Pokemon Masters

Pokemon Masters – Champion Stadium – Master Mode Johto #9 – F2P Units (7500 pts)



Champion Stadium – Johto Master Mode #9 – F2P “Friendly”

F2P “Friendly” = No 5* Gacha Units

While last week was one of the most difficult weeks for F2P runs, this week was one of the easiest. Ghost has Mewtwo, Fairy has Xerneas, Fighting has Lucario, and Water has an embarassment of riches. The only tricky one is Ice, but 3/5 Dewgong can take care of that.

1) Will (0:00)
2) Koga (2:23)
3) Bruno (5:00)
4) Karen (9:41)
5) Lance (12:03)

1) Will – Mewtwo (5/5, 20/20), Lunatone (4*), Probopass (4*)
Mewtwo with 2 underrated supports. Wide Guard is so useful for master mode, and the combination of buffs (Speed, Def, Sp. Def, Sp. Atk) is perfect for Mewtwo.

Grids: None
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), No Stat Reduction (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 – Dewgong (4* 3/5), Serperior (6EX 2/5), Abomasnow
I’ve used this team in previous weeks and it works really well. Some RNG needed with the Icy Wind accuracy and evasion, but it has a fairly high success rate when executed correctly. Dewgong hits really hard at 3/5 under Hail.

Grids: Invigorating Hail 3×2, Icy Wind accuracy, Snow Shelter. Rosa goes for MPR.
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), No Stat Reduction (100), Power on Hit 1 (100), Gradual Healing (150), Max Sync Countdown -2 (200), Power on Hit 2 (200), Ally Move Gauge -2 (300)

3) Bruno – Xerneas (5/5, 20/20), Granbull, Medicham (4*)
Xerneas is OP obviously, but the supportive cast here lets Xerneas shine even more. The crit buffs help with damage, and Granbull inflicts -6 attack. Also, Granbull’s sync and Play Rough does respectable damage. The run here was a bit tight, and I think it would have been better to take care of the left side before middle due to the threat of flinch.

Grids: Horn Leech healing build.
Parameters: Physical Dmg. Reduction (50), Special Dmg. Reduction (50), Attack & Sp. Atk +1 (50), No Status Conditions (50), Strength +1 (100), Attack & Sp. Atk +3 (100), Max HP +2 (100), Ally HP -5 (200), Max HP +4 (200), Ally Move Gauge -2 (300), Max HP +6 (300)

4) Karen – Lucario (5*, 3/5), Cryogonal, Pikachu (4*, 5/5)
Tune the parameters so you are in Power Reserves range after sync, and then Close Combat cleans up. Brycen gets rid of the evasion buffs, and Pikachu has the extra Endurance so you can take an extra hit. Some RNG needed with the crits, but should be fairly consistent. This run here was unusual since she didn’t use an attack before sync. Usually Brycen dies to the sync, but you can still win even if that happens.

Grids: Power Reserves 5, Berserker, Close Combat nodes.
Parameters: Physical Dmg. Reduction (50), Special Dmg. Reduction (50), Max Sync Countdown -1 (50), Attack & Sp. Atk +1 (50), No Status Conditions (50), Sync Buff +5 (100), Attack & Sp. Atk +3 (100), Ally Healing -5 (100), Power on Hit 1 (100), Attack & Sp. Atk +5 (150), Max Sync Countdown -2 (200), Power on Hit 2 (200), Ally Move Gauge -2 (300)

5) Lance – Starmie (5*, 3/5), Swanna (6EX, 5/5), Torchic (4*)
Obviously I could use Barry, but he’s a bit boring and overused. I don’t think I’ve used striker Starmie before, so here it is.

Grids: Superduper Effective 5, Smart Cookie, Blind Spot, Hydro Pump accuracy. Swanna goes for the standard healing 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), No Stat Reduction (100), Power on Hit 1 (100), Gradual Healing (150), Max Sync Countdown -2 (200), Power on Hit 2 (200), Ally Move Gauge -2 (300)