Versions4 builds of this comp · best first · faded units are the ones they share with this one
Game tier C; here D because the tier uses avg + CI (5.33) against the reference 4.07.
Final teamshare of games with that unit · carry first
Golbat · carry
Choice Band19 %
Scope Lens19 %
Choice Scarf17 %
Charizard · sub
Choice Specs14 %
Scope Lens13 %
Life Orb12 %
Ivysaur · tank
Leftovers22 %
Rocky Helmet16 %
Shell Bell11 %
Haunter
Choice Specs17 %
Quick Claw12 %
Pidgeotto
Choice Band12 %
Game planreal games · 54 boards at stage 3
Pick up these 1 and 2 costs in stages 1–2: they are the ones this comp's players still had at the end of stage 3. Keep Haunter, Ivysaur, Golbat, Charizard, Nidorino. Sell Gloom on the way to the next step.
Keep Haunter, Ivysaur, Golbat, Charizard. Sell Nidorino on the way to the next step.
What players who finished on this comp had on their board at the end of each stage (units in 30 %+ of their games). The API starts at the end of stage 3, when most players are already level 7 or 8, so the opener is the 1 and 2 costs they were still holding then: the units to pick up in stages 1 and 2. Green ring = new at that step, SELL = gone by the next one. Level = the most common player level at that point. The API gives no items per stage.
Best setupfrom 207 real boards
Every unit of the final board once, on the hex it most often stands on in this comp's real boards (the % is how often). Gold hex = the carry. Dashed hexes marked ~ have no data for this comp (4): they take the unit's usual hex across every other comp, or a free hex in the rows its range calls for.





