POKEMAS LAB GUIDE
How to use the countdown optimizer
Simulate countdown routes for three pairs, whether you want an earlier first sync or to compare routes through the second and third sync.
Countdown refers to the sync move counter. The tool comparesactions needed to reach a sync move. Change pairs, grids and lucky skills to find routes usable by your team.
Open the countdown optimizer ↗
1. Choose three pairs and the first sync owner
Search pair names under Find sync pairs, then choose+ Add to teamto add three pairs. Type, role, EX role, region and countdown-effect filters are available.
For a Support-owned first sync, set first-sync candidates toSupport or EX Supportto narrow the search. After adding pairs, choose the first sync owner above.
EX Support sync buffs require 6★ EX; an EX Support role also needs its role unlocked. Check active or unapplied notes on each team card. The first sync owner is fixed; the tool compares second and third owners.
Regional Head Start uses the team's region tags to calculate its reduction. Multiple owners with the same skill name activate it only once.
2. Set upgrades and grid tiles
Match each pair's form, move level, 6★ EX, EX role and Superawakening to your roster. Grid candidates are included whenSelect as an acquired grid tile— checked tiles are included in the calculation.
To preview possibilities after upgrades, useMaximize countdown upgrades (simulation)— click to set move level 5, 6★ EX and EX roles, plus countdown-related grid tiles and Superawakening. Undo restores the upgrades from before maximization.
Maximum upgrades are for simulation.Grid paths, energy and extra unlock conditions are not validated. Check simultaneous availability in the game. This button does not change lucky-skill counts.
3. Choose lucky-skill counts
Choose how many pairs equip each skill in the lucky-skill count controls.At most three owners, with one lucky skill per pair.
| Lucky skill | Reduction timing |
|---|---|
| Head Start 1 | Countdown −1 on entry. |
| Adrenaline 1 | Countdown −1 after the owner's first sync; once per battle. |
For example, with Head Start on: one pair and Adrenaline on: two pairs, the tool compares which owners are most efficient.Adrenaline does not activate when a different pair uses a sync move.
The recommendation section also compares 27 assignments of non-countdown, Head Start and Adrenaline skills across three pairs. It prioritizes the first-sync action count, then fewer equipped skills when tied. Open the recommended counts in a new tab to view that route.
4. Configure conditional and chance effects
Assume conditions and activationsis initially enabled. It simulates successful HP, boost and chance conditions, not guaranteed activations.
Exclude an individual effect through its condition/chance setting. Variable effects also let you choose the assumed reduction amount.
highlighted conditionshighlighted conditions entriesand meet prerequisites through other pairs' actions or other means. Enemy-dependent reductions are assumed once before each sync; battle-once effects activate once.
View conditional and chance effects ↗
5. Read results and countdown reductions
After choosing three pairs and the first sync owner,Open analysis in a new tab— click to open results. Initially all three sync milestones are displayed.
grouped and fastest routes
- Prioritize groups of three actions:Prioritizes sync moves at the end of each three-pair action group.
- Prioritize the fastest route even mid-turn:Prioritizes required action counts. Compares pair orders for each sync and uses the sync as soon as countdown reaches zero, even mid-turn.
First countdown zero and reduction breakdown
Normal starting countdown is 9. Entry reductions totaling at least 9 allowthe first sync without regular actions, so starting countdown is 0 and no regular actions are needed. The table identifies each reduction's owner and source. Check yellow prerequisites when assumed effects contribute.
This example maximizes Red (Anniversary 2025), Lucas (Champion) and Dawn (Champion), with Head Start 1 on Dawn.
| Reduction source | Reduction amount | Countdown remaining |
|---|---|---|
| Normal sync countdown | ― | 9 |
| Red: Head Start 2 [grid] | −2 | 7 |
| Lucas: Our World’s Flowing Time [grid] | −3 | 4 |
| Dawn: Head Start 1 [lucky skill] | −1 | 3 |
| Dawn: No Chance of Losing! [grid] | −3 | 0 |
Reduction-breakdown rows are not actions. The nine-slot display totals reductions before that sync. Countdown cannot drop below zero; extra reduction is shown as excess. Later tables include after-sync effects and EX Sprint reductions.
Free actions and cumulative action counts
A free action still counts as one actions. Rows specifying a move indicate actions needed for reductions or buddy-move activation. Buddy moves unlocked by the owner's sync enter the candidate set only after that condition is met.
For example, 6 → 12 → 18 actions means syncing at cumulative actions 6, 12 and 18. Each interval requires six actions. Sync moves themselves are excluded from the action count.
Successful regular moves reduce countdown by 1; max moves do not receive that normal reduction. Any extra countdown effect is applied separately.
6. Compare teams and upgrades
Change pairs or grids on the original setup page and analyze again to open another result tab.Previously opened result tabs retain their settings, so you can compare them side by side.
Compare actions to the first sync, then cumulative actions to the second and third. Review lucky-skill counts, excess reductions and highlighted conditions to choose a practical route with fewer upgrades.
Higher-move-level comparison lists reductions from adding supported tiles individually. It is not a proposal for selecting all those tiles together; check unlock and grid requirements.
No result or unapplied effects
Click unsupported or unspecified-condition counts to see names, reasons and calculation handling. If the search limit is reached or some allocations fail, do not treat the result as a confirmed optimum. Reduce grid or condition complexity and analyze again.
This is a countdown-route simulation. Animation, insufficient gauge, queued moves and grid connectivity are excluded. Check upgrades and actual behavior in the game.
Related:Narrow down candidates with sync grid search · Keep track of conditional effects · Guide index