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Lumi Master/Best Teams

Lumi Master Best Teams

Built around MEGA TOMATOBaton RelayPvP · Arena ladderRainbowdeer1RainbowdeerCall for HelpMeteofly - Variant2Meteofly - VariantBaton PassMEGA TOMATO3MEGA TOMATOFocus Blast

Three Lumi pass one growing pile of stages down the line. Rainbowdeer cuts the enemy's ATK by 2 on entry and hands over with Call for Help, so Meteofly - Variant arrives with an ATK stage. Meteofly falls asleep as it lands, and its signature wakes it with 2 more ATK and DEF. Baton Pass then carries every stage to MEGA TOMATO, which enters in Stealth and turns them into a cheap Focus Blast at 350% crit damage.

Play order

Lead Rainbowdeer and bank Energy until you can cast Call for Help with 10 in hand, so Meteofly - Variant can follow up the moment it lands. Star Wish hits for 35 and puts it to sleep; cast Starchaser while it is still Asleep to wake with +2 ATK and +2 DEF on top of the stage Call for Help gave it. Baton Pass into MEGA TOMATO, put Shield on it as it enters, then fire Focus Blast, which costs 1 less Energy for every positive ATK stage it is carrying.

  1. 1Rainbowdeer
    Lead, cuts ATK and hands over
    Call for HelpCost 4 · Power 30 · BrawlerHits the current enemy and switches out; the Lumi coming in gains +1 ATK stage.
  2. 2Meteofly - Variant
    Stage builder, wakes with +2/+2
    Baton PassCost 4 · Power 30 · NormalHits the current enemy and switches out, handing this Lumi's ATK and DEF stages to the Lumi coming in.
  3. 3MEGA TOMATO
    Finisher, cashes the stages in
    Focus BlastCost 5 · Power 70 · BrawlerHits the current enemy with a ki blast. Costs 1 less Energy per positive ATK stage; afterwards this Lumi's ATK drops by 1 stage.
What beats it

Anything that wipes stages. Cleansing Wind resets the whole pile, Tornado strips it, and a roar that drags MEGA TOMATO out sheds everything it was handed. Puncheroo gets a free Charged Punch on each of your three entries. Flying, Light and Brawler hit MEGA TOMATO for double, and Electric, Ice and Dark hit Meteofly - Variant for double while it sleeps.

Good to know

Substitutes: any other Lumi with Baton Pass can take Meteofly's middle slot, as long as it builds stages of its own before it passes them.

Built around PuncherooPuncheroo StormPvP · Arena ladderPuncheroo1PuncherooWarm UpCharigon2CharigonDragon RageRegaffin3RegaffinStorm Strike

A free-to-play team with an answer for each kind of opponent, chosen by who leads. Puncheroo punishes swap and baton teams, since Charged Punch hits every Lumi they bring in for free. Charigon is the neutral lead that strips 2 DEF on entry and follows with Dragon Rage. Regaffin sets its own Storm with Storm Strike, which makes Swift Storm 2 Energy cheaper and adds 50% crit rate.

Play order

Pick the lead from the enemy's line-up. Against roar, trap, hand-off or Baton Pass teams lead Puncheroo, cast Warm Up for 2 ATK stages so the enemy has to spend a Shield, and let every swap they make feed Charged Punch. Against anything else lead Charigon, take the 2 DEF stages on entry and cast Dragon Rage on a target that can't leave. Bring Regaffin in once Storm Strike can go up, then end the fight with Swift Storm while Storm lasts.

  1. 1Puncheroo
    Lead into swap teams, free punches on entry
    Warm UpCost 3 · Power 0 · BrawlerRaises this Lumi's ATK by 2 stages.
  2. 2Charigon
    Neutral lead, cuts DEF on entry
    Dragon RageCost 5 · Power 40 · DragonHits the current enemy and lowers its DEF by 1 stage. Every DEF stage it has lost gives this hit 20% Pierce.
  3. 3Regaffin
    Finisher in Storm
    Storm StrikeCost 5 · Power 40 · FlyingSets the weather to Storm, hits every enemy on the field and resets your switch cooldown.
What beats it

Weather. A Rain, Snow or Harsh Sunlight setter takes Storm away and Regaffin loses both its discount and its crit rate. Cleansing Wind undoes Warm Up and Charigon's cuts. Ice hits Charigon and Regaffin for double, and Fairy and Royal hit Charigon and Puncheroo for double.

Built around Lycanite - VariantLycanite SustainPvP · Arena ladderSandlord1SandlordEarth RetreatLycanite - Variant2Lycanite - VariantSwift StrikePsykat3PsykatHypnotize

Sandlord builds DEF and hands it to Lycanite - Variant, which then outlasts the fight. Gloves Off adds 2 DEF stages, and Earth Retreat switches out with one more for the receiver, while Parting Gift passes the rest, so Lycanite arrives 3 DEF up. Two Swift Strikes give it the Swift for its signature's 50% lifesteal, and below half HP its basic attacks heal for the full damage they deal. Psykat holds the back with a once-per-battle 30% heal and sleep.

Play order

Lead Sandlord and cast Gloves Off once; with ATK and DEF level the 2 stages go to DEF. Switch with Earth Retreat so Lycanite - Variant comes in 3 DEF stages up. Cast Swift Strike twice, then Deadly Claw with 2 Swift for the lifesteal, or wait for 4 Swift and it strikes twice. When any of your Lumi drops below half HP, Psykat's Dreamy heals it and puts the enemy to sleep once per battle.

  1. 1Sandlord
    Lead, builds DEF and hands it over
    Earth RetreatCost 4 · Power 30 · GroundHits the current enemy and switches out; the Lumi coming in gains +1 DEF stage.
  2. 2Lycanite - Variant
    Main damage, heals as it hits
    Swift StrikeCost 4 · Power 50 · SteelHits the current enemy and gives this Lumi 1 Swift.
  3. 3Psykat
    Safety net, heals and sleeps
    HypnotizeCost 4 · Power 20 · PsychicPuts the current enemy to sleep.
What beats it

A forced swap on Sandlord, since Parting Gift passes nothing when an enemy skill drags it out. Cleansing Wind resets the hand-off, and Charigon takes 2 DEF stages back as it enters. Fire, Brawler and Royal hit Lycanite - Variant for double.

Good to know

Substitutes: Clionia for Psykat when Fire teams are common. Lycanite - Variant takes double from Fire, and Clionia's Water skills hit Fire Lumi such as Flamblades for double.

