Hoenn Gaiden So Far... (or, How I Learned to Never Make an Analysis Post of This Length Ever Again)
Five weeks, five games to analyse! The PMPL was a good chance for me to prepare a range of competitive teams to be used in high-stakes matches. My biggest interest going into this tournament was to try and expand as many traditional ADV OU archetypes as possible, inserting new tricks into the old models and poking holes in the understood conventions.
This aims to be a combined analysis of my formed teams as well as the matches they were used in. It will not so much be an analysis of my opponents' teams / performances, but I'd very much like to offer anyone who played against me, or even helped to prepare against me, the opportunity to extend this discussion further.
Not much more prefacing to do here, so let's have a look at each series:
Week 1 vs LRXC
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Team Analysis:
Into the first week, I decided on bringing what at first glance, looks like an uncompromising balance team consisting of defensive Flygon and Talonflame. The latter of which seems like a reasonable choice - it's blisteringly fast and outspeeds a significant number of Pokemon that the likes of Moltres cannot: the most notable being Dugtrio, Starmie, Gengar, Zapdos (plus Galar), +1 Tyranitar, Jirachi and Celebi. Talonflame has a relatively low special attack stat, but even with a neutral nature, max STAB Fire Blasts deal a significant amount of damage to its key targets once chipped. It also has reliable recovery in Softboiled, and a multitude of utility options like Will-o-wisp, Toxic, Taunt, Flame Body, and most notably, Rapid Spin.
This team is built with 4 spike-immune members, meaning that the necessity to run Rapid Spin is pretty low. Instead, I opted for Hidden Power Grass to aid in breaking past opposing balance teams that feature Swampert.
The other members are fairly standard for a team of this structure, except for Perish Song Gengar. Quite simply, I opted for this move on Gengar as a catch-all for preventing lategame setup sweeping, which has a significant amount of ways to present itself in HG OU. It most notably restricts Curse Snorlax heavily with spikes on the field, but it can also be used as an emergency stop to the likes of Pokemon like Raikou and Dragon Dance Tyranitar.
Game Analysis:
The game starts with me leading Skarmory into LRXC's Deoxys. Judging from LRXC's lead, I identifed that I am probably facing an offensive team, and decided to make getting spikes up a priority. LRXC establishes 1 layer while I achieve 2, after which LXRC brings in Metagross on my full health Blissey. On turn 5 I was hesitant on checking Metagross with Skarmory, as it's possible I was facing a physical or mixed offence team using Choice Band Metagross as the Skarm lure & removal. Losing Talonflame instead to an Explosion would also be less than ideal, as it is my most reliable form of speed control to check LRXC's seemingly speedy team. Despite all this, LXRC getting the attack boost from Meteor Mash on my switch to Skarmory could spell disaster for my team. On that basis I switched to Talonflame, which was met with a banded Meteor Mash while a fortunate Flame Body activation burned LRXC's Metagross.
An interesting sequence of turns occured shortly after where LRXC and I both made double switches to gain momentum and scout information. LRXC manages to trap my Tyranitar on turn 8 but opts not to attack in the event that Tyranitar survives the hit and 1HKOes back. Metagross is sacked into my Tyranitar's Earthquake, and Deoxys enters but subsequently fails to land a 1HKO on my Tyranitar, which is able to KO back with HP Bug.
At this point I realised I'm in a pretty good spot if I can disable Zapdos as much as possible and lower its health down into Talonflame's Fire Blast range. Gengar trades on turn 11, and winning is mostly a matter of landing Fire Blast hits here with Talonflame as nothing for LRXC can sustain health with sandstorm up. Flygon is revealed into a unfortunate Thunder Wave attempt from Octillery and I opt to start using Rock Slide repeatedly into LRXC's team as I have a significantly higher amount of defensive utility at this point in the game, making this line of play rather difficult to punish. Flygon successfully chips down Gengar and Octillery into range for Talonflame, and Talonflame finds a safe way in versus Gengar on turn 22 and cleans up with Fire Blast to win the game.
Week 2 vs Bynum
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Team Analysis
For bynum I brought a bulky offence style team, which would fit the description in the ADV Archetype Analysis as a "Bulky Offense with Immediate Offensive Threat".
