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



Lapras95 %★★
Cloyster86 %★★
Mew82 %★★
Jynx76 %★★
Dewgong65 %
Gyarados29 %
Mewtwo · carry
Choice Specs40 %
Quick Claw39 %
Choice Scarf20 %
Starmie · sub
Quick Claw19 %
Choice Scarf19 %
Choice Specs18 %
Slowbro · tank
Leftovers31 %
Rocky Helmet18 %
Sitrus Berry15 %
Game planreal games · 365 boards at stage 3
Fast levelLevel 8 by the end of stage 3, 9 at stage 4, and roll there for Mewtwo, Starmie .
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 Stage 4 board any more: Wartortle, Poliwag.
The board at the end of stage 4. Not on the Final board any more: Gyarados.
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 1,612 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.