Built around RainkatRain CurtainPvP · Weekly tournamentRainkat1RainkatPray for RainShriegon2ShriegonTidal ForceClionia3ClioniaWave Rush

Three Water Lumi under Rain. Rainkat's Pray for Rain sets the weather and gives your whole side Wet, and with three Water Lumi in the squad Rain Curtain cuts the damage every Wet ally takes by 30%. Shriegon's skills cost 2 less in Rain, and Tidal Force gains 20% damage for every point saved. Clionia picks up a Wet stack every time an ally casts, and Wave Rush turns each stack into a Leech on the enemy and a heal for your squad.

Play order

Lead Rainkat and cast Pray for Rain first, so every Lumi on your side carries Wet and the damage cut is on. Bring Shriegon in while Rain holds: Tidal Force costs 5 there and lands 40% harder. Clionia has been gathering Wet from every skill your side cast, so its Wave Rush puts that many Leech on the enemy and heals the squad 2% per stack.

  1. 1Rainkat
    RainkatBWaterCore
    Lead, sets Rain and Wet
    Pray for RainCost 5 · Power 40 · WaterSets the weather to Rain, hits every enemy on the field and gives every Lumi on your side of the field 1 Wet.
  2. 2Shriegon
    Main damage in Rain
    Tidal ForceCost 7 · Power 110 · WaterHits the current enemy with a wave; +20% damage for every point its Energy cost has been reduced.
  3. 3Clionia
    Sustain, Leech and heals
    Wave RushCost 5 · Power 65 · WaterHits the current enemy; for each Wet stack on this Lumi, applies 1 Leech to the target and heals your squad for 2% of max HP.
What beats it

Another weather setter. Storm, Snow or Harsh Sunlight replaces Rain, and Shriegon loses its discount until Rainkat casts again. Grass and Electric hit Rainkat for double, and Ice hits both Shriegon and Clionia for double.

Good to know

Bans: Floragon takes a quarter damage from Water, so ban it in the tournament when you can.

Built around Big Bad Goma + Little Red PeachGoma Pounce PairPvP · Arena ladderBig Bad Goma1Big Bad GomaPoisonLittle Red Peach2Little Red PeachSweet PeachLoongster3LoongsterRough Spot

This team is built around one hit. Goma Pounce is 80 power for 5 Energy, but with Little Red Peach alive on the team it drains her HP bar first and gains 20% damage for every 10% it takes, so a full bar adds 200%. She keeps that bar full herself: Sweet Peach heals her 15% for 3 Energy, and each skill that lands on her restores 5% of max HP to the whole squad. Loongster closes with Rough Spot, a Water hit and a Fire hit in one cast.

Play order

Lead with Big Bad Goma and chip with Poison while you bank Energy. Cast Goma Pounce only while Little Red Peach's bar is full, since every 10% missing from it is 20% damage lost. Then bring Loongster in on something Water or Fire hits for double: a super-effective Rough Spot gives it 2 Wet and an ATK stage.

  1. 1Big Bad Goma
    Lead, lands the pounce
    PoisonCost 4 · Power 20 · DarkHits the current enemy and applies 2 Poison.
  2. 2Little Red Peach
    Fuel for the pounce, heals the squad
    Sweet PeachCost 3 · Power 30 · LightHits the current enemy and heals this Lumi for 15% of its max HP.
  3. 3Loongster
    Closer, hits as two types
    Rough SpotCost 6 · Power 100 · WaterHits the current enemy twice — once as Water, once as Fire.
What beats it

Dragon Roar. A 3-Energy roar pulls Big Bad Goma off before it reaches 5 Energy, and a roar team can drag Little Red Peach in and wear her bar down, which shrinks the pounce. Sanctify takes 2 ATK stages off for 3 Energy. Flying, Light and Brawler hit Big Bad Goma for double, and Ground does the same to both partners.

Good to know

Protect Little Red Peach first. Without her the pounce is a plain 80-power hit.

Swap-ins

Super Peach for Loongster: the all-collab version. Magic Beam gains 40% damage for each defeated Purr-fect Date Lumi on the team, so it closes harder the longer the fight runs. It needs the collab pass.

Built around MEGA TOMATOTomato Stealth CloserPvP · Arena ladderRainbowdeer1RainbowdeerRadiant BlastClionia2ClioniaWater RetreatMEGA TOMATO3MEGA TOMATOPoison

Two sturdy Lumi clear the way for one entrance. MEGA TOMATO arrives in Stealth, which raises its crit rate until an enemy skill hits it, and TOMATO Laser pushes its crit damage to 350% while Stealth holds. Rainbowdeer opens by cutting the enemy's ATK 2 stages with Fortune and trades behind 100 DEF and 100 HP. Clionia banks a Wet through Stream every time an ally casts, then leaves on Water Retreat so MEGA TOMATO comes in carrying 1 Wet.

Play order

Lead Rainbowdeer. Cast Purifying Judgment when it is carrying statuses or stat drops, since the hit clears them, and Radiant Blast when it is hurt, for a 20% heal. Swap to Clionia once the enemy's damage is cut: Wave Rush puts 1 Leech on the target for each Wet she holds and heals the squad 2% per Wet. Water Retreat then sends MEGA TOMATO in. Open with TOMATO Laser, and put 2 Poison on anything that survives.

  1. 1Rainbowdeer
    Lead, tanks and cleans itself up
    Radiant BlastCost 5 · Power 75 · LightHits the current enemy and heals this Lumi for 20% of its max HP.
  2. 2Clionia
    Pivot, heals and hands over
    Water RetreatCost 4 · Power 30 · WaterHits the current enemy and switches out; the Lumi coming in gains 1 Wet.
  3. 3MEGA TOMATO
    Closer, crits from Stealth
    PoisonCost 4 · Power 20 · DarkHits the current enemy and applies 2 Poison.
What beats it

Ice and Light. Ice hits Clionia for double and Light does the same to MEGA TOMATO, so Ice squads and an enemy Rainbowdeer lead are the hard matchups. Flying hits both of them for double as well. Any enemy skill that lands on MEGA TOMATO ends its Stealth, so a faster attacker closes the window before the Laser fires.

Good to know

Each knockout gives MEGA TOMATO Energy, so point it at the weakest enemy first. It only comes from the TOMATO pass.

