Community Tier Lists
Co-op Tier List
Tier List Change Log / Latest Changes
4/14/2020: Completely overhauled the Tier List, adding new Sync Pairs, updating explanations, and accounting for Sync Grids and changes to the meta in the placements themselves.
4/30/2020: I update this thing far too often to keep a running changelog at this point, as explanations constantly need updating and pairs are constantly being added. If you have any questions, comments, or criticisms about the Tier List you can email me at [email protected] and I'll get back to you as soon as I can.
Introduction: Tier List Overall Rules
This tier list is primarily for Single Player content. Our Pokémon Masters tier list is ever evolving post-release as we continue to evaluate information from the game. Check back for updates!
If you're wondering where all the new Egg Pairs are, you should be glad to know that we're currently in the process of creating a whole new Tier List exclusively for these Pokemon as there's simply so many of them they wouldn't fit here with the others.
Support Tier List
With the addition of its Sync Grid, Swanna has gone from a powerful tank with good healing and versatile buffs to one of the most powerful defensive pairs in the game. Potion Mp Refresh and Master Healer allow teams that include it to last almost indefinitely in Battle Villa, and "Take Flight!" combined with Swanna's good promoted bulk and aforementioned great healing make it one of the game's finest Single Player Event backup tanks.
With buffs to both Sp.Atk and Critical Hit Chance as well as incredible survivability and the unique ability to Speed up the Sync Move countdown, Rotom is one of the game's very best options for supporting Specially offensive Strikers. It can generally fill the role of a Support with offensive buffs on any team that needs one, but its Evasiveness bonus, Sync Countdown reduction, and huge Bulk on top of that are what push it over the top and make it a top tier Support.
One of the precious few Sync pairs to sport fabulous versatility and overwhelming power without sacrificing one for the other, Blastoise is such an incredible Support/Tank that it can duo most stages with virtually any Striker. Far and away the best in its role as a dedicated main tank, the single most well rounded stat buffing Support in the game, and the only viable healer that operates independently of Mp, a player who owns both this pair and a powerful Potion user is set to breeze through anything Pokemon Masters can throw at them.
Alakazam is one of the few Supports who can take a Striker with absolutely no Self Buffing capability and bring it to a great position to deal damage without another offensive Support. In fact, not only can it bring a Specially Offensive Striker to +6 Sp.Atk and +2 Critical Hit Chance (4/5 moves will Crit), it can also Heal, boost Accuracy, and provide Damage Reduction through Reflect. These things make Alakazam not only one of the game's most powerful offensive Supports, it also makes it incredibly versatile and allows it to be effective on quite literally ANY Specially offensive team, and a fair few Physically offensive ones on top of that.
Lyra's Sync Grid has given it everything people have been saying it needed since its release, and now that it's finally here the pair has snatched several niches away from its fellow Supports to become a highly versatile pair; you can't go wrong with a fully built Lyra on any team looking for supportive buffs. Beyond the myriad of team-wide stat bonuses the Grid gave it (among them the massively powerful Critical Squad), it also completely changed the way Sun teams function by putting Solarize on a pair that's both unlimited and quite good on its own. In today's Pokemon Masters, if you use Sun, you use Meganium without exception; even if you don't, the pair's excellent buff toolbox and respectable bulk make it a welcome addition to any team looking to round out its offensive stat boosts.
Starmie's Grid is finally here, and with the increased healing and array of buffs it brought, Starmie has emerged alongside Glalie as one of the game's best backup tanks. A versatile kit, powerful buffs for its team and itself, and even the potential to deal decent damage make Starmie a solid Support and then some.
While it's undoubtedly fallen far from its former position as the game's most important Support, Dusknoir is still a solid, versatile main tank that can be used effectively with a wide spectrum of Healers and Strikers. Solid bulk, its trademark access to +3 Critical Chance which remains highly useful despite no longer being unique, and "Unbreakable Bonds!" provides an excellent set of tools including the universally useful Move Gauge Refresh still allow it to function as a powerful, flexible meat shield with a good amount of outside utility as well.
This Pair is the Support for increasing overall Bulk. Drake’s Trainer Moves are all about raising Defensive capabilities while also giving Recovering the Move Gauge. This makes Drake & Salamence a great Sync Pair when facing off against Heavy Damage dealers. They are definitely a top contender among Supports.
The Queen of F2P, Rosa & Serperior are very Bulky. They’re great at Defense and even give Move Gauge refills twice with “Time To Energize!”. Special Strike Sync Pairs get Boosted Offense through “Sp. ATK All”, raising all Allies’ Special Attack by +2 Stages.
When it comes to Serperior, her Moves are somewhat lacking, but her Bulkiness makes up for that. She also has the Passive Skill, “Stalwart”, that gives her immunity to any Sp. DEF lowering Attacks, so Enemies will always have trouble trying to get through her.
Glalie is a heavily underrated Support who's defensive self buffing and powerful healing make it an excellent complement to a team consisting of a self-sufficient, non Mega reliant Striker and another defensive Support like Swanna or Salamence. Its ability to keep both Supports alive for extended periods of time while constantly raising its own defensive stats make cores like Swanna-Glalie nearly impenetrable, allowing the Striker more than enough time to finish off all 9 opposing Sync Pairs in Battle Villa.
Steelix's sheer physical bulk and useful Moveset make it a great pair in Single Player Events, but its lack of Sp.Def, a One Bar Move, healing, or any buffs outside of its Trainer Moves makes it extremely difficult to use in battle Villa.
