Versions3 builds of this comp · best first · faded units are the ones they share with this one
Game tier S; here A because the tier uses avg + CI (3.56) against the reference 4.07.
Final teamshare of games with that unit · carry first





Gloom63 %★★
Parasect45 %★★
Golbat · carry
Scope Lens25 %
Choice Band22 %
Choice Scarf18 %
Beedrill · sub
Scope Lens18 %
Choice Band16 %
Choice Scarf13 %
Venusaur · tank
Leftovers38 %
Shell Bell21 %
Rocky Helmet18 %
Haunter
Choice Specs22 %
Quick Claw14 %
Nidoking
Rocky Helmet14 %
Leftovers12 %
Scyther
Scope Lens15 %
Choice Scarf12 %
Choice Band12 %
Game planreal games · 385 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 Venusaur, Golbat, Beedrill, Nidoking, Gloom, Haunter, Parasect.
Keep Venusaur, Golbat, Beedrill, Nidoking, Gloom, Haunter, Parasect.
Keep Venusaur, Golbat, Gloom, Beedrill, Nidoking, Parasect, Haunter. Sell Scyther 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 1,670 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 (7): they take the unit's usual hex across every other comp, or a free hex in the rows its range calls for.