Built around CharigonFree-to-Play Dragon RagePvP · Arena ladderRainbowdeer1RainbowdeerCall for HelpCharigon2CharigonDragon RagePsykat3PsykatHypnotize

None of these three is a limited or pass Lumi, and there is no roar to learn. Rainbowdeer enters and Fortune cuts the enemy's ATK 2 stages. Call for Help then sends Charigon in with an ATK stage, and Draconic Terror strips 2 DEF stages from whatever it faces as it lands. Dragon Rage costs 5, takes a third stage and gains 20% Pierce for every stage the target has lost. Psykat sits on the bench: the first time one of your Lumi drops below half, Dreamy heals it 30% and puts the enemy to sleep.

Play order

Lead Rainbowdeer and bank Energy behind Fortune's ATK cut. Cast Call for Help with 5 Energy still in hand, so Charigon can fire Dragon Rage the moment it arrives, on a target already 2 DEF stages down. Put Inspire on that cast. If the enemy swaps, the new Lumi comes in at full DEF, so pull Charigon out and bring it back for another Draconic Terror.

  1. 1Rainbowdeer
    Lead, cuts ATK and hands off
    Call for HelpCost 4 · Power 30 · BrawlerHits the current enemy and switches out; the Lumi coming in gains +1 ATK stage.
  2. 2Charigon
    Carry, cuts DEF on entry and pierces
    Dragon RageCost 5 · Power 40 · DragonHits the current enemy and lowers its DEF by 1 stage. Every DEF stage it has lost gives this hit 20% Pierce.
  3. 3Psykat
    Bench insurance, heals and sleeps
    HypnotizeCost 4 · Power 20 · PsychicPuts the current enemy to sleep.
What beats it

Cleansing Wind, which resets every stage on the field, and a swap, which sheds the DEF cuts. Ground hits both Rainbowdeer and Charigon for double, and Ice, Dragon, Fairy and Royal hit Charigon too. Grass and Dark force Psykat out if it has to come in.

Good to know

Dreamy fires once a battle. If Psykat does come in, Hypnotize pins a tanky enemy in front of Charigon, since an Asleep Lumi can't be switched out by hand.

Swap-ins

Hexdeer for Rainbowdeer: the same Fortune and Call for Help on a smaller body, if you haven't evolved it yet.

Led by RainbowdeerRoar BreakerPvP · Arena ladderRainbowdeer1RainbowdeerHealing LightZaphound2ZaphoundLightning RaidBluesaur Goma3Bluesaur GomaDragon Rage

A team for beating roar-and-trap squads. They win by dragging your Lumi across Poison Swamp and Earth Spike, so this one ends the fight before the traps add up. Zaphound paralyses the current enemy every time it enters and Lightning Raid gains 50% crit rate per stack, on 110 ATK. Bluesaur Goma brings your own 3-Energy roar, which pulls in the enemy's lowest-HP Lumi with a DEF stage already gone. Rainbowdeer leads, cuts ATK and cures Poison across the squad.

Play order

Lead Rainbowdeer for Fortune's 2-stage ATK cut, and cast Healing Light whenever the traps have put Poison on your squad: it heals everyone 15% and cures all of it. When their roar Lumi is on the field, swap Zaphound in so Thunder Strike paralyses it, then crit it out with Lightning Raid. Bluesaur Goma's roar finishes whatever is left on low HP.

  1. 1Rainbowdeer
    Lead, cuts ATK and cures Poison
    Healing LightCost 4 · Power 0 · LightHeals every Lumi in your squad for 15% of max HP and cures all their Poison.
  2. 2Zaphound
    Swap-in, paralyses on entry and crits
    Lightning RaidCost 6 · Power 90 · ElectricRams the current enemy; +50% crit rate for every Paralysis stack the target carries.
  3. 3Bluesaur Goma
    Roar, drags in the weakest
    Dragon RageCost 5 · Power 40 · DragonHits the current enemy and lowers its DEF by 1 stage. Every DEF stage it has lost gives this hit 20% Pierce.
What beats it

Ground hits Rainbowdeer and Zaphound for double, and Rochelon, the Earth Spike Lumi on most trap teams, is Ground, so don't leave Zaphound in front of it. Ice, Dragon, Fairy and Royal hit Bluesaur Goma. Healing Light leaves Burn and Paralysis alone, so the Static Field and Fire Vortex version of the trap team gets through it.

Good to know

An enemy roar can drag Zaphound back in, and every forced entry is another Thunder Strike. Bluesaur Goma is sold in the Peach Cat collab shop until late October.

Led by ZaphoundParalysis AmbushPvP · Arena ladderZaphound1ZaphoundLightning RaidAstrasting2AstrastingPoisonClionia3ClioniaWater Retreat

Zaphound paralyses whatever it meets, and Astrasting passes that Paralysis around the enemy bench. Thunder Strike puts 1 Paralysis on the current enemy each time Zaphound enters, and Lightning Raid gains 50% crit rate for every stack on its target. Astrasting's Flash Stinger hits for 4 Energy and slips out into Ambush; when it comes back in it hits again and spreads 1 stack of each debuff on its target to the enemy's other Lumi. Clionia keeps the rotation healthy and hands out Wet on her way out.

Play order

Lead Zaphound so Thunder Strike lands the first Paralysis. Bring Astrasting in, put 2 Poison on the target, then cast Flash Stinger and let it leave. Its return hit copies Paralysis and Poison across their bench. Send Zaphound back in for another stack and cast Lightning Raid: two stacks add 100% crit rate. Clionia comes in when someone needs healing, and Water Retreat gives the next Lumi 1 Wet.

  1. 1Zaphound
    Lead, paralyses on entry and crits
    Lightning RaidCost 6 · Power 90 · ElectricRams the current enemy; +50% crit rate for every Paralysis stack the target carries.
  2. 2Astrasting
    Second, poisons and spreads the stacks
    PoisonCost 4 · Power 20 · DarkHits the current enemy and applies 2 Poison.
  3. 3Clionia
    Pivot, heals and hands over Wet
    Water RetreatCost 4 · Power 30 · WaterHits the current enemy and switches out; the Lumi coming in gains 1 Wet.
What beats it

Ice squads. Ice hits Clionia for double, and she is the only healing here. Flying hits both Astrasting and Clionia for double, Ground does the same to Zaphound, and Astrasting has five double weaknesses in all. Anything that clears statuses undoes the work: Rainbowdeer's Purifying Judgment cleans itself, and Healing Light cures Poison across a squad.

