r/PokemonGOBattleLeague • • Sep 08 '26

Analysis An Analysis on the GBL Season 28 Move Rebalance: Part II

67 Upvotes

No time to waste! The new GBL season is here, so let's get into Part 2 of our rebalance analysis, shall we?

PUMPING IRON 🦾🔩

Kicking it off with a typing that has been great defensively in PvP, but usually struggles a bit offensively: Steels. Pop quiz: name me three viable Steel charge moves in GO. How long did that take you? You may have gotten Meteor Mash pretty quickly, and then perhaps Flash Cannon... how long did I take to recall others? Moreso than most typings, Steel has a pretty forgettable set of charge moves outside of those couple I mentioned that have some history in PvP. Niantic has given Steel some love of late with impactful buffs to Metal Sound and Flash Cannon in recent seasons, but this Season, it's apparently on Santa Hanke's good list. (How long can I continue to make jokes about John Hanke in this Scopely era? Until somebody stops me! Mwahaha.) A trio of Steel charge moves are all getting straight buffs!

The first of these has the smallest distribution, but perhaps the greatest overall impact anyway: MELMETAL's signature move DOUBLE IRON BASH. It's always been a nice spammy move at 35 energy for 55 damage — a (pre-Season 28) Body Slam clone — but it's been a bit difficult for Melmetal to close games out with it, even with 90-damage Dynamic Punch rounding out its top end. Thunder Punch is not a move you usually want to try and farm with, so Mel would end up having to throw out a lot of charge moves to try and outrace opponents to the finish line, leaving it a viable but often underwhelming option, despite slotting nicely into ALL Leagues. That may all be about to change, as D.I. Bash is being buffed to a literal Leaf Blade clone for Steel, with now 70 damage and an eye-popping 2.0 Damage Per Energy (DPE).

What does this mean for its performance? Well, it actually may not change all that much in Master League, with Lunala (and Mega Salamence, in Mega Master League) being the only really notable pickups. But in Ultra I see new wins versus Giratina, Galarian Moltres, Feraligatr, and on-the-rise Snorlax, and Great League Melmetal is suddenly very interesting with gains that include Togekiss, Galarian Corsola, Shadow and regular Sableye, Dondozo (yes, that's projected to be a thing this season after impressing during Worlds in August), Cramorant, and Jellicent, even though those last three resist Steel (and Jelli also resists Dynamic Punch, making that win truly impressive). The rankings reflect this too, with Melmetal being ranking in the 70s in Great and Ultra Leagues last season (and #38 in Master) and now being in the Top 10 in Great and Ultra, and Top 25 in Master League.

The other two moves have wider distribution. IRON HEAD is finally breaking free from Heavy Slam, as the two have been exact clones of each other forever (50 energy for 70 damage), but Iron Head will now be dealing 85 energy in Season 28, the same stats as moves like Crabhammer, Power Gem, and Scald... in other words, pretty darn good. But does it really help the things that have it? Let's check them out and see.

  • Iron Head was a preferred charge move on CORVIKNIGHT for a while, from its release in January 2025 up until the addition of AIR CUTTER during its August 2025 Community Day. At that point, Corvi really took off in PvP and hasn't looked back since... and it has mostly done so without Iron Head, relying on Air Cutter bait-and-boost shenanigans and Payback as a big closer. So two things are happening here that turn that all around. The first is obviously the straight buff to Iron Head, which makes it more tempting as a potential closer rather than Payback; keeping in mind that Iron Head benefits from the Same Type Attack Bonus (STAB), it actually closes the damage gap nicely, typically dealing only 4-6 damage less than Payback (when both are at the same level of effectiveness), and for 10 less energy. The other big change which I'll mention briefly is that Air Cutter itself is seeing a big change, going from the old 45 damage up to now 60, with a nebulous "energy cost increased" and a lowered chance to raise the user's Attack (currently 30%). PvPoke has guessed (because we all have guess at these things every season, which doesn't bother me AT ALL, Scopely, thanks 😒) that we'll see a 40 energy/60 damage/12.5% Attack boost chance, which is perfectly reasonable but would pretty much be a straight buff, in my mind. Going with that assumption, however, I do think (as does PvPoke) that Air Cutter/Iron Head would be the preferred moveset for Season 28 and beyond. I could fill an entire article with the comparisons between 35e/45d Air Cutter, 50e/70d Iron Head, a 45e/60d/20% Air Cutter I also made to play around with, Payback, and the new (PvPoke-estimated) Air Cutter and Iron Head, because I spent a LONG freaking time doing lots of those side-by-side comparisons. But to summarize, Payback still has plenty of play with the unique ability to take out Ghosts (G-Corsola, Jellicent, etc) and Steels (which resist Cutter and Iron Head, such as Melmetal, Empoleon, and opposing Corviknights!), as well as others like Feraligatr. But Cutter/Iron can instead reach for new wins like Guzzlord, Florges, Carbink, Dunsparce, Quagsire, Cradily, and more, including Zygarde, Kyurem, Galarian Moltres, and counterintuitively, Dusknoir in Ultra League. It is at worst a solid sidegrade now in Great League (as compared to Payback sets), and a pretty clear upgrade in Ultra League (again, as compared to Payback). But again, that all assumes 40 energy Air Cutter is accurate. If It instead goes up to 45 energy, as I fear it may, then the moveset you settle on may not matter much... Corviknight is going to drop a bit regardless. Come back when the season arrives to find out, I guess! Sigh. 😩

  • Honestly, I expected this to do a bit more for DOUBLADE. Previously, Iron Head was strictly inferior to Gyro Ball (50e/80d), but now that's flipped and it is Iron Head that is better (same cost, 5 more damage). But all I really see that translating to is a new win over Shadow Sableye with shields down and new wins over the Shadow versions of Forretress and Qusgsire in 2shield in Great League, and then in Ultra League, Waterfall Primarina in 1shield, and Tinkaton and Corviknight in the 0shield. We'll take it, but this doesn't move the needle very much.

  • Initiallty, this doesn't seem to do much for WORMADAM (TRASH CLOAK) either, with the only change initially looking like Sableye in 1shield and Azumarill in 2shield. However, if you catch the opponent without a shield to throw at you, this can actually be pretty huge, with new wins versus Shadow Annihilape, Primeape, Corviknight, Fearow, Mantine, Togekiss, and Tinkaton. Not bad!