Solid bulk and an interesting Passive in Power Siphon make Torterra a great Main Tank in both BV and Single Player Event formats, although Good As New's low Mp can stop it from outlasting 3v9s without a backup tank. Overall, worth investing in for Events but rarely the best Battle Villa choice over pairs like Swanna and Mew who don't require additional Support (unless, of course, your team has space for a backup in which case it can perform in BV just as well).
By far the best immediate aoe offensive stat buffer, consider Clefairy a somewhat more versatile but less powerful version of Sabrina & Alakazam. While it lacks the Crit boosts and Reflect that make the latter so powerful paired with a single Special Striker, Clefairy's aoe buffs and compatibility with physical attackers opens up a huge number of team building options that no other Support could come close to enabling. Unfortunately, most of the comps Clefairy enables suffer from the lack of bulk inherent on a team with a slot dedicated to stat boosts as opposed to tanking, but the versatility the pair brings to the table still makes it a great pull for those looking to try out a variety of comps in battle Villa or Champion Stadium.
While itss versatile suite of buffs makes it a highly flexible pair, a lack of any real defensive power or unique utility outside of the standard Support skillset makes it difficult to call anything more than a budget option these days.
A great Co-op Support with its powerful Self Buffs and ability to transfer them to its teammates, but this set of skills is not nearly as useful in Single Player. However, it is still a highly useful healer in Battle Villa with its spammable One Bar Tackle, multiple Potions, and occasionally match-stealing Sync Move.
Another pair demolished by the rapidly advancing powercreep we've experienced since the game's six month anniversary, Probopass' Special Attack and Speed buffs just aren't in demand anymore, especially when combination Support/Tanks like Alakazam and Eevee provide the same buffs while also contributing defensive utility to the team. Although the pair still packs X Defense and Wide Guard to this end, they simply aren't enough to allow a pair with mediocre bulk and no healing to excel in a meta dominated by Swanna and Venusaur.
Once the sole enabler of countless physically offensive team comps, the escalation of powercreep in the months since its release have absolutely destroyed any argument for it as a top tier pair, or even as something you could recommend most people pull. The rise of self-sufficient strikers and tank/support combination pairs in particular has rendered its niche mostly irrelevant, although its bulk and still decent buffs can occasionally find use in the Battle Villa and Champion Arena where options are limited.
This Sync Pair can provide both Attack and Special Attack buffs to all allies, which makes them a decent support pair to slot into almost any team if other alternatives are not available.
As a side note, they are also one of the few Support Pairs who have the potential to deal devastating amounts of damage with their Passive Skill called “Power Chain 3”, which powers them up during Unity Attacks, making them an excellent Support for co-op where they might be part of a Super Effective Unity Attack.
When facing a Special Strike Enemy, Liza & Lunatone also have the Passive Skill, “Stalwart”, which prevents them from losing any Special Defense. When combined with Liza’s Trainer Move, “X Sp. DEF All”, it would be possible for Liza to increase all Allies’ Special Defense by +2 Stages. This makes them a great wall against Special Strike Enemies.
Another victim of the game's rapidly accelerating powercreep, the release of Blastoise completely removed its niche from existence. The latter does everything Delibird does but with the additional utility provided by Critical and Defensive buffs as well as massive bulk and access to Six Star EX. While it could still potentially fill a role as an attack buffer when Blastoise is indisposed up until the Family Ties Event, the release of the far superior Clefairy was the final nail in the coffin for a pair that now only sees use by returning players from the early days with nothing better available to them.
“We’re Standing Strong!” is the primary reason to be interested in Marley & Arcanine, as it allows Marley to clear Allies’ field of any bad Status Conditions and prevents them from receiving any in the future. This skill is very situational, but the moment Status Condition heavy Enemy Team is encountered, Marley & Arcanine are a top pick. Otherwise, the pair has a very solid Speed boost to the entire team, and an added bonus of being immune to Speed stat decreases.
A Support Sync Pair is supposed to be a Bulky front liner. Sadly, this isn’t the case with Cheryl While she has some Offensive and Supportive capabilities, Blissey just doesn’t have the necessary Bulk.
Instead, she’s just a giant pool of Health points with both Defensive stats low enough to make her surprisingly quick to die.
Because of this, other Supports are preferable.
Strike (Physical) Tier List
The ability to max out every single one of its stats (barring Speed which it makes up for with Bullet Punch) through its Sync Grid, plenty of Mp Refresh, powerful healing and Endurance, and the single best Attack Stat in the game. These things come together to create a complete monster which can be used on any team against any stage and absolutely dominate. If anything is worth calling a top-tier Physical Striker, it's Mega Metagross.
Palossand and Garchomp's Sync Grids are both here, and with their addition the Chompossand has shot up from being a gimmick at best to one of the most powerful team cores in the game, comparable to Rotom-Charizard. Palossand and Garchomp's grids work together so well it's clear that Dena designed them to be used together on purpose, and it pays off in a big way every time they tear apart a high level Battle Villa stage in a single attempt.
As far and away the best Hail Setter and Invigorating Hail user in the game, Alolan Sandslash's viability would already be assured as the pair that defines one of the major weather archetypes even without its myriad of other strengths. As it is, with the duo being mostly self sufficient, possessing what is effectively a 75-120 two bar move depending on Grid investment on top of a solid Attack stat, and applying Freeze more consistently than any other pair in the game, Steven can't be called anything but a top tier Striker. Its one and only real weakness, the fair bit of time it takes to reach max Crit as it waits for its Sync Move, is near completely mitigated by the sheer amount of damage the pair is capable of after the Sync Counter is quickly depleted by Icicle Spear's incredible spammability.