Good to know

Each Paralysis stack also slows the target's attacks by 10%, so the spread makes the whole enemy squad hit less often.

Built around SandlordHand-Off SweepPvP · Arena ladderSandlord1SandlordGloves OffFlamblades2FlambladesRaidBloom3BloomBlooming Flowers

Sandlord builds stages and gives them away. Gloves Off costs 3 Energy and adds 2 stages to whichever of its ATK or DEF is lower, and Parting Gift hands every stage to the Lumi that replaces it when you switch it out yourself, so no skill slot goes on Baton Pass. Four casts make 4 ATK and 4 DEF stages for 12 Energy. Flamblades or Bloom, both on 110 ATK, then starts the fight already boosted.

Play order

Lead Sandlord and cast Gloves Off as often as its HP allows; two casts are the minimum. Switch it out by hand into the receiver the matchup wants. Flamblades opens with Fireblade Assault for Burn and Swift, then Raid, which always crits while it attacks faster than its target. Keep Bloom for Water and Ground enemies, where Grass hits for double.

  1. 1Sandlord
    Lead, builds the stages
    Gloves OffCost 3 · Power 10 · GroundHits the current enemy with a pointer stick and raises whichever of this Lumi's ATK or DEF stage is lower by 2; if they are equal, DEF rises.
  2. 2Flamblades
    First receiver, crits when faster
    RaidCost 5 · Power 75 · SteelHits the current enemy. Always crits if this Lumi's attack speed is higher than the target's.
  3. 3Bloom
    Second receiver, cashes in Leech
    Blooming FlowersCost 4 · Power 60 · GrassHits the current enemy and removes all its Leech; +40% power for every 1 stack removed.
What beats it

A forced swap. Parting Gift only fires on a switch you choose, so a roar that drags Sandlord out passes nothing and the Energy is gone. Cleansing Wind resets every stage on the field after the hand-off, and Mimic copies them for 3 Energy. Water, Grass, Ice and Brawler hit Sandlord for double on 85 HP.

Good to know

Stages reset when the receiver leaves the field, so pick one sweeper and keep it in.

Swap-ins

Sandlord - Variant for Sandlord: on a tie its Gloves Off raises ATK first, so a single cast already passes 2 ATK stages.

Rhiniron as the receiver: Carefree adds 60% power to its melee skills, and every DEF stage Sandlord passes cuts the recoil.

Screamhog - Variant for Sandlord, running Baton Pass: its signature adds an ATK and a DEF stage per cast, but costs 5.

Built around UnicornChampionship Flicker RushLumi Championship · Gym battlesJellistel1JellistelMagic TrickGeniphant2GeniphantFlicker AssistUnicorn3UnicornMimic

A Fairy Flicker team for the guild Gyms. Every Flicker skill Jellistel and Geniphant cast makes Unicorn's Rainbow Convergence 1 Energy cheaper, from 7 down to a floor of 2, so by the time Unicorn comes in its 100-power signature costs almost nothing. Jellistel leads and takes the first hits, coats the squad in Wet with Hydroblast, and heals 20% every time it leaves the field.

Play order

Lead Jellistel and cast two Flicker skills before Hydroblast, so the whole squad takes 2 Wet instead of 1. Magic Trick (3 Energy) swaps Flicker effects and counts with the enemy, which steals the count from another Flicker team. Geniphant follows with Flicker Assist: each one adds to the count, and Dream Walker hands back 1 Energy. Unicorn goes in last and fires Rainbow Convergence at the discount. Mimic copies the enemy's ATK and DEF stages if they have been buffing.

  1. 1Jellistel
    Lead and tank, Wet for the squad
    Magic TrickCost 3 · Power 10 · FairySwaps Flicker skill effects and counts with the current enemy.
  2. 2Geniphant
    Support, feeds the Flicker count
    Flicker AssistCost 5 · Power 0 · FairyCasts a random Flicker skill. Builds no extra Flickergy.
  3. 3Unicorn
    UnicornAFairyCore
    Main damage
    MimicCost 3 · Power 0 · PsychicSets this Lumi's ATK and DEF stages to match the current enemy's.
What beats it

Poison teams and fast Steel teams. Check a Gym's defenders before you spend a Can on this team. An enemy Magic Trick can also swap your Flicker count away. Dark hits Unicorn for double, so Muskyx and Infernadra's status team is a bad draw, and Hypnotize pins your lead in place.

Built around Bluesaur GomaDragon Roar Armour BreakPvP · Arena ladderPsykat1PsykatHypnotizeBluesaur Goma2Bluesaur GomaDragon RageCharigon3CharigonDragon Rage

Every member cuts DEF, and two of them cash the cuts in with Dragon Rage. Charigon strips 2 DEF stages from the enemy as it enters, Bluesaur Goma's roar drags in their lowest-HP Lumi and Meowgon takes 1 stage off it on arrival, and each Dragon Rage lowers one more stage while gaining 20% Pierce for every stage already lost. Psykat opens by putting a sturdy enemy to sleep so the target can't swap out of the cuts.

Play order

Open with Psykat. If the enemy lead is tanky but hits softly, Hypnotize it so it can't swap out. Bring in Charigon: Draconic Terror cuts 2 DEF stages on entry and Flaming Breath puts Burn on their whole squad. Switch to Bluesaur Goma and roar to drag in their lowest-HP Lumi, which arrives a stage down. Once a target has lost three or more DEF stages, spend on Dragon Rage from either Dragon.

  1. 1Psykat
    Lead, sleeps a tanky enemy
    HypnotizeCost 4 · Power 20 · PsychicPuts the current enemy to sleep.
  2. 2Bluesaur Goma
    DEF cutter, roars in the weakest
    Dragon RageCost 5 · Power 40 · DragonHits the current enemy and lowers its DEF by 1 stage. Every DEF stage it has lost gives this hit 20% Pierce.
  3. 3Charigon
    Finisher, cuts on entry and pierces
    Dragon RageCost 5 · Power 40 · DragonHits the current enemy and lowers its DEF by 1 stage. Every DEF stage it has lost gives this hit 20% Pierce.
What beats it

Anything that resets stages, and time. Meowgon takes 1 DEF stage per entry since the October patch, so reaching three stages down takes an extra cast and gives the enemy time to swap out. Cleansing Wind wipes every stage on the field and undoes the cuts, and a target that gets swapped out sheds them. Grass and Dark hit Psykat for double, so a lead of either type forces it out early. Ice, Dragon, Fairy and Royal hit both Dragons for double, and Zaphound paralyses your roarer every time it is dragged in.

