SYNC COUNT RESULTS
Countdown analysis results
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Effects excluded from this team's calculation
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Recommended lucky-skill counts
Simulation assumptions
Starts at countdown 9. Regular moves reduce it by 1; max moves have no normal reduction and are limited to one per pair. Each pair acts once per turn, which resets after a sync. Fastest mode also compares the order for each sync. Sync moves do not count as actions. Supported buddy moves track activation and deactivation using move, sync and max counts and stat increases. One-time effects and remaining uses persist after syncs.
Moves succeed and gauge is sufficient. Assumed conditions and activations are highlighted in yellow. Enemy-dependent reductions occur once before each sync; one-time effects occur once per battle. Variable reductions use the selected amount. Supported form changes occur on the owner's first sync. Animation, queued moves, grid paths and field expiry are excluded. Results do not guarantee the best route in battle.
Assumptions and unused effects
Effects used in the calculation
Compare higher move levels
Comparing supported higher-level grid tiles…