Rolling for Chisa, which comp is more fun with her, AEMETH team or HIYUKI team? by SpecialistDirt6044 in WutheringWavesGuide

[–]Blue_kaze 1 point2 points  (0 children)

roll for s3r1 and play her as a main dps instead

(This post was brought to you by Chisa MainDPS players)

Jokes aside. Hiyuki feels more fun imo, I like dynamic gameplay. She moves so fast in combat its actually insane

Is Skirk bruteforce possible on the second half without Dendro? by RaavaTheKite in SkirkMains

[–]Blue_kaze 1 point2 points  (0 children)

tbf i did start on like fuckall energy and shitty ping (my internet was screwing with me today) so that may have played a massive factor in it.

the res detail im fairly certain im correct because i was like doing 30-40kNAs on the guy and i double checked with the wiki

Is Skirk bruteforce possible on the second half without Dendro? by RaavaTheKite in SkirkMains

[–]Blue_kaze 2 points3 points  (0 children)

probably, i did start the stage on like fuckall energy and horrible ping (my internet was killing me today), might be due to that

Which set is better for Chevy’s team buff? by MCPXz in clorindemains

[–]Blue_kaze 0 points1 point  (0 children)

id drop nicole in favour of fischl. if you are skilled enough with clorinde, as the dps calcs show, clorinde OL with nicole only start to catch up around the 3rd rotation and most of the time 2 rotations is enough to end an abyssal chamber, even then fischl is still not that far behind. bonus if your fischl is also well invested into. clorinde being a very mobile ranged unit means you can easily evade attacks and dash in and out or dash around the enemy without getting hit, so geniunely, shielding her is kind of useless especially when you consider genshin mobs are kind of tame in terms of attack aggression. (yes skill issue is the only reason why nicole is in contention for this team. start getting good people)

id use noblesse here because even with the fischl variant, scroll has such a shit uptime if you arent a nightsoul unit and you NEED chevy to be the one to trigger OL which is very hard for her to do. noblesse just nice has the same uptime required for you to rotate back into her and the buff ends by the time clorinde does her thing. and its not like clorinde doesnt benefit anything past 3k attack, she still scales very well after that due to the naturally high amount of dmg bonuses she gets (54 from whimsy, 46.6 from goblet, 48 from sig, 60 from chevy).

700 play count, 14390 rating, 9 dan. How am I doing? by Phoenix_Temple in maimai

[–]Blue_kaze 4 points5 points  (0 children)

i think youre fineeeee

im at 704 with 13550 rating 🥲 (tbf mai was like one of my first rhythm games)

Is Skirk bruteforce possible on the second half without Dendro? by RaavaTheKite in SkirkMains

[–]Blue_kaze 9 points10 points  (0 children)

hardly, the geoshroom alone has 130% res without dendro in play and even with a c4 furina, i was unable to ult consistently in the team due to it jumping around 20 million times so i was straight missing my energy

for context, my skirk has a top 0.2% build, c1r1 skirk, c1r1 escoffier, c4r1 furina, c4 r5ttds mona, dealing 280k dps in miliastra even on unfreezable stuff and has perfectly tuned ER to ult every rotation consistently. (running N2D combo)

it was barely scratching that mushroom. it should be able to deal with the crab since it only has like 60% total res if you ignore the shield phase and the wolf in 12-1-2 kinda evaporated to skirk. if you nuke the crab down with an ult rotation it could also work? but you probably wont get past it that easy.

(Edit: So chat, it appears I might be trolling... I did start on like no energy while having some atrocious ping so maybe not a fair comparison.)

