A Psychic · Starmie & Mew
Comp · Ranked, rules v36, 2026-10-18 to 2026-10-24Game tier S; here A because the tier uses avg + CI (3.35) against the reference 4.07.
Final teamlevel 8 board · share of games with that unit · carry first




Mew74 %★★
Lapras72 %★★
Jynx57 %★★
Dewgong37 %
Starmie · carry
Choice Band25 %
Choice Scarf24 %
Quick Claw24 %
Mewtwo · sub
Quick Claw23 %
Choice Specs22 %
Life Orb12 %
Slowbro · tank
Leftovers26 %
Rocky Helmet14 %
Sitrus Berry13 %
Articuno
Quick Claw13 %
Choice Specs11 %
Zapdos
Choice Specs13 %
Game planreal games · 61 boards at stage 3
Fast levelLevel 8 by the end of stage 3, and roll there for Starmie, Mewtwo .
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.
The board at the end of stage 3, with the level players had reached. Not on the Final board any more: Wartortle, Seel.
The board the comp ends on; carry and items above.
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, faded = not on the next step's board. Lv = the most common player level at that point. Items are the ones the unit ends the game with (the API gives none per stage).
Best setupfrom 238 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.