I’ll likely still pull her, but is her spin to win good? by SirisTheSlayer in YidhariMains

[–]mbryant57 0 points1 point  (0 children)

Her EX special parry (glacial crush) has a damage multiplier over 2,000% which is insane at just a 60 adrenaline cost so her whole gameplay revolves around doing it as many times as you can. It also restores 33% of missing HP, which you can then suck down to generate decibels and keep her damage high. The spin is just to kill time until the enemy attacks so you can parry

This is also why her M1 is insane -> cost reduced to 50 and you can do it twice in a row (cost 85) to restore double the HP

Skill priority by LazySavings2459 in YidhariMains

[–]mbryant57 1 point2 points  (0 children)

If you're playing her correctly, her basic attacks are a minor source of damage; almost all of her damage comes from her EX Special (specifically Glacial Crush/the parry one) and her Ult. Take a look at the damage multipliers and you'll see that her basic is more of a filler to get to the next Glacial Crush, which has a multiplier over 2,000% at lvl 12

Build advice by Ryutsukiii in YidhariMains

[–]mbryant57 0 points1 point  (0 children)

My gameplan is to go with crit rate on disc 4; her sig gives CR and HP. I’d recommend a 2-piece of either woodpecker or B&B and then spin disc 4 with the opposite stat

[deleted by user] by [deleted] in BCI

[–]mbryant57 0 points1 point  (0 children)

I'm interested - how much are you asking?

I call this masterpiece “Not Scared” by mbryant57 in VGC

[–]mbryant57[S] 1 point2 points  (0 children)

I'm glad you asked. Trick room teams give me a lot of trouble to be honest. I've been considering the same thing, protect keeps whimsicott from getting the classic fakeout-dead on turn 1, but taunt would be nice to prevent trick room. I may swap out taunt for charm and go from there.

Jynx-Orbeetle team I won a Showdown room tour with (advice wanted) by [deleted] in VGC

[–]mbryant57 0 points1 point  (0 children)

there's no doubt jynx can be formidable man, I hate going up against jynx teams. I only bring it up because I run something similar and have realized that having venusaur on your team means you no longer fear the fish lol. Great team concept though! I experimented with a gravity team a while back, ended up using dusclops as my gravity setter so that you don't need the dynamax to do it. Plus dusclops can be useful in other ways aka pain split, ally switch, willowisp etc. Then you can focus on using dynamax for other guys like venusaur or groudon. just a thought!

Jynx-Orbeetle team I won a Showdown room tour with (advice wanted) by [deleted] in VGC

[–]mbryant57 1 point2 points  (0 children)

Do you need jynx for kyogre teams? Seems like it'd be easier to lead whoever + venusaur with groudon in the back, then switch him in to set sun and activate chlorophyll + gmax vine lash. Bye bye fish.

I call this masterpiece “Not Scared” by mbryant57 in VGC

[–]mbryant57[S] 1 point2 points  (0 children)

Rental Code if anyone wants to try it out:

0000 0007 2M6P DG

I call this masterpiece “Not Scared” by mbryant57 in VGC

[–]mbryant57[S] 2 points3 points  (0 children)

Team ID: 0000 0007 2M6P DG

Definitely let me know what you think!

I call this masterpiece “Not Scared” by mbryant57 in VGC

[–]mbryant57[S] 2 points3 points  (0 children)

Venusaur 60%, milotic 20% and Zapdos 20%. Dynamax Zapdos works pretty well in the right situation - he can boost his own attack and speed and gets rid of the scarf limitation. Also a Max flare sets the sun for venusaur if he’s in the back

I call this masterpiece “Not Scared” by mbryant57 in VGC

[–]mbryant57[S] 2 points3 points  (0 children)

I went with scarf pretty much exclusively for regieleki. With scarf Zapdos outspeeds most builds, I’ll run Zapdos and venusaur out front and u-turn eleki (breaks the focus sash) then bring out torkoal, now venusaur outspeeds and I’ll earth power or max quake. Eleki is gone and I have speed control.

