGC. There wasn't too much to gather from KevinVGC, except he loves to play offense and go thru with his glass cannons. Some of KevinVGC's Pokemon were concerning such as the Thundurus, Manaphy, Celebi, and the Dragonite since all it takes is to have one of the four Pokemon setup and the sweep my team. Most of the preparation was literally slowing his offense down with Sticky Webs with Galvantula, Roar with Empoleon, and using my Gliscor/Sylveon to hold his team down. This was one of the weeks where Charzard X had to do "something", like maybe sweep Kevin's team as most of his mons weren't capable of taking Tough Claws-boosted Dragon Claw or Flare Blitz. In short, the way we had to approach this battle was shut down KevinVGC's offense without compromising any core members (Sylveon, Charizard X) while maintain obvious win conditions. 

The battle itself starts off favorable for KevinVGC as he gets vital chip damage on my Latias switch via U-Turn. The next few turns, the momentum shifts in my favor as managed to get a +2 CM Latias and 2HKO the Manaphy who threaten my entire team. Despite losing Latias due to a fuck up on my end, Sylveon actually picks up the pace and holds the team's defensive line to halt the offense. Mega Alakazam was the only major threat, but the lack of Focus Blast made it easy for Empoleon to take on, possibly thanks to the Scald burn. From there Sylveon essentially carried the team as Diancie didn't have Calm Mind to setup, or Excadrill can't revenge kill key Pokemon without risking itself or Thundurus's HP. 

Did notice this battle was rather rushed on my end as KevinVGC wanted to face me, but didn't have any other time aside the one allocated to our schedules. Find this battle rather ironic since the one way we manage to beat KevinVGC was to play aggressive ourselves and maintain offensive momentum. Take the sequence with Latias for example. Had we not went for the Calm Mind against the Diancie, we certainly wouldn't have been able to take on 1v1, and defeat the Manaphy. Same thing can be said about the Char X switch into Excadrill as I felt Kevin was forced to either Iron Head, or Rapid Spin the hazards for Thundurus. This matchup could have went either way for my opponents, just that I made the necessary plays to keep myself ahead. GG to KevinVGC as he definitely a great guy in both the CIL and for Pokemon talk when we chat.

Overall this game sorta reflects the nearly the entirety of the season given how strong of a performance we've played after the sluggish week 1. Most of the battles were won with overall better team preparation, offensive plays, not being prediction heavy/ readable for that matter, and control of the game. On that last note, that's my 100% goal in every game, develop a 100% win con to the point where I don't have to risk the game off of chance or predictions. Kind of  figured know most people might find this boring, but that's how I am in terms of battling. End of the day, it was in my best interest to maintain some kind of consistency before entering playoffs.  

Post Season 

Going into the post season 10-0 was a huge accomplishment as the Nidokings were essentially the "favorites" to win the season, though we had a some variable strong opponents to face in playoffs. The Round 1 Bye did help me prepare for the rematches of Iceolate or ItalianG62, both were my recent opponents. By the time  I'd battled Iceolate (the eventual winner between him and Italian), I'd already had a team and strategy planned out, even though it was the just the same team with different tech move or options. 

For Iceolate, I suspected he'd probably win against Kyle, though it seemed like he was preoccupied with other stuff such as other leagues and IRL things in mind. There were a couple questionable plays on Iceolate's end that were like weird such as the such as the Toxic on Sylveon with Mega Lopunny and the reluctance to bring Azumarill. Either way the preparation on my end was on point, though will admit didn't expect Heliolisk to be a problem as it was able to live a Poison Jab from Nidoking. In fact, pretty certain Heliolisk had some HP or Defense EVs to live such an attack as I only made it so Nidoking can OHKO a standard non-bulk variant.

 Definitely have to give props to Jonah on that considering he fainted both Char X and did over half to Chesnaught, which had he crit would have changed the game drastically. Honestly if Iceolate had the time to prepare and plan efficiently against me the battle might have been closer, though it was rushed. Despite my opponent's rather lack of enthusiasm, strongly feel Iceolate's mindset wasn't there. Perhaps the best way to sum the battle up was to "get it over with", though no disrespect to him as a player. Either way, Iceolate seems eager to partake in other leagues, so maybe I might matchup against him again. 

