🏆 Rules v40 Ranked20,878 games · 7 days
2026-10-22 → 2026-10-28
KANTOTACTICSMeta
‹ Comps

C Fire · Raichu & Charizard

Comp · Ranked, rules v40, 2026-10-22 to 2026-10-28
4.66avg place± 0.34
43.4 %top 4
12.7 %wins
0.1 %usage
173games173 effective

Game planreal games · 140 boards at stage 3

Reroll compPlayers sit at level 6 through stage 3 and roll for Raichu, Charizard, Electrode.

Openerstages 1–2 · 1 and 2 costs

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.

Stage 3end of stage 3Lv 6

The board at the end of stage 3, with the level players had reached.

Finalend of the game

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 148 real boards

Charizard · 18.9 % of this comp's boards19 %Electrode · 18.2 % of this comp's boards18 %Rapidash · usual hex (from other comps)~Raichu · 15.5 % of this comp's boards16 %

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 (1): they take the unit's usual hex across every other comp, or a free hex in the rows its range calls for.

Variantsthe 4 core units players pair with this comp

CharizardRaichuRapidashElectrode9.8 % of gamesavg 5.29top 4 23.5 %
RaichuRapidashElectrodeNinetales7.5 % of gamesavg 4.92top 4 30.8 %
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