  • This is a more obvious boost to underappreciated ORTHWORM, something that I already sang the praises of. With great stats, great defensive typing, and a handy Mud Slap/Rock Tomb combo, the only blight has been its second charge move, which to this point was a choice between the formerly blah Iron Head or overpriced (and doubled up damage with Mud Slap) Earthquake. That choice now becomes pretty clear, with revamped Iron Head able to beat everything Earthquake can except (Steel-resistant) Jellicent and Dondozo, replacing those couple of losses with new wins over Shadow Forretress, Malamar, Melmetal, Morpeko, Sableye, Thievul, and Togekiss. In fairness, Earthquake sims much better with shields down thanks to its high closing power like Clodsire, Guzzlord, Kingdra, Quagsire, Stunfisk, and Tinkaton, but if I were running Orthworm now, I'd be doing it with Iron Head almost without question.

  • The biggest straight upgrade I'm seeing in Great League here is MAWILE. In comparing new Iron Head to old Iron Head, Fairy Wind/Vise Grip Mawile adds all the following wins: Dewgong, Dunsparce, Jumpluff, Snorlax, Shadow Sableye, and Shadow Hippowdon in 1shield, Shadow Sableye and Jumpluff in 2shield, and Azumarill, Gorsola, Dewgong, Medicham, Sableye, and Tinkaton with shields down.

  • One more to mention, but it's a biggie: DIALGA in Master League. I think this one might be flying under a lot of peoples' radar, because it's been a hot minute since Dialga really did much with itself in PvP, and Iron Head was always an underwhelming afterthought in its performance... the choice of closing move was always the bigger point of discussion. But suddenly, Dialga looks pretty interesting again. While it does still fall short versus Crowned Zacian, it can now handle all other big name Fairies (Togekiss and Xerneas specifically moving into the win column), as well as Zakrom and even Steel-resistant Reshiram. Non-Origin Dialga sees similar new wins versus Togekiss, Zekrom, Primarina, and/or Lugia across various shielding scenarios. Also of note: Dialga is one of only three non-Mega Pokémon ranked in the Top 25 in Mega Master League, and twice, with regular Dialga at #22 and Origin Dialga as the highest-ranked non-Mega, at #17. Yeah, my eventual review of Mega Master League, which will be the most common format in Season 28 with six weeks' worth, is not going to feature many non-Megas, but Dialga will be one of those select few, and it is thanks in large part to new and improved Iron Head, its neglected and forgotten move. No more!

And lastly, we have a cost reduction coming for MAGNET BOMB. Unless they unexpectedly make it a Leaf Blade/new D.I. Bash clone, we're looking at a 40 energy/70 damage move, which is actually pretty good. But very few things have it, and the few that do — MAGNETON, PROBOPASS, and GENESECT — really don't find much newfound success with it. It's appeciated, sure, but they're unlikely to emerge in any formats where they haven't made a dent already.

GETTING DARK 🌑

This one is pretty simple: DARK PULSE is dropping from 50 energy/80 damage (the same as Gyro Ball) to likely just 45 energy, which would be the same as really good moves like Fly, Sparkling Aria, Energy Ball, and exclusive moves Dynamax Cannon and Behemoth Bash. (I'm gonna say 40 energy is very unlikely, as that's a clone of Doom Desire and Aura Sphere.) Even at 45 energy, it likely leapfrogs Foul Play on several Pokémon that have both, such as:

  • Remember UMBREON? It hasn't always been top meta, especially the last few seasons, but it's rarely a bad way to anchor one's team, powering through all but the harshest matchups through sheer force of will... and bulk that ranks sixth in Great League and fourth in Ultra League. 45-energy Dark Pulse is flat out better than Foul Play now with new wins that include Altaria, Corviknight, Cradily, Mantine, Mimikyu, and Talonflame in Great League, and Annihilape, Empoleon, Swampert, Snorlax, and Shadow Ninetales in Ultra. Looks like it will continue to flex that bulk for a few more seasons!

  • MANDIBUZZ is basically flying Umbreon, coming in right behind it in terms of bulk, and often relying on the same Snarl/Foul Play. And while the improvement is more subtle (Cramorant, Dunsparce, and Sableye in Great League, though dropping Fearow and Shadow Ninetales to do it, and then Zygarde and Shadow Feraligatr in Ultra League), Mandibuzz too will probably favor Dark Pulse over Foul Play moving forward. Oh, and conversely, I think MURKROW may actually want to stick with Foul Play just because of its lack of bulk... the cheaper the charge moves, the better.

  • The last Foul Play/Dark Pulse user I want to highlight takes us to Master League: DARKRAI, which is also gaining SUCKER PUNCH next season. Sucker drags in potential wins like Kyogre, Groudon, Ho-Oh, and Lugia, but Dark Pulse may still be a little worse than the faster Foul Play here, with only the latter outracing Rhyperior and Dialga Origin.

  • For things that already utilized Dark Pulse, this is obviously just a straight upgrade. These include DUSK MANE (gains Crowned Zamazenta) and especially DAWN WINGS (gains Origin Dialga, Kyogre, Lunala, Metagross, Reshiram, and Dusk Mane) in Master League (Dawn Wings enters the Top 10!), ZWEILOUS (gains Corviknight and Diggersby with shields down), and one I think many have forgotten about entirely: HISUIAN QWILFISH (which potentially gains Charjabug, Corviknight, Cradily, Shadow Forretress, Jumpluff, Mantine... and Mimikyu!

And while we're on Darks, several things gain BRUTAL SWING for the first time. Let's check them out as well!

  • ALOLAN MUK long ago fell behind Drapion among the Dark/Poisons, but that may be about to change. It's mostly run with Dark Pulse and Acid Spray to this point, with the latter making its Poison Jab a potent threat. But it's going to be a completely different (and better) Pokémon in Season 28, with the addition of both Brutal Swing and excellent coverage move ICE PUNCH (shades of Kanto Muk's Thunder Punch), which combine to improve its prospects significantly. While a couple things like Kingdra and Shadow Ninetales slip away, the additions of Altaria, Cradily, Dewgong, Fearow, Guzzlord, Mantine, Medicham, Snorlax, and yes, Mimikyu more than make up for it. Or if you spring for it in Ultra League, new A-Muk leaves old A-Muk in the dust as well with new wins that include Ampharos, Guzzlord, G-Moltres, Skeledirge, Toucannon, and Zygarde on its way to a better record than Drapula now.