For Cbrangames, or Chase, this was the finals matchup almost everyone in the league predict would happen. If there was someone who I had plan prior to maybe several weeks in advance in terms of test builds and potential team, it was definitely Chase. Ok maybe the sets weren't "finalized", however the team itself was honestly well-crafted the night before we battled. If anything, Chase's team was similar to the one I ran, except with strong wall breakers / walls like Diggersby and Porygon2. Funny part was those two Pokemon were exact the main threats threats I'd prepared for alongside Mega Latios as Diggersby hits like a truck, while Porygon2 is incredibly defensive as hell. 

Team preparation for the CIL finals was rush given our schedules were fluctuate, though mostly on my end. If there was any help I received in this, it was from ItalianG62 as he help reference some attacks calculations which did lead me to bring things like Choice Band Weavile. Porygon2 was a one of the problematic Pokemon to prepare for as Chase has Florges to form decent defensive synergy, and cleric support to keep it healthy from status. Almost everyone of my Pokemon was specially defensive not only to take hits fromy P2, but to ensure download doesn't activate, as I've  how devastating it can be in League format. For Diggersby, all I did was basically hope that I can revenge kill it with one of my mons, and not let it setup. 

The rest of the team preparation was moderate at best given Chase's preference to use the same group of Pokemon for most of his battles, though just about anyone can say the same to me. When Chase and I finally battled, the match itself was rather odd, normally Chase has been on the offense while I've played semi balance, or even defensively the whole time, but it seemed to flip this one occasion. Main reasons for this change is the lack of Diggersby/Porygon2 hampering my progression, and moderately weak to Mega Charizard X

Being completely frank here, if I'd gone for a "third" Dragon Dance boost, well I'm fairly certain Charizard X might have actually swept the team in one go. If anyone notices from my CIL Team Report, the Char X was built to be a semi special pivot to give itself time to setup against either Florges or Starmie. What  was rather perplexing is why I didn't Dragon Dance? Guess I was getting too caught up with myself and wanted to keep at an optimal amount of HP as possible. In addition, the Florges switch into Dragon Claw actually bought Chase another turn as I was force to Dragon Dance up, not knowing if +1 Flare Blitz with my investment OHKOed. 

Such passiveness on my end costed the sweep, but it did result into a closer battle with Chase dodged a massive nuke. Despite the loss of Char X, both Skarmory and Florges were gone and Arcanine was severely weaken so it was essentially up to the rest of my team to pickup the slack. Ultimately, the unsung hero of the PFA Season 2 CIL finals was none other than Latias who managed to setup Calm Minds and wall break with Stored Power to which Weavile easily cleaned up the battle. Funny that Latias hasn't done anything major for most of my games, until the finals as it managed to beat Arcanine, Jolteon, and severerly weaken the Mega Latios after its setup. 

For Chase's prep,  I still think he somewhat of a mismatch, especially against my Charizard X given his lack of switches aside the Porygon2 and other makeshift checks. There's no disputing another key factor in this battle: time. Both Chase and I were moderately rushed for time, but then again we kinda went with the battle in the end. Of Course everyone was tired that night, but it was one of the few opportunities we had to matchup and have the battle streamed on twitch. Perhaps the main contributing reason I'd won against Chase was he wasn't sure about the exact team of Pokemon to bring. Almost every week I'd brought some Pokemon with tech options, new benchwarmers on the field, or new strategies which most have been fairly successful in achieving most of my wins. 

What's really interesting from Chase's end was before our match he admitted that I basically used most of my team to the fullest extent all season and be the most difficult matchup for him. Definitely the matchup was a major factor as most of my team threaten Chase's entire squad, though in terms of balance walls, we were somewhat evenly matched. Definitely my wall breakers in terms of Char X and Latias punched a massive hole to the point Chase was forced to keep up with my offense, which failed as a result of losing his own walls. Definitely if Chase brought Diggersby/Porygon2, well the matchup would be different, but we managed to pull thru and earn ourselves a major win. 

Conclusion

Well that about wraps up the review for the CIL Season 2. I'm glad that to meet all the new people in the CIL and had the chance to use the team I have to eventually win it all. In regards to who helped in this run, want to thank KevinVGC for running this league, Alec / Kyle from the PFA league, Rogue / Naitre from the PF Forums, KantoCastBlue for our talks, and anyone else I'm forgetting. Right now haven't decided whether I'd return to defend my title, however will give an official response to everyone in the CIL. Obviously we are all looking foward in the release of Pokemon Sun and Moon to launch in just a matter of weeks, so the Draft League. Hopefully in S/M, I can showcase my growth as a player in other formats. Going to still be active in the CIL community as best I can, so look forward to that. Guess I over extended this ending, so thanks everyone for this opportunity!