Passives
Synthesis first, then Vigor. The berry if you are getting hit.
Order
- 1Synthesis
- 2Vigor
- 3Sitrus Berry
- 4Power
- SynthesisFirst. On the runs that last, even more.
- Sitrus Berry45% HP on the spot. On melee, before Synthesis.
- VigorRight after Synthesis. No cap.
- PowerThe group already hits. Do not put it first.
- ArmorSmall bump. The vest shares a 70% cap with it.
- ReflexesOrbit, turret and trail ignore it on the hit.
- SprintRunning faster does not dodge in this test.
- LearningA few extra levels, and you skip Synthesis.
- MagnetExperience lands on the kill. Radius does nothing.
By phase
At the start
The first card.
- SSynthesis
- ASitrus BerryVigor
- BPower
- CArmorReflexesSprint
- DLearningMagnet
Midway
The order holds.
- SSynthesis
- ASitrus BerryVigor
- BPower
- CArmorReflexesSprint
- DLearningMagnet
If it lasts
Synthesis pulls ahead.
- SSynthesis
- ASitrus BerryVigor
- BPower
- CArmorReflexesSprint
- DLearningMagnet
Exceptions
Cone
Flamethrower
Synthesis climbs even higher
You have to get close for it to land, and its regen has no cap: it soaks up hits.
Orbit
Fire Spin
Vigor before Synthesis, Reflexes adds nothing
Vigor heals right away, and the gap between hits is the move's own cooldown, which Reflexes does not change.
Aura
Discharge
No card lengthens the run
The run ends before the bonus has time to show.
Turret and trail
Will-O-Wisp · Toxic
Reflexes adds nothing
Neither the turret's shots nor the puddles use that cooldown.
Melee
Tackle
Sitrus Berry goes first
You have to stand on the enemy to hit. It heals 45% on the spot, which beats stacking Synthesis.
What the card adds
How much longer you last with the item if you prioritize the card. Median of 150 Pokémon, fixed 2+2 group, 100 runs.
| Item | Card | Adds | Why |
|---|---|---|---|
| Shell Bell | Synthesis | +3% | Heals 4% of the damage you deal, up to 4 HP per second. |
| Leftovers | Synthesis | +3% | Recovers 1.5% of your max HP per second. |
| Leftovers | Vigor | +3% | Same as with Synthesis: 1.5% of your max HP per second. |
| Assault Vest | Armor | 0 | Vest and Armor share the 70% reduction cap, so it adds no time. |
| Choice Band | Reflexes | −1% | Already adds 40% damage. Reflexes only shortens cooldown, and taking it first crowds out an HP card. |
| Quick Claw | Reflexes | 0 | With the claw on, Reflexes adds nothing: it already cuts cooldown 20%. |
Simulated: the bot never dodges, so HP and healing count for more. A card that evolves your move always goes first.