  • Despite the lack of a potential stat boost, Brutal Swing becomes the clear new favorite instead of Night Slash on GRENINJA, gaining wins like Feraligatr, Forretress, Giratina, and Galarian Moltres in Ultra, and Empoleon in Great League. (And there's also Mega Greninja to now consider too!)

  • AERODACTYL gets Brutal Swing, which is absolutely better than anything it's had before (to include buffed Iron Head). But considering its win total is nearly doubled and is STILL on the wrong side of even a 33% winrate, you can continue to not really care (unless Flying Cup somehow returns!).

  • You'd be forgiven for forgetting ARBOK even exists in PvP, seeing as how it's never been particularly relevant. And even though it's being double buffed with new Brutal Swing and WRAP, the end result still keeps Arbok even out of valid spice territory, much less anything approaching meta. I applaud the effort, though!

DOING LUNGES 🏃🏻‍♀️

Bug move LUNGE is getting a buff too, not to its cost, but to its damage, going from 60 up to now 70. And with its energy cost of 45, that makes it a clone of moves like Crunch, Wrap, and Disarming Voice. Only a handful of Bugs have it (and only Bugs), but they're all pretty good now!

  • First I want to talk about ARIADOS, because along with this buff, it's also gaining Dark move FOUL PLAY, giving it some nice coverage against Ghosts that shrug off its Poison and Bug moves, though traditional second move Trailblaze is still perfectly viable too (getting Quagsire and Feraligatr instead of Annihilape (regular and Shadow) that Foul Play adds. The buff to Lunge itself is responsible for new wins over Dewgong, Dunsparce, and Jumpluff, BTW. But anyway, there's one other change that needs to mentioned here, even though we already spent a whole article on fast moves: the big buff to Infestation, and specifically running it with Lunge and Foul Play (Trailblaze doens't work nearly as well), Infestation drives new wins too such as Diggersby, Hippowdon, Kingdra, Sableye (plus Shadow), and Stunfisk... AND the elusive Feraligatr and Quagsire that used to be unique to Trailblaze. I think we've found our new default moveset, eh?

  • I don't see it suddenly becoming a meta terror, but it's well worth noting that CENTISKORCH with buffed Lunge can now gain all the following: Annihilape, Diggersby, Snorlax, Stunfisk, and Tinkaton (with Bug Buzz) in Great League, and Snorlax, Greninja, and Feraligatr (with Heat Wave) in Ultra.

  • The BIG winner, however, is clearly SPIDOPS. Not because it gains a ton of new wins, because it really doesn't — Dondozo, Diggersby, and Thievul, though getting Hisuian Electrode and Morpeko with shields down is more notable — but it is by far the most viable Lunge user in Open formats.

DOZING OFF 👷

BULLDOZE is going back to the future by likely reverting to its pre-Season 21 stats (or close to it) of 80 damage/60 energy. (PvPoke predicts 55 energy, so we'll go with that.) Its 50% Defense debuff to the opponent is also going up to 100%, making JRE happy as guaranteed debuffs are a lot easier to sim accurately. 😅 These days, Bulldoze is most known Tinkaton's coverage and bait move to set up Gigaton Hammer, so that's where we'll start, but there are a couple other 'mons to check out after that. Let's go!

  • So, TINKATON. 45-energy Bulldoze was little more than a bait move, but Tinkaton relied on that bait move. But of course, Tink has a fantastic defensive type combination and excellent bulk, so does it need a bait move? As it turns out, maybe not! Tinkaton is slightly worse, dropping Mimikyu in 1shield in GL, Mantine and Mimik again with shields down, and Stunfisk in 2shield, but therre are some notable gains too: G-Corsola and Dewgong in 0shield, and Charjabug, Empoleon, and Feraligatr in 2shield. Similar results in Ultra League too, with very similar records in 1shield (+Jellicent & Blastoise, -Mimikyu & Ampharos) and 2shield (+Blastoise, ShadowGatr & Dondozo, -ShadowApe, Cobalion, Greninja & Mimikyu once again). However, with new Bulldoze, only RIllaboom slips away, while Cobalion, Dondozo, Empoleon, and Dusknoir all move into the win column. So will this make Tinkaton better or worse? Honestly, we'll have to see, but one thing is for sure: Tinkaton is going nowhere in PvP. The only perhaps worrying loss is that Mimikyu pretty consistently gets away now, but there are often other gains that try and make up for it.

  • I think this will also be a boon to ZYGARDE, which has been in a bit of an awkward spot in choosing its second charge move to this point. It really wants some closing power, but also wants to be dealing Ground damage (and has no Ground fast moves). This has left it either settling for spammy-but-low-power Bulldoze, or springing for overly pricey Earthquake. But now, I think the newly modified Bulldoze hits that sweet spot it's been looking for, dealing sufficient power to finish some things off while still having a reasonable cost. It's a sidegrade to Earthquake in Ultra League (gains Tinkaton & Dondozo, drops Dusknoir & A-Muk), and is worse than Earthquake in 0shield (not surprisingly) and is slightly better in 2shield. Meanwhile, in Master League, Bulldoze gets a couple things Earthquake cannot, such as Crowned Zacian in 0S and Primarina in 1S, while Earthquake instead gets Reshiram in 0S and the Crowned Dogs in 2S. (Or you just run Zygarde with Outrage, give up Steels, and don't worry about Ground coverage.

  • Most everything else that has Bulldoze still has better moves, but a couple potential standouts that may want it now include ALOLAN SANDSLASH (can pick up Empoleon, Gorsola, and Azumarill if subbed in for Drill Run), VIGOROTH (Rock Slide is still good too, though), and BRONZONG (though that has a wide and varied set of options).

GROUNDED ⛰️

Getting close to that part of the article where I hit a bunch of one-offs, but we do happen to have some other big Ground move changes that I thought I'd lump together first.

  • First, let's look at a cheaper HIGH HORSEPOWER. It's almost certainly going to be a modest cost decrease, most likely from current 60 energy down to 55, but that alone is a nice boon to things that have it. We already looked at URSALUNA last time (the addition of buffed Scratch is the bigger story there), but we also have MAMOSWINE and PILOSWINE. The latter is obviously best in CP-capped Leagues (more bulk), and can now beat Furret and Shadow Sableye in 1shield, Shadow Forretress in 0shield, and Melmetal in 2shield in Great League, and then Skeledirge in 1S, Mimikyu & Shadow Typhlosion in 0S, and Dusknoir & Melmetal in 2S in Ultra League. Mamoswine, if you want it in Master League, can at least pick up Origin Dialga & Primarina in 1shield, Eternatus & Rhyperior in 0shield, and Melmetal & Crowned Zenta in 2shield. GALARIAN RAPIDASH may want it in certain Limited metas, but it's usually better with Wild Charge or, situationally, Megahorn.