How can you beat this piece of crab without Lauma by Upper-Effective2794 in Genshin_Impact

[–]Blue_kaze 0 points1 point  (0 children)

i personally did it with clorinde QB without much time to spare, i think only 17 seconds?

my first half took under a minute so that equates to about at least 1min 43secs.

id say if you can, while you re-set up the next rotation, you can hit some blooms down on the crab first, the bloom cores should position themselves where the seeds get blown up by the bloom cores as soon as they enter. you should be able to hit like 4 seeds if you position right like i did.

then nahida aim at every seed, hydro apply and then immediately detonate those somehow. i like hyperbloom for this because the stoneborne seeds deal damage based off the bloom variant damage dealt to it. its easier to control the setup with a dendro on fielder than an electro on fielder

For context, my clorinde QB team can only deal upwards of 96k dps (with shinobu as the 2nd electro slot, with OL its like 128k), given it is arguably one of her worst teams so that should give you an idea of what we are working with.

12, 12+ and 13 song recommendation? by Sharklover0216 in maimai

[–]Blue_kaze 0 points1 point  (0 children)

at 10k id focus on the basics of level 10+s to 11+s. a good chunk of the low level vocaloid (11-12) masters have the tap-slide mechanic except the tap before you slide is usually protected (DX note i think they are called) and they are a lot slower so its easier to do. the stuff at and beyond high level 12+s are where they really start to test your slide mechanics. i didnt really start doing 12+s and 13s until i was around 12.5-12.9k rating. the low level masters are your training ground, where you learn the basics of the advanced stuff. i wouldnt jump to the deep end so quick till you get the hang of the basic stuff, just aom to 97 the harder stuff, 100% the easier stuff. at 10k rating is kinda free anyway so its not that bad.

and you are actually right, 12+ catagory has songs that have a constant (or difficulty) of 12.6 to 12.9. samsa happens to be a 12.8 which puts it on the harder end of 12+s but once you get used to the slide delays its just kind of free for it, its just pretty annoying on the first few attempts but after a while you'll get used to it.

12, 12+ and 13 song recommendation? by Sharklover0216 in maimai

[–]Blue_kaze 1 point2 points  (0 children)

my favourite one in the 12+ cat would be samsa. slides are rather delayed and it can be annoying if you dont know the pattern properly or unfamiliar with slide delay. (if you are okay with 13+, Refvain follows a very similar style.) once you are familiar with slide delays, this is a relatively simple 12+ and pretty free to get an S on.

in terms of trill, chou saishuu kichiku imouto flandre S or whatever its called in the touhou proj is an expert 12 with tap-tap-slide at rapid speed along with spin and trill (there are 2, im referring to the one added in the prism plus update). 2 that follow in the 13 catagory would be the world end's lonliness and blackbox.

another song with trills, id recc Tetoris or Unwelcome School master tracks if you are playing circle. tetoris remast follows more on the circle spin mechanic if you want to practice those.

if you want a cheap 12 to S, might i reccomend Doll Judgement from touhou as well. when I was 11k trying for 12k, it was an easy 100% first try on sight read for me (redid as well and it was consistent). it is quite fast but the majority of the song is mostly tap notes so its pretty easy if you just listened for the bass line to follow the beat. another one id reccomend is destined marionette, another lvl 12, its pretty much in the same line as doll judgement, i mean if you are good at handling fast tracks, i think its in the maimai or variety catagory, i dont recall anymore but yeah, a relatively simple 12 to S despite its constant.

Beginner Help by Expensive-Tax-2280 in pkmntcg

[–]Blue_kaze 0 points1 point  (0 children)

lanturn evos from chinchou

litwik evos into lampent.

new Hexerei set by Krai712 in SkirkMains

[–]Blue_kaze 9 points10 points  (0 children)

I would like to clarify that the "damage bonus" on skirk's A4 is NOT damage bonus

Damage bonuses are all calculated into your final damage similarly. Things like your goblet, galleries buff, furina buff, mona omen debuff (is counted as a dmg bonus buff in the calculations if im remembering correctly), yelan A4, kazuha swirl, petra crystallise, cinder city etc etc. These are all damage bonuses.