Golisopod and Pheromosa are the twin Bug Type powerhouses that, together with Sceptile, allow early game focused Hyper Offense teams to compete with the crushing power of their Mega Evolving counterparts. Excellent stats, total self sufficiency, a blazing fast setup time, the sheer power of No Quarter, and an additional defensive presence its pure Striker rivals can't hope to match come together to form an awesomely powerful pair with only one major weakness: its complete reliance on its Sync Grid. Without No Quarter, a level 3 Node, the pair goes from an offensive monster to little more than a gimmicky damage tank with an interesting typing. The absolute requirement of investing in two dupes for a pair to function is something otherwise nearly unheard of in Pokemon Masters and makes the pair highly difficult to use for newer players, but for those who stick with and invest in it long enough it's one of the strongest early game Strikers on the market.
While the old standby Striker Lycanroc has been circumstantially affected by the encroachment of powercreep since release day, it still holds up surprisingly well in a vacuum and remains a truly excellent general use Striker. While the addition of monsters like Golisopod and Pherosma has deprived it of its former place as the game's best early game assassin, there still is and always will be a place for a pair who can, with little to no investment, be slotted onto any team carry players through most of the game's content. Although it's no longer the best at any one thing, above average bulk and Attack, a delightfully quick setup phase, and a still more than satisfactory dps output make Lycanroc one of the game's most versatile pairs to this day.
Gallade's solid Sync Grid passives and unique kit make it an excellent option for most Single Player teams, but it simply doesn't match the versatility of a pair like Sceptile or sheer power of Metagross or Garchomp. Still, mixed Attacking and debuffing capability on a Striker is a rare thing and Gallade's great stats complement it well, so this pair can and will still tear through opposing teams with ease.
The Lucky Skill Lessen Confusion 9 has finally given Haxorus what it's always wanted: mitigation of the effects of Confusion without losing all the bonuses. Now that it finally has that, it's started to see a great amount of use as a totally self-sufficient Striker who makes up for its lackluster Stats through a monstrously powerful Moveset and Sync Grid. Carry On in particular has made it such a consistent Battle Villa force through Mp independent Attack buffs that it's become on of the first 3 star promotions for most new players.
Mega Pinsir is one of the highest Damage dealers and fastest Pairs in the game--especially after Noland uses “Bring it On!”, which further increases Mega Pinsir’s Speed. Pinsir lives up to expectations and is ready to take all Enemies down.
Fury Cutter is a spammable Move which only costs one Move Gauge slot and gets further powered up after each use. It quickly ends up being one of the highest Damage dealing Moves in the game.
Sceptile is one of the only few Pokemon that can max out its own Critical Hit rate and offensive stats on its own, making it a highly self-sufficient Sync Pair. If the player has Dire Hit (+) support, players only need to spend a maximum of 2 turns at the start of the battle before it starts its rampage, regardless of battle mode. When matched with Dauntless, Sceptile gets a relatively consequence-free 132 Base Power Move to make up for its loss of appeal to the inevitable power creep.
The main problem Sceptile has that cannot be "permanently" fixed is its high utility of the Move Gauge. While players can mitigate that in shorter battles through well-timed refills, longer battles like in the case of the Battle Villa can cause huge problems.
Mega Lucario has a decent Attack value, and “Power-Up Punch” further increases Attack. Mega Lucario can also raise her Critical Hit Rate, so Teaming up with a Support Sync Pair who has "Dire Hit All" would allow Mega Lucario to achieve 100% Critical Hit Rate. This makes Korrina & Lucario a solid Sync Pair choice when looking for Physical Strike Offense.
Blazingly fast and offensively self-sufficent, Sharpedo is a more than solid Striker who suffers from a few key issues keeping it out of the top tier. Firstly, almost all of its precious offense buffs come after its Sync Move, making it nearly dead weight till that point (3 is a lot of Gauge to spend on a Defense debuff from Liquidation). Additionally, its heavy recoil means it requires serious healing Support to come anywhere near its full potential (although Master Healer Potion users like Pikachu and Swanna can do this rather painlessly). Other than those issues, however, Sharpedo's debuffs, Grid, and Passives help offset its lackluster Attack Stat and make it a good choice for a wide variety of teams.
The scarcity of early game Dark strikes combined with the pair's sheer damage potential make it an excellent addition to most player's barracks, although an unimpressive setup time and a lack of utility outside of sheer damage keep it from the upper reaches of the list.
Mp Refresh on its Dire Hit+ combined with the rest of Jigglypuff's offensive buffs coming from Passive Skills make it a delightfully reliable Striker in the Battle Villa, although the time it takes to build these up can make it difficult to use in Events. Additionally, the pair's access to Good Night-Mare makes it an excellent option on Sleep team, and this of course gives it an excellent niche in LA where that archetype is most common. Overall, not a meta-definer, even in any of its two good formats, but certainly a great option and well worth using, especially against stages weak to Fairy.
The addition of Emboar's Sync Grid to the game has transformed it from an inconsistent, one-dimensional Striker into a highly versatile pair that can effectively fulfill a variety of roles. Firstly, this new version of Emboar can reprise its old role as a straightforward Striker with renewed vigor thanks to skills like Standfast, Desperate Measures, and Inertia patching up its former weaknesses. Past that, its new roles also include a surprisingly bulky, incredibly fast healing tank as a well as several variations on the theme of Sync nuking.
