Champion Stadium – Johto Master Mode #9 – Fun Teams
Unova next week and Diantha later this week, so hopefully that will freshen up CS.
1) Will (0:00)
2) Koga (3:00)
3) Bruno (5:52)
4) Karen (9:00)
5) Lance (12:10)
1) Will – Mewtwo (5/5, 20/20), Dusknoir (4/5), Lunatone (4*)
I refuse to use my 4/5 Fantina, so I ended up with this team, which admittedly is not really a fun team at all, but at least it gets the job done. Lunatone is an underrated support, and Dusknoir is here because I felt like using Dusknoir.
Grids: HP and Shadow Punch nodes.
Parameters: Physical Dmg. Reduction (50), Special Dmg. Reduction (50), No Status Conditions (50), Sync Buff +5 (100), Attack & Sp. Atk +3 (100), No Stat Reduction (100), Ally Healing -5 (100), Power on Hit 1 (100), Gradual Healing (150), Max Sync Countdown -2 (200), Power on Hit 2 (200), Ally Move Gauge -2 (300)
2) Koga – Sandslash (1/5), Dewgong (3/5, 4*), Glalie (2/5)
I recently pulled Glalie twice on the Iris banner, so now I finally have a real Ice team. Before I would throw SS Blue or Lisia as the third.
Grids: Invigorating Hail 3×2, Snow Shelter, Icy Wind Accuracy for Dewgong. Glalie goes for Hasty hail and defensive stuff.
Parameters: Physical Dmg. Reduction (50), Special Dmg. Reduction (50), Attack & Sp. Atk +1 (50), Defense & Sp. Def +1 (50), No Status Conditions (50), Sync Buff +5 (100), Attack & Sp. Atk +3 (100), Max HP +2 (100), No Stat Reduction (100), Ally Healing -5 (100), Power on Hit 1 (100), Gradual Healing (150), Power on Hit 2 (200), Ally Move Gauge -2 (300)
3) Bruno – Whimsicott (1/5), Alakazam (2/5), Steelix (1/5)
The permanent field effects is really nice here. Reflect + crit defense, along with +4 defense neutralizes their offense. After the setup, just attack and heal when needed. 1/5 Serena is good enough for master mode 1500, so I don’t think I’ll promote her any further.
Grids: Dire hit crit squad, MP Refresh.
Parameters: Physical Dmg. Reduction (50), Special Dmg. Reduction (50), Attack & Sp. Atk +1 (50), Strength +1 (100), Sync Buff +5 (100), Power on Hit 1 (100), Gradual Healing (150), Ally HP -5 (200), Max HP +4 (200), Power on Hit 2 (200), Ally Move Gauge -2 (300)
4) Karen – Gallade (4/5), Rotom (1/5), Hydreigon (6EX, 3/5)
Physical gallade with a supportive cast. Iris is our defensive support here, but at 6EX 3/5, you can still easily nuke without type advantage. Rotom here just to speed up the syncs.
Grids: Close Combat nodes, Ramming Speed. Hydreigon goes for standard nuke build.
Parameters: Physical Dmg. Reduction (50), Special Dmg. Reduction (50), No Status Conditions (50), Sync Buff +5 (100), Attack & Sp. Atk +3 (100), Max HP +2 (100), Ally Healing -5 (100), Power on Hit 1 (100), Gradual Healing (150), Max HP +4 (200), Power on Hit 2 (200), Ally Move Gauge -2 (300)
5) Lance – Feraligatr (5/5), Samurott (5/5), Swampert (1/5)
Kris is obviously the most wholesome character in the game, so I just had to use her for this. Samurott’s grid fits perfectly for Kris, and May gives an additional rain boost. When the Leaf grid comes out I’ll probably use her instead – she can provide the accuracy boosts for Kris, as well as the 6EX support boost.
Grids: Mega Kick nodes, Haymaker. Samurott goes for the standard support nodes – Crit Squad, Endurance, Aggravation.
Parameters: Physical Dmg. Reduction (50), Special Dmg. Reduction (50), No Status Conditions (50), Strength +1 (100), Sync Buff +5 (100), No Stat Reduction (100), Ally Healing -5 (100), Power on Hit 1 (100), Gradual Healing (150), Max HP +4 (200), Power on Hit 2 (200), Ally Move Gauge -2 (300)