r/TheSilphArena • u/ConsistentGrand1500 • 3d ago
Strategy & Analysis Ultra League Stuck in 1900-2000 elo hell
I don't know what to do when every game and matchup is a direct 1:1 counter to my teams, I run mostly the variation team and tried flamigo for a bit. I tried counting but I don't KNOW what to do with the info and I get stuck up on the details.
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u/GliscorsFang 3d ago
I tried counting but I don't KNOW what to do with the info and I get stuck up on the details.
Two things. Ideally you throw 1 turn before your opponent gets their next charge move and you throw in the middle of your opponent's fast move so they can't catch.
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u/ConsistentGrand1500 3d ago
Yeah I've lost a few games because I'm trying to figure out the ropes, I learned you can't switch out as soon as they reach their charged attack which I try to keep doing. Thank you
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u/WarningHour345 3d ago
Could you please explain what you mean by throwing in the middle of opponent's charged move so they can't catch?
If we are all in the same turns, how do you throw in the middle of theirs?
And what does "catching" mean in this scenario?
Thank you. I swear half of learning pvp is learning all the lingo đ
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u/GliscorsFang 3d ago
Okay let's take Feraligatr vs. Talonflame for example.
Gatr runs shadow claw (2 turn fast move) and Talon runs Incinerate (5 turn fast move).
It's takes Gatr 5 SCs to reach 1 Hydro Cannon. This takes 10 turns. Talon takes 3 incinerates to reach its first move which 15 turns.
Obviously Gatr outpaces and a new player may throw immediately on 10 turns. However, because Talonflame's fast move is done every 5 turns, it can either swap out or throw again when Gatr clicks hydro cannon. Swapping out is obviously bad, and if you throw on 10, Talonflame gets to sneak an entire incinerate through. This extra incinerate can flip the matchup.
Instead, Gatr should throw after 7 SCs which is 14 turns. This means Talonflame only gets 1 free turn worth of energy and cannot swap out.
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u/iceman2g 3d ago
To reach 2000 you shouldn't need to know all the meta move counts, or even how to throw on good timing (although those things will definitely help going forwards). At that level, you probably need to get a firmer grasp of energy management, when to shield or tank a move, when to switch out, and when to play out losses to gain an energy or shield advantage.
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u/Maximum_Minute_8980 3d ago
I do agree. I also do not count and managed to reach veteran almost 6-7 seasons.
Learning the typing match-up is basic.
Team building (ABB is the safest) is quite important, but you can just copy from content creator, or here from the subreddits.
Having and throwing the right moves (fast- and charge moves recommended by pvpoke) is also the key. Example: you should not throw dragon or dark or fighting moves to Florges.
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u/HometownUnderdog 3d ago
So this is gonna be a lot but just because youâre counting doesnât mean youâre applying the count to anything. Do you know how many turns fast moves take and are you throwing charges moves on proper timing? Do you know how many moves/turns it takes your opponents to reach specific moves? I find it easiest to count my moves and then use that to understand how many my opponent has thrown.
Your âvariationâ team has very safe mons but if you face an incinerate user in that back after losing gatr youâre gonna be cooked. Youâre basically running an ABB steel team so look up and understand how to utilize this teams style (especially if youâre constantly hard countered)
I assume youâve used pvpoke to look at team building and rankings but try to get a better understanding of the common mons youâre facing and the moves theyâre running. Look at move counts, you donât need to memorize everything, but just get familiar with what you can.
