Pokemon Masters - Champion Stadium MM 7500 - July 2021 Week 1

Pokemon Masters - Champion Stadium MM 7500 - July 2021 Week 1

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Champion Stadium - Unova Master Mode (July 2021 Week 1) - F2P Friendly Teams

Back to the best region. Ground and Rock are awkward types, so unfortunately we had to do a toxic stall and bring out Xerneas.

1) Shauntal (0:00)
2) Grimsley (5:29)
3) Caitlin (8:05)
4) Marshal (10:34)
5) Alder (13:45)

1) Shauntal - Seviper, Ariados, Starmie (5*, 3/5)
Toxic stall. Slightly harder than most stages because of Dauntless + Overheat + Sunny Day on the Chandelure. Still possible though because Starmie is a great sp. def unit. Grid goes for MPRs and Ridicure. You probably need at least 1-2 MP Refreshes, and some battle RNG with Overheat miss and maybe Ridicure.

Grids: Starmie goes for MP Refreshes (both of them), and Friendly Care / Ridicure.
Parameters: Physical Dmg. Reduction (50), Special Dmg. Reduction (50), Attack & Sp. Atk +1 (50), Defense & Sp. Def +1 (50), Defense & Sp. Def +3 (100), Max HP +2 (100), Critical-Hit Defense (150), Defense & Sp. Def +5 (150), Max HP +4 (200), Ally Move Gauge -2 (300), Max HP +6 (300)

2) Grimsley - Solgaleo (20/20, 5/5), Medicham (4*), Probopass (4*)
Solgaleo was able to win these types of stages before its grid, although usually you would run Swanna or Serperior for 6EX boost. Now that he has his grid, he gets a few damage additives like SDE2, so you can brute force without needing 6EX support.

Grids: Solgaleo goes for SDE2, SE1, Endurance, Sunsteel Strike nodes.
Parameters: Physical Dmg. Reduction (50), Special Dmg. Reduction (50), Attack & Sp. Atk +1 (50), Defense & Sp. Def +1 (50), No Status Conditions (50), Sync Buff +5 (100), Attack & Sp. Atk +3 (100), Max HP +2 (100), No Stat Reduction (100), Ally Healing -5 (100), Power on Hit 1 (100), Gradual Healing (150), Power on Hit 2 (200), Ally Move Gauge -2 (300)

3) Caitlin - Pikachu (4*, 5/5), BP Raichu (3/5), Serperior (6EX, 2/5)
After a bit of setup and parameter tuning, our Tbolts do 8k damage with crit support / paralysis / PR5 + PR9 / 6EX boost. I honestly love using Power Reserves teams for CS, so much fun.

Grids: Pikachu goes for Paralysis Synergy 5, PR5, PR9, Tbolt power.
Parameters: Physical Dmg. Reduction (50), Max Sync Countdown -1 (50), Strength +1 (100), Sync Buff +5 (100), No Stat Reduction (100), Ally Healing -5 (100), Power on Hit 1 (100), Max Sync Countdown -2 (200), Max HP +4 (200), Power on Hit 2 (200), Ally Move Gauge -2 (300)

4) Marshal - Crobat (4*, 3/5), Tech Nidoqueen (4*), Weezing
The core of this team is Weezing + Crobat. Sets up poison on all 3 enemies quickly so that Crobat can get going quickly. Getting the MPR is nice for that +3 crit, but not required. Nidoqueen provides a bit of defensive support with Venom Drench, but really its interchangable with any defensive support in general, even something like Kyurem works. Even if you don't take out middle before sync, you can still win with a bit of RNG.

Grids: Koga goes for a nuke / offensive build - MPR, Blind Spot, Bob and Weave, Mind Games.
Parameters: Physical Dmg. Reduction (50), Special Dmg. Reduction (50), Attack & Sp. Atk +1 (50), Sync Buff +5 (100), Attack & Sp. Atk +3 (100), Ally Healing -5 (100), Power on Hit 1 (100), Gradual Healing (150), Power on Hit 2 (200), Ally Move Gauge -2 (300), Max HP +6 (300)

5) Alder - Xerneas (20/20, 5/5), Onix (4*, 3/5), Masquerain (3/5)
Xerneas is almost always a free win, we just need a striker to go along with it. Onix is really the only competent F2P rock striker. Masquerain as the third is useful because he uses all special moves, and that Hyper Beam can be dangerous even to Xerneas. Parameters are mostly just HP since we want Xerneas to absorb all the damage with Horn Leech while Onix sets up its nukes.

Grids: Horn Leech Xerneas. Viola goes for a defensive build - MPR, First Aid, HP/Def. Onix goes for Rock Tomb nodes, Haymaker.
Parameters: Special Dmg. Reduction (50), Attack & Sp. Atk +1 (50), No Status Conditions (50), Attack & Sp. Atk +3 (100), Max HP +2 (100), Critical-Hit Defense (150), Ally HP -5 (200), Max HP +4 (200), Ally Move Gauge -2 (300), Max HP +6 (300)