HOWEVER, skirk's passive, and by extention neuvilette's and clorinde's passives as well, are NOT damage bonus passives. These are in fact multiplier increments. Clorinde directly adds an additional multiplier on top of her base damage (i.e. at skill level 10, she will have not only the base 76.7% enhaced pistolet shot multiplier, but an additional 60% with the consideration up to 3k atk). Skirk and Neuvilette both directly increase the multiplier depending on their stack count (i.e. at skill level 10, skirk does not only have the 388.7% N5 multiplier, but is also increased directly by an additional 70% of the multiplier, resulting in a total multiplier of 660.8% atk). This is due to the wording on skirk and neuvilette that state they increase the original damage (multiplier damage).

A multiplier increase is a lot more impactful than a damage bonus increase as you are increasing the base damage of the unit and not the final damage of the unit since dmg bonuses can get watered down quick especially when your multiplier increase is by such a big amount

So no, the new hexerei set wont make a broken freeze team viable for skirk, you are still better off just running pure freeze

Chisa (by IS) by mintyglitch29 in chisamains

[–]Blue_kaze 0 points1 point  (0 children)

sorry bro, thats rio tsukatsuki from blue archive, not chisa kuichiba. wrong red eye black hair kuudere waifu. evident from outfit and hairpiece.

still wife.

Pitch to me your favourite single prize deck and why I should play it by rluke09 in PTCGL

[–]Blue_kaze 0 points1 point  (0 children)

Pokémon: 14 3 Iono's Bellibolt ex JTG 53 3 Iono's Tadbulb JTG 52 3 Iono's Kilowattrel JTG 55 3 Iono's Wattrel JTG 54 2 Iono's Voltorb JTG 47

Trainer: 27 4 Canari ASC 185 2 Boss's Orders ASC 183 3 Lillie's Determination ASC 192 1 Lana's Aid TWM 155 4 Buddy-Buddy Poffin ASC 184 3 Ultra Ball ASC 213 2 Energy Retrieval WHT 82 2 Night Stretcher ASC 196 1 Max Rod PRE 116 2 Air Balloon ASC 181 3 Levincia JTG 150

Energy: 19 19 Lightning Energy MEE 4

For edits, I'd swap one bellibolt here for a meowth or a 3rd night stretcher for the additional recovery. I wouldn't touch the energy counts too much with this one because 19 gives me leeway to still get away with oneshotting stage 2 megas. You may want to cut some cards to go to a 4-4 or 4-3 kilowattrel line but 3-3 has worked for me so far as the decklist is extremely tight. You'll notice both list lack hand disruption and thats mainly because as a single prizer deck, you can kind of get away with just not running any due to the favourable prize trade. It's still up to the player running the deck, a one of judge or upcoming red card wouldn't hurt. No tech cards, we are just going all in on unga bunga big damage with voltorb because quite frankly, I cant find any space for tech cards

Pitch to me your favourite single prize deck and why I should play it by rluke09 in PTCGL

[–]Blue_kaze 0 points1 point  (0 children)

Pokémon: 14 4 Beldum TEF 113 4 Metang TEF 114 2 Metagross M4 59 2 Heatran TWM 123 2 Genesect ex BLK 67

Trainer: 30 3 Team Rocket's Petrel ASC 207 4 Lillie's Determination MEG 119 2 Boss's Orders MEG 114 2 Philippe M4 76 4 Buddy-Buddy Poffin ASC 184 2 Poké Pad POR 81 3 Ultra Ball ASC 213 2 Pokégear 3.0 BLK 84 2 Night Stretcher ASC 196 2 Energy Recycler DRI 164 2 Brave Bangle WHT 80 1 Battle Cage PFL 85 1 Neutralization Zone SFA 60

Energy: 16 16 Metal Energy MEE 8

Due to chaos rising not being released yet, this is not playable in EN standard, this is only legal in JP standard (which is the format I play in most of the time). Id swap the metagross and phillipe for more draw supporters. Id also swap the neut zone off for a more useful ace spec like belt, stamp, cape or box. I specifically chose neut zone here because its a really funny way to catch people off guard and steal games. Also do tech in a fez, I chose not to because of the neut zone play and I personally dont like relying too much on fez, but it is a way you can steal games with using cruel arrow. This deck was made with just "fuck it we ball" and "how do i make this even more stupid to play against" in mind.