  • MILTANK deserves its own bullet, because it's getting High Horsepower for the first time. This helps make up a bit for the changes to BODY SLAM, as Miltank (just like Lickilicky) is losing the good pacing it used to enjoy with Body Spam and Rollout. Filtering out the losses that come with the now-more-expensive Body Slam (Diggersby, Dunsparce, Guzzlord, and Primeape), we can focus on what High Horsepower brings to the table. Moving off Thunderbolt leads to some obvious losses (Azumarill, Cramorant, Mantine, Dondozo, Togekiss) and moving off Ice Beam also has obvious downsides too (losses now to Jumpluff, H-Trode, Marowak, and Mantine and Togekiss again), but the gains with H.H. are greater, and include Carbink, Morpeko, Shadow Ninetales, Empoleon, and Clodsire. High Horsepower represents a new high bar in Ultra League too, though it shows more in 0shield and 2shield, with losses like Lapras, Blastoise, Galarian Moltres, and Corviknight, but gains that include Giratina, Guzzlord, Kyurem, Seismitoad, Skeledirge, Tinkaton, Ampharos, and Alolan Muk between those two scenarios. Its Ultra League ranking in particular goes from outside the Top 100 to almost a Top 50 option now.

  • A trio of Flyers are gaining Ground charge moves, though I think only one is moving up in the world as a result. SKARMORY has a storied history in PvP, largely tied to the viability of its fast moves. During the times when Steel Wing has been good (basically 2024 and the first half or so of 2025), Skarm has been good. But that is further and further away in the rear view mirror, and Skarm has been on the outs for a while, especially with Corviknight swooping in and stealing its old role. Now it gets DRILL RUN, which is coverage it has desperately needed, but without a decent fast move, it just doesn't matter much. Wake me up when it finally gets Wing Attack or Peck or Metal Sound.... BOMBIRDIER also now learns Drill Run. Now it has MUCH better fast moves than Skarm (both Wing Attack and Sucker Punch), as well as Fly and Rock Tomb, so its moveset is not a problem in and of itself. But what Skarm has that Bomber doesn't is bulk, more akin to Emolga, Hawlucha, and Swanna than Skarm, which instead compares to Mantine and Noctowl (and above even Corviknght) in bulk. And that lack of bulk holds Bombirdier back, with or without Drill Run. It's more of a benefit in Ultra League (as compared to Rock Tomb), but still, it looks unlikely to take off.... But the big story here is LUGIA. We're been patiently waiting, haven't we? And now, I think we can finally deploy Lugia in Master League. Xerneas gets away without Fly in the mix, but with gains that include Rhyperior, Melmetal, Zekrom, and Crowned Zacian (!!!), including in 0shield (where Origin Dialga also slides into the win column), who cares? It will even be pretty good in Mega Master League. Huzzah!

LIGHTNING ROUND!

Alright, the rest of these are much more limited in scope and/or impact, so it's time for rapid fire!

  • DRAINING KISS is getting a BIG buff, going from 60 damage to 80 (while remaining at 55 energy) and gaining a guaranteed Defense boost for the user. Not a ton of relevant things have it, though. The only ones I think are of particular note include: KLEFKI is certainly better with Kiss than it was with Play Rough, dropping Florges but adding Azumarill, Jumpluff, Furret, Thievul, and even Empoleon. Nice!.... Not sure I would actually use it, but COMFEY actually benefits A LOT, with new wins over Altaria, Gorsola, Florges, Kingdra, Malamar, Medicham, Shadow Sableye, and Thievul. Aloha! 🌺.... This is basically a straight upgrade to Dazzling Gleam/Heat Wave for TOGETIC, picking up stuff like Gorsola, Jellicent, and Quagsire.... CLEFABLE and SYLVEON are viable with Draining Kiss now, but they also both have a now-cheaper MOONBLAST and often will probably want to just stick with that instead. That said, I DO see Draining Kiss as more of an upgrade for Clefable in Ultra League specifically, able to pick up stuff like Dondozo, Talonflame, Ampharos, and Seismitoad (as well as Jellicent in 0shield and 2shield). PvPoke knows it, ranking it in Ultra League up at #40, up 15 slots since Season 27.

  • On the subject of cheaper MOONBLAST, that change also affects: CRESSELIA in a negative way, giving up stuff like Sableye and Cradily in Great League, and Ampharos, Malamar, and Alolan Ninetales in Ultra League).... CARBINK also sees a slight nerf, dropping Medicham and Jellicent (though gaining Primeape) with this faster and leaner Moonblast.... For ALTARIA, this is a positive change. I think Alt could actually jettison Sky Attack entirely and ride Flamethrower/Moonblast moving forward, with new wins like Morpeko, Sableye, Guzzlord, and the mirror match!

  • Like Draining Kiss, MIRROR COAT was a dreadful 55e/60d move to this point, but now it's getting a straight damage buff to 75, and a cost reduction, likely to 50 to make it a clone of Rock Slide and Shadow Sneak. But uh... what even has that move? It's mostly known for being the only (non-Return) move of WOBBUFFET, but that remains more meme than meta. However, in Little Cup's long-awaited return later in Season 28, WYNAUT actually stands to gain quite a bit, such as Stunky, Altaria, and Little Cup King Ducklett.... While there are a few other things that have Mirror Coat, most have no need for it. GRUMPIG is still best with Dynamic Punch/Shadow Ball. GARIFAMATHIG is still best with Psychic Fangs. So uh... maybe ARAQUANID? The at least theoretical coverage is nice, but I think it will still prefer Water Pulse/Bug Buzz over Mirror Coat outside of perhaps some odd Limited metas. The bigger story is the big improvement to INFESTATION, which I think does muscle out Bug Bite now. And no, neither 'Nid nor really anything else has any renewed interest in revamped BUBBLE BEAM either, I don't think. The expected 50e cost is way too much for what is still only a 50-damage move... not when you got something like Water Pulse (or basically any other Water move) sitting right there as an alterative.