Good to know

Watch the enemy's Shield and their swap animation before you cast. A Dragon Rage into a fresh Shield, or into a Lumi already leaving, is 5 Energy thrown away.

Led by MuskyxTrap and Force-SwapPvP · Arena ladderMuskyx1MuskyxPoison SwampRochelon2RochelonEarth SpikeFloragon3FloragonDragon Roar

Two traps go down on the enemy's side, then Floragon keeps dragging fresh Lumi across them. Poison Swamp and Earth Spike each cost 3 and deal no damage; once both are down, every enemy that comes in takes 10% of its max HP and 1 Poison, and Floragon's Bloom trait adds a Leech while it is on the field. Dragon Roar forces the current enemy off for another 3, and the swap wipes any stat stages it had built, so setup Lumi lose their buffs every time.

Play order

Poison Swamp on turn one, then Rochelon for Earth Spike before anything else. Floragon comes in last and roars whenever the enemy's current Lumi has stacked stages.

  1. 1Muskyx
    Lead, lays the poison trap
    Poison SwampCost 3 · Power 0 · DarkDrops a Poison trap where the current enemy is standing, applying 1 Poison to any enemy Lumi that moves onto it.
  2. 2Rochelon
    Second, lays the damage trap and soaks hits
    Earth SpikeCost 3 · Power 0 · NormalDrops a trap where the current enemy is standing. Any enemy Lumi that moves onto it loses 10% of its max HP.
  3. 3Floragon
    Anchor, forces the swaps
    Dragon RoarCost 3 · Power 10 · DragonRoars at the current enemy, forcing it off the field.
What beats it

Ice, first. Floragon takes 4x from Ice and Rochelon 2x, and one Hail lands on every Lumi on the field, which removes the anchor before the traps pay off. Losing any one member ends the plan, since it needs both traps and the roar. Healing Light cures Poison across a whole squad, and a bench near full HP has little to fear from a roar.

Good to know

Skip it against burst teams that end fights fast: Dragon Roar hits for 10 power, so the plan needs a long fight.

Swap-ins

Bluesaur Goma for Floragon: the same 3-Energy roar, but it drags in the enemy's lowest-HP Lumi and Meowgon cuts a DEF stage on every entry. You lose Bloom's Leech; Ice hits it for 2x, not 4x.

Muscledog for Rochelon: sturdier at 106 DEF, but no trap, so only Poison Swamp fires.

Stellalibra for Rochelon, running Fortify: trades the second trap for a Lumi that hits back.

Built around StellalibraFortify StallPvP · Arena ladderRainbowdeer1RainbowdeerHealing LightStellalibra2StellalibraFortifyPsykat3PsykatDreamy

Rainbowdeer walls the front while Stellalibra stacks Fortify, and Psykat never has to come in at all. Fortune cuts the enemy's ATK 2 stages when Rainbowdeer enters and Healing Light tops the squad up 15%, which buys Stellalibra the turns to cast Fortify again and again; each cast adds a stage of ATK and DEF and banks a Star for Whirl of Judgment. Psykat waits on the bench as insurance.

Play order

Lead Rainbowdeer and heal whenever the squad dips. Switch to Stellalibra once the enemy's ATK is cut and cast Fortify until its stages win the trade, then swing with Whirl of Judgment. Keep Psykat in the last slot: the first time any of your Lumi drops below half, Dreamy heals it 30% and puts the enemy to sleep.

  1. 1Rainbowdeer
    Lead, tank and second healer
    Healing LightCost 4 · Power 0 · LightHeals every Lumi in your squad for 15% of max HP and cures all their Poison.
  2. 2Stellalibra
    Carry, stacks stages and sweeps
    FortifyCost 3 · Power 0 · NormalRaises this Lumi's ATK and DEF by 1 stage each.
  3. 3Psykat
    Bench insurance, never sent in
    DreamyUp to 1 time per battle: when any Lumi in your squad drops below 50% HP, it heals 30% of its max HP and puts the current enemy to sleep. Each additional Psychic Lumi in your squad heals a further 10%.
What beats it

Forced swaps, first. A roar pulls Stellalibra out and every Fortify stage is gone, so trap teams with Dragon Roar or Bluesaur Goma are the worst matchup. Cleansing Wind resets every stage on the field at once. Fire, Electric and Royal hit Stellalibra for double, and Loongster's Rough Spot is half Fire. Dreamy only fires once, so a second burst goes unhealed.

Good to know

It carries you up the lower ranks, but near the top most squads pack a roar or Cleansing Wind, so keep a second team. A failed Whirl of Judgment also heals the enemy 30%, and the plan needs several quiet turns to stack.

Swap-ins

Hexdeer for Rainbowdeer: the same Fortune and Healing Light on a smaller body, if you haven't evolved it yet.

Led by JolkatHazard RushPvP · Arena ladderJolkat1JolkatStatic FieldInferaze2InferazeFire VortexFloragon3FloragonDragon Roar

A faster cousin of the poison trap team. Jolkat lays Static Field and Inferaze lays Fire Vortex, so every enemy that comes in picks up Paralysis and Burn on arrival, and Floragon's Dragon Roar keeps dragging new ones across. Volt Absorption gives your side 0.1 extra Energy for every attack on a Paralyzed target, and Inferaze's Flaming Body burns back anything that hits it with a skill while it carries Burn itself.

Play order

Static Field first, then switch to Inferaze for Fire Vortex. Floragon comes in last and roars whenever a buffed or dangerous Lumi is in front of it, so each swap-in eats Paralysis, Burn and a Leech from Bloom.

  1. 1Jolkat
    Lead, lays the Paralysis trap
    Static FieldCost 3 · Power 0 · ElectricDrops a Paralysis trap where the current enemy is standing, applying 1 Paralysis to any enemy Lumi that moves onto it.
  2. 2Inferaze
    Second, lays the Burn trap and tanks
    Fire VortexCost 3 · Power 0 · FireDrops a Burn trap where the current enemy is standing, applying 1 Burn to any enemy Lumi that moves onto it.
  3. 3Floragon
    Anchor, forces the swaps
    Dragon RoarCost 3 · Power 10 · DragonRoars at the current enemy, forcing it off the field.
What beats it

Ground, which hits both Jolkat and Inferaze for double, and Ice, which hits Floragon for 4x. Rochelon shrugs it off too: Earthen Stomp clears Burn and Paralysis from itself before it hits.