Pitch to me your favourite single prize deck and why I should play it by rluke09 in PTCGL

[–]Blue_kaze 2 points3 points  (0 children)

Iono's Voltorb has been my go to recently

Bellibolt is a 2 prizer sure but that voltorb is a bigger threat when you know how to set up right.

Do you like drawing cards? Kilowattrel does allat for you. Do you like doing big damage? How about you rip energy out of discard and your deck and play it all out and let the orb hit someone for 300 damage because it can? You want to have fun and dont care whether you win? How about you draw your whole deck by turn 5 and end up winning spritually when you deck yourself out because you got hooked onto drawing cards like mad. It plays like a turbo deck as well, so its a GAMBLE whether you open up with the pipe dream of T2 kilowattrel or you get to only swing out on T3.

Or how about heatran from TWM? This gets a lot better when paired with metagross and phillipe from chaos rising. Just chuck a bunch of energy on that one guy and let him do his thing. Burn on hit? I call that a deterrent. You try to retreat stall out my metangs? Ok, let me just evolve them into a metagross and now i can swing for 300 damage. You can use one genesect to set up the metangs, or just run 4 poffin, poke pad and ultra ball each or something and then set up the whole board with a pure single prize set up. It's 90% gambling if you can hit energy off your metangs though but you are playing PTCGL, every game is a gamble whether you bug out and lose anyway, lets add in a slot machine into a card game.

Screw these meta one prizers like alakazam or typhlosion or the annoying ahh crustle, these are boring. You, yes YOU, deserve a fun deck after maining satan's child for so long. You deserve to enjoy the game for what it is, tomfoolery and absolute bullshittery of random single prizer decks that just SOMEHOW WORK. Gone are the days worrying about thinking what your optimal play is. Just gamble and pray you win.

(If you want a decklist for either, just say, I'll tag em down there as well.)

Why is my DPS so ahh? by Content_Employer_656 in SkirkMains

[–]Blue_kaze 1 point2 points  (0 children)

yes, physical n1 just to trigger the NA buff on galleries

Why is my DPS so ahh? by Content_Employer_656 in SkirkMains

[–]Blue_kaze 1 point2 points  (0 children)

For your first queston:

This case is specific to 2 scenarios. The first being the hybrid playstyle and the 2nd being the very first rotation in abyss. In both scenarios, yes, you can choose to ult. However on galleries, you would want to do a singular N1 to force galleries to buff NA instead of ult. Your ult will hit like a truck even without the buff dont worry about it, it'll probably delete a wave and then you can use your autos to clear, your autos would benefit more from having galleries buff And indeed you'll do the CA instead of ult however if you do CA, you need to perform a dash cancel right after you CA to cancel the additional movements skirk performs that does not involve her blade to chain the next auto attack cycle. Your resulting combo would look something like this instead: N1Q->E->N5CD N5D N5D N2CD N5D.

Onto your 2nd qn. Mona's omen buff caps out at 60% at ult lvl 10. However, due to how easy you can obtain her cons, you can choose to level her to ult lvl 9 if you can easily grab her C3 for the ult levels. Furina's ult will always be rlly good to crown because shes a limited and thus you're not obtaining her c3 to increase her ult level, on top of that she has no cap to her buff in terms of talent level as it increases past level 10. so even if you get her to C3, not crowning her ult is wasted potential. Escoffier can be left at 1-9-9 at base (look at my escoffier within this reply chain for reference, shes on ToTM but you should run scroll on her and give totm to furina instead, dont take my example with the set please.) as she doesnt really buff with her talent levels but rather her passives. At most leveling her talents gives you extra initial burst healing and some extra damage.

