Pokemas Lab

POKEMAS LAB · CIRCLE DURATION

Circle Duration Ranking
Choose a region and category to compare duration

To maintain a circle longer, choose the same region and physical, special, or defensive category. Check deployment uses and extension partners, then compare the same target for individual pairs and three-pair teams.

Updated October 24, 2026 · Data: October 21, 2026 · Reference ranking from a timing model

Compare your settings

Change target, time, and training, then inspect coverage

Change conditions here to calculate individual and three-pair candidates. Check the required grids, deployment and extension counts, action order, and gaps as well as the rank.

Choose ranking settings →View the timeline →Open the dedicated calculator →

What are circles? Check both region and category

Circles are field effects that can increase applicable move and sync move damage or reduce received damage. Official descriptions explain that more allies with the specified tag increase their effects. This ranking compares the time the selected circle remains active rather than the strength of its bonus.

For example, Kalos Circle (Physical) and Kalos Circle (Special) are separate targets. Even for the same region, different categories are scored separately.

We do not sum the duration of every circle simply because several are active. This table checks when your chosen region and category are active.

Extend through matching skills and redeployment

Factors to check for circle coverage
FactorWhat to check
Applicable duration extensionCheck that the extension skill covers your chosen region and category.
Deployments from movesCheck initial uses and recovery, as well as whether another move deploys the same circle.
Entry and post-sync effectsInclude triggers beyond direct move use. If an effect consumes the original move’s MP, that consumption is counted.
Support for reaching sync movesWhen a pair redeploys after a sync move, action order and countdown reduction can also affect coverage.

This model updates the target’s expiration when the same region and category are redeployed. Different regions and categories are tracked independently, and only the selected target is scored. Normal-field extension rules for EX weather, terrain, and zones are not reused for circles.

Even with many deployments, using them all immediately may not be best. Inspect the timeline to see when the remaining uses are spent.

Example: count first success separately from the first time MP reaches zero

Arc Suit Korrina & Lucario: two deployments of the same circle category

Almighty Rock Smash sets Kalos Circle (Physical) on its first successful attack; Almighty Aura Sphere does the same for Kalos Circle (Special). With the matching grid tile, the same category is deployed once more when that buddy move’s remaining MP first reaches zero.

Count one first-success deployment plus one deployment from the matching grid tile when that buddy move’s MP first reaches zero. This is not MP recovery.Having three uses does not mean the buddy move deploys a circle on every attack. These buddy moves can be used only while the user is not in a pinch, so maintaining that condition is required.

With the matching Extension 3 tile, this reference model gives 110 seconds per deployment: 50 base seconds, 30 from the passive, and 30 from the grid. Using both deployments without overlap gives 220 seconds total for the same category (110 seconds × 2). Physical and Special are separate targets; their durations are not added into a 440-second score.

In this page’s 180-second comparison, using the buddy move three times close together can instead yield 148 active seconds because deployments overlap. The 220-second value is the exhausted total; 148 seconds describes the active intervals for that action spacing and evaluation window. They are different metrics.

The links below connect the matching first-MP-zero redeployment and Extension 3 tiles. Each build is available at move level 3 and uses 20/70 energy including paths. Seconds are not measured values; the shared unverified extension caps and clock behavior remain reference assumptions.

View the Physical Circle grid ↗View the Special Circle grid ↗

Choose duration ranking settings

The initial example is Kalos (Physical). Switch region and category to inspect candidates that can deploy or extend that target. A target with no candidate shows no results; we do not substitute another circle.

Sort by coverage percentage, then active seconds, shorter longest gap, earlier deployment, fewer deployment and extension events, and fewer actions. Identical scores share a rank.

Loading settings and rankings…

Three-pair recommendations: match roles to your target circle

Choose the region and category that fits your attacker or defensive plan. Then inspect three-pair candidates combining setters with matching extension or countdown support. The candidates below were calculated in the three-pair category.

Loading three-pair team candidates…

Three-pair scores prioritize maintaining the selected circle. They are not an overall ranking of circle strength, damage, or durability. Check the three pairs’ region tags and offensive and defensive roles before using a team.

Compare duration and gaps on the timeline

Comparing coverage for the same circle reveals differences between entry deployment and redeployment after sync moves. Check timeline gaps to see whether it remains active when you want to attack or defend.

Loading coverage for comparison…

When changing the evaluation from 180 to 270 seconds or another duration, keep training, recovery scenario, and search scope equal. Different search budgets prevent attributing a rank change only to battle time.

Calculation conditions and limitations

Displayed values are reference results from the action orders found among the candidates under these conditions. Match the recovery scenario and training, then check the interval you need.

Result details retain the original move and skill descriptions, native IDs, selected grid, and conditions. Unverified extension values and conditions are not guessed from names alone.

We compare real sync pairs’ original move and skill descriptions with the calculated behavior. Arc Suit Silver’s buddy move sets EX sunny weather only when three uses remain at selection. Hilda (Champion)’s buddy move redeploys only the currently active terrain type. Checking these conditions is separate from measuring in-game seconds; durations remain reference values.

For a circle overview, see the official Producer Letter 54. Examples of extension and effects after sync moves also appear in Letter 88、Letter 86、Producer Letter 93. These official descriptions do not establish a 50-second base duration or 10 seconds per extension rank.

Normal and EX rankings score different intervals; circle rankings also require a matching target. Choose the table that fits your purpose.

After choosing duration candidates

Compare damage and the whole team

Duration rankings alone do not determine damage or durability. The damage calculator and team search can examine attackers and supports with a different objective.

Explore damage teams with three sync pairs from your roster →Compare damage in the calculator →Read the team optimizer guide →

These are general links to each tool. They do not automatically restore this page’s duration-specific action order and Sync Grid. Change duration conditions and recalculate in this page’s ranking.