Sync Pair Overview
With Ice out of the way, it’s time to heat things up with Fire. Neo Champion Leaf & Moltres fill the Tech role of the trio, and definitely live up to the hype. To start with, their only direct-stat-drop move is Leer, for -1 Defense. Yes, you read that right; Leaf & Moltres rely on Leer for their Tech utility. Leer. I mean sure; their passive skills turn it into a monstrous -1 Attack, Defense, Special Attack, and Special Defense per use and a way to score a single Fire Rebuff stack on the entire opposing team on its first use, but it’s leer! All kidding aside, that covers all of Moltres & Leaf’s Passive Skills, with the exception of a little effect that grants the entire team immunity to all forms of status while the Sun is up, but what are the odds that Leaf & Moltres will be able to raise the sun by themselves? Surely they can’t do that! Moving on, Leaf & Moltres can max their Attack, Special Attack, and Critical Rate with a single use of Leaf’s Trainer Move, heal themselves or their teammates with Potion, and oh look, we have another Buddy Move that relies on a Rebuff effect! Fiery Wings Flare Blitz unlocks when one or more opponents have a Type Rebuff effect, and it also doubles any stat-drops that the target may have! So after 1 use of Leer, we’ve got -1 to Attack, Defense, Special Attack, and Special Defense. Use Fiery Wings Flare Blitz and this becomes -2. Use it again, -4. Use it a 3rd time, and it’s the full -6. This is huge, and even works if Leaf & Motres are paired with another Sync Pair that preys on Speed, Accuracy, or Evasion as well. Oh, and guess what? This move also raises the sun the first time that it’s used, opening up more damage and the aforementioned full-team status immunity!
So needless to say, Leaf & Moltres is one of the best stat-dropping Tech units in the entire game, able to potentially zero-out four stats or more while also dealing very high Fire Type damage that’s boosted by said incredibly useful stat-drops and Sun boosts. To make things even better, they can also drop devastating single-target Sync Moves that prey on all types of stat-drops for more power. They can also obtain the Support EX Role via a Support Role Cake, granting a double-Sync-Buff effect the first time that they throw out said Sync Move. And when combined with their ability to set up quickly, debuff quickly, and raise the Sun early-game, makes them outstanding at throwing out devastating fiery assaults that only further their tech utility along the way.
But it’s not quite all good. Similar to Red & Articuno, Leaf & Moltres need to have a Rebuff effect somewhere on the field in order to use their Buddy Move, but unlike Red & Articuno, Leaf & Moltres are basically crippled without it as they need Fiery Wings Flare Blitz in order to deal damage outside of their Sync Move. On top of this, their signature “doubled-stat-drop” gimmick is doubtlessly amazing, but it outright relies on other stat-dropping effects in order to work. Most of the time this is fine, as a single use of Leer plants the seeds for massive stat drops shortly after. But on stages where the opponent gets a boost to one of the four key-stats, or even worse; buffs them at regular intervals, it can be a struggle to get them low enough to actually keep said stat(s) zeroed-out with Fiery Wings Flare Blitz. It’s sort of a tug-of-war game, where Leaf & Moltres will win if they can get the stat low enough to basically reset it to -6 with every attack launched, and the opponent wins if they manage to get it back to 0, or Heaven forbid manage to get it to +1 or higher and you’re forced to double-back to Leer. In most cases this isn’t an issue, but on stages where one or two of these effects become more demanding, generally due to relevant buffs from the opposing side, it can slow down the onslaught and result in sub-optimal performance.
How To Use?
As should be expected from a great Tech unit, Leaf & Moltres have a lot going for them at ⅕. While their grid doesn’t do much for them at this point, their base kit can carry a lot of weight, especially if you just want something to spread around fairly comprehensive debuffs. That said, it is definitely worth investing in Leaf & Moltres, as their Grid can add an awful lot to their utility. However, this utility doesn’t really start at ⅖. At best, they can heal more with Potion, potentially confuse with Leer (and keep in mind that Confusion is pretty sub-par as a status when not preyed on for additional power/effects), greatly increase the odds of burning with Fiery Wings Flare Blitz (again; not a super-great status when not used for something else), and potentially garner a Physical Attack Up Next stack when using Leer. These are all nice effects, but nothing game-changing. However, ⅗ is where the game really changes. At this point, Leaf & Moltres can raise the Sun on their first Sync, increase the duration of Sunny weather, deal substantially more Sync Move damage based on the target’s debuffs, increase the power of Fiery Wings Flare Blitz based on the target’s Defense debuffs, and even decrease the Sync Move Counter by 1 the first time that Leer is used.
Honestly, it’s probably best to either keep Leaf & Moltres at ⅕, or plan to get them to ⅗. The former is perfectly fine for their Tech prowess, while the latter is where they start hitting like a burning truck.
Similar to Red & Articuno, the best options are probably Critical Strike 2 or Weathered Warrior 3. However, Head Start 1 or Adrenaline 1 can also work very well for a more Tech-focused build, with the former working especially well with Leer: Afflicter’s Fervor 1 to lower the Sync Move counter by 2 during the first cycle, meaning any partner that can cut 1 more move off will result in one less cycle before dropping the first Sync Move.
EXing Leaf & Moltres definitely has its dividends, with additional raw power and the 1.5x Tech multiplier to Sync Moves to turn Moltres thermonuclear when set up properly. However, the really interesting part comes into play when we start to look at Role Cakes. Leaf & Moltres gain the Support role if invested in, meaning their Sync Move will also grant double Sync-Boosts when it’s used for the first time. This entirely removes the opportunity cost dilemma that comes with dropping an early Sync Nuke vs. scoring a Support Sync Boost at the start of a battle to score more overall damage, and makes Leaf & Moltres arguably the best choice to give a Roll Cake to when simply looking at how much it benefits their basic strategy. And allow me to reiterate; arguably, because the ability to bring a Sync Nuke ice-age with Red & Articuno really shouldn’t be overlooked…
Showcase Video