Good to know

Pick it over the poison trap team against squads built on Healing Light, which cures Poison but leaves Burn and Paralysis alone. Pick the poison version when you want Rochelon's bulk in the middle.

Built around BloomveilLeech BladePvP · Arena ladderLeafkat1LeafkatVine BindGlasnake2GlasnakeParalyzing CurrentBloomveil3BloomveilFortify

Everything here piles Leech on the enemy so Bloomveil can sweep. Leafkat drops Vine Bind, a Leech trap, and Sprout gives your whole side 30% more crit rate against Leeched targets while it stands. Glasnake paralyses with Paralyzing Current, and its Mystic Chime copies one stack of every status on the target to the rest of the enemy squad. Bloomveil's Calyx sets its DEF stage equal to the Leech on the enemy, and Fortify stacks ATK on top.

Play order

Vine Bind first, and keep Leafkat alive as long as you can, since Sprout only works while it stands. Glasnake next: Paralyzing Current on the target, then Mystic Chime to copy its statuses across the squad. Bloomveil comes in once most enemies carry Leech and casts Fortify before it attacks.

  1. 1Leafkat
    Lead, sets the Leech trap
    Vine BindCost 3 · Power 0 · GrassDrops a Leech trap where the current enemy is standing, applying 1 Leech to any enemy Lumi that moves onto it.
  2. 2Glasnake
    Second, spreads status across the enemy squad
    Paralyzing CurrentCost 4 · Power 20 · ElectricHits the current enemy with an electric wave and applies 2 Paralysis.
  3. 3Bloomveil
    Endgame sweeper, tanks off Leech
    FortifyCost 3 · Power 0 · TypelessRaises this Lumi's ATK and DEF by 1 stage each.
What beats it

Anything that clears Leech, because Bloomveil's DEF drops the moment the stacks go, and a fresh swap-in carries none until it crosses Vine Bind. Fire, Flying, Ice and Dark hit both Leafkat and Bloomveil for double.

Good to know

Cleansing Wind also resets Bloomveil's Fortify stages, so watch for Stellalibra or Gambir on the other side.

Swap-ins

Glasnake can run Leech Seed instead of Paralyzing Current: more Leech for Bloomveil, less control.

Built around Flamblades + InferazeFlamblades & BurnIn-game line-up · Burn-fed crit rotationRainbowdeer1RainbowdeerCall for HelpFlamblades2FlambladesRaidInferaze3InferazeAbsorb Fire

Burn does three jobs in this line-up. It chips the enemy down, it is where Flamblades gets its speed, and it is what keeps Inferaze alive. Hasty Flames gives Flamblades 1 Swift whenever it applies Burn, Fireblade Assault adds another for every 2 Burn on the target, and Raid always crits when Flamblades attacks faster than its target. Two Swift put it ahead of even the 0.8s Lumi like Zaphound.

Play order

Lead Rainbowdeer so Fortune cuts the first enemy's ATK by 2 stages, then Call for Help sends Flamblades in with +1 ATK. Open with Fireblade Assault, then Raid. When Flamblades is in danger, switch to Inferaze for Blazing Hooves: 2 Burn on each side, and Inferaze takes no Burn damage while burning back whatever hits it. After a few hits, Absorb Fire clears every stack for 5% max HP each and cures Leech.

  1. 1Rainbowdeer
    Lead, cuts ATK and hands off
    Call for HelpCost 4 · Power 30 · BrawlerHits the current enemy and switches out; the Lumi coming in gains +1 ATK stage.
  2. 2Flamblades
    Carry, turns Burn into crits
    RaidCost 5 · Power 75 · SteelHits the current enemy. Always crits if this Lumi's attack speed is higher than the target's.
  3. 3Inferaze
    Anchor, burns back and heals off Burn
    Absorb FireCost 4 · Power 0 · FireRemoves every Burn stack from this Lumi and the current enemy, healing 5% of max HP per stack removed; then cures this Lumi's Leech.
Trainer skillShieldShields your Lumi on the field: the next enemy skill deals it no damage and lands no debuff on it. The shield is lost if that Lumi leaves.
What beats it

Ground hits all three for double, and Water hits both Fire Lumi. Flamblades is the one a fast Brawler or Royal Lumi knocks out before its Swift is up, so save Shield for its entry turn. A Fire mirror is awkward too: an enemy Fierikat heals its allies 4.5% whenever they gain or apply Burn, so your stacks feed them.

Good to know

Absorb Fire wipes the enemy's Burn too, so never cast it while Flamblades still needs those stacks.

Swap-ins

Hexdeer for Rainbowdeer: the same Fortune and Call for Help on a smaller body, if you haven't evolved it yet.

Built around Zoryx + SunbelleZoryx & CRITIn-game line-up · Harsh Sunlight crit burstSunbelle1SunbelleClear SkiesHexdeer2HexdeerCall for HelpZoryx3ZoryxFocus Blast

Sunbelle sets Harsh Sunlight and Zoryx cashes it in. The weather adds 20% to Grass damage, and Zoryx's Maple Dart is a Grass move: three needles that can each crit, helped by Nimble's extra 25% crit chance on every attack. Each crit raises Zoryx's ATK by a stage once the throw ends, and each stage makes Focus Blast 1 Energy cheaper. Sunbelle's Sunshine also cuts the damage your whole side takes by 15% while the sun is up and Sunbelle is still standing, bench included.

Play order

Lead Sunbelle and cast Clear Skies straight away. It sets the sun, hits every enemy on the field and puts 1 Burn on each. Switch to Hexdeer, whose Fortune lowers the enemy's ATK by 2 stages on entry, then use Call for Help to send Zoryx out with +1 ATK, so its first Focus Blast already costs 4. Open Zoryx with Maple Dart to build stages and spend them on Focus Blast, which drops a stage after each cast, so alternate the two.