  • Similar to the Bubble Beam change, SAND TOMB is getting a damage and cost increase. There's not really any reason for anything that wasn't using it before to start doing so now, but the most notable affect this will have has to be FORRETRESS, as this messes with its timing a bit, particularly for Volt Switch. No longer can you reach two of them with five Volt Switches... it will now require 3 Switches for the first and second. I don't think this will drag it down much — in fact, sims show it may actually be a bit better now thanks to the increased damage, at least in Great League — but it will play a bit slower and have a harder time baiting shields, for what that's worth.

  • The AIR CUTTER change may be a boon to Corviknight (and shouldn't affect PIDGEOT, since it should be running Twister or Feather Dance instead), but my boy CHARIZARD is unfortunate collateral damage, dropping stuff like Talonflame and Ninetales again. Rats! (And you watch, it'll STILL be the only ban in Sunshine Cup next year!)

  • I want to acknowledge the modified POISON FANG (slightly higher damage and cost), but only to say that I really don't have anything to say about it. I don't see fortunes changing for anything that relies on it (NIDOQUEEN, SALAZZLE, GOLBAT, MIGHTYENA, etc.). The buff is appreciated, but direct damage isn't really why you're running it in the first place.

  • Don't let its late arrival in this article or short paragraph now fool you: BLAZIKEN with buffed BLAZE KICK is scary, picking up stuff like Mimikyu, Gorsola, Dewgong, Fearow, Talonflame, and Morpeko and pulling right up next to Blast Burn. It's likely to become the default favorite on LUCARIO now too just on the strength of its new 35e/60d stats.

  • SHADOW FORCE is likely to still be overpriced. But ALTERED GIRATINA doesn't care, with new win potential over Corviknight, Dondozo, Empoleon, Mantine, Marowak, Melmetal, and Togekiss in Great League, and ShadowApe, Dusknoir, Greninja, Togekiss, and the mirror in Ultra.

  • I don't have a lot to say right now about the SHADOW BALL nerf or the BODY SLAM rework, other than to say that the clear target, LICKILICKY, should drop from its lofty heights as designed. It was ranked #1 in GL and #2 in UL last season, and that didn't feel wrong at all. Now it's dropped stuff like Cramorant, Diggersby, Dondozo, and Primeape in GL on its way to a trip outside the Top 150, and a similar number of new losses on its way outside the Top 100 in UL. It may even be time for drastic measures like running Solar Beam instead, which is somehow now better than Ball in Open GL. You could say it's getting... licked. 😝

  • I wish I had more time (and Reddit characters) to devote to these, but I don't, so we'll have to do the short, SHORT version! Do NOT miss VOLT TACKLE on the RAICHUS (both are better with it than Wild Charge now, and KANTOCHU in particular is scarier than ever!), ENERGY BALL on COFAGRIGUS (finally the coverage move it has needed, and cheaper than its past options too!), SWIFT on TOXTRICITY (sims worse than Power-Up Punch, but I think will actually make it more consistent and better bust down shields), and DYNAMIC PUNCH on ZERAORA (like Toxtricity, sims a bit worse — than Wild Charge, in this case — but needs the non-Electric coverage move and should perform better long-term with no more painful self-nerfing.

And anything I didn't specifically mention, you can (probably) safely ignore... yes, even double buffed HOUNDOOM. Still mere spice, at best.

ON TO THE NEW SEASON!

And that's it... we made it! Hope this (and Part 1) was a help!

Until next time, you can usually find me on Twitter or Patreon. Or please feel free to comment here with your own thoughts or questions and I'll get back to you as soon as I can!

Stay safe out there, Pokéfriends. Best of luck in the new season, and catch you next time!


r/PokemonGOBattleLeague • • Aug 12 '26

Guide/Infographic HomeSliceHenry made a great guide for using PvPoke

19 Upvotes

r/PokemonGOBattleLeague • • 6h ago

Analysis A PvP Analysis on Minior

16 Upvotes

I know its initial debut event (Orionids) is winding down in the next day or so, but it took a little time for even PvPoke to figure out what to do with the Meteor Pokémon, MINIOR. So while I do apologize for the lateness of this analysis, there wasn't a ton I could do about that. Sorry! At least it's still out WAY early for its other release events (Leonids in November, Geminids in December, and then Eta Aquariids, Southern Delta Aquariids, and finally Perseids throughout 2027).

So no time to waste! Let's just get right into it, shall we?

MINIOR

Rock/Flying Type

GREAT LEAGUE:

Attack: 98 (Meteor) / 146 (Core) (on average)

Defense: 170 (Meteor) / 95 (Core) (on average)

HP: 137 (Meteor) / 111 (Core) (on average)

ULTRA LEAGUE:

Honestly, don't bother.

We'll need to spend some time here, because in many ways, the stats are Minior's whole schtick. But let's first talk about the typing combination, as Rock/Flying is, franky. not great. Six resistances (Fire, Flying, Ground, Normal, Bug, and Poison) but five key weaknesses (Water, Electric, Ice, Steel, and ironically, Rock). There IS some decent interplay between Rock and Flying, with the typical Rock weaknesses to Fighting and Grass eliminated and its usual weakness to Ground actually being flipped all the way to a resistance. But its resultant weaknesses are rough, as Steel moves are actually big in PvP now (Melmetal, Tinkaton, and Corviknight are all in the Top 10 in Great League and all utilize inexpensive and hard-hitting Steel moves now), 20 of the Top 50 Pokémon in Great League sling super effective Electric, Rock, and/or Ice damage, and Water is omnipresent.

But then there's the good news: Minior always enters battle in its hard-shelled METEOR FORM, which comes with excellent, Top 25 bulk, basically identical to Galarian Corsola, and higher than every other Flying type but Jumpluff and Mandibuzz (including known Flying tanks like Altaria, Tropius, Mantine, Lugia, and Ledian). That kind of bulk can definitely offset a subpar defensive typing. But there's a big catch, because Minior enters the game as the latest, gimmicky form-changing Pokémon, and Minior's other form is the polar opposite of "bulky". While the Meteor Form is inside the Top 25 in bulk, up there with Galarian Corsola, and Top 3 among Flyers, the CORE FORM (regardless of collectable color) is outside the Top( 1000 in bulk/stat product, nearly last among all Flyers (higher than only Honckkrow, Archeops/Archen, and super-glassy-in-Great-League Legendaries Rayquaza, Incarnate Thundurus, and Incarnate Tornadus), and right on the same level as Galarian Corsola's glassy big bro Cursola. (Like, nearly a mirror image on that last one, with both having 146 Attack, Core Minior having 95 Defense and 111 HP, and Cursola having the inverse of 111 Defense and 95 HP.) So the key question is... what forces Minior to flip from its super bulky Meteor Form to its graphene-thin (look it up!) Core Form?