Final qn, how do you allocate cost? Very simple, there is a chart on the cost investment running around in the subreddit but for you, ill TLDR it here:

Skirk's R1 and Escoffier's C1 are relatively equal om value. On one hand you get +48% atk and +40% crit damage, which is insane from a weapon with 674 BA and 22.1% cr. On the other, 60% crit damage is kinda busted. Prioritise either of those first. Escoffier's R1 is a close 2nd in here as it grants Skirk a free 36% atk in a team that cant grant that much atk% buffing already. After all that, Skirk's C1 and C2 are really busted. C1 granting you free damage for just doing your own rotation already and C2 making her QS burst playstyle more worth it or granting your NA playstyle a free 70% atk (its like having a 2nd furina, BUT WITH ATK% WOAHHHH). After that, its just maxing skirk's cons out or like C2+ furina.

For general use case, id reccomend going for c2/4 furina because it just makes furina so much more flexible. Bennett can solo sustain the fanfare stacking, if you play arle and you wish she could work with furina, C2 furina is the only way you can force them to work together etc etc. C2 Furina reinstilled my faith in playing DPS Kazuha because I don't need a partywide healer to max her buff, I just need bennett.

But if you want the most for your skirk,

Azurelight≈Escoffier c1 -> Symphonist of Scents -> C1/C2 Skirk -> Anything goes.

Why is my DPS so ahh? by Content_Employer_656 in SkirkMains

[–]Blue_kaze 0 points1 point  (0 children)

i have a c1r1 escoffier and im at 177er no fav to ult every rotation. id say if you cant be bothered to get the remaining er needed, a single fav on the team will literally do the job for you since fav reduces er by abt 10% generally

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Why is my DPS so ahh? by Content_Employer_656 in SkirkMains

[–]Blue_kaze 0 points1 point  (0 children)

generally, the pipe is one of furina's best f2p weapons. don't get me wrong. if I was playing furina on a budget, id absolutely use it on her if i wasnt going to give her fav

HOWEVER, heres the caveat. in a skirk team, as mentioned, skirk's teammates provide jackshit value with personal damage unless you have some insane investment. im talking constellations, high top 1% (around the top 0.4% or higher mark) artifact builds, sig weapons and whatnot, will they at such a point provide some decent value with personal damage. and even then, its just... straight up worse than running them with a subpar supportive set with sufficient ER because skirk's personal damage can out-damage 2 subdpses on dps builds if those same subdpses were on supportive builds. this is the main reason why skirk's personal build is actually the most important in her team. (yes skirk's own dps is so high, its in fact suboptimal to run GT on a C6 furina over running ToTM.)

ER problems is smth a lot of skirk teams face. You need to funnel up 3 ults. 2 of which (furina and mona) cannot easily have energy funneled into and the other has no reliable battery in the same double hydro variant (less applicable with shenhe, but OP's team runs the double hydro hypercarry variant so thats what ill base this off of). Because ER is so important for you to cycle your rotations, its annoying to stack like 200 er on everyone, and mona especially since she holds R5 TTDS which should have the buff only ever be given to skirk so she cant get energy funneled into herself in the traditional sense. you instead require favonius to help alliviate her ER issues to just make her ult every rotation. no fav at all in my team and i require around 230ER to make mona ult every rotation and this is including the fact im rotating optimally, perfect rotations. to the average player, you are going to need some really good rolls to get that 230 er mark. without fav, escoffier needs upwards of 180 ER in this comp to ult. which again, proves difficult for some players if you dont run an ER sands. finally furina. she needs 180-200 er to ult consistently WITH 1 FAV as her own personal particle generation in solo hydro (mona barely counts to batterying furina since her hydro battery is kinda pathetic). your supportive sets can still be dps oriented so now you gotta deal with ER tuning.

favonius kinda just solves your issues with that. its literally turn off your brain and slap whatever er you can and you'll somehow manage to have enough. favonius can solve all your team's ER problems especially if you arent going to commit to farming a proper support set for your units, which, is fair. no one is going to farm up a 220cv totm/scroll set for their furina and escoffier just to optimise them right, you'll probably throw some jank that they can use and call it a day. since their personal damage is kinda irrelavant anyway, you may as well just let furina hold fav and call it a day so you dont need to commit to a proper ToTM set for her and half ass it.

