Pokémon Masters EX - 3/5 Jasmine Shows Off the Clang! vs. Halls 1-5 Solo (Battle Villa S16)
Jasmine: 5* 4/5 0/20
Multiple set-ups were used:
Halls 1-3: Normal Guard, https://pokemon-masters-stuff.github.io/?e=0&grid=AQMRExYXGRobHB0eHyAhJA==&o=730&p=Steelix&s=5
Halls 4-5: Mad Strength 1, https://pokemon-masters-stuff.github.io/?e=0&grid=AQMTFBcYGhscHR4fISQ=&o=730&p=Steelix&s=5
[0:00] - Hall 1
[0:57] - Hall 2
[2:10] - Hall 3
[3:43] - Hall 4 vs. Erika
[6:20] - Hall 5 vs. Rachel
3/5 Jasmine is one of the latest toys I earned during anni and she's really, really growing on me. On a surface level she is about as bland as Marlon as a support but her grid opens a myriad of options for her.
In the past I've used Jasmine as a gauge battery and self-sustaining tank. She has sand options which I've yet to explore but her 3/5 grid unlocks Recuperation 2 and it's broken. It's a free Pot every 3 rounds, provided Jasmine doesn't compete for sync.
Stat wise Jasmine has the highest Defense in the game. SS Blue outbulks her but if there's something Jasmine is never afraid of it's physical damage. Jasmine has Gyro Ball with MGR 4 for a relatively spammy move (also doubles in power when the target raises Speed but that's rarely useful), Iron Tail for a brutal 3 bar move that can be patched to 95 acc with her grid, X Defense All to boost her titanic Defense even further and Clang! for crit and stat drop immunity. It's rare for Jasmine to die unless you toss her at Darach or something, and if she dies as Mega Steelix she can deliver a parting gift in Last Word.
With her bulk and Recuperation 2 I figured it'd be enough sustain to carry her for an early BV solo. She was doing amazing on the first halls (duh) but Erika showed some of Jasmine's glaring issues. She's incredibly passive and it shows on the video length. All the bulk in the world means nothing if you can't kill the enemy in time, given how syncs benefit the enemy as much as they benefit you. I was forced into a position of investing Mad Strength 1 so Jasmine had SOMETHING to generate offense. Tough Cookie and Defense Buffs only go so far.
Hall 4 had a minor grid mistake because Defense buffs were an afterthought. Jasmine should've used Tough Cookie to boost Gyro Ball a tad.
There isn't any major strategy other than spam Gyro Ball and hope for MGRs. Jasmine generates gauge with Rejuvenate 6 so it's a bit of nail biter to see how far Steelix goes before running out of gas.
For the first halls I chose to take out the sides to drop the opposing team's Speed. This is a strategy I'll show more called "machine gunning" where you isolate a target and repeatedly spam actions with one character, which is possible after the opponent depletes their gauge and they helplessly watch as your machine gun does their thing.
Rachel is fairly dangerous for Jasmine because the entire backline uses special offense and Jasmine has no way to filter that. My strat is spam center which appears brutish but I had a couple reasons to do it. Trap can be a run ender, so I try to kill Garchomp asap and avoid Rapidash like the plague. I let Salamence and Haxorus stick around because Jasmine tanks them much better. Haxorus also did a funny X Speed All as soon as Lapras entered which boosted Gyro Ball for free.
I'm going to experiment with a new thumbnail format where I show a snippet of the battle so you prepare yourself with what's going to happen before clicking the video. Let me know what you think.
I stream Pokémon Masters sometimes: https://www.twitch.tv/zinfogel
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