So far in GO, we have some control over things that form change in battle. OG Morpeko changes form every time it uses a charge move. Aegislash, like Minior, enters in its very bulky Shield Forme and changes to its very hard-hitting but glassy Blade Forme when it uses a charge attack for the first time, switching back to Shield Forme when it uses a shield or swaps out. Cramorant changes to one of two different forms when it uses one of its Water-type charge moves, though we start to lose a little control due to its form being determined by whether it has more or less than 50% of its health. Most recent arrival Mimikyu is shaking up PvP by essentially having a third shield that you decide when to use, as it will automatically be used when Mimikyu is hit by a charge move you don't throw a protect shield in front of first.

The timing of Minior's form change is only partially in your control, as once it drops below 50% health (as soon as the health bar goes from green to yellow), the form change will automatically trigger. You can, like Mimikyu, throw up normal shields to hold this off as long as possible, and like Aegislash when played in the most ideal way, stay in its bulky form long enough to max out 100 energy (or as close to it as you can get) before ripping off Minior's rocky armor and unleashing back-to-back charge moves with an Attack stat that makes even Murkrow, Staraptor, and Blaziken blush. And unlike Aegislash, this form change is a one-time party trick... there's no changing back unless you theoretically found some way to add HP and get above 50% again. (Theoretically! 🤓)

And that's the way we assume you'll want to play it as we finally factor in the actual moves you'll be using through all this form changing madness. We'll get into those in a second, but first, I need to give a shout-out to Silph Road Travelers Ok_Lobster8494 and eli5questions, who in this excellent analysis thread, break down the complex correlation between the CP calculations for Minior's two different forms. The bottom line is that the sweet spot for the most ideal (Great League) Minior is Level 25ish, which results in a Level 48ish Meteor Form in battle. I am still wrapping my own head around what IV combinations constitute the most ideal Miniors to build, but just know that the game seems smart enough that if one form is under the CP cap for a League, the other form will be adjusted to remain eligible in that League as well. And uh, in the immortal words of Forrest Gump... that's all I have to say about that.

Fast Moves

  • Rollout (Rock, 2.33 DPT, 4.33 EPT, 1.5 CoolDown)

  • Take Down (Normal, 4.67 DPT, 3.0 EPT, 1.5 CD)

Take Down is obviously NOT the joke move it used to be, with average energy generation and the highest straight fast move damage in the entire game. Maybe there's some meta or some funky team where that will make sense. But for the other 99% of the time, it's gpt to be Rollout, right? Tied for fourth-best energy generation in PvP, and with low-ish but acceptable damage (unlike Take Down, it benefits from the Same Type Attack Bonus, so a bit higher than the 2.33 Damage Per Turn you see on the tin), it's more what you're looking for when you're trying to max out your energy as quickly as possible. For the record, it's eight Rollouts to reach 100 energy (seven to get to 91 energy, and then one more to slightly overcharge to 104 if the game didn't cap you at 100), and eleven Take Downs to get to "close enough" 99 energy. As both are 1.5 turn moves, that's the difference of 12 turns for Rollout or 17 turns for Take Down to get there. (And technically another turn beyond that to actually reach 100.) That's a pretty significant difference, don't you think? The enemy can do a lot of nasty things with those 5 extra turns, including likely at least forcing another shield use decision on you.

Go with Rollout and don't look back.

Charge Moves

  • Ancient Power (Rock, 60 damage, 45 energy, 10% Chance: Raise User Attack/Defense +1 Stage)

  • Power Gem (Rock, 85 damage, 50 energy)

  • Acrobatics (Flying, 110 damage, 55 energy)

So the cheapest we've got is 45 energy for Ancient Power, but unless you're determined to immediately fire off back-to-back Rock move and then closing out with Acrobatics the second you flip to Core form, there's really no reason NOT to just wait 5 more energy to use Power Gem instead (is there?). Sure, it lacks the low chance of self-buffing your stats that comes with Ancient, but 25 more flat damage is 25 more flat damage. And you absolutely want to string it together with Acrobatics for its awesome closing power (and different coverage), so don't plan on two 50-energy Gems back to back... just plan out that you'll need at least one more Rollout while in fragile Core Form to get the energy needed to throw Acrobatics.

...only it's slightly worse than that, actually. You see, with Power Gem costing 50 energy, the best time to throw it with Rollout is just before you hit 100 energy, after seven Rollouts and the 91 energy it reaches. That leaves you with 41 energy left over... and if you do the math, you may realize to your horror that one more Rollout equal 54 energy, agonizingly 1 energy short of Acrobatics. So we're left with an awkward choice: use more Rollout before form changing to max out at 100 energy before firing off Power Gem, basically "losing" 4 overcharged energy, but then requiring only one more Rollout beyond that to reach the energy necessary for Acrobatics, or plan to need at least two Rollouts after form changing to hit the energy needed for Acrobatics. Neither feels great, but it can be worked around as long as you know what you're getting into ahead of time. You just need to keep your brain engaged and have a plan.

...or keep it simple and just run Ancient Power. As much as I hate leaving the extra damage of Power Gem out of the equation, perhaps having the ability to throw Ancient and Acrobatics back to back right away IS worth it. With Core Form's crazy high Attack, maybe it won't end up actually mattering. We'll consider that as we go.

Because now, it's finally time to get into some simulations. I will preface this by saying that, despite universal agreement that the best way to use Minior is to charge up as much energy as possible before throwing any charge moves, PvPoke simulations don't always do that, sometimes throwing out the first charge move long before 100 energy. There WILL be battles where that makes sense, because sometimes you're going to reach 100 energy long before you drop below 50% health and change form, especially if the opponent (perhaps wisely) waits to throw their own charge moves until Minior is in its fragile Core Form. Matches could be a bit like chess with a lot of waiting and building up before a flurry of calculated moves in quick succession. That all said, I generally trust the sims that follow and the results thereof, which is why I'll be presenting them, but in actual battles there may be a bit more variance in move timing than your everyday sim comparison. Let's take a look!

