Final teamshare of games with that unit · carry first





Parasect52 %★★
Gloom51 %★★
Nidorino32 %
Scyther · carry
Scope Lens29 %
Choice Band24 %
Choice Scarf20 %
Haunter · sub
Choice Specs22 %
Quick Claw17 %
Venusaur · tank
Leftovers33 %
Rocky Helmet17 %
Shell Bell15 %
Beedrill
Choice Band14 %
Scope Lens13 %
Golbat
Scope Lens14 %
Choice Band11 %
Game planreal games · 66 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 Ivysaur, Beedrill, Parasect, Golbat, Gloom, Haunter, Nidorino.
Keep Ivysaur, Beedrill, Parasect, Scyther, Golbat, Gloom, Haunter. 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 483 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 (6): they take the unit's usual hex across every other comp, or a free hex in the rows its range calls for.