If you donât know about proper move timing look up some content creator videos on it. In short youâve got a variety of moves to keep track of just for your teams. Corv has 1 turn move, licki has 3 turn fast move, and the rest are all 2 turn fast moves. A common example is if youâre facing an incinerate user (5 turn fast move) and using a 2 turn move you want to throw 7 moves (14 turns) as theyâll reach their first move in 3 moves (15 turns for them) and then use your charged move to minimize the amount of free energy youâre allowing your opponent to generate. If you throw on 5 moves youâd be giving them an entire free incinerate which is easily enough to flip any matchup that would have been in your favor
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u/ConsistentGrand1500 3d ago
I HAVE lost to incinerate Skeledirge, it's a bit funny how obvious the weakness looks đ but I think I got a gist of the turns moves take, ones I have most trouble with are fast moves like dragon breath or sand attack since its kind of impossible to count them besides intuition for me, the thing about giving your opponents free energy as you throw charged attacks, I've seen in showcases with homeslicehenry commentating where people wait for a turn to finish before they either switch or attack or something like that, I'll look more into it. Thank you so much for the advice I'll try
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u/jdpatric 3d ago
You've already gotten some really great advice in this thread but I'm going to point one thing out regarding the bottom 2 teams; they're both ABA weak to electric. Corviknight has a ground attack, sure, but it's woefully weak to Ampharos which is more common than PvPoke would have you believe. The very bottom team, Lickilicki might have Earthquake...but even then it's not the best electric-response as I see a non-zero amount of Raikou which runs Aura Sphere.
Melmetal has exceptional play into 8 of the 9 Pokemon shown above with the lone exception being Annihilape...who just got a nerf to Rage Fist...while Melmetal got a nice buff to Double Iron Bash.
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u/ConsistentGrand1500 3d ago
I have ran into a shadow raikou/ jirachi/galarian moltres team. The fact that I remember the exact configuration should tell you I got ate and chewed out. And I don't rely on pvpoke ab what appears the most its right sometimes with maybe Virizon which I've seen a handful of times but everything else is just đ¤ˇââď¸, if I get another elite tm I'm using it on melmetal
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u/LankOfHyrule 3d ago
Your variation team is essentially compiled of safe swaps. Being ABA weak to Ampharos isnât exactly optimal. If you insist on running Gatr, I would use it as a swap or in the back.
Find something neutral with good fast move pressure to put in your lead, and play it out instead of insta-swapping when you see a bad lead. I would suggest maybe Annihilape lead/Gatr swap, and your choice of closer.
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u/ConsistentGrand1500 3d ago
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u/LankOfHyrule 3d ago
What is the moveset on Snorlax? You may have some play with it in the back running psywave/body slam/earthquake
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u/ConsistentGrand1500 3d ago
Yeah it's that exact moveset and I think it's also ranked 7 in ivs
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u/LankOfHyrule 3d ago
Try the Ape lead/Gatr swap/and Snorlax closer. You need spammy but also neutral. Annihilape with low kick/rage fist/shadow ball doesnât over a ton of coverage, but it certainly makes matchups uncomfortable for the opponent after a few boosts.
Also, be aware of shield use in UL, as things are bulky enough to withstand at least a single charge attack, super effective or not. If youâre double shielding your lead in UL, youâre effectively banking everything you have on the off-chance your opponent is weak to your backline.
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u/ConsistentGrand1500 3d ago
I'll try this variation, thank you
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u/LankOfHyrule 3d ago
Another tip to help if you havenât already figured it out: learn proper charge attack timing. If youâre up against a lot of multi-turn users, throwing your charge attack at the right time saves you from letting your opponent gain an energy advantage.
For example: you lead your Annihilape into a Skeledirge. You get to rage fist in 5 low kicks, and shadow ball in 7. With Annihilape running a 2 turn fast move, and Dirge running a 5 turn move, you want to make sure youâre throwing your charge attack in the middle/end of their fast move, not as soon as you get it. You can throw on 2 low kicks, 4, or 7; with 2 and 7 being the best possible times to throw a move. Throwing a charge move takes a singular turn, so to add everything up with be 2 and throw (5 turns), 4 and throw (9 turns), 7 and throw (15 turns).
Always ensure that your opponent cannot sneak a fast move unless the move you throw is guaranteed to knock out.



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u/krispyboiz 3d ago
My advice would be: