6*EX 3/5 Emmet & Archeops On-Type/Off-Type at 2000pts Champion Stadium | Pokémon Masters EX

Needed a palate cleanser after SS Brock. I got a TON of mileage out of 1/5 Emmet and Deluxe Cookies shook things up quite a bit, so it's about time. Emmet is an actual monster of a Striker. At his very core he just hits ridiculously hard because, at base, he's got 130% multipliers. Emmet maximizes Atk in one turn and he can use 6*EX Support buffs to fatten his output to absurd levels. I can't believe I compared Emmet to Diantha because she doesn't hold a candle to his potential. Emmet's Trainer Move does 4 things: it maximizes Atk, it buffs +2 Acc, it adds Damage Guard Next, and it lowers sync countdown by 1 when Sand is up. Damage Guard Next is a bid to conserve Healthy Strength 5 (same idea as Defeatist in the main series games). Sync countdown gained a lot of value with the release of Head Start 1 as a Lucky Skill. Emmet's full grid has Head Start 1 as well, so when paired with another sync countdown source he can shave off a round of combat. Emmet reaches his peak exceptionally fast, so he fits ramping playstyles quite well. Emmet's moves are Stone Edge and Rock Slide. They are typically perceived as poor offensive moves but Emmet's innate multipliers fattens them respectably. Rock Slide is a little stronger than Stone Edge so you might think it's superior given the 30% chance to Flinch (which can be enhanced with Aggravation 1). However, Stone Edge is really cool because it's a +Crit move. If you buff Emmet's Crit by +2 he reaches perfect critical hit rate. This perk contributes to Emmet's synergy with Ingo, who buffs +2 Crit per turn. +2 Crit is also enough to compliment Soften Up 1 for reliable nuking. When Emmet released I pretty much ignored Soften Up 1, but it's a big reason for why Emmet's ramp works so reliably. Last week I did some Subway showcases but this video focuses more on Emmet's individual strengths. I'm also allowing the stoplight outfit for once. [0:00] - Yep, that's me. You're probably wondering how I got into this situation… [0:55] - Handling Ingo's disappearance Emmet plays optimally with Ingo, but he is very easy to support. Just bring a Sand setter and buff Emmet's Crit. It's that simple. Classic Red is an automatic cheesy clear but the synergy with Emmet is undeniable. Emmet's sync acceleration enables a ramp even if Red doesn't have Head Start 1. Tech Kabuto is optimal for Rock Theme Skills. [2:25] - Subway ramping The standard Subway rotation is Sandstorm - Emmet TM - Ingo TM - Stone Edge. This way, Emmet reaches his peak Turn 2. I gave Ingo Head Start 1 as a Lucky Skill so he can ramp with Emmet, where you would typically need an external ramp source. The third slot can be literally any Sand Striker, even shudder SS Brock. In this example I brought Kukui because his Leer debuffs and Theme Skills allow Emmet to clean wipe sides. Once Emmet isolates center they can Flinch-lock it to death. [4:17] - Turn 1 denial Emmet is part of the very exclusive Turn 1 denial club. SS Cynthia at half-health enables crazy ramps, provided her partners bring ramp of their own and are self-sufficient. This team has so much ramping I went one turn over lol. The goal is attacking so fast we can afford pure aggressive options. Half Ally HP doesn't harm Emmet because Healthy Strength 5 stays active if he is at exactly 50% HP or above, which always happens regardless of Gear used. It's easy to tell when Healthy Strength 5 isn't active, trust me. ----- The Eggmon Compendium: https://docs.google.com/document/d/1k... I stream Pokémon Masters sometimes:   / zinfogel