Pokemon Masters is a 3v3 game where players control 3 Trainer and Pokémon combos known as Sync Pairs. In this game, both the Pokémon and their trainers can use moves; this makes it feel more like a 6v6 at times despite technically being a 3v3 combat system. Pokémon Masters is a pseudo-turn based game, where the order of attack is based on click priority where the first to lock in an attack gets to attack first.
Assuming that in a 3v3 scenario every ally and enemy trainer is numbered from 1 to 6, and assuming everyone uses Tackle only, the system works as follows. When the Tackle attack command is given in the following order, 3>5>2>1>6>4, where trainer 3 was the first to issue an attack command and trainer 4 was the last to issue an attack command, then the game will execute the moves in this order one-by-one. If a trainer finalizes their move, they are free to queue up another move. In this case, the moment trainer 3 uses Tackle, they can issue another attack command that will happen right after trainer 4. The attack queue will now be 5>2>1>6>4>3, and so on.
All Pokémon moves use up Move Gauge Points, which is the main resource for Pokémon actions. The Gauge refills over time based on the Speed of the player's team.
On the other hand, Trainer Skills themselves do not use Move Gauge Points, but instead are limited to a number of uses per battle. For example, Karen & Houndoom’s Entertain Me! trainer move can only be used twice per combat.
Keep in mind that Pokémon moves are still queued in real time! So if the Move Slot Gauge is empty, or if a player is busy picking up the pizza delivery at the door, the game will continue and skip the player's “turns”. This is why Pokémon Masters is ‘pseudo-turn based’: the game will continue if no orders are issued. Note that there is a setting in battles to allow the game to auto-select moves, but it is not entirely reliable. Next, let's look at some stats and mechanics of the game.
|HP||Hit Points. Pokémon faint when their hit points are reduced to zero.|
|Attack||Power level of physical attacks|
|Defence||Reducing incoming damage from physical attacks|
|Special Attack||Power level of special attacks|
|Special Defence||Reducing incoming damage from special attacks|
|Speed||Increases the recovery rate of the Move Gauge, allowing player to refill it faster.|
|Star level||Indicates base stats, limitations and so on.|
Stats in Detail: Bulk, Critical, Speed, Accuracy, and Promotion
In Pokémon Masters, the enemy AI will prioritize your most bulky units first. The formula for bulk is the following: (HP/2.75)+Def+Sp.Def. The higher a Pokémon’s bulk is, the more aggro they will attract. As an example, Rosa’s Serperior is the bulkiest Pokémon currently in the game; a level 100 Serperior will therefore always be your main tank.
How Stat Buffs affect Damage
As a general rule, through empirical testing, we have observed the following changes to damage at each level of stat boost:
- +1: x1.25
- +2: x1.4
- +3: x1.5
- +4: x1.6
- +5: x1.7
- +6: x1.8
- Crit: x1.5
- Sync Boost: x1.5
Note that all moves that hit all opponents also undergo Spread Damage Reduction:
- 1 foe: x1
- 2 foes: x 0.67
- 3 foes: x0.5
Critical Strikes can be split up into two components: critical chance and critical damage.
Every single attacking move, whether it’s a physical or special attack, has a chance of triggering a critical strike. When a critical strike occurs, the move will deal additional critical damage on top of its normal damage.
The chance of a critical strike happening is roughly around 4.167%, which is 1 out of 24 attacks. It is also possible to raise your Pokémon’s chance of critting with Dire Hit buffs. Here are the individual stages of Dire Hit buffs and the critical chance at each stage.
|Dire Hit (stages)||Chance||Probability|
|+1||50%||1 out of 2 Attacks|
|+2||80%||4 out of 5 Attacks|
|+3||100%||Every Single Attack|
P.S. Keep in mind that passive effects exists that can affect critical strikes; for example, Phoebe & Dusclops cannot be hit for critical strikes due to their passive Vigilance.
- Sync Moves still have a chance of not landing a critical hit at +3 Critical Hit Rate!
- However, using a "Next hit is guaranteed to be a Critical hit" move (aka "Sure Crit") will make a Sync Move 100% Critical hit.
When critical strikes occur, you will deal additional damage called critical damage. The critical damage multiplier is x1.5.
Here are some examples, listed with the assumption that the Pokémon deals 100/200/300 damage and always crits.
|Damage||Damage Multiplication||Critical Damage||Total Damage|
When you have type advantage, your attacks will deal additional damage; same can be said if you are at a disadvantage, where you will receive additional damage. The game has the following damage outputs, using 100 as an example.
|Attack Type||Damage||Multiplier||Elemental Damage||Total Damage|
Above, we explained that speed increased the recovery rate of the Move Gauge. When considering Speed, one must look at all Pokémon in play. The total sum of all three Pokémon on each team’s Speed indicates the replenish rate of the gauge.
Move Gauge Refill Speed is tied to the Highlighted Sync Pair's Speed.
- +4 Speed reduces move gauge refill time by around 1.9 seconds
Move Gauge Acceleration: Passive Skills like Racing Rain 2 accelerates the Move Gauge refill for the whole team on single player. As long as the weather is active and the Pokemon is alive, any highlighted Pokemon on the team gets the acceleration boost
Accuracy affects the likelihood of a move successfully affecting an enemy.