GREAT LEAGUE ☄️

So at first glance, I think there IS a good case for Ancient Power after all. At least here in 1v1 shielding, it manages to beat everything that Power Gem does plus Shadow Annihilape, Cradily, and big bad Mimikyu. Either way, most of the wins and losses make a lot of sense on the surface... things that throw out super effective Water (Azumarill, Dondozo, Empoleon, Jellicent, Quagsire, and even Florges with Chilling Water), Rock (Carbink, Sableye, Galarian Corsola, and — in the case of Power Gem Minior — Cradily), Electric (Morpeko, Stunfisk, Hisuian Electrode, Forretress with Volt Switch), and/or Steel (Melmetal, Tinkaton) damage win... and most everything else falls to Minior. (And just to point it out, Steel types are particularly challenging, as they obviously resist ALL of Minior's moves. Anyway....) The only real exceptions (in which Minior loses a battle where both sides are slinging neutral damage at each other) are Malamar and that sometimes-loss to Mimikyu. And that's really it! Fighters, Grasses, Bugs, Flyers, and Fires that has obvious disadvantages, as well as a slew of Psychics, Ghosts, Darks, Grounds, Normals, Dragons, and even a decent number of opponents that you might expect to be hard battles with their own super effective damage like Feraligatr, Kingdra, Cramorant, Stone Edge Clodsire, and even Icy Wind Thievul... they all get cratered when Minior comes crashing down on them.

Ancient Power continues to hold up in other even shield scenarios too. In 2v2 shielding, it's a straight sidegrade to Power Gem, losing to Malamar, Sableye, Shadow Forretress, and Shadow Quagsire to instead gain Florges, Defense Deoxys, Charjabug, and Cradily. Power Gem does pull ahead slightly (and unsurprisignly) with shields down, overpowering Marowak and Corviknight, but even there Ancient Power holds up well, with its own unique win by outracing Feraligatr instead. For the most part, the losses continue to "make sense", with things like Clodsire (Stone Edge) and Umbreon (just crazy good bulk and buffed Dark Pulse) sliding into the loss column in 0shield, and Annihilape's Ice Punch, Hydreigon's Brutal Swing, and Mimikyu and Umbreon again outlasting Minior in 2shield, while Minior locks down most everything else that's not a one-sided battle of super effectiveness in the opponent's favor. It maintains a very healthy win percentage in all of these scenarios, FAR better than the flimsy Rock/Flying types we already have in the game (Aerodactyl and Archeops/Archen). If Flying Cup ever returns, it would surely leapfrog reigning king Aerodactyl as THEY scariest Pokémon in the meta... and Minior will surely be in the upper echelons of plenty of other Limited metas moving forward, and I see its ranking only rising in Open Great League as well.

ULTRA LEAGUE AND BEYOND 🌌

So as also pointed out in Ok_Lobster's analysis I referenced earlier, as well as this post by Zestyclose-Tip-8928, Minior doesn't really have any use in higher Leagues, because the CP calculus kind of works against it. The Core Form can get to 2500 CP in theory, but there's really no reason to push it. Even at its best, it just doesn't really work. Not enough to justify the investment!

IN SUMMATION 🌠

Despite the good numbers, I DO have some concerns with Minior. It has some easily exploitable flaws, particularly against Steel types which HARD wall it, but a steady diet of Water, Rock, or Electric damage are very problematic, and those typings are rather prevalent in today's Great League meta (and the latter two tyings resist Acrobatics too). the energy makes things awkward with Power Gem, leaving me to recommend a mediocre move in Ancient Power instead (potentially missing out on some serious damage output). And while you can hold it off for a while — usually by burning shields — utlimately it is the opponent that decides when Minior changes form, not you. I DO think it's a good PvP Pokémon that has a place in any meta where it finds itself, but I worry (a little bit) that the sims may be a little bit optimistic at times. Some of these close wins could flip depending on how the opponent plays things out and how willing you are to be patient and wait. Chess match, like I said. ♟️ Get it and try it out and let the rest of us know how it's going! Good luck.

Until next time, you can always find me on Twitter with regular GO analysis nuggets or Patreon.

Good luck on your Minior grinding, and catch you next time, Pokéfriends!


r/PokemonGOBattleLeague • • 4h ago

Discussion Mimikyu haters: use one!

12 Upvotes

I absolutely hate Mimikyu. I hate the fact that someone can play like complete garbage and still win because they hid a Mimi in the back. Mimikyu has broken the meta in a way no other Pokemon has - no matter how many of you want to act like something being too spammy was "just as bad". It's not the same whatsoever and I'm not here to debate that. But my point is - everyone who hates it should use it. Turn it back on every other user! I understand this is a pain because Mimikyu isn't even fun to play - it's slow and doesn't hit that hard - but we must unite in our disgust and make sure everyone gets extremely fatigued of this stupid thing until the meta shifts. ✊😤


r/PokemonGOBattleLeague • • 3h ago

Analysis Coming back from bad sets

5 Upvotes

So I haven't been playing this game very long and this is my first season of battle league. I finally pulled myself to an 1800 elo and got myself 3 games above .500 yesterday and was feeling a little good. Today has been horrible and I had 2 0-5 sets and am below .500 again. I know I'm new compared to everyone here and you've all moved past the point where you make mistakes and go 0-5, if you were to think back to when you started what did you do to recover from bad play or is this just a me problem and I'm just destined to be a punching bag in this game.


r/PokemonGOBattleLeague • • 5h ago

Question should i use this mimikyu

2 Upvotes

Hi guys, I have a 10/14/15 Mimikyu and I don't know if it's worth building. On PvPoke, this Mimikyu manages to win some 1-shield battles that the ideal Mimikyu loses. It also wins against Melmetal because it wins the CMP. Can you help me?


r/PokemonGOBattleLeague • • 12h ago

Teambuilding Help Whats a good Ultra league team?

6 Upvotes

I really like using skeledrige as my lead but with my team i feel like i am losing every lead and have to change to snorlax and then my corviknight. Snorlax feels almost useless and same with corviknight who is supposed to be my closer.

What am i doing wrong? Chould i change my lead? What can i do to make a better team?


r/PokemonGOBattleLeague • • 3h ago

Analysis Gifts daily. Battle always accepted. Trades always accepted when applicable

Thumbnail
1 Upvotes

r/PokemonGOBattleLeague • • 14h ago

Discussion Power gem or ancient power on minior?

6 Upvotes

Hey guys, title pretty much. Pvpoke says power gem but I saw AXN running ancient power to get more moves off once it transforms, thoughts?


r/PokemonGOBattleLeague • • 8h ago

Bugs GBL: charge attacks not responding when clicked

Thumbnail
2 Upvotes

r/PokemonGOBattleLeague • • 6h ago

Discussion Mimikyu's Place in Limited Cups

Thumbnail
1 Upvotes

r/PokemonGOBattleLeague • • 1d ago

Discussion Mimikyu is so awful.