  1. 1Sunbelle
    Lead, sets the weather
    Clear SkiesCost 5 · Power 40 · FireSets the weather to Harsh Sunlight, hits every enemy on the field and applies 1 Burn to each.
  2. 2Hexdeer
    Middle, cuts ATK and hands off
    Call for HelpCost 4 · Power 30 · BrawlerHits the current enemy and switches out; the Lumi coming in gains +1 ATK stage.
  3. 3Zoryx
    ZoryxBGrassBrawlerCore
    Finisher, stacks crits into ATK
    Focus BlastCost 5 · Power 70 · BrawlerHits the current enemy with a ki blast. Costs 1 less Energy per positive ATK stage; afterwards this Lumi's ATK drops by 1 stage.
Trainer skillShieldShields your Lumi on the field: the next enemy skill deals it no damage and lands no debuff on it. The shield is lost if that Lumi leaves.
What beats it

Fire. The sun boosts Fire damage by 20% as well, and Fire hits both Zoryx and Sunbelle for double, so against a Fire team your own weather works against you. Beyond that, Flying hits Zoryx for 4x and Dark hits Sunbelle for 4x.

Good to know

Any other weather replaces yours. If the enemy runs Gambir's Storm Strike or Rimedeer's Frostspike, Sunshine and the Grass boost both switch off until Sunbelle comes back in and casts Clear Skies again.

Swap-ins

Rainbowdeer for Hexdeer: the same Fortune and Call for Help on a bigger body, 100 DEF and 100 HP.

Built around EchofrogJellistel & RotationIn-game line-up · Stall rotation into EchofrogHexdeer1HexdeerCall for HelpJellistel2JellistelWater RetreatEchofrog3EchofrogIce Shards

The first two Lumi buy time. Every time Hexdeer comes in, Fortune takes 2 more stages off the enemy's ATK, and every time Jellistel leaves, Regenerate heals it 20%. Both carry a skill that attacks and switches out, so they can trade places for several turns while the enemy's damage keeps shrinking. Echofrog is the payoff. Echo fires one more water bullet each time it's cast in a row, up to three, and Round adds 1 Wet whenever Echofrog's skills deal damage, so each follow-up costs 1 Energy less.

Play order

Lead Hexdeer, then Call for Help into Jellistel. Water Retreat hits and sends Hexdeer back in, so Fortune fires again and Jellistel heals on its way out. Keep trading until the enemy's ATK sits at -5, the floor, where it is halved, or until one of the pair runs low. Then Water Retreat into Echofrog so it arrives with 1 Wet, and cast Echo three times in a row.

  1. 1Hexdeer
    Lead, lowers ATK on every entry
    Call for HelpCost 4 · Power 30 · BrawlerHits the current enemy and switches out; the Lumi coming in gains +1 ATK stage.
  2. 2Jellistel
    Partner, heals on every exit
    Water RetreatCost 4 · Power 30 · WaterHits the current enemy and switches out; the Lumi coming in gains 1 Wet.
  3. 3Echofrog
    Finisher, fires Echo on repeat
    Ice ShardsCost 4 · Power 50 · IceHits the current enemy twice; each hit has a 20% chance to apply 1 Frostbite.
Trainer skillShieldShields your Lumi on the field: the next enemy skill deals it no damage and lands no debuff on it. The shield is lost if that Lumi leaves.
What beats it

Electric and Grass hit both Jellistel and Echofrog for double, and Dark hits Jellistel too. Switching also works against you here. Stages reset when a Lumi leaves the field, so an opponent who swaps out wipes every ATK stage you took off, and the next Lumi arrives at full strength.

Good to know

Echo's bullet count resets the moment Echofrog leaves. Once it starts firing, stay in, and put Shield on its first turn so the setup isn't punished.

Swap-ins

Rainbowdeer for Hexdeer: the same Fortune and Call for Help on a bigger body, 100 DEF and 100 HP.

Built around RegaffinStorm & RegaffinIn-game line-up · Storm burstGambir1GambirStorm StrikeCharigon2CharigonTail WhipRegaffin3RegaffinDragon Charge

Everything here serves Regaffin, and Regaffin needs Storm. While Storm is up, Flying and Dragon damage are 20% higher, Fast & Flurrious gives Regaffin 50% more crit rate, Swift Storm drops from 6 Energy to 4 and Dragon Charge from 8 to 5. Swift Storm lands five strikes and every one of them gets the crit bonus. Gambir sets the weather and Charigon strips the enemy's DEF before Regaffin arrives.

Play order

Lead Gambir and cast Storm Strike. It sets Storm, hits every enemy on the field and resets your switch cooldown, so you can swap straight away. Bring in Charigon: Draconic Terror takes 2 DEF stages off the enemy on entry, and Tail Whip takes a third before Charigon switches out into Regaffin. Put Inspire on Regaffin's first Swift Storm for 80% more damage.

  1. 1Gambir
    Lead, sets Storm
    Storm StrikeCost 5 · Power 40 · FlyingSets the weather to Storm, hits every enemy on the field and resets your switch cooldown.
  2. 2Charigon
    Middle, strips DEF and leaves
    Tail WhipCost 4 · Power 30 · DragonHits the current enemy, lowers its DEF by 1 stage and switches out.
  3. 3Regaffin
    Finisher, crits in Storm
    Dragon ChargeCost 8 · Power 120 · DragonRams the current enemy. Costs 3 less Energy during Storm.
Trainer skillInspireYour Lumi on the field deals 80% more damage with its next skill. The boost is lost if that Lumi leaves.
What beats it

Ice hits all three for double, and Electric hits Gambir and Regaffin. Weather is the other weak point. If the enemy sets Harsh Sunlight or Snow, Regaffin loses both discounts and the crit rate until Gambir comes back and restores Storm.

Good to know

The DEF stages Charigon strips stay only while that enemy stays in. If the opponent swaps, the new Lumi arrives at full DEF and the setup turn is wasted, so time Charigon for a Lumi that is likely to stay.

Timed right, one Swift Storm with Inspire can knock a Lumi out in a single cast, which is why Regaffin is S on our tier list.

Built around MuskyxDebuffsIn-game line-up · Status stacking into EntrenchedInfernadra1InfernadraScorchGlasnake2GlasnakeHypnotizeMuskyx3MuskyxEntrenched

Muskyx's Entrenched costs 7 Energy and hits for 120, but it costs 1 less for every different status on the target, down to 2. The first two Lumi exist to fill that count. Infernadra puts on Burn and Leech and knocks DEF down while doing it, Glasnake puts the target to sleep, and Muskyx adds Poison plus one random extra status from Poison Master. That is up to five different effects before Entrenched is cast.