Although competition for Sync Nukers is intense, Zebstrika's highly unique typing allows it a niche solely based on the fact that there's only one other viable Electric Striker in the game. Really not much else to say; the pair is another of the abundant obsolete pairs who were revitalized into dead average Sync Nukers by their grids, and this one's typing makes it one of the few worth training.
Bruno & Marchamp is the Critical Sync Pair. All of Machamp’s Moves have a built-in +1 Critical Hit Rate increase, which means +2 is all they need to get a Critical Hit Rate of 100%.
A Support Sync Pair with “Dire Hit All” is sure to give Machamp the Critical Hit Rate he needs. Bruno can also raise Machamp’s Critical Hit Rate with “Dire Hit”, but with a Teammate also raising it, Machamp can immediately go all-out on Offense while a Support applies the Critical Hit Rate Buffs. Machamp’s Passive Skill “Critical Strike 2” further raises the Power of all Moves if they are a Critical Hit.
Kris & Feraligatr are doing an excellent job, all things considered. Usually, they would be hated because Feraligatr has a Normal Move but because of their Passive Skill, the Move counts as a Water Type. Sadly, this is still not enough.
Since Feraligatr is very Bulky, they might have been more successful as a Support Pair. An Offense Sync Pair is meant to focus on damage dealing, and Feraligatr just doesn't. This Sync Pair is like a student in the wrong classroom.
“Beehold my Research!” raises the user’s Speed and drastically raises their Evasiveness. “Fell Stinger” drastically raises the user’s Attack when it knocks out a target. Bugsy’s other Trainer Move, “Sure Crit”, makes sure Mega Beedrill’s next Move is Critical. This can ensure the next “Fell Stinger” will deal a great amount of Damage and achieve the Attack Up bonus.
Beedrill’s performance increases with each Enemy he can take out and snowballs in a prolonged Battle, making the Pair a great Offensive force.
Conkeldurr is another great example of this game having amazing Sync Pairs with amazing toolkits who lack the stats to do the job. Conkeldurr has a lot of Offensive stat Buffs from Marshal’s Trainer Movess but doesn’t have the base stats for them to be as effective as they could be.
A decent Offensive Sync Pair who has Passive Skills that prevents them from losing Attack or Defense. This and “Zen Headbutt”, which can cause the Enemy to Flinch make Solrock a good Offensive choice.
Tate’s “X Attack” and “All as One!”, which doubles all raised stats, make it easy for Solrock to achieve +6 Attack and +3 Critical Hit Rate if Teamed up with a “Dire Hit All” Support. Overall, Solrock is a solid Damage dealer.
This Sync Pair is cursed with being a Normal Type. This means they will never be able to deal super effective Damage and this is a huge flaw in a game where elemental advantage doubles Damage. As a result, there are very few cases where Norman & Slaking make for a good Team option. This is why he is not currently ranked higher on this list.
While definitely one of the cooler Physical Strikers in the game, the kind of Recoil that knocks out your Team's Striker after only three to four Attacks is simply not worth Rampardos' not all that impressive Damage output.
Unfortunately, Drifblim's excellent mixed self buffing isn't enough to save it from its own poor stats and useless (in Single Player) gimmicks. While Phantom Force's unique ability to provide temporary invincibility is highly useful for drawing aggro in Co-op, your Striker should never really need to dodge enough moves in Single Player to make the clunky three-use move worth it. Incredibly useful utility pair in Co-op, but in SP where it's gimmicks don't do anything it's outclassed by pretty much every other Ghost Striker, most of which are 4 Stars and easier to max anyways.
Avalugg is an Offensive Pokemon, which means they are supposed to deal lots of Damage. “Avalanche” requires that Avalugg wait until he is Attacked first before lashing out. This contradicts with the entire idea of being a Damage dealer.
Avalugg might have better suited the Support Role, which would have made him great since it is much easier to be targeted by AI when a Sync Pair is Bulky.
A pair that had a great amount of potential, but that can only be called mediocre at best. The two main things that weigh it down are a lack of a permanent Crit Buff, and the major weakness that its main gimmick (counterattacking with Beak Blast) will almost never work in Single Player, and even if it does will very quickly lead to the loss your Team's only Striker. Even if the Stage you're using it on is weak to Flying, you're better off with literally any other Flying Type, or even any more competent Striker, even if it doesn't deal Supereffective Damage.
With dumpster Stats and a depressing lack of Self-Buffs, the painfully slow and actually quite weak combo of "Rock Solid Finisher!" and Rock Slide is its only claim to "fame". Unsuitable for any kind of use on Stages more difficult than Supercourses.
Strike (Special) Tier List
With the game's fastest route to Mega Evolution, access to both Damage Types as well as Aoe and a Four Bar Move, incredible all-around Stats, and the ability to quickly max out its Critical Chance and Sp.Atk, Charizard is quite simply the Ultimate Striker. It can be easily slotted onto any Team due to its self sufficiency, and its sheer power and efficiency mean it more often than not SHOULD be slotted onto any team.
With Metagross level stats straight from the outset of each mach, Pheromosa being anywhere but the top tier would be ridiculous. While it lacks the level of universal utility that makes Charizard the best choice for maybe 60% of stages, its sheer immediate power allows it to do something the latter often finds difficult: remove priority pairs from the opposing side of the field before they have time to become threatening. This affords it a massive advantage against stages with team-buffing or screen-setting opponents, while its dual typing and inherent debuffs provide it another two niches safe from Charizard's near omnipresent shadow.
