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Pokemon Masters cheats, tips - How to beat Battle Villa #4

Pokemon Masters cheats, tips - How to beat Battle Villa #4

Pokemon Masters' toughest singleplayer challenge is back

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Pokemon Masters' Battle Villa has introduced a fun new way to play the game. It tasks you with clearing 25 increasingly difficult halls within two weeks. You can use nine different Sync Pairs per day, but once they're knocked out you'll have to wait until the next day to use them again.

That also means their health carries over into the next battle too. On top of that, abilities with a limited number of uses will persist between halls, so if you use both of a Pokemon's X Attack's, they're gone. There are consumables available that can restore them, but it's best not to rely on them.

The Battle Villa is now a permanent fixture. Every fortnight your progress resets, and each month the Trainers and Pokemon found in the halls will change. We're onto Battle Villa four now, so this is the first time in its short history that the lineup has changed, though the first five halls remain the same.

Not everyone is capable of beating the Villa in one day like some players, so we're on hand to give you some tips and tricks to help you beat it within the two-week time frame.

 

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1
The Halls

A little bit of planning can go a long way in the Battle Villa, so here's an easy to view table of everything you'll be facing. It includes the number of opponents, their weakness(es) and the recommended team strength.

HallNo. of OpponentsOpponent Weakness(es)Recommended Team Strength
1 3 Electric 8,600
2 3 Water 9,700
3 3 Ice 10,600
4 6 Ice, Electric, Water 12,200
5 9 Ice, Electric, Water 13,500
6 3 Fire 15,000
7 3 Rock 17,500
8 3 Grass 20,700
9 6 Grass, Fire, Rock 22,000
10 9 Grass, Fire, Rock 23,500
11 3 Fighting 24,000
12 3 Steel 24,500
13 3 Dark 25,000
14 6 Dark, Fighting, Steel 25,500
15 9 Dark, Fighting, Steel 26,000
16 3 Dragon 26,500
17 3 Flying 27,000
18 3 Poison 27,500
19 6 Poison, Dragon, Flying 28,000
20 9 Poison, Dragon, Flying 29,000
21 3 Psychic 29,300
22 3 Ghost 29,600
23 3 Bug 29,900
24 6 Bug, Psychic, Ghost 30,200
25 9 Bug, Psychic, Ghost 30,500

2
Strong Sync Pairs

There are three types of Sync Pair in Pokemon Masters, and they all play a role in the Battle Villa. You don't want to take three damage dealers and assume that will be enough to overwhelm your opponents. They must be accompanied by tanks, supports and buffers to facilitate what they do best.

Strikers

A striker will be your damage dealer. Below I've listed some solid options to deal with the different halls. If you don't have the below Sync Pairs, another striker of the same type will still do the job but possibly a tad less effectively. You can ignore the typing for the first five halls since they're fairly easy to beat even without having a Pokemon that hits super effectively.

  • Fire - Red & Charizard
  • Rock – Olivia & Lycanroc
  • Grass – Brendan & Sceptile
  • Fighting – Korrina & Lucario
  • Steel – Steven & Metagross
  • Dark – Karen & Houndoom
  • Dragon – Lance & Dragonite
  • Flying – Blue & Pidgeot
  • Poison – Roxi & Scolipede
  • Psychic – Giovanni & Mewtwo
  • Bug – Noland & Pinsir
  • Ghost – Giovanni & Mewtwo (Sorry Chandelure)
Supports

There are a few different ways that Sync Pairs can provide support. They offer the ability to heal their teammates, buff them or refill your move gauge – which is very important but more on that later. Here are a few excellent support options with a brief explanation.

Sabrina & Alakazam - Can increase the critical attack chance of its teammates, reduce the physical damage dealt by opponents. Most importantly, though, Alakazam can both heal, raise special attack and accuracy all in one move.

Skyla & Swanna - Can increase the team's speed which is useful for attack first and heal using Potion.

Rosa & Serperior - Can increase the team's special attack, tank hits and restore the move gauge.

Rosa & Delibird - Affectionately referred to as Rosanta by fans because of the Christmas theme. This is essentially a physical attack version of Serperior.

Main character & Pikachu - Technically not a support but the Main Character and their partner Pikachu do have the ability to heal using Potion.

Main character & Torchic - Can buff the physical and special attack damage of other Sync Pairs alongside their critical-hit rate, making Torchic a very versatile buffer.

Glacia & Glalie - Provides healing over time with X Regen All, which is extremely helpful in a mode about endurance. It has a taunt-style move in Attention Here to ensure it tanks hits intended for your striker.

Leaf & Eevee - Can restore the move gauge and heal allies using Potion.

Elesa & Rotom - Able to raise the special attack of allies and has a move that will reduce the Sync Move countdown by two.

Tech

The only Tech Sync Pair I've personally found to be quite useful is Prof Oak and Mew. That's not to say the others don't have their place, and if you'd like to tinker with them, I've left some suggestions below.

Prof Oak & Mew - Arguably one of the best Sync Pairs for the Battle Villa, especially if you've made yours reach star-level five and maxed out its expanded Sync Grid. Once you've done that, Mew will be hard to kill, and you can spam Swift to help your striker use their Sync Move quicker whilst debuffing the opponents.

