S Psychic · Mewtwo & Starmie
Comp · Ranked, rules v36, 2026-10-18 to 2026-10-24Final teamlevel 8 board · share of games with that unit · carry first



Cloyster80 %★★
Jynx68 %★★
Lapras40 %
Mewtwo · carry
Choice Specs38 %
Quick Claw35 %
Focus Sash15 %
Starmie · sub
Choice Scarf17 %
Quick Claw17 %
Choice Specs16 %
Slowbro · tank
Leftovers25 %
Rocky Helmet15 %
Light Clay11 %
Articuno
Quick Claw11 %
Dewgong
Leftovers10 %
Gyarados
Leftovers15 %
Game planreal games · 50 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: Gyarados, Wartortle, Exeggcute.
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 178 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.