As per requested, I'll do the same things and follow ABR's format, starting with the first round vs Finch.
Game 1 - ORAS
Replay: https://replay.pokemonshowdown.com/smogtours-gen6ou-466145
Team: https://pokepast.es/26e6c89a799856dd
Team choice: Couldn't really settle on anything new to use for this particular game. I ended up altering an old team of mine that I was comfortable with with sets I wanted to use in PlayOffs (in this case, all out MTtar and offensive RotomW). Solid defensive basis with an emphasis on hazards. Excadrill acts as speed control and hazard removal so I can abuse MTtar to break holes longer. Offensive Rotom would also help me to switch gear when needed and would give me oppurtnities to get MTtar in safely.
The thing that jumped to me the most at preview was Serperior. I didn't like my matchup against it depending on its partners and moveset. Heatran was my only answer and I had to be especially cautious about Sub sets, especially SubSeed. He also had his Clef to potentially Twave/Knock me to make my life harder. On my hand, Rotom could do a solid work especially with hazards. He was quite weak to Spikes and Excadrill isn't impossible to deal with long term, especially with my whole team pressuring it in some ways. Also, MTtar had coverage for all his Pokemons so it could blow some holes if needed.
As for the game itself, the early game is pretty much us fighting for board control with our hazards and spinners. Paralyzing Clef was definitely welcomed because it was the best TTar check on his team. I'm a bit relieved when he reveals Glare on turn 24 with Serperior because it doesn't threaten Heatran as much as a result, especially without Spikes support to deplete my HPs should the game last. Once my board is advantageous (hazards up, his cleaned), I decide it's time to be as aggressive as possible. The best way to do so is using Excadrill to bait in Slowbro and double on Tyranitar to just fire some hits off, which is first done on turn 51. His first sack is Serperior, which was his main and only true way to open me up. I then try to go for midgrounds where I don't want to give him an opportunity to spin (Slowbro on Uturn for example the turn after). He tries to come back in the game on turn 56 by getting Drill on Rotom double and that's where the offensive set pays off because I'm faster than him and forces him out. After that point it's all about putting pressure without allowing Excadrill back in.
Game 2 - SM
Replay: https://replay.pokemonshowdown.com/smogtours-gen7ou-466161
Team: https://pokepast.es/2e1def417bbb87cd (shout-out ben gay)
Team choice: I consider myself much less versed than Finch in SM so I wanted to use a high tempo offense with instant threats so I could just use my exprience to position myself into wallbreaking positions with big nukes and open the game to a win. That's why I went with a Mawile/Kyurem teams as I feel those twos hit just too hard to be truely walled, especially with Koko's terrain.
First thing I see at preview is that he has a Magearna, most likely bulky which means Kyurem has to get past that before truely going to town (pretty strong vs the rest). Mawile as expected is met with 0 hard counter so I can also use it to get things going. I lead Koko out of satefy because scarf U-turn is free and helps me scout stuff, such as the Magearna set based on the U-turn damages, now confirmed defensive. I get my rocks up on it and he decides to get his own by going Kommo-o on my Drill. I see this as an oppurnity to get Mawile in on the predicted up and start the breaking. I kill his Mawile thanks to the speed creep and Fire Fang coverage and that's where things start getting wild.
He goes Lando-T on my Mawile which is now double intimidated. I wasn't sure yet if he would Z or Scarf, and I thought: unless he's Z Rock, he would be in such a shit position if EQ on Zapdos here, I'm just gonna expect him to abuse that switch in some way (Uturn/SD/Defog) and attack him to figure out his set and get some damages. I also thought, if I go Zapdos, take 25% and then die to Z-Rock, I'll be without ground switch-ins with Drill/Koko inviting the Lando in all day. Pretty clicky play overall I know and now I've lost my Mawile which coulda done some more work for sure. At least now I have Kyurem in and can do some damages, but Magearna eats EP like its nothing and I take the opportunity to spin. Lando-T is back soon after and this time I have no choice but to go Zapdos. I make a super greedy play by Volt Switching because well, he could be Z-Fly maybe and wouldn't risk dying then right... So now I'm in a very bad spot after a solid early game. I then make some plays to get Kyurem in with Elec Terrain to kill stuff before I lose this battle lol. But I get paralysed so now Landorus-T is truely threatening. The next turns are sorta natural, I do manage to get a Toxic off on Kommo-o and Finch is back at the helm with LandoT.
The tides change because I get lucky and dodge an Edge, which allows me to weaken Lando and it's now at 23, only able to switch in twice with Rocks up. Now Koko becomes my wincon, because it's free to blast Tbolts if this thing dies, especially with Magearna limited recovery and Kommo-o poisoned. What happened afterwards is a series of turns where I try to pressure him as much as I can with Koko/Drill without ever allowing Lando-T in, who would always kill something with EQs. That's why I'm going Fini on Tornadus on turn 32 for example. There is also a board fight where I try to keep my rocks up so LandoT cant come in for free. One of my "big play" is on turn 47. After Tbolting to weaken Magearna, I predict him to LandoT because it'd be able to kill something by coming on another Tbolt or the Excadrill switch that I was doing for the past ~10 turns. As a result I go to Fini to prevent this from happening, which also allow me get 12 more % off the Lando-T, making it unable to switch in with Rocks up again, all the while keeping my 3 Pokemons. After some more doubling between Exca and Koko, I secure a position where Koko becomes threatening with Brave Bird even, and the endgame plays out with him trying to get back in the game with Lando on a switch but I just keep trying to weaken the Magearna with Fini to clean with BB, which makes me catch Lando, sealing the game.