Will & Xatu - This duo has a fun gimmick where you can use 'Our Power Is Limitless' to steal stats from your opponent. If their stats have been raised, Xatu will gain double those stats, leading to some fun destruction. On top of that, he can use Confuse Ray to potentially get your opponents to damage themselves, leaving your team unharmed.

Blaine & Ponyta - Can trap opponents with Fire Spin that causes damage over time whilst Sunny Day will increase the damage of fire type moves, which is a potentially great synergy with Red. Speaking of which, onto the next page.

3
Sync Pair Synergies

Whilst the Sync Pairs mentioned on the previous page are all solid, some pair better with each other than others. For instance, if you're using a physical striker, a support that can buff their special attack isn't going to bring much to the table.

The best synergies you'll want to look for not only bolster a Pokemon's strengths but also mitigate their weaknesses. Below are a few examples of some good synergies.

Alakazam and Charizard/Pidgeot

Both Charizard and Pidgeot have some devastating attacks at their disposal. Their only drawback is that neither of best their moves is 100% accurate. Alakazam can alleviate this issue with Sixth Sense whilst also providing buffs to both their special attack and critical-hit ratio.

Mewtwo and Serperior

Mewtwo hits very hard naturally, but besides increasing its critical-hit chance, it has no other way to increase its damage output. Serperior is more than happy to oblige in this respect with X Sp. Atk all. She can also restore the move gauge by three blocks, which is very helpful since Mewtwo's attacks are very costly, and while you can't use them, you're an easy target for your opponents.

4
Expanded Sync Grids

Expanded Sync Grids are a fairly recent addition to the game have increased in importance with the arrival of the Battle Villa. The Expanded Sync Grids aren't available for every Pokemon. But for those that have them, they can make a massive difference.

When deciding which tiles to pick in the Sync Grid, there are a few things you'll generally want to be on the lookout for. There are more specific builds for certain Pokemon, but if you look for MP Refresh, Move Gauge Refresh, self-healing and power increasing tiles, this will make a big difference.

MP Refresh

As previously mentioned, the Battle Villa is a test of endurance and Pokemon with a limited amount of uses for certain moves can become useless without them. If, however, they have tiles that have a percentage chance to restore them when used, they can perform their role for longer. It's definitely still RNG reliant, but there are grindy ways to work around that if you choose that we'll mention later.

Move Gauge Refresh

Much like MP Refresh, these tiles will make it so that a number of the bars in Move Gauge have a chance of being restored each time a specific move is used. For instance, you can make it so that Mew's Swift has a good chance of increasing the user's Move Gauge. Whilst it's not guaranteed to happen every time, it's still handy for helping your team stay on the offensive.

Self-healing or debuff removers

There are only so many Sync Pairs that can heal or protect their allies, and the amount they'll be able to do so is limited. However, there are some Sync Pairs - like Professor Oak & Mew – that have support tiles. They include First Aid and Natural Remedy that will heal them when their health is low or remove status conditions once per battle. This could be the difference between clearing a Hall or having to wait until the next day.

5
Pre-battle preparation and quitting out

Preparation is integral before heading into each Hall. It's not always going to be a simple case of taking a striker with a type advantage and then picking the two best Sync Pairs to offer them support.

Area Details

Before tackling each Hall, it's a good idea to check out the area details. These will tell you the type of damage - physical or special - as well as other status inflictions to consider. From here, you can take Sync Pairs that will be less affected by these problems.

For instance, if there's a Hall where the Pokemon use attacks that cause flinching, you can take Sync Pairs with passives that prevent this, which removes one frustrating concern.

Additionally, it's always good to check the Boss Details tab, as this will warn you if any of your Pokemon are weak to your opponent's attacks. It's great to take in a bulky Pokemon, but if they take extra damage from your opponent, they will do a terrible job of blocking those hits.

Quitting out

Another option available to you is quitting out of a Hall if things aren't going too well. While this might be frowned upon by some players, it's an intended feature. Use it to scout out your opponents since reading all the information beforehand isn't always enough to get a feel for it.

On top of that, if you want to tip RNG in your favour, you can always quit out if one of your Sync Pair's MP Refresh tiles doesn't trigger and would otherwise leave you with no MP left for that move. It's not something I'd do personally. I don't have the patience for that.

6
Remember you have two weeks

Finally, don't worry too much about players that can obliterate the Battle Villa in a single day. The rest of us average folk are given two weeks for a reason. The halls come in groups of five, with each new batch having a different set of weaknesses, and I would say you're doing incredibly well if you're clearing one of those mini segments each day.

If you're not, though, it doesn't matter too much. If you clear four halls and do a good deal of damage to 5th one day and then finish them off the next – even if it takes all 9 Sync Pairs – you'd still be on track to finish the Battle Villa in 10 days, giving you four days of leeway.

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Stephen Gregson-Wood
Stephen Gregson-Wood
Stephen brings both a love of games and a very formal-sounding journalism qualification to the Pocket Gamer team.