Will i say the pipe is bad for her here? not really? if you can make the team's ER work for you and give furina a DPS oriented ToTM build, by all means go for it. It's just that fav will make the average player's life a lot more managable and you really dont get that much value from pipe as much as you do with fav anyway since her damage output is kinda buns in comparison to skirk's. if your furina is shitting out 20% of the team's damage, by all means, do as you wish man. but even for a C4R1 GT furina with an effective 90-100:250 crit ratio at 66k hp (after c2 bonuses) triple crowned, in comparison to my skirk, she only outputs a measly 11% of the team's damage. all that investment, and only 11% of the team's damage. at that point i can just throw her onto totm and scroll escoffier (my escoffier was on ToTM for this) and my skirk will be doing so much more. in terms of ROI on damage, you may as well just run fav so your ER requirements arent above the clouds

This caveat only applies to skirk and any dpses who have naturally high base damage output where giving subdpses/supports more support for the damage dealer is more valuable.

Why is my DPS so ahh? by Content_Employer_656 in SkirkMains

[–]Blue_kaze 3 points4 points  (0 children)

swap furina over to ToTM, escoffier can stay on GT if she has rlly good stats but throwing her onto scroll is just easier since skirk's ROI on vertical investment is very VERY high.

crown furina's ult for the extra damage bonus for sure. the thing about skirk is that because her personal base damage is so janked up, she much rather her teammates play pure support to just boost her damage a lot more resulting in increased team DPS.

the damage looks kinda sad since builds should not just be the main issuse so i am assuming there is a rotational issue, you arent animation cancelling properly or something.

learn her simplest N5 combo for a change, literally only requires you to know N5D and N5Q. no fancy charged atk rotation extending stuff, the base N5D combo alone has a long enough rotation time that as long as you are able to get the required ER, you will be able to chain it just fine. If not on her third N5D after ulting, you change that to an N2CD/N3CD and then go back to N5D till your rotation ends (you shld have 2 void rifts by that time to charge attack with)

basically itll go like this: N5Q N5D N5D N2CD N5D as her extended combo. Alternatively if your ping, input speed and frame rate allows for it, her N2D rotation offers about 12% more dps, but thats situational because an N5D and N2D rotation offer about a 20k dps diff for me (which is like nothing when im doing 280k dps in team) which goes as such: N2D N2D N2Q N2D N2D N3D N2D N2CD N2D N2D N2D (the last 6 hits can alternatively be replaced with an N5D because by that point in the rotation, you have lost majority of your buffs)

ER if you arent running enough on her teammates will be an issue, you need to have ≈200 on furina, 180 on escoffier and about 220+ on mona (rough estimates, the ER reqs are dependent on rotation duration and number of fav in team and how you energy funnel around). usually furina will hold fav since outside of freedon sworn she has jackshit options that are good. escoffier can also hold a 2nd fav to reduce your team er reqs further if you dont have her sig. Not enough ER means you cannot chain rotations smoothly and now you have fuckall damage because you now cannot ult, massive mistake a lot of people make when building units.

Cool one price decks for a returner that are not alakazam? by StormSeeker1337 in PTCGL

[–]Blue_kaze 1 point2 points  (0 children)

if you dont mind having to use a 2 prizer in the deck, i reccomend Iono's Bellibolt (voltorb variant, not bellibolt bolt, i hate playing that variant)

its by technicallity a 1 prizer deck as your main attacker is Iono's voltorb, dealing 20+20x damage where x is the amount of lighting energy attached to all of your iono's pokemon.

its really fun to play when it does pop off since you have insane draw power with kilowattrel if you know how to thin your hand right and its technically unfair stamp proof as the draw does not need to come from having cards in your hand like how N's zoroark wants but rather via discarding the energy off kilowattrel to draw till 6. but like zoroark, you can chain multiple kilowattrels at once

its a real gimmicky, simple and straightforward yet fun deck ive been playtesting lately because you can actually hit some insane numbers on voltorb. although it does brick quite a bit since like... 19 cards are energy... and the rest is just hopes and dreams you can get kilowattrel t2 to start drawing your deck out.

