On a side note, Clefairy was packing Encore as a means of holding off ghost Oricorio, and I was terrified of potential SubCM Aurorus sets early on before I realized everyone was gonna spam offensive rocks and Specs. Fortunately for week 2 TSR, his crippling tism didn't kick in until much later in the tour. I probably coulda been a bit more aggressive and not made this game last 100 turns but at the end of the day I'd have to have an extreme stroke to lose this game. Changing Darkinium to Grassium on Shiftry at the last second was pretty dumb on my part in hindsight, but it didn't really matyer all too much in the end, but woulda also made the game a hundred times easier if i coulda killed the Tangela early. After that, I didn't play aggressive as I could have but in the end I didn't really need to since I had all the tools to win easily. At turn 13 I could have ended the game much sooner but I was pretty nervous so I ended up being incapable of doing the math in my head to determine -1 crab was still faster than Spritomb (which I shoulda known from DPP UU lmfao) and didn't wanna risk a potential Will-O-Wisp early on. I brought Life Orb Drain Punch Crabominable with max Speed which basically crushed his team from preview, had a rocker that was basically immune to death and beat the defogger handily, and had excellent pivots to take status, even packing an extremely sturdy rock resist to combat the random Aggron.
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