Pokemon Masters

A Good Death: How2 Expanded Phoebe in Champion Stadium [Pokemon Masters EX Champion Stadium]



Oboi oboi prepare for a thesis. This is gonna be so long I included grids separately at the end of the video because team links are taking so much damn space.

So, spoppy waifu got her buff. It’s… quite sad. However, it’s quite poetic that they pushed her in a way that retains her intended design since her glory days: good deaths, which is the main theme of this video. Phoebe has always had a “reward by fainting yourself” style since her glory Pass It On days, and it’s good to see that for the minimal help she got, she at least keeps that reward of self fainting intact.

0:00 Phoebe Mechanics 101 (3.7k Points)
This first clear combines all of Phoebe’s best traits in a single package. Let’s start with Inspire Ire: this is an extremely underrated passive as it’s useful for things beyond taunting, chiefly allowing Team Toughen Up and newly added First Aid 4 to be run safely without compromising queue, adding animations for a slight gauge boost, while also alleviating concerns with specific parameters, such as screens on entry, which often compromise queue. Secondly, Team Brawn Gain pushes Phoebe’s propensity as an aggressive suicide support — a design that was meant for Sygna Suit Dawn that is frequently abused for aggressive clears, but Phoebe was the OG she now gets some of that old glory of incentivized self fainting back. A +2 Zone boosted Double Edge with PR on top of it hurts. A lot. With Larry coming, she essentially has an Uber striker’s DPS move one time before she faints.

2:10 Hoenn Boosting + Spacing (3.5k Points)
This is just another standard/boring clear, but Hoenn is still very starved for physical supports outside of well, both Phoebes. The Pride DR is quite important, allowing her to reliably stomach Close Combat which she would otherwise just die from off half health, while the shared steroid is good enough. The gauge being harsh as it is mandates Speeding Sun on Courtney as well as at least one MPR on Phoebe’s TM for spacing; note how I have to order everything careful to make sure Phoebe’s TMs never overlap, as well as abusing taunt for queue management. This is where I also tell you guys that Phoebe’s TM is “bugged”; despite being successfully used even for gauge, Phoebe will not proc Inspire Ire or Team Brawn Gain 9 is no one benefits from attack buffs, effectively meaning she’ll give only up to two buffs on average unless she willingly jeopardizes her buff strength.

4:11 Power Reserves Abuse (3k Points)
PR is not a very good strategy in the modern era especially as CS gets bulkier and doesn’t allow you to turbo; with standard abusers such as Korrina and McLeo not having enough blitzing firepower for standard clears. Meanwhile, special PR abusers tend to get way better mileage from Glacia as a reserves facilitator due to better health spacing. I’m mostly doing this as a capacity courtesy; I hope we’ll get better PR designs in the future. I decided to use Kris with Dahlia as one of the few synergistic PR users that actually has the firepower to play with standard aggressive parameters. In this clear, it’s also important to note how Inspire Ire’s redirection recovery also denies Phoebe from a suicide denial (because the queue is already guaranteed, and Phoebe needs to be the targeted unit in order for the retargeting to work.)

5:58 The Power or Denial (3.9k)
Let’s showcase the power of a single turn denial. This is 3.9k against DRASNA, the single bulkiest CS stage without DR, and my SST Red and Nemona are 1/5 and 2/5 respectively; extra full dupes can up the strength to about 4.2 or more. Running stat drop params allows Phoebe to reliably give 3 stacks with MPR, while Nemona does Nemona things and ensures that Phoebe is completely safe. Following a t1 ramp opening, the remaining turns become crucial for not only buying turns, but also allowing Nemona to sync safely AND recover her B Move MP, which is usually stuck under a very tight window, illustrating another good use of the good death trick.

8:14 Phoebe Pee Pee + One Turn Shadow Forces (3k)
Courtesy rerun of Phoebe Pee Pee, though Phoebe offering reliable chip damage in itself is nice even without the old dedicated striker builds, with Brawn Gain helping her get the extra range while FA gives her safer maintenance for Power Reserves chip. While she’s not gonna do beyond standard 3k without abusing broken nukes (don’t try this at home, kids), being able to chip half of a midmon’s health is still quite good for a support. Here’s also where I illustrate another good use of Phoebe’s “good deaths”: by queueing Double Edge to self-faint after the disappearing turn of Phantom Force and Shadow Force (this doesn’t work immediately post sync and needs a buffer turn however), she essentially lets them be “one turn moves”, which in this case was crucial in allowing R.Cynthia and Fall Phoebe to finish off mid, with the Brawn Gain stack also helping with range significantly.

10:23
Grids and Details

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