While Volcarona can't claim to define a single role the way Pheromosa does or do as many things at once as Charizard, it's still one of the most devastating damage dealers in the game. No matter how you spin it, maxed offensive stats in one buff and a type shifted Hyper Beam make for a pair that can easily be slotted on any team you can think of and still quickly blow the other side of the field away. Although the Volcarona is extremely weak to physical aoe, isn't always the most gauge efficient, and needs to remake its whole Grid in order to switch between Struggle Bug and Hyper Beam, the sheer damage and ease of use it brings to the table makes it an excellent pick for any format not called Battle Villa (where its lone single use buff can be underwhelming).
Despite its clunky setup phase and fierce Dragon type competition, Kommo-O's sheer lategame power and the game's current drought of top tier Special attackers are such that the pair is still an excellent option for Events and Legendary Arenas. In the Battle Villa, while Haxorus generally outclasses it in terms of reliability and longevity, if Support is set aside for it Kommo-O is very often the battering ram needed to break down a particularly difficult Stage and clear the way for a sweep. Overall, while its janky moveset and comparatively low stats keep it from the upper echelon of the game's offensive meta, once it gets going it can swing with the best of 'em; something that just can't be ignored.
The ability to max its own Crit combined with its huge Special Attack stat without the need of a Mega Evolution makes Mewtwo incredibly versatile. It can easily be slotted onto any team with even the slightest amount of Special Attacking buffing, and once it receives those buffs it puts that monstrous 440 Special Attack and dual typing to good use. The fact that it can start dealing damage so quickly without needing to Sync first is another huge strength of Mewtwo's, giving it an incredible niche as the game's finest early game Special Striker. However, despite its numerous strengths, the pair's reliance on team Support for the Special Attack buffs it needs to reach its full potential as a damage dealer and Stats that, while still extremely high, aren't quite at the world beating levels of the game's strongest Mega Evolutions keeps it just out of the highest echelon of Strikers.
Tied with Charizard X for highest Sp.Atk in the game, and with decent Self Buffs and great Speed on top of it, you'd think Pidgeot would be the dominating force of Master's Special Strikers in a vacuum. Unfortunately for it, Charizard X's downright insane Passives and buffing potential completely outclass it in its main niche, and it simply can't compare to something like Mewtwo or Sceptile in the early game with its 2 bar moves before Mega. Still, its late game damage potential cannot be denied and makes it an excellent choice for any Specially offensive team, even if Charizard is usually a better one.
One of the strongest Legendary Sync pairs we've seen yet, Palkia is one of the few Strikers able to circumvent poor attacking stats through the sheer power of its moveset and Passive. While it does require a significant amount of Support to take advantage of Hydro Pump and Critical Strike 9's sheer power, pairs like Torchic and especially Alakazam that synergize with it can transform the pair into a massively powerful early game force, while its dual typing and devastating Sync Move somewhat mitigate its versatility issues.
Infernape is a prime example of how big an effect Sync Grids can have on a Pair's viability. While before its mediocre Stats and Buffs condemned it to the lower tiers, Infernape's newfound Accuracy, Speed Boosts, Crit Boosts, and Move Power from its Sync Grid have given it a new lease on life as a powerful yet versatile Special Striker with Mixed Attacking capabilities.
Although Solgaleo's moves are immensely powerful and it is capable of great amounts of Damage when properly supported, it cannot be called one of the game's best Strikers when it takes Six Bars of Gauge to Buff itself and can't even increase its own Crit. Chance. Still an excellent Pair with an impressive Damage ceiling if you're willing to commit both of your other Team Slots to supporting it though.
Leavanny is a unique, fairly powerful striker who's great debuffs and ability to boost its own stats without spending Mp make an excellent choice for Battle Villa. In Event battles and Legendary Arena, however, Leavanny suffers from a lack of buffs to Critical Hit Chance and mediocre offensive stats, and is really only usable in these formats on Sun Teams where it's outclassed by pairs like Charizard and Ho-oh.
The incredibly powerful Hyper Beam combined with Dragonite's excellent stats give it the potential to deal excellent damage, but it's complete lack of self buffing means it requires a huge amount of Support from its team to accomplish this. Not the most versatile Striker in the world, but make it work for you and the damage you'll deal will rival most tier 1 Strikers.
As one of the few pairs in the game with access to both Potion Master Healer and Mp Refresh, Pikachu holds a rather useful niche as a Support in Legendary Arena and Battle Villa spreading Paralysis and healing. In general, it tends to be outclassed by other, tankier healers but the limitations imposed by these modes combined with its Speed and status spreading capabilities allow it to see widespread use despite this.
As undoubtedly the best of the game's Dauntless Draco Meteor archetype, Clair fills a solid, though small niche as the go-to for early game Dragon Type Special damage. Although it loses out to chief rival and fellow f2p unit Haxorus in terms of sheer flexibility (the latter's constantly repeatable self buffs make it an omnipresent force in the Villa), it makes up for this in the sheer damage Paralysis Synergy Draco Meteor dishes out. On top of passable stats, awesome Rain synergy, and the power of Paralysis, this is enough to make Kingdra the one time use nuke yin to Haxorus' consistently increasing damage yang, and both are excellent candidates for your hard-earned tickets and candies (which to go for first depends on your roster's needs, but Haxorus is generally considered the more overall useful pair, especially for new players).
