Pokemas Lab

How much does move level 3 Archie improve a team? Four Grass teams compared with sync grids

October 16, 2026 | Pokemas Lab

When Archie (Fall 2026) & Wo-Chien reach move level 3, how much can they improve their allies’ damage as well as their own?

We compared the same three-pair teams using sync-grid builds available at move levels 1 and 3. Only Archie’s move level and grid change; the other two pairs keep the same investment. The evaluated moves and attack order are selected again for each setup.

With each move-level-1 team set to 100, the move-level-3 results range from 101.2 to 130.0. Some teams gain substantially, while a team that already stacks plenty of boosts gains much less.

Calculation assumptions: This compares the firepower index of one attack per pair plus the main damage dealer’s sync move, after setup. At move level 3, we use the restored MP for an additional Tera Move during setup. MP restoration is applied manually in this calculation. These are not equal-time or equal-action total-damage comparisons.

Jump to the calculation settings ↓

The complete settings are listed under “Settings and how to read the numbers” at the end.

The four team results

Every team includes Archie & Wo-Chien. The other two pairs listed below remain the same between the move-level-1 and move-level-3 setups.

Archie’s two teammatesMove level 1 + gridMove level 3 + gridTeam index increase
Florian (Anniversary 2026) + Adaman100.0125.8+25.8%
Victor + Sygna Suit Lyra100.0128.1+28.1%
Sygna Suit Erika + Sygna Suit Lyra100.0130.0+30.0%
Florian (Anniversary 2026) + Brendan (Champion)100.0101.2+1.2%
Move level 1 versus 3 firepower index chart for four teams
Team firepower index with move level 1 Archie set to 100. Setup includes one additional Tera Move at move level 3.

Each row uses its own move-level-1 team as the baseline. A score of 100 in one row does not mean the same firepower as 100 in another. These percentages also do not directly describe the increase to Archie’s own hit or the main damage dealer’s individual attack.

Move level 3 adds more boosts for the team

Our move-level-3 grid prioritizes these three tiles.

TileMove level requiredTreatment in this comparison
1st S-Move: Team Physical Boost 12Grants all allies one rank of Physical Moves ↑ Next after Archie’s first sync move
Titanite Tera Blast: 1st Move: Restore MP 13Restores MP after its first successful use, allowing two uses in total
Grassy Terrain Extension 33Selected, but extra field duration itself earns no firepower-index points

Each use of Titanite Tera Blast gives all allies two ranks of Physical Moves ↑ Next and three ranks of Sync Move ↑ Next. Across two uses, that is four physical-move boost ranks and six sync-move boost ranks granted by those uses.

However, physical-move boosts are consumed by intervening attacks, and each boost effect caps at ten ranks. Contributions from other pairs also matter, so the entire amount does not necessarily remain for the final attack. The difference depends on which attacks can receive the additional support.

The three teams that gained 25.8–30.0%

Florian + Adaman: The extra support benefits Adaman’s physical attack as well as Florian’s. Improving multiple attacks, rather than only the main damage dealer’s hit, contributes to the larger team total.

Victor + Sygna Suit Lyra: The selected main attack changes too. Within the searched candidates, the move-level-1 setup favors G-Max Drum Solo, while the move-level-3 setup favors Drum Beating. Ordinary Physical Moves ↑ Next does not apply to Max Moves, so additional boosts change the value of a regular attack that can receive them. The 28.1% increase is not a multiplier on the same Max Move.

Sygna Suit Erika + Sygna Suit Lyra: Both physical attacks and Erika’s sync move can use the additional support. This produces the largest increase among these four examples, at 30.0%. It is another case where extra setup improves attacks across multiple team slots.

Why does Florian + Brendan gain only 1.2%?

Even with move-level-1 Archie, this team already reaches ten physical-move boost ranks for Florian’s attack and nine sync-move boost ranks for his sync move.

Additional support at move level 3 cannot raise physical-move boosts beyond the cap. Sync-move boosts rise only from nine to ten, leaving a team-index increase of 1.2%.

When assessing move-level-3 Archie, look beyond the number of boost ranks he can grant.Does your current team still have room to benefit from them?

What should you check in your own team?

Three questions help explain the difference:

In these examples, teams with room for more boosts improve very differently from a team already close to the cap. Which Grass team would you use Archie in with your own roster?

Settings and how to read the numbers

SettingValue
Compared pairArchie (Fall 2026) & Wo-Chien at move levels 1 and 3
Archie’s sync gridExample builds using 20 energy at move level 1 and 60 at move level 3; paths and move-level requirements validated
Other two pairsFixed within each comparison, at move level 3 with no grid tiles selected
Shared investment6★ EX and EX roles enabled; no Superawakening
OpponentsThree Grass-weak opponents; non-Grass attacks score zero
Evaluation orderArchie’s preparation sync → setup → one attack per pair → the fixed main damage dealer’s sync
Sync buffsStart at zero; attacks are evaluated at two after Archie’s first Support EX sync
Move availabilityDisplayed Terastal forms and buddy-move activation conditions are assumed available
Offensive setupStat and critical-hit-rate setup from the recorded moves and skills is applied; no cheering
Data snapshotPublished data from October 14, 2026

The grids are examples available at each move level, not exhaustive optimizations of all tiles and actions. The published figures include a manual adjustment for Tera Move MP restoration, which the current calculation tool does not simulate automatically.

Damage from the preparation sync and Tera Moves used during setup is excluded. The move-level-3 setup adds one Tera Move action, so these results do not establish an equivalent increase in timed scores or attack speed.

The index also omits effects from enemy Defense and Grass Type Rebuff reduction, field duration, survival, healing, and some conditional multipliers. Unmodeled effects, including Brendan’s Hoenn Hype and Erika’s sun-dependent intrinsic sync multiplier, can change the ratios in battle.

Related:Team Firepower Explorer / Carmine vs. Archie: searching for each support’s best Grass team