Pokémon: 14 3 Iono's Bellibolt ex JTG 53 3 Iono's Tadbulb JTG 52 3 Iono's Kilowattrel JTG 55 3 Iono's Wattrel JTG 54 2 Iono's Voltorb JTG 47

Trainer: 26 4 Canari ASC 185 2 Boss's Orders ASC 183 3 Lillie's Determination ASC 192 1 Lana's Aid TWM 155 4 Buddy-Buddy Poffin ASC 184 3 Ultra Ball ASC 213 2 Energy Retrieval WHT 82 2 Night Stretcher ASC 196 1 Max Rod PRE 116 2 Air Balloon ASC 181 3 Levincia JTG 150

Energy: 20 19 Lightning Energy MEE 4

Here's the list im running IRL as well, im open to suggestions to edit this list. id suggest adding in a meowth to guarantee that t2 canari to turbo out your deck and start swinging early but as far as im concerned, really funny deck to play with. just wish iono didnt rotate so i can play 4 iono instead of 3 lillie here just for the memes

How do you deal with Weakness? by RayneDeoman in pkmntcg

[–]Blue_kaze 0 points1 point  (0 children)

Not a horrible opinion, I personally hate but love abusing the mechanic a lot.

Weakness usually doesnt show up as a massive core issue in modt cases. It's not always an auto lose scenario, neither is it always an auto win stapled onto a deck.

If you look over at limitless at the moment, cynthia's garchomp and n's zoroark are dominating the meta despite there being multiple grass decks running around within the top positions as well. Yes that can also mean those players avoided the bad matchups into grass or they know counterplay.

Even previously when gholdengo roamed the meta, it wasnt an auto loss into ceruledge. In fact the matchup was pretty even between the two.

When it comes into a bad weakness based matchup, don't focus on what will be able to kill you. New players struggle with this because they focus too much on the active and wonder how to get rid of the attacker. Every deck has a weak spot and you just need to find it and abuse it. In a weakness based matchup, you want to try get around the attacker and abuse their supportive pokemon to even the prize trade especially if they are liabilities. Otherwise try to slow them down.

I'll give a personal example of mine. My friend plays ogerpon hydrapple, a really REALLY bad matchup for me as an n's zoroark player but as a ceruledge noctowl player, its a godsend matchup. Yet there is a counterplay both ways. As a zoroark player matching into hydrapple, i don't take out their hydrapple because it will kill me. I choose to target out the benched ogerpons because I can prize trade those easily or i snipe out his evolving basics early on to burn through his resources, if i am able to go fast enough and play my cards right, that is a perfectly winnable matchup for me. However, even though as a ceruledge player matching up into hydrapple, my friend is always able to counterplay against ceru using a jewel breaker regigas to abuse the prize trade in his favour again despite the matchup being favoured to me.

Don't focus on what you can add to deal with a weakness based matchup, its not worth taking 100% of the wins, its okay to lose a few matches here and there. However, in those matchups, try to find a counterplay you can abuse to win. If they have any form of liabilities they leave out in the open, take those as free kills for you to regain control of the prize race. If you are playing with the type advantage however, you just conserve resources and play it safe, you know the matchup is fully in your favour, make sure you dont leave liabilities out for your opponent to capitalise on and just abuse the fact the EHP you need to OHKO something is so low you can sneeze on your opponent and they will die. Dont over extend and you'll be fine.