The formula for Accuracy is as follows:
Let x be the number of Accuracy boosts (+0/1/2/3)
Let A be the base accuracy of the move, expressed as a decimal
Then Accuracy can be determined by ((x+6)/6) * A
Hurricane has a base accuracy of 70
At +1 Accuracy: (1+6)/6 *.70 = .8166, or 81.66% accurate
At +2 Accuracy: (2+6)/6 *.7 = ,9333, or 93.33% accurate
At +3 Accuracy: (3+6)/6 *.7 = 1.05, or 105% accurate
So far in Pokémon Masters units are starred accordingly with 3/4/5 stars. Stars only indicate their base stats, as well as their level limitation. It is possible to increase star level via Promotion Tickets.
The max levels of each star currently in the game are as follows:
There are currently 3 different Promotion Tickets, Bronze, Silver and Gold Tickets.
|Bronze Promotion Tickets||Raises the potential of 3* Sync Pairs, after 20 raises they will be promoted to 4*|
|Silver Promotion Tickets||Raises the potential of 4* Sync Pairs, after 20 raises they will be promoted to 5*|
|Golden Promotion Tickets||Raises the potential of 5* Sync Pairs, after 20 raises they will achieve Maximum Potential.|
When increasing potential of a Sync Pair, it’s not only the maximum level that increases but also the pair’s base stats. Currently any 3* to 4* star promotion receives the following stats:
A total of 20 tickets are needed for a promotion. Each ticket gives a small base stat increase, so it is possible to skill up Sync Pairs one ticket at a time.
Here is Misty 4* level 95.
It is possible to quickly level up your Pokémon by consuming Level-Up Manuals, which come in 3 different variants.
|Level-Up Manual||XP Obtained|
Typing is simplified in Pokémon Masters, but equally important, if not more, when compared to the main series games. Each Pokémon is weak to one type. In the story, players can see the recommended types to bring to each fight, each of which will be super effective against one or more enemies in the stage. In most cases, bringing the recommended types will make battles much easier.
Sync Pair Role
The main damage dealing role of the team. Split into either Physical or Special depending on their main damaging moves.
Support units tend to be the bulkiest Pokémon in the game, which allows them to take enemy aggro and keep your strikers safe. They are also the Pokémon that tend to carry beneficial buffs that will help you enhance your entire team.
Technical Pokémon excel at landing status effects. If paired together with Blaine & Ponyta, Technical Pokémon can find it easier to land status effects. Their power excels in specific conditions where a debuff can be so valuable that it could control the flow of the entire battle.
Currently, the most common advice is to use 2 Supports and 1 Striker when building a team.
A Striker Pokémon enjoys dealing lots of damage, which means they are very reliant on the Move Gauge. If you end up with 2 Strikers, you will be in a position where you will quickly run out of resources to give them commands and end up having to wait, which the enemy AI might take advantage of. The moment your bulky Pokémon faints, the damage your team takes will significantly increase since Striker Pokémon are very squishy in comparison. The reason we don’t recommend Tech Pokémon at the given time is that the game isn’t fully released yet. At this time, the hardest content can currently be cleared by level 75-80-85 Pokémon (3/4/5 stars respectively). Perhaps when the full release of the game is finally out and the content becomes more challenging, their status effects will come in handy.
Therefore, we currently recommend 2 Supports and 1 Striker, allowing you to have all the buffs you possibly could need - as well as 2 meat shields for the enemy to chew through before they can touch your damage dealer.
Moves / Sync Moves / Passive Skill Effects
Simply tossing together a team by blindly picking a Pokémon for each role won't always be the best strategy, though. It's equally important to consider what each Sync Pair brings to the table in terms of Moves, Sync Moves, and Passive Skill effects. For example, Rosa and Serperior’s third skill, Time to Energize!, is fantastic for keeping the team’s Pokémon moves going by refilling Move Slots. This enables her team’s Strikers to continue attacking in succession.
- Note that Sync Moves in this game will universally remove all active buffs on a Pokemon (unless they have a skill such as Impervious)! This means that buffing immediately before an Enemy Sync Move can end up being wasted.
Team Game Plan
When facing enemies head-on, especially at the level of Very Hard Supercourses, it is important to know what you are dealing with. First off, researching which Pokémon you will face will help you a great deal. The best way to research is simple: as you will most definitely try out Normal and Hard beforehand, you will know which Pokémon a given enemy uses.
In this example, let’s say we are against Drake & Salamence. You can then look up Drake and realize that his Salamence is a Support role Pokémon, which means he is very bulky. This allows you to rethink your battle strategy; perhaps taking out his sidelanes would be more efficient than focusing on the main tank of their team? So taking out Drake’s friends would be the most efficient way of reducing the enemy’s overall damage dealt. Now all that’s left is the enemy team’s Sync Move, which will most likely deal moderate damage, but you should be fine at this point since they won’t deal much damage afterwards. Once your team is strong enough, with Pokémon maxed out to level 90-95-100 (3-4-5 stars respectively), it might be possible to nuke the enemy’s middle Pokémon to take them out before they use their Synch move. A visual presentation of a well thought-out team can be found here. The team in this example takes advantages of pre-buffing before starting to unleash an arsenal of attacks. Houndoom spikes the enemy with a crazy +6 Sp.Atk & +3 Dire Hit combo of buffs.
All in all, at this time a decent team is made from 2 Supports plus 1 Striker with element advantage. There are a lot of good Support Pokémon in the game, whether you’re looking for help buffing your physical attack, special attack, critical strike or even team speed, so there is a plethora of strong combinations to test out. Keep in mind that when dealing critical damage, you will do 1.5x damage, as well as ideally having elemental advantage, which is another 2x multiplier. Therefore, you can stack up to a 3x damage multiplier!