Interestingly enough, Reuniclus' grid has given it a highly sought-after niche as one of the game's strongest weather tanks. Sand and Snow Shelter in its grid combined with Vigilance in the Lucky Slot and its powerful healing and Move Gauge Regen make Reuniclus an absolutely incredible meat shield for any Sand or Hail based team, a far cry from its former role as a mediocre special attacker.
With a fairly unique typing, above average stats, and powerful buffing moves Salazzle is a versatile yet powerful Striker. Lack of a way to boost its own Critical Hit Chance or some other factor that sets it apart from other Strikers keeps it off the very top, but it remains a solid choice on a wide variety of Team Comps.
A pair that had a great potential as an extremely quick aoe Sun Striker, but ultimately is condemned to mediocrity by poor base stats and a lack of powerful Self Buffs. Still, with the Charging Sun Lucky Skill and Alakazam's healing and buffs Sun Setter-Typhlosion-Alakazam teams have the potential to be highly effective, so Typhlosion is usable and even quite strong for those willing to properly Support it.
Hau & Raichu are the most recommended F2P Sync Pair (unlocked in Chapter 11). Discharge deals a lot of AoE Damage. He isn’t the annoying cousin who walks up to you in a very horrible spot where you desperately want a Pokemon Center before facing him, which is fine, because he Heals your Team with First Aid 4 first.
Dewgong fulfills a useful niche as the game's premier Ice Type Striker, but unfortunately lacks the raw power necessary to be useful outside of the context of Stages with Weaknesses to Icy Type Damage. Powerful Buffs, Aoe, and decent Sync Grid make up for its lackluster Stats enough for it to be competent, but the only thing setting it apart from other Pairs with similar roles is its Ice Typing.
Mediocre stats, mediocre Attacking moves, and poor self buffing. Rayquaza's dumbing down in Pokemon Master's is one of the game's great tragedies. Really dedicated fans who took the time to grind out its 20 Power Ups will find a pair that, while usable with the specific Dauntless Lucky skill and a huge amount of team Support, is still never a better option than just using Dragonite.
While mediocre stats keep Ho-oh out of the upper echelon of the game's Strikers, there is no denying the incredible DPS potential of Charging Sun+Charging Sun as a lucky skill+Speeding Sun+A two bar 125 power move in Solar Beam. Additionally, permanent sun allows Ho-oh to make use of the full potential of powerful Supports and Tech pairs like Vileplume and Meganium as teammates, something most Strikers aren't capable of.
Empoleon's Sync Grid has come a decent way towards fixing its cripplingly weak moveset, but still not nearly enough to make it a significant part of the meta. While Friendly Care and On A Roll give it somewhat of a niche as a healing and debuffing pseudo-tech pair, it's completely outclassed by other pairs in those roles and its lack of a three bar over still completely gimps it as an attacker. Still, it is certainly usable with Agile Entry and Hunter's Instinct and the aforementioned Grid Skills, just almost never optimal.
Mediocre stats and buffs mean it'll take a LOT of Support from its other Team Slots to be even usable, so why even bother when Mega Gengar is a Four Star with better stats and access to Status? I can't think of a reason.
Toxic Power and a decent level of self-sufficiency make Arbock a surprisingly usable Striker, but unfortunately it's entirely outclassed in its role as a Posion-spreading damage dealer by the excellent Crobat and as a tech by the almost as excellent Nidoqueen. Not much else to say, really; the pair isn't necessarily horrid, but there simply isn't any reason to use it over its F2P Poison peers.
Tech Tier List
As arguably the single most important tank in the Pokemon Masters meta, Venusaur (along with powerhouses like Charizard and Delphox) is one of the few five star pairs that can be called truly essential parts of every player's roster. Venusaur provides more healing and damage than any other tank in today's version of the game, as well as the excellent bulk and utility to put those traits to use better than any other tank could hope to. On top of this, its grid turns what was already a ridiculously useful pair into a highly specialized tool, perfectly able to round out the weaknesses of virtually any team it's considered for. In short, the best way to describe a pair like Venusaur is this: the complete package.
Delphox continued the tradition of powerful Fire Type Tech pairs by instantly becoming one of the game's most centralizing damage dealers as well as by far its most powerful status spreader immediately upon release. Even without considering its excellent potential DPS, the sheer power of Go Viral allows Delphox the incredibly supportive utility to see use on almost any team. This isn't to discount that DPS though; a quick look at the pair's Sync Grid reveals one of the most potent Strikers we've ever seen with all sorts of multipliers turning its Dauntless Overheats into what is likely the most powerful unbuffed Move in the game. In conclusion, this may be the first pair since the days of Garchomp and Charizard that can truly be called meta-defining and it absolutely deserves its place on top of this list.
Powerful buffs along with easy access to Status (something becoming more and more important now that Single Player teams have more space due to Strikers gaining more powerful Buffs themselves) along with decent Bulk make a Torkoal a fine choice as a Status user/Off-tank for Single Player teams that have space for it. Its Sync Grid also can give it plenty of bonuses in the sun, making it an even more effective choice on teams that already rely on Sunny Weather.
For a long, long time Palossand was nothing more than an enabler for Garchomp. However, with the addition of its Sync Grid, it has become on the of the game's best Support substitute Tech Pairs with the ability to raise its team's Attack and Critical Hit Rate through Sandstorm Banner and Focus Group. On top of this, it can be extremely hard to knock out since Soothing Sand, Sand Shelter, and "Over Here!" give it access to so much Healing and damage resistance. Finally, it can still fulfill its role as a Garchomp enabler better than ever, and since that team has emerged as one of the game's strongest with advent of Garchomp's Sync Grid, Palossand's place on this tier list well deserved.