Play order

Lead Infernadra with Born from Fire, which lands Leech and Burn and lowers DEF, and Burning Pain takes a second DEF stage whenever Burn goes on. Follow with Scorch for 2 more Burn. Swap to Glasnake and cast Hypnotize. An Asleep Lumi can't be switched out manually, so the enemy is stuck in front of you with every stack still on it. Then Muskyx: Gale Slash applies Poison and, through Poison Master, one more random status, and Entrenched follows at 2 or 3 Energy.

  1. 1Infernadra
    Lead, stacks Burn and lowers DEF
    ScorchCost 4 · Power 40 · FireHits the current enemy and applies 2 Burn to it and 1 Burn to this Lumi.
  2. 2Glasnake
    Middle, sleeps the target in place
    HypnotizeCost 4 · Power 20 · PsychicPuts the current enemy to sleep.
  3. 3Muskyx
    MuskyxADarkCore
    Finisher, cashes in the statuses
    EntrenchedCost 7 · Power 120 · DarkHits the current enemy with shadow; costs 1 less Energy for each different status effect it carries (up to 5 less).
Trainer skillShieldShields your Lumi on the field: the next enemy skill deals it no damage and lands no debuff on it. The shield is lost if that Lumi leaves.
What beats it

Anything that clears statuses, since each one removed makes Entrenched 1 Energy dearer. Rainbowdeer and Hexdeer both clear their own with their signature skills. Light hits Muskyx, the finisher, for double.

Good to know

The damage all arrives at the end. Infernadra has 82 ATK and Glasnake's skills hit for 20, so against a team that ends fights quickly this one can lose before Entrenched is ever cast. Keep Shield for Muskyx's first turn.

Swap-ins

Psykat for Glasnake in the Arena: the same Hypnotize, plus Dreamy's one-time 30% heal. Run Dragon Roar on Infernadra and Infect on Muskyx to spread the statuses.

Built around LycaniteLycanite CoreIn-game line-up · Swift stacking into LycaniteLatteccino1LatteccinoSpeed UpFlamblades2FlambladesRelayLycanite3LycaniteFortify

Lycanite's Deadly Claw always crits once Lycanite holds 3 Swift, and strikes a second time at 5. The other two are there to get it to that count. Latteccino's Speed Up gives 1 Swift to every Lumi in your squad, bench included. Flamblades makes Swift out of Burn, 1 each time it applies Burn plus 1 for every 2 Burn on the target, and its Relay hands every stack it holds to the Lumi that switches in.

Play order

Lead Latteccino, cast Speed Up and switch out. Refill heals it 20% and adds 2 Energy as it leaves. Flamblades casts Fireblade Assault two or three times to build Swift, then uses Relay to send Lycanite in, which already holds 1 Swift from Speed Up. Three Swift means every Deadly Claw crits, and five adds the second strike. With spare Energy, cast Fortify (3 Energy, +1 ATK and DEF) before the first Claw.

  1. 1Latteccino
    Lead, gives the whole squad Swift
    Speed UpCost 5 · Power 0 · SteelEvery Lumi in your squad gains 1 Swift.
  2. 2Flamblades
    Middle, builds Swift and passes it
    RelayCost 4 · Power 30 · SteelHits the current enemy and switches out, handing all of this Lumi's Swift to the Lumi coming in.
  3. 3Lycanite
    Carry, crits at 3 Swift
    FortifyCost 3 · Power 0 · NormalRaises this Lumi's ATK and DEF by 1 stage each.
Trainer skillShieldShields your Lumi on the field: the next enemy skill deals it no damage and lands no debuff on it. The shield is lost if that Lumi leaves.
What beats it

Brawler and Royal hit all three for double, and Fire hits both Steel Lumi. A forced swap is the other problem, since Fortify's stages reset when Lycanite leaves and the whole setup is built around keeping it in.

Good to know

Self-Heal is Lycanite's safety net. Below half HP its basic attacks heal it for all the damage they deal, and the first time it drops under half it gains 1 more Swift.

Built around Rimedeer + CrysionFrost Claw LockIn-game line-up · Frostbite Energy taxRimedeer1RimedeerIce ShardCrysion2CrysionIce ShardBowlguin3BowlguinWave

Three Ice Lumi turn Frostbite into an Energy tax. With all three in the squad, Rimedeer's Frostspike costs 3 instead of 6 and sets Snow, which raises Ice Shard from 1 Frostbite a cast to 3. At 5 stacks, Crysion's Frost Claw makes the enemy's skills cost 3 more Energy while Crysion stays in, and each stack adds 15 power to every skill that hits it. Bowlguin's Wave is the Water answer to the Fire Lumi that threaten the other two.

Play order

Lead Rimedeer, open with Frostspike for Snow, then cast Ice Shard for 3 Frostbite at a time; enemy skills that hit Rimedeer add more through Spirit of Snow. At 3 to 5 stacks, switch to Crysion with Shield up. Frigid Pierce hits for 100 power plus 15 per stack and heals Crysion 20% on a knockout.

  1. 1Rimedeer
    Lead, sets Snow and stacks Frostbite
    Ice ShardCost 4 · Power 20 · IceHits the current enemy and applies 1 Frostbite — 3 during Snow.
  2. 2Crysion
    CrysionAIceCore
    Finisher, taxes Energy and closes
    Ice ShardCost 4 · Power 20 · IceHits the current enemy and applies 1 Frostbite — 3 during Snow.
  3. 3Bowlguin
    Answer to Fire, cheapens the next cast
    WaveCost 4 · Power 15 · WaterHits the current enemy with +15 power per Wet stack on this Lumi. If it has no Wet, it gains 2 Wet instead.
Trainer skillShieldShields your Lumi on the field: the next enemy skill deals it no damage and lands no debuff on it. The shield is lost if that Lumi leaves.
What beats it

Fire, Brawler and Steel hit all three for double, and Snow boosts Brawler damage too. Flamblades is the worst matchup. A forced swap such as Dragon Roar pulls Crysion out and switches Frost Claw off.

Good to know

Bring Bowlguin in against Fire: its first Wave also gives 2 Wet, taking 2 Energy off its next skill. It is C on our tier list because Wheel of Fate gains or loses an Energy at random, so never plan a turn around its exact Energy.

On the ladder this answers roar-and-trap teams: Ice hits Floragon for 4x and Rochelon, Charigon and Bluesaur Goma for double.

Swap-ins

Muskyx for Bowlguin: Poison Master adds a random second status with every Poison, and Avalanche hits once more for each different status on the target, up to 5 hits for 3 Energy.

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