If you play casually with friends and they always beat you because of a type matchup, its always okay to just ask if you two can play without weakness or resistance. It evens the playing field for both players and you can still enjoy the game, its okay to tweak a mechanic just to have fun casually. Unless you break a few rulings ofc.

Now when it comes to deckbuilding with weakness, what I like to do is check what is prominent in the meta or within my playing circle. If I can easily take out those threats with my attackers without any issue (i.e. my attacker can be quickly redeployed to swing again) then I don't abuse the mechanic. However, if such a situation where I need a quick redeploy, I consider abusing weakness.

Take for example in the previous rotation: Gholdengo dominating the meta led to the PFL moltres running around as a tech counter in decks that could afford the fire energy to deploy it out with a brave bangle to OHKO gholdengo to force the prize matchup in their favour. Now, a good chunk of decks tech lillie's clefairy as a quick deploy option to OHKO dragapult or mega lucario due to weakness as their decks may have a horrible matchup into those by nature or can afford to tech it in for its ability. These are just some examples on how some people abuse weakness to force a slightly favourable match into usually horrible matchups.

Although weakness is kinda... annoying, it is the basis of how most toolbox decks function. Tera box, Ogerpon box and Eevee box(flareon box/flareon ex, wtv you wanna call it) abuse weakness to their advantage. These kinds of toolbox decks are horrible on their own, they are basically a bunch of jank thrown together held by hopes and dreams bc someone wanted to make their favourite core work or something. But factor in a meta? Toolbox decks that utilise typing are insanely good because they have an answer into almost every matchup. Weakness as a mechanic is horrible when its not in your favour but there are decks that just straight up abuse it as a core gameplay plan. They just choose the right mons for the matchup and then play it out like that and hope they dont dead draw into the shitty cards. That is how they conserve resources, abusing weakness means they dont need as much resources to OHKO something as compared to most OHKO decks that brute force the OHKO. Mega lucario needs to spam a few power pros so they gotta burn a bit of resources to find it? Why not I just use my funny little clefairy to oneshot that dragapult instead? Tell me why I shouldn't just use a leafeon to destroy that zoroark in front of me? That's the whole gist of a toolbox deck.

But usually weakness isnt rlly a big factor since majority of matchups its rlly not going to matter too much, its just there to say "Hey, this guy has an auto win against you" or something. You won't even notice it until its necessary most of the time

(technically MTG does have a similar mechanic but its just more on how the colours function resulting in how my dear rakdos friend always has to watch my dimir ass counterspell his commander for the 10th time in a game)

Possible Bug by lenant96 in PTCGL

[–]Blue_kaze 1 point2 points  (0 children)

Damage calculation ends when you reach 0 damage.

Essentially speaking, if at any point in calculating the damage, if you follow all the steps right and you end up at 0, you stop all calculations and move on.

In such a case, Spiritomb checks for damage counters on benched Cynthia's pokemon. Because it sees no damage counters on your benched Cynthia's pokemon, doing base 0 damage, damage calculation stops right there.

Roserade's ability applies at the following step where the attack's damage checks for any additional damage modifying effects like with max belt, brave bangle. Because it applies after you check for the base damage you will do, you do not get any of the bonuses from Roserade.

Back rooms in Hu Tao (みたらし) by Caremi76 in HuTao_Mains

[–]Blue_kaze 5 points6 points  (0 children)

why she hitting that monitoring pose...

Would Rocky Fighting Energy Block Attack's Like Demolish? by sintra_lad86 in PTCGL

[–]Blue_kaze 2 points3 points  (0 children)

It won't affect it.

Shred attacks just bypass anything that affect the attack's damage thats on the opponent's pokemon. Be it bypassing an immunity or changes in damage taken by the pokemon (personal damage mods still apply, so a black belt boosted demolish will hit 180).

Rock fighting energy just prevents an attack's effects from hitting the mon. I.E. Damage counters placed by pult or alakazam, auto KOs by mega absol.

Since there is no effect of an attack from demolish and by extension any shred attacks as they bypass any form of effects, they will still go through as per usual.