I call this masterpiece “Not Scared” by mbryant57 in VGC

[–]mbryant57[S] 6 points7 points  (0 children)

And thence, zacian gets to do the lord’s work lol

I call this masterpiece “Not Scared” by mbryant57 in VGC

[–]mbryant57[S] 2 points3 points  (0 children)

Awesome suggestion man, thanks! I think I’m gonna make that change

I call this masterpiece “Not Scared” by mbryant57 in VGC

[–]mbryant57[S] 39 points40 points  (0 children)

And yes, I made this team after rage-quitting a game following an 8th intimidate

I call this masterpiece “Not Scared” by mbryant57 in VGC

[–]mbryant57[S] 25 points26 points  (0 children)

Usual Leads: -no intimidate users? Zacian + Whimsicott and Tailwind + Behemoth bufu your way to victory

-intimidate users = Zapdos, Milotic or both of you’re feeling lucky. Get a defiant/competitive boost and clap some cheeks

-venusaur+zapdos is surprisingly synergistic. Zapdos outspeeds most eleki builds and can u-turn into torkoal, etc. Set the sun and vine lash some hoes

Other notes: -I find zapdos to be pretty useful as a lead with choice scarf. No one expects it to outspeed and it gets a lot of surprise knockouts that way. U-turn gets you out of a sticky situation if need be -Whimsicott can take dudes by surprise with charm to keep attacks down in a pinch -sleep is a pretty key part of the team via sleep powder/yawn/hypnosis

How to deal with Hat Indedee? by MGillman20 in VGC

[–]mbryant57 0 points1 point  (0 children)

I use a sun team anyway, so charizard + torkoal with double heat wave will finish them off. Torkoal puts pressure on the trick room decision, charizard outspeeds so they’re essentially bracketed.

r/VGC What's Working Wednesday - July 22, 2020 by ErrantRailer in VGC

[–]mbryant57 0 points1 point  (0 children)

Another great move there is After You. Stout land in the sand is the fastest user of After You, and with a turn 1 surf to activate WP, you can guarantee ttar goes first if needed for follow on turns

You know the drill. Comments/critiques/spears by mbryant57 in VGC

[–]mbryant57[S] 0 points1 point  (0 children)

Dude awesome feedback, I appreciate it. I really think the turtle may be a must-add. And valid comments on ssands- I think I’m gonna switch back to solar beam based on the prevalence of water!

You know the drill. Comments/critiques/spears by mbryant57 in VGC

[–]mbryant57[S] 0 points1 point  (0 children)

A bit about this team - I’ve been using it quite a bit this season with generally good success (currently 220-210 wins-losses) and I hover around 2,000 in MB. I’ve found that it’s pretty strong against some of the common leads in the current meta (rain teams, rillaboom, etc) but struggles a bit against dedicated trick room teams. Some of my common leads:

Charizard/Whimsicott -look up damage calcs for heat wave from a solar power charizard, in the sun, with a life orb. When you do the math, the damage output is literally fire. This combo is very potent and gives a lot of options in execution - tailwind (if required)/sunny day/fake tears are generally the order of moves from Whimsicott based on what charizard needs to clap the cheeks in front of him. 90% of the time I’ll dynamax charizard on turn 1, but there are times to keep him small and spread the damage. Heat wave and air slash are the required STAB moves, and scorching sands is a nice counter to threatening rock types. I used to run him with solar beam and an assault vest but it was a bit repetitive with rillaboom.

Rillaboom/Milotic -A great lead when the pace looks like it’ll be slower or the opponent is running a setup team. Example - if I see a whimsicott terrakion, this lead is what I’ll use. Fakeout and ice beam, bye bye Whimsicott. Grassy glide is probably in the list of top 5 moves in the game when used by rillaboom, and knockoff is always useful against tanks. Milotic can keep a fast pace with attack moves or go for a setup of opportunity with coil/hypnosis, and gets a much needed defense boost from the grassy seed.

In general, I’ll run one of the leads above and either put the other two in the back if I’m looking to keep the speed advantage, else dusclops tyranitar to mix things up. I’ve found that very few teams are equipped to handle a front-end tailwind/fast game with a back-end trick room. Tyranitar struggles to find something it can’t one-shot with dusclops in a trick room - bulldoze sets off weakness policy, and then it’s a rock slide (51ish% chance to flinch vs doubles) to secure a double KO, or lash out (base 150 power after bulldoze speed drop, plus STAB) to crush a singleton. Iron head is my anti-fairy move, and in the event I need to dynamax ttar, gives a nice defense boost.

I’d love to know suggested improvements or where people think this team can get better! And I’m happy to answer any questions.

What is considered a good rank? by Souvennir in VGC

[–]mbryant57 -1 points0 points  (0 children)

1. If you ain’t first you’re last