With decent Bulk, massive Evasion boosts, and the incredible First Aid 4 on top of the debuffs it provides, Mew is an incredibly effective tank on teams that have space for it. It even has the added utility of doing all this without requiring buffs, making it excellent at sweeping through Battle Villa halls when used with Swanna or Pikachu.
Onix's Sync Grid has transformed it from a bland, thoroughly outclassed Support to one of the game's most reliable Battle Villa and LA tanks. A combination of MPless Defense buffing, the power of Defense Crush and other on-attack debuffs, and the incredible potion Master Mp Refresh is bound to create a staple of the tank meta, regardless of the pair's poor base stats.
One of the strongest Special Strike Tech Sync Pairs in the game, it’s good to Mega Gengar and Mega Houndoom to illustrate how strong the former actually is. Mega Gengar has 339 Special Attack compared to Mega Houndoom’s 336 and Shadow Ball has 118 Power compared to Mega Houndoom's 114 Dark Pulse.
By merit of numbers, Mega Gengar has more Offensive capabilities. The main reason Mega Gengar isn’t as favored over Karen & Houndoom is that Agatha & Mega Gengar don’t have a Critical Hit Rate Buff. If they Team up with a Support Pair with “Dire Hit All”, Gengar will still only get a 50% Critical Hit Rate Buff instead of 100%. Otherwise, They’re still a strong Sync Pair and can hold their ground.
One of the game's best damage Mp-independent damage dealers, Crobat can be considered the Poison counterpart to Torkoal and its Burn Synergy Embers. As a Poison user and less bulky pair all-around, Crobat fulfills a much more offensive role than its parallel. It achieves this by making up for the loss of Burn's defensive utility through the sheer power of Toxic Poison's scaling damage and Venoshock's base power. It's because of these things that Crobat is such an excellent choice for powerful Battle Villa defensive cores like Mew-Swanna as well as an extremely important part of the Legendary Arena meta where it's by far the most practical Poison user.
We've come a long way since Xatu, haven't we? An excellent movepool, unique terrain, and highly flexible sync grid make Musharna an extremely versatile offensive tank that can put out massive dps while supporting its team and constantly healing off any damage that gets through excellent boosted bulk stats. Although Eevee-based comps looking to push Stored Power to its absolute limit are certainly viable, Musharna truly shines as a sideman paired with a Psychic Striker like Mewtwo to take full advantage of terrain and a healer like Alakazam to keep it topped off on health throughout the match.
The introduction of Legendary Arena has rocketed Victreebel to the top of the Single Player Meta, since it and Gengar with Accuracy buffs have the power to utterly destroy individual enemies and that's what the format revolves around. Even outside of this format, Victreebel has been rising in usage lately as more and more people realize that when supported by Eevee and paired with Gengar it can pretty much cheese any Single Player Stage.
Floatzel is one of the very few Tech Pairs capable of maxing out its own Atk Stat and boosting its own Critical Hit chance to a usable amount. This, along with its fairly rare Typing, makes it one of the few Tech Pairs capable of warranting a Slot as a Damage Dealer on Single Player teams. Lackluster Stats and moves that focus more on Rng than damage or reliable Status hold it back, but it is still a capable Offensive Sync Pair in the right hands.
A solid pair with a variety of useful gimmicks, Mimikyu unfortunately just can't quite measure up to the sheer healing or dps of top tier Techs like Crobat and Venusaur, and without filling any niche more unique than "offensive status tank", it is seldom an optimal pick when teambuilding.
“Hurricane” is pretty powerful but only has 70% Accuracy. Luckily, “Rain Dance” makes “Hurricane” a sure hit every single time. Outside of some temporary Buffs, however, Pelipper has nothing else and pales in comparison to Blue & Pidgeot.
Milotic is quite a bulky Sync Pair, certainly, and has the ability to deal a... not irrelevant amount of damage through Trapping when factoring in its Sync Grid Passives. But do these things justify giving it a slot on a team over a Support like Salamence or Swanna who could provide more survivability as well as some other utlility? Does the barely-mediocre amount of damage its Trap deals justify taking Gauge away from your main Striker? The answers to these questions are up to you, but the fact that they need to be asked keeps Milotic off the top of this list.
Lack of reliable Status or a practical way to deal Damage hurts Rapidash's applicability, but its Status as the only Sync Pair capable of setting Sunny Weather allows it see use on Teams with Strikers who benefit from the weather like Rayquaza.
With debuffs, Evasion, self healing, Flinch, and most of all damage in spades Lycanroc brings a lot to the table, but its reliance on Sand puts it in the tough position of vying for the same spot as what would normally be a main tank on Pallosand-Garchomp. This sacrifice heavily reduces the team's survivability, but the sheer amount of Tech utility Lycanroc provides does allow it to compete on a somewhat even footing for the spot. By losing pairs like Renuiclus or Swanna in favour of Lycanroc, you exchange the ability to shrug off a certain number of powerful hits for Leer's increased damage, Staggering Accelrock's Flinch chance, and Shifting Sand's small but useful Evasion chance. This choice mostly depends on the opposing pairs the team aims to beat and general player preference, but Lycanroc's Grid has made it a find choice to round out standard sand.