The immediate offensive threat (and star of this show) is Crabominable; a Pokemon which allows traditional ADV OU team structures to cut several corners, most notably the need to traditionally run a rock resist for Tyranitar and Aerodactyl. This is because of two factors; Crabominable has access to a base 132 attack STAB Mach Punch which can easily 2HKO both targets with maximum investment, allowing it to bypass Rock Slide's flinching factor. But on top of this, Crabominable can safely check both thanks to the Fur Coat ability doubling its defence stat and effectively 'resisting' Rock type moves.
Adding Choice Band on top of Crabominable's ability to wallbreak allows you to cut corners even further - suddenly Skarmory and Defensive Swampert become unreliable answers because of Superpower, and as you will see in the match this team was used in, CB Crab is strong enough to 1HKO offensive Swamperts.
The rest of the team provides support for CB Crabominable to wallbreak and discover a win condition - Zapdos carries Thunder Wave to enable the Crab to potentially throw Superpowers and Rock Slides more consistently. Zapdos, Defensive Jirachi and Roar Suicune together offer a rather solid defensive synergy which offence teams may struggle to break - Zapdos also pairs defensively with Crabominable rather well.
For this team you want to get the Crab in as frequently and as safely as possible. Carrying a spinner here massively aids with this as the Crab is going to be taking Spikes and Sandstorm damage pretty frequently and has no passive Leftovers recovery to hold its ground. And while its defence stat is sky high, it is far from a stop gap.
Roserade was the free slot on my team - Spikes are not required to get value from Crabominable, but Rose's ability to Leech Seed (and also scout status spreaders) is appreciated for this team's teammates. Jirachi also carries Wish to pass around and keep health high for when this team wants to play passively (like against a Drill Peck Skarmory + Blissey pairing for example).
Game Analysis
Thunder Wave Zapdos opens vs Bynum's Blaziken. This is a good position despite knowing that I'm most likely slower, as I can either force out the Blaziken or scout its set. Bynum answers with Blissey - I eagerly pivoted my Roserade into an anticipated status attempt, however this is punshed by a Blissey Ice Beam.
We danced around for a few more turns trying to scout information. My primary goal is to cause as much pressure as possible with Thunder Waves in hopes that Bynum eventually responds differently and I catch something. Bynum keeps his cool though and Blissey absorbs once more. Both of us are able to get one Spike up, and by Turn 10, Leech Seed is on Skarmory and Talonflame threatening both a Spin and a Fire Blast. Bynum makes an ultimately greedy play, opting to neither switch nor Protect against Talonflame, and is punished by Fire Blast immediately KOing Skarmory. This is a fantastic result for me as I am likely to win the Spikes war from here and enable Crabominable into the battlefield a bunch of times.
Turn 11 I invert the greed and decide to Rapid Spin into Blissey - my thought process being that I can push for an endgame result and close the game here if Bynum has minimal answers to the banded Crab. However, Calm Mind Blissey is in fact revealed; something that paired with Blaziken might actually cause me some serious issues. Immediately I switched to Suicune to prevent Blissey from getting out of control by forcing a Roar onto it. Bynum makes a good play and lands two back-to-back Thunderbolts on Suicune, comfortably 2HKOing.
This sacrifice positioned Crabominable to come in at full health and demand response to a Choice Banded Superpower tearing something apart. Bynum pivots to Swampert, which after a Spike was 1HKOed immediately, and Gengar follows in. Much like in LRXC's game, Talonflame once again pivots into a contact move and is rewarded with burning the Gengar, putting me in a position to relax about landing damage on Gengar as the lack of Sandstorm puts Bynum in a pretty comfortable spot walling my team - Gengar has the right toolset here to really cause some problems if a Will-o-wisp connected on Jirachi in the back.
From here it seems like my gameplan is mostly roadmapped. I can continue to spread paralysis to annoy Blissey and preventing CM spam from clawing the game back, all while pivoting to Crabominable to dish out heavy damage in the process. Turn 22 saw Jirachi Body Slam Paralyse Blissey - I made a rash choice to throw in Crabominable here and bank on Mach Punch being a suitable option to clean the game vs the current known threats. However, the Crab is in safe on a Thunderbolt (no paralysis), and because Blissey is paralysed, I'm positioned very well to midground Rock Slide and capitalise on the flinch chance while also hitting Gengar trying to absorb the Superpower. Gengar comes into the Rock Slide and it connects, KOing.
