SciPocket

GYM BATTLE · ELECTRIC

How much does Arc Suit Hau gain at move levels 3 and 5?

In Gym Battle 5, we changed only Arc Suit Hau’s move level against three Electric-weak opponents immune to special damage. Across the rotations we tested, his team’s 270-second damage index rose from5.544 billionat move level 1 to9.960 billionat level 3 and13.143 billionat level 5. The biggest gain from one Move Candy came at level 2→3, with+2.990 billion (+42.89%). Going from level 4→5 added+2.517 billion (+23.68%).

Try this team in the calculator →

Arc Suit Hau’s team damage at move levels 1–5. Each pair of bars compares the fixed rotation with the best candidate from the limited search.
Arc Suit Hau’s team damage at move levels 1–5. Each pair of bars compares the fixed rotation with the best candidate from the limited search.

Calculation settings

Arc Suit Hau & Raichu (Alolan Form) leads the team alongside Sygna Suit Iono & Raging Bolt and Champion Ethan & Raikou. We used three tickets, a 270-second limit and five starting sync buffs against three Electric-weak opponents immune to special damage. Both teammates kept their level 5 moves, investment and grids from the published rotation. Hau kept his 6★ EX and Strike EX role.

We used the same EX4 damage index as the published comparison. We multiplied each Electric-type attack’s index by the 1.5× weakness bonus, rounded it down, then added the results. At move levels 1–5, the grid energy caps were 62, 64, 66, 68 and 70 , respectively. We checked each tile’s unlock level and path to the grid center. Before grid bonuses, Almighty Thunder Punch had 240, 252, 264, 276 and 288 power at the five levels. Almighty Spark and Hau’s sync move each had 300, 315, 330, 345 and 360 power. Published baseline

270-second damage at move levels 1–5

Percentage changes are shown as team / Hauand sync move counts as Hau / team . The numbers in parentheses show energy used / cap. We calculated percentages and differences from the unrounded indices.

A. Fixed rotation

We started with the full MP recovery rotation from the November 2 update and selected a grid at each level. We kept the order and sync pair assignments for all 42 non-sync actions. When Hau ran out of MP for a move, he used Almighty Thunder Punch in the same slot. If the countdown blocked a sync move, its original user took the next available slot. We dropped any sync move that could not fit within 270 seconds.

Move Lv. Team index Hau’s index vs. level 1 vs. previous level Sync moves used Main grid gains
Lv. 1 (41 / 62) 5.162 billion 4.339 billion +0.00% / +0.00% — 4 / 5 Attack and move power tiles
Lv. 2 (63 / 64) 6.044 billion 5.221 billion +17.10% / +20.34% +17.10% / +20.34% 4 / 5 Attack +20 and +10, Team Speedy Entry 2
Lv. 3 (66 / 66) 8.472 billion 7.626 billion +64.14% / +75.78% +40.18% / +46.07% 4 / 5 Full MP recovery on first Trainer move, sync power +75, two conditional sync power tiles
Lv. 4 (68 / 68) 9.234 billion 8.388 billion +78.90% / +93.34% +8.99% / +9.99% 4 / 5 Physical Moves ↑ Next +1 when Hau sets Electric Terrain, +100 total sync power from tiles
Lv. 5 (70 / 70) 12.696 billion 11.796 billion +145.97% / +171.88% +37.49% / +40.63% 5 / 6 Electric Terrain regains 1 MP the first time it runs out

Try the team in the calculator

Each link restores the same three sync pairs with the selected grids, move levels and rotation. Change the settings in the calculator to try your own move levels.

Replay move level 1 →Replay move level 3 →Replay move level 5 →

The calculator displays the base index before the EX4 weakness adjustment.

B. Limited search

We started with seven saved rotations, including the published baseline, and replayed 5–13 candidate grids at each level. We used the top grid and rotation candidates to seed three beam searches per level, each with a width of three. The table gives the highest team index among the combinations tested at each level.

Move Lv. Team index Hau’s index vs. level 1 vs. previous level Sync moves used Main grid gains
Lv. 1 (39 / 62) 5.544 billion 4.713 billion +0.00% / +0.00% — 4 / 5 Attack and move power tiles
Lv. 2 (63 / 64) 6.970 billion 6.132 billion +25.72% / +30.11% +25.72% / +30.11% 4 / 6 Attack +20 and +10, Team Speedy Entry 2
Lv. 3 (66 / 66) 9.960 billion 8.996 billion +79.65% / +90.88% +42.89% / +46.71% 5 / 6 Full MP recovery on first Trainer move, sync power +75, two conditional sync power tiles
Lv. 4 (68 / 68) 10.627 billion 9.663 billion +91.68% / +105.03% +6.70% / +7.41% 5 / 6 Physical Moves ↑ Next +1 when Hau sets Electric Terrain, +100 total sync power from tiles
Lv. 5 (70 / 70) 13.143 billion 12.210 billion +137.07% / +159.09% +23.68% / +26.36% 5 / 6 Electric Terrain regains 1 MP the first time it runs out, Head Start 1 selected

Replaying the published baseline

Method A at level 5 used the exact published grid and rotation and reproduced the 12,696,428,785 (12.696 billion) team index. Method B at level 5 used a different saved rotation with a revised grid and gained+0.447 billion (+3.52%). Both runs used the same number of sync moves and Almighty Sparks. The revised grid used Head Start 1 and Ethan synced first at 33.25 seconds. Hau’s sync move index rose from 5.729 billion to 6.332 billion.

What unlocks at move level 3?

“Feel the Alolan Shine!: 1st T-Move: Restore MP 1” (10 energy) restores one use each to Electric Terrain, Almighty Spark and the Trainer move itself, up to each move’s maximum MP. It triggers after