A powerful and easy to use way to inflict Paralysis without using too much Gauge, along with a great Sync grid that gives it plenty of Bulk and a great amount of Synergy with sun teams makes Vileplume one of Single Player's best Status spreaders.
While its reliance on slow debuffs and lack of upfront bulk can make it difficult to use, its versatile toolkit and and ability to function without Mp make it a solid option in Legendary Arena and especially Battle Villa. Trapping, aoe debuffs, and especially Hp Regen are immensely valuable in the Villa, and it even makes up for a lack of Mp Refresh on its primary defensive buff through the incredible Intimidate. In the Arena, although aoe isn't quite as big a deal, debuffs being permanent make Masquerain excellent at neutering a boss for the duration of a run and a great option alongside Crobat or Torkoal on stall.
A decent suit of buffs, status, and even passable damage for a tech make it a fine enough choice for teams with gauge to spare, but it's rarely if ever an optimal pick as it just doesn't excel in any one area enough to compete with more specialized pairs.
Enables the powerful but generally suboptimal Electric Terrain archetype while remaining a decent offensive sideman in its own right, Luxray is on the upper end of mediocre for now but has the potential to become a centralizing force along the lines of Acerola & Pallosand should a sufficiently powerful Electric Striker be introduced.
A decent Sync Grid and the ability to steal opposing Pair's buffs make Liepard extremely useful against bosses that rely on Stat Boosts to pose a threat, but almost completely useless except as a totally ineffectual Striker outside of this scenario.
In the very niche situation of a Single Player Team covering all of its Striker's offensive needs and gaining access to Defense Buffs in only two Team Slots, Heliolisk is a highly unique option for a third Pair. Not all teams who fit this description can afford the losing the Gauge necessary for Heliolisk to apply its debuffs, but for those few who can Heliolisk's debuffs can prove quite useful. The fact that it is only even usable to this tiny subset of Teams combined with the fact that it isn't even always the best pick for that purpose keep it out of higher Tiers, but it remains an interesting option.
Abomasnow’s Offensive capabilities are very low, meaning Abomasnow is meant to play more of a Defensive Role. But as a Tank, Abomasnow can increase her Sp. DEF, but her Moves are costly and may not always be worth it.
Bronzong is a niche Pokémon with the unique Passive Skill. “Aggravation 1”, which raises the chance of inflicting Flinching, Confusion, or Trap in addition to the other effects of his Moves. In an encounter where the primary goal is to wear down the Enemy, this is pretty efficient. Otherwise, they are a very situational Sync Pair.
Decent all around stats, quickly snowballing offenses, and easy access to the excellent confusion make Xatu a decent option for most any buff-heavy team, but one often outclassed by fellow Stored Power user Musharna as well as general Psychic powerhouses like Mew (as a status/damage tech) and Mewtwo (as a pure damage dealer).
Decent for spreading status, but without the stats to make it offensively or the kit to be a tank it's difficult to find a reason to use over a pair with a wider range of strengths on anything harder than the main story.
Seviper's delightfully unique moveset is unfortunately mired by a lack of the offensive buffs it would need to compete with a pair like Crobat as a damage dealer or the base bulk stats to make it as a Torterra-esque pure tank. Despite its issues, however, Seviper is still able to see occasional use as a sort of midway point between the two playstyles on teams which don't have space to invest fully in both but have a need for each. The combination of healing, defensive buffs, and Status is still nothing to scoff at, even if they happen to be found on a pair this otherwise lackluster.
Brycen & Cryogonal have a lot of Bulk-centric Moves, but their stats don’t make the cut. Brycen has some amazing Trainer Moves, but they don’t do much when the Pokémon can’t deliver, which is why Brycen & Cryogonal is ranked so low.
This is the very first Fairy Trainer Sync, but the majority of Mina & Granbull’s toolkit is all about waiting for Enemies to get Buffed so Granbull can mirror their Buffs, which means it takes a long time to set her up. Otherwise, Mina & Granbull don’t bring much to the table. Their Offensive capabilities are so low that utilizing Granbull as a Damage dealer may not be the best option.
A Tech Pair that requires a Three Bar move to be used constantly to apply its main Status, forcing it into the role of wannabe Striker, but without the Attack Stat or Buffs to make using it in that role anywhere close to viable.
A very similar Pair to Aurorus, with nearly identical Weaknesses. Requires multiple uses of a Three Bar Move to apply its Status Condition, pushing it into the role of pretend Striker, but without the Stats or Buffs to make using it for that even close to viable.
Without the Attack needed to be an efficient Damage Dealer, and with a gimmick that doesn't serve much purpose in Single Player were the offensive Pair should always be protected by Supports, Aegislash is unfortunately nothing more than a mediocre at best wannabe Striker.
Classic case of not enough Offensive Stats to be an alternative Damage Dealer, while using too much Gauge and not being Bulky enough to make it as a Support. Use Garchomp if available, if not can still make for an interesting choice against Stages weak to Groud with proper Support.
With a debuff that is occasionally extremely useful but usually awful and a Passive that you should never want to activate being its only unique qualities, Voltorb is a niche pick at best that can occasionally be used against Stages with extremely bulky Special Attacking Bosses.
Once, in a time long past, Sophocles made a solid option for a budget Electric attacker and even made use of its formerly unique status combination to carve out something of a niche for itself. However, the addition of Luxray to the game, who has better bulk, better offenses, greater versatility, and access to the unique electric terrain has pretty much ruined its chances at seeing serious play.