Game 1 - ORAS
Replay: https://replay.pokemonshowdown.com/smogtours-gen6ou-466145
Team: https://pokepast.es/26e6c89a799856dd
Team choice: Couldn't really settle on anything new to use for this particular game. I ended up altering an old team of mine that I was comfortable with with sets I wanted to use in PlayOffs (in this case, all out MTtar and offensive RotomW). Solid defensive basis with an emphasis on hazards. Excadrill acts as speed control and hazard removal so I can abuse MTtar to break holes longer. Offensive Rotom would also help me to switch gear when needed and would give me oppurtnities to get MTtar in safely.
The thing that jumped to me the most at preview was Serperior. I didn't like my matchup against it depending on its partners and moveset. Heatran was my only answer and I had to be especially cautious about Sub sets, especially SubSeed. He also had his Clef to potentially Twave/Knock me to make my life harder. On my hand, Rotom could do a solid work especially with hazards. He was quite weak to Spikes and Excadrill isn't impossible to deal with long term, especially with my whole team pressuring it in some ways. Also, MTtar had coverage for all his Pokemons so it could blow some holes if needed.
As for the game itself, the early game is pretty much us fighting for board control with our hazards and spinners. Paralyzing Clef was definitely welcomed because it was the best TTar check on his team. I'm a bit relieved when he reveals Glare on turn 24 with Serperior because it doesn't threaten Heatran as much as a result, especially without Spikes support to deplete my HPs should the game last. Once my board is advantageous (hazards up, his cleaned), I decide it's time to be as aggressive as possible. The best way to do so is using Excadrill to bait in Slowbro and double on Tyranitar to just fire some hits off, which is first done on turn 51. His first sack is Serperior, which was his main and only true way to open me up. I then try to go for midgrounds where I don't want to give him an opportunity to spin (Slowbro on Uturn for example the turn after). He tries to come back in the game on turn 56 by getting Drill on Rotom double and that's where the offensive set pays off because I'm faster than him and forces him out. After that point it's all about putting pressure without allowing Excadrill back in.
Game 2 - SM
Replay: https://replay.pokemonshowdown.com/smogtours-gen7ou-466161
Team: https://pokepast.es/2e1def417bbb87cd (shout-out ben gay)
Team choice: I consider myself much less versed than Finch in SM so I wanted to use a high tempo offense with instant threats so I could just use my exprience to position myself into wallbreaking positions with big nukes and open the game to a win. That's why I went with a Mawile/Kyurem teams as I feel those twos hit just too hard to be truely walled, especially with Koko's terrain.
First thing I see at preview is that he has a Magearna, most likely bulky which means Kyurem has to get past that before truely going to town (pretty strong vs the rest). Mawile as expected is met with 0 hard counter so I can also use it to get things going. I lead Koko out of satefy because scarf U-turn is free and helps me scout stuff, such as the Magearna set based on the U-turn damages, now confirmed defensive. I get my rocks up on it and he decides to get his own by going Kommo-o on my Drill. I see this as an oppurnity to get Mawile in on the predicted up and start the breaking. I kill his Mawile thanks to the speed creep and Fire Fang coverage and that's where things start getting wild.
He goes Lando-T on my Mawile which is now double intimidated. I wasn't sure yet if he would Z or Scarf, and I thought: unless he's Z Rock, he would be in such a shit position if EQ on Zapdos here, I'm just gonna expect him to abuse that switch in some way (Uturn/SD/Defog) and attack him to figure out his set and get some damages. I also thought, if I go Zapdos, take 25% and then die to Z-Rock, I'll be without ground switch-ins with Drill/Koko inviting the Lando in all day. Pretty clicky play overall I know and now I've lost my Mawile which coulda done some more work for sure. At least now I have Kyurem in and can do some damages, but Magearna eats EP like its nothing and I take the opportunity to spin. Lando-T is back soon after and this time I have no choice but to go Zapdos. I make a super greedy play by Volt Switching because well, he could be Z-Fly maybe and wouldn't risk dying then right... So now I'm in a very bad spot after a solid early game. I then make some plays to get Kyurem in with Elec Terrain to kill stuff before I lose this battle lol. But I get paralysed so now Landorus-T is truely threatening. The next turns are sorta natural, I do manage to get a Toxic off on Kommo-o and Finch is back at the helm with LandoT.
The tides change because I get lucky and dodge an Edge, which allows me to weaken Lando and it's now at 23, only able to switch in twice with Rocks up. Now Koko becomes my wincon, because it's free to blast Tbolts if this thing dies, especially with Magearna limited recovery and Kommo-o poisoned. What happened afterwards is a series of turns where I try to pressure him as much as I can with Koko/Drill without ever allowing Lando-T in, who would always kill something with EQs. That's why I'm going Fini on Tornadus on turn 32 for example. There is also a board fight where I try to keep my rocks up so LandoT cant come in for free. One of my "big play" is on turn 47. After Tbolting to weaken Magearna, I predict him to LandoT because it'd be able to kill something by coming on another Tbolt or the Excadrill switch that I was doing for the past ~10 turns. As a result I go to Fini to prevent this from happening, which also allow me get 12 more % off the Lando-T, making it unable to switch in with Rocks up again, all the while keeping my 3 Pokemons. After some more doubling between Exca and Koko, I secure a position where Koko becomes threatening with Brave Bird even, and the endgame plays out with him trying to get back in the game with Lando on a switch but I just keep trying to weaken the Magearna with Fini to clean with BB, which makes me catch Lando, sealing the game.
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