Blaziken was the next response to the Crab from Bynum. It was pretty hard for me to pivot here, so I decide to bring in Talonflame just to see what Bynum's response is, and it actually happened to be Substitute to my surprise. This actually leaves me in a bit of a pickle - thankfully Talonflame is faster here and is able to Recover off Blaziken's damage, however it is not able to Flame Body burn the Blaziken nor is it guaranteed to land Fire Blast to break the sub. I'm also extremely conscious that I mustn't knock the Blaziken into both Blaze and Salac Berry range as this could possibly end the game for me. As a result I decided I will try to stall out Fire Blasts, as this seems to be what Bynum wants to be doing. Bynum manages to crawl into Blaze range but just outside of Salac range. Talonflame fortunately manages to avoid disaster on Turn 34 as it connects a Fire Blast while dropping to the Focus Punch.
Again I go to Zapdos and attempt to paralyse. Blissey absorbs, and on Turn 36 Bynum makes a pretty solid double switch into Blaziken, knocking it into Salac Berry boosting range thanks to the earlier Spike on the field. However, since I Baton Passed rather than hard switching, this enables Crabominable into the field to use Mach Punch. The Crab sweeps from here against Bynum's last 3 in Blaziken, Blissey and Tyranitar to close the match.
Week 3 vs Voyager
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Team Analysis
This team is a deep-sea-style build aimed at picking apart balance and bulky offence styles by offering constant offensive pressure for as many turns as possible. I say deep-sea-style as all six of the team's members feature a Hoenn Gaiden change, pushing the team build far along the extreme edge of established archetypes from ADV OU.
This squad consists of a Spikes Lead; 3 Explosion users in Cloyster Snorlax Golurk; a reverse trapper in Illumise; the fastest "sub-CM" user in Raikou (though of course replacing CM with Tail Glow); and a sand-immune Endure + Salac Bery user in Kleavor. It's a very heavily momentum-based team which doesn't mind sacrificing teammates to allow the next one in to pick up the slack.
Again, Spikes are not essential on this team as the squad doesn't have a particularly good chance of keeping them up all game. However, Cloyster fits nicely in that it can lay spikes while also wearing down Skarmory's health early in the game without much recourse, also opting to explode on other would-be answers to preserve momentum and allow the next teammate to come in without taking an attack from the opponent.
Lovely Kiss Snorlax is an important glue as it can create a lot of space for teammates. Lovely Kiss has a tendency to land on Tyranitar and Skarmory, and this compliments Focus Punch pretty well. Double Edge combines with Custap Berry and Selfdestruct to provide constant wallbreaking damage, as well as a midgame momentum swing should you opt to come in later and boom after Spikes and/or Sandstorm damage.
Illumise is primarily a support option for Raikou and friends in catching and revenging an opponent's Dugtrio. However, with a Choice Band it can still provide some wallbreaking utility for other teammates to come in and clean up. Knock Off is the 4th move option to put Skarmory and Swampert on a timer should they find their way through walling the likes of Golurk and Kleavor.
Substitute + Tail Glow Raikou and Endure + Salac Berry Kleavor are a pairing which, once Dugtrio has been removed from the game, offer to try and clean up the opponent's remaining team members. Should Raikou find itself a free turn, it can become incredibly difficult to wall with sky-high Thunderbolts being thrown around. Hidden Power Ice is the move of choice to hit opposing Celebi. Kleavor hits a pretty convenient 403 speed stat after a Salac Berry boost alongside running an Adamant nature, allowing it to outspeed key targets such as Aerodactyl, Agility Metagross and even +speed Deoxys.
Game Analysis
Voyager and I run immediately into each other both running a Spikes lead on our mixed offence squads. Rather than opting to Spike immediately, I made an aggressive switch to Snorlax to try and sleep Voyager's Skarmory as this would net me quite a lot of momentum. Instead, Dugtrio is slept, which actually isn't an ideal outcome - I'd rather it was KOed so that something else can be slept later on, but it does mean that Raikou has free reign for the entire match if I can prevent a sleep turn from being burnt by Voyager (a fairly simple task given my squad's offensive prowess).
Voyager then on Turn 5 reveals a Substitute Celebi - a Pokemon my team is not very well-equipped for dealing with. I tried to shake off Voyager's progress by looking for a Leech Seed miss, but with a Spike on my side of the field this is not going to be a long term effective maneuvre, and by Turn 8 I opt for hard switching to Illumise (at the risk of a Psychic being thrown at it) to try and reverse the pressure. Voyager makes a good Baton Pass on this turn and reveals Charizard, another potential problem.