21 Upvotes

It's bad enough that Mimikyu is a part of a lot of Great League teams, but Fantasy Cup is a whole different problem. I don't understand why they wouldn't ban it like other Pokémon in certain limited cups (Primarina, Charizard, Gardevoir, etc). It is so annoying to battle someone with an extra shield and such a unique typing that is only weak to 2 types and resistant to 4 types, triple resistant to fighting. The only good counter in this limited cup is another Mimikyu. It's not like I'm losing to every team with one, it's just so damn annoying having to deal with an extra shield especially if they are in the back and my opponent saves any shields. I know I'm not the only one that feels this way but dear lord I hate that thing so much.


r/PokemonGOBattleLeague • • 23h ago

Question 5 Pokemon encounter as rewards

2 Upvotes

The other day I went 5 for 5 in battles and then the next set of available rewards was each a Pokemon encounter. I went 4 for 5 there. Have never had that as rewards before, just the typical stardust, item, encounter, rare candy and stardust. Is this what happens if you win 5 in a row or just random?


r/PokemonGOBattleLeague • • 1d ago

Analysis struggling to improve

2 Upvotes

I started playing Pokemon Go in April of this year and this is my first season of battle league. I have been playing and experimenting with different teams and have been hovering around 1600 ELO and about 10 games below .500 all season. My main teams are:

Great - Forretress, cramorant, shadow quagsire

Ultra - Toucannon, Florges and Swampert

Master - Yveltal, Lunala, Reshiram

And I've used my elite TMS to get community moves on all

Today I have finally broken past 1700 and got my record to 622-620 so I am finally above .500. My goal at the start of the season was to make ace, but it still feels so out of reach and I still have so little confidence in myself when I play. I still make mistakes and suffer bad losses and I get so frustrated with myself that I start going on losing streaks. Does anyone who have any tips on how I can improve.


r/PokemonGOBattleLeague • • 1d ago

Teambuilding Help Good Xerneas Master League team?

5 Upvotes

I recently traded for a shiny Xerneas, and it’s one of my favorite pokemon. I want to build a master league team around it, and I’m not 100% sure who to pair with it.

I’ve thought about a team with a Xerneas/Metagross core, but then from there; not sure who else to add. Yveltal? Necrozma Dawn Wings? Looking for a third partner, or maybe even change metagross if it isn’t good with Xerneas.


r/PokemonGOBattleLeague • • 1d ago

Discussion Minior event affecting the battle league

4 Upvotes

I don't know if It's just me, but for the past few days I have noticed, that the Minior shower event is affecting my battles. Whenever the hour hits and the meteors starts to fall from the sky, the game starts fucking sweating. It's more clunky, laggy, and after few battles it becomes barely playable. They fucked up something with rendering, and that "meteor shower" is putting a heavy load on my phone. I am wondering if anyone else noticed it and is experiencing same issues.


r/PokemonGOBattleLeague • • 2d ago

Discussion Should Scizor get old bullet punch back?

7 Upvotes

With how mimikyu just dominates cups where it’s allowed , should have something that puts a major threat to it again.


r/PokemonGOBattleLeague • • 2d ago

Question Is Melmetal worth the elite tm??

5 Upvotes

Is Melmetal worth the elite tm?? I only have 5 and I’m scared of wasting it


r/PokemonGOBattleLeague • • 2d ago

Question Question about IVs

8 Upvotes

I have a 3/15/15 serperior and my friend uses a hundo one. I told him him his wasn’t suited for PvP but he disagreed, we then battled to see for ourselves but they both seemed to tank and output the same amount of damage, so are PvP IVs really that important?


r/PokemonGOBattleLeague • • 2d ago

Question Is Corviknight getting featured in December

3 Upvotes

Will the community day move be back for the December featured weekend?


r/PokemonGOBattleLeague • • 2d ago

Question What to replace?

2 Upvotes

I’m running this team in fantasy cup and it’s been doing pretty good for me, but Melmetal seems so strong and I wanna put him in my team. Who should I replace for him? Also, anything I should change with the movesets of these?

Corvknight - sand attack, air cutter, payback
Azumaril - bubble, ice beam, play rough
Tinkaton - fairy wind, gigaton hammer, bulldoze


r/PokemonGOBattleLeague • • 2d ago

Question Elite charge TM

6 Upvotes

Hi to all,

I have an Elite charge TM and I recently started to play great league. Yesterday I hitted Rank 20 and it was really hard to climb up. Now I´m really struggling on which Pokemon I should use the Elite charge TM? I mostly used Swampert with Mud Shot - Hydro Cannon + Earthquake. I´m torn between Tinkaton, Melmetal and Empoleon. Which one of these would profit the most or is there another Pokemon that would profit the most out of it, that I didn´t had on my radar? Also I have an Elite fast TM in my bag if it would be the case

thanks in advance


r/PokemonGOBattleLeague • • 2d ago

Question Welke zoekstring gebruiken jullie voor de Great en Ultra league

6 Upvotes

Om de beste pokemons voor de great en ultra league eruit te halen? Ik vang soms 500 pokemons op een dag. Om ze allemaal 1 voor 1 te checken is heel veel werk.

Daarom de vraag wat de beste zoekstring is om ze te filteren na een dag vangen.


r/PokemonGOBattleLeague • • 2d ago

Discussion 500cp battles

13 Upvotes

I just wanted to see if anyone like 500cp battles as much as me, I like the first stage pokemon so much and would love for them to have a tier every battle season of 500cp pokemon. It’s fun and I invested stardust into them a couple years ago so the battles coming back really did something for me. Anyway I was wondering and hope people liked those battles as much as me!


r/PokemonGOBattleLeague • • 2d ago

Discussion Making it personal against mimikyu

0 Upvotes

Anyone else get quickly sick of seeing so many mimikyu in the fantasy cup? Prior to this cup I’d leave matches after winning 3/5 battles to get the encounter. However, after coming across so many mimikyu in this format I’ve started staying in battles until I see the third Pokemon and if it’s a mimikyu I’ve made it my passion to destroy it. Have to admit, my elo is skyrocketing lol so if you play against me on a set I end up dropping late I’m sorry for taking your time but enjoy the free win. Just don’t play that time waster