I couldn't really switch here to check Charizard, however since Dugtrio is asleep, sacking Illumise looked to be fine as its purpose is pretty much redundant for this match. The knocked-off Petaya Berry indicates a Substitute set (akin to Bynum's set from the previous game on Blaziken). Raikou then comes in on the sack on Turn 10 - it would seem that I'm in a good position to drop behind a Substitute and see what Voyager wants to respond with, but there's no defensive response - Voyager immediately broke the Substitute.
By the end of this turn it feels very clear to me that I'm facing some sort of offensive structure on Voyager's side as well due to the response offered. An option here would be to Tail Glow; Raikou is guaranteed to live even Modest Flamethrower as long as it doesn't burn or crit. The game is likely to be won at this point given the ideal outcome. This is still, however, far too greedy for me to do at this point; Voyager hasn't revealed the other two attacks and they could easily be anything between Overheat (which can KO), Blast Burn (which will absolutely KO), or even something unorthodox like Earthquake. Based on this, I felt like I had to Thunderbolt and avoid risk. Charizard is removed from play.
Voyager now reveals they have a Heracross and a Suicune while I manage to place a Spike down. I can see that Raikou with a free turn will win the game after a Tail Glow. But not to be hasty, I used Raikou to wear down everything into range of Kleavor's Swarm Lunge (Voyager could have easily opted to Roar on Turn 15 for example and pushed back pretty hard).
Voyager seems to be able to sense by now that my Heracross answers are somewhat limited. I threw Golurk into the lines of Megahorn and immediately boomed it just to preserve momentum, and Raikou takes Skarmory. From here my win condition is to Endure into Voyager's Heracross' attacks to guarantee Salac boost. It's very likely that Kleavor and Heracross both speed-tie, and going for Endure nets the best possible result to guarantee I could outspeed and KO with Rock Slide.
Turn 20 saw Raikou dodge a Megahorn, enabling two Thunderbolts onto Heracross before being taken out by the second Megahorn landing on Raikou. Heracross is now within Lunge range, meaning I don't have to risk a Rock Slide miss. But, for better or for worse, Heracross is also within Swarm range if running Swarm, which turns Megahorn from guaranteed Salac pinch range (without crit) to guaranteed OHKO against Kleavor.
Based on this info, I see it's probably worth going into Snorlax to discover whether Voyager is running a non-Focus Punch Fighting move or not, and take a potential Megahorn miss here rather than where it might actually swing in Voyager's favour in the event of a miss. Megahorn actually does miss to Voyager's demise, and Lax KOes Heracross with Double Edge. The game from here is pretty much won; Snorlax trades a Custap Berry boom with Celebi and Kleavor comes in on the sleeping Dugtrio to finish the game.
Week 4 vs Copen
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Team Analysis
Knock Off spam stall. Milotic and Donphan both Knock Off different targets - Milotic is able to hit the likes of Celebi, Jirachi and Zapdos whereas Donphan is able to hit stuff like Gengar, Skarmory and Swampert. Spikes are mandatory - Roselia is a bulkier Roserade with less offence, suiting this team's needs adequately as it is able to hit some essential benchmarks when it comes to surviving physical hits. But, it is much slower and its Giga Drain deals much less damage than Roserade's. Milotic and Donphan are very susceptible to status, and Roselia runs Aromatherapy as additional support for this squad (and also alleviates Milotic's pressure to run Refresh).
Tyranitar's sand combines with the Knock spam to cause chip over the course of longer games. Dugtrio is essential as Pokemon like Celebi and Jirachi can easily go for a greedy CM in the midgame and spiral out of control since Roselia and Tyranitar are not adequate special walls here. But, again, the Knock Off utility does mean that their strengths as checks are amplified somewhat.
Taunt Wisp Gengar asists in spinblocking as well as preventing the opponent from stall mirroring in general.
Game Analysis
I decided to lead here with Milotic to aggressively put Spikes leads on a timer. Copen surprisingly leads with Heracross, something I'm not expecting to run Spikes, and immediately pushes for a good position with a strong Megahorn into Milotic. Copen attempts to preserve momentum with a Spike as I retreated to Donphan. The spike is immediately cleared and on Turn 5, my Roselia is pressuring Copen's Swampert who has a strong Earthquake. Mistakingly instead of trying to lay a Spike, I go for Giga Drain on Turn 5 directly into Jirachi. This ends up being my best chance all game to lay Spikes (as we will see later).
Both Copen and I respond fairly passively for the turns to come. Turn 8, my Tyranitar lands a lucky first-turn burn onto Swampert, meaning that I have a safe window to get Milotic in and heal off the Heracross Megahorn earlier. I also wanted to avoid a desperation Ice Beam thrown out in attempt to catch Roselia. But, rather than playing all too passively, I decide to read the incoming Jirachi and knock it off to prevent it from walling my whole team (and surviving a Dugtrio EQ if it will). Knock off successfully does land on Jirachi while Milotic's health still remains rather shaky, though I can potentially look for a second chance on a Swampert pivot later on.
Turns 11 and 12 Copen reveals CM + Psychic + HP Grass on Jirachi, and I am now aware that my Tyranitar is not going to be a consistent wall on beating this. Thankfully I'm able to Roar Jirachi before it starts controlling the game, and Salamence is shown. Copen and I double a couple of times and Copen very cleverly catches Roselia here as I attempt once more to land a Spike. Suddenly now my gameplan no longer revolves around passive Spikes damage and I need to start thinking about my best method of progress, which seems like it'll come from Milotic Toxic, Knock Offs, and Gengar Will-o-wisp.
Gengar also looks like it has a great matchup into Copen's team once these 5 have been revealed. I was able to get it in on the Dugtrio trap while Copen takes a Will-o-wisp burn on Tyranitar. Anticipating a Pursuit, I go to Milotic to find a turn to Recover, but Copen actually reveals Rock Slide and lands some painful chip on Milotic. Now suddenly Milotic is so low that it's useless if it cannot Recover, although Leftovers heal shows Milotic to outspeed meaning that a Rock Slide flinch will not need to be risked either. Milotic Recovers back up to full and my squad is back to a stage where Heracross and Salamence will need to land multiple crits in order to break.
Turns 19 and 20, Copen seemingly attempts to close the game early by going to Jirachi and using Calm Mind. I need to make a very risky play here and pivot Dugtrio onto Jirachi to stop this from happening, had Copen been running max Special Attack Modest there is a chance that both Psychic or Hidden Power Grass can KO in this range. However, Dugtrio does this safely as Copen tries to set up, and Jirachi is 1HKOed by Dugtrio, easing my team of a lot of pressure.
Roadmapping the win condition seems to begin here. I just need to Knock and/or Toxic the remaining threats and the game will be won. I also need to be conscious of not letting Milotic drop towards Dugtrio's Earthquake range. Gengar is looking all but solid for the taking.
Copen on Turn 22 seemingly made a misread of the gamestate and tries to Focus Punch predicting an incoming wall, while Dugtrio stays in and Earthquakes. Now Copen's gameplan pretty much relies on Salamence cleaning past Gengar, Donphan and Milotic. By Turn 29, Milotic is able to Toxic and Knock Off Salamence while Recover stalling it in the Sandstorm. Turn 32 Copen tried to land a Rock Slide flinch in order to make a way back into the match, unfortunately this doesn't happen and Milotic solos the remaining members of Copen's team to take the game.
Week 5 vs 447323a
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Team Analysis
TSS Balance with Ledian seemed to me like it could easily produce great results, as Ledian is rather fast while sporting a pretty colourful special movepool containing STAB Psychic, Fire Punch, Thunderpunch, Ice Punch and Giga Drain. Magic Guard is also a very good reason to use this Pokemon, as it can come in on the face of all kinds of passive damage and immediately threaten something offensively.
That leaves the other team members just being ways of offering chip damage for Ledian to clean up with. Jellicent is able to land Will-o-wisp burns effectively due to Surf being able to threaten common Wisp pivots, while Skarmory and Blissey pair up to also spread poison.
Lead Subpunch Tyranitar attempts to capitalise on a strong lead position by getting behind a Substitute against the likes of Zapdos. It runs Earthquake as a way to chip Metagross, Jirachi and other Steel types alongside Claydol to put them into range of Ledian's Fire Punch. Everything else about this team is fairly bread and butter; Claydol is running Shadow Ball just as a midground for hitting an anticipated Ghost type switch in for some extra damage (as EQ cannot hit Gengar).
Game Analysis
447323a, who I will refer to as 'hex' for the rest of this analysis (lest I go insane), leads on the front foot here with their Sand Veil Dusknoir into my Tyranitar. To scout intentions, I Substitute and Rock Slide while hex reveals Wisp and Earthquake. Dusknoir can honestly pull apart my team here if it is running the necessary moves, so in order to reveal info from hex I aggressively pivoted to Blissey and attempted to land Toxic to prevent Dusknoir from controlling the entire match. Dusknoir is in fact running no Fighting type moves to my relief, meaning that Blissey is able to heal stall it and force a different response.
Turn 5 has Toxicroak come into Blissey. Skarmory is a relatively safe pivot here, and I start setting Spikes. Dusknoir is revealed again, and I continue to remove it from the match as quickly as possible by waiting for its health to deplete with pivoting and Protect stalling. Not much of note happens until Turn 17 where I greedily pivot Ledian on a predicted Toxicroak - this doesn't happen although I am thankfully met with a resisted Earthquake dealing only minor damage to Ledian.
However, Turn 17 sees me make an absolute blunder that could have cost me the match. In a damage calculating fat-finger-frenzy, I deduce that Ledian has a guaranteed KO at this range when in fact it absolutely does not, and Ledian hit Dusknoir into 1% HP while Dusknoir took Ledian out with Rock Slide. I was left with very little offensive pressure and two revealed Mons that laugh at Tyranitar trying to enter the battlefield. The obvious pathway at the time was a need to stall out as many turns as possible to claw my way back to a win condition.
To my fortune, hex doesn't seem to have revealed a solid Skarmory + Blissey answer as of yet. To get things going on Turn 18, I try to land Toxic onto Swampert for the second time; it misses while Jellicent is Roared in. Jellicent then misses Will-o-wisp twice in a row, and suddenly this uphill climb is revealing itself to be an entire mountain. Instead of trying to land status all game, it's clear that I need to try and land all 3 layers of Spikes as a.) they won't miss, and b.) hex hasn't shown a Rapid Spin user as of yet.
Skarmory makes its way back in safely on turn 24 and is able to gain 3 layers. Hex, still without a solid Skarmory response, tries to wallbreak it with a combination of Swampert and Golurk, and on turn 31 finally a Toxic connects to Swampert and puts it on a timer.
The next serveral turns have a loottttt of midground plays from the both of us. Hex seems to need a way to outread my next play multiple times as Eelektross does not reveal Focus Punch. Despite this, I always attack into Eelektross to deny it this last gambit of wallbreaking past Skarmbliss while the rest of hex's team takes TSS passive damage for the next 15-20 turns. Metagross is dragged into the match on Turn 37 and isn't holding Leftovers. I had to tread carefully here since Choice Banded Meteor Mashes will sweep my entire team. The Metagross annoyingly misses on Turn 39 and I am denied of the information I need to win the game, however the Spikes layers have already reduced Metagross down to 50% health meaning that if I can catch it one more time with Skarmory it might not be relevant to this game.
Turn 52 reveals vital information - not only is Metagross not Choice Banded, but it is also pretty slow meaning that Jellicent can answer if it enters battle safely. This doesn't at all happen as Jellicent is met with a critical hit Rock Slide on turn 59, and I am now relying on two things; my Tyranitar to not be crit by Meteor Mash, and for hex's Metagross to not be running Brick Break.
To my luck, Brick Break is not revealed on Metagross and no crit is landed. Tyranitar just about clinches an almost-thrown match to clean off Eelektross with Rock Slide and win the game.
Summary
tl;dr: just look at the teams analyses first paragraphs for an idea of the team concepts.
There's more Hoenn Gaiden games to come next week as we enter the playoffs for the PMPL, so look forward to those. Would be interested to see what the previous 5 weeks have taught us all and how people's preferences have aligned now.
ggs and special thanks to
Paulluxx bynum EeveeGirl1380 LRXC Lord Zorz for the idea testing, practice games, that sort of stuff, and
Monai SuperEpicAmpharos Voyager for hanging around on Discord and discussing things. Sorry LRXC and Bynum for the comparatively shorter analyses, your games were longer ago and thus more of a distant memory, but still very much as engaging to play.
More to Come..?
There's a lot of threats, ideas, cores, synergistic concepts in HG OU that haven't been discussed for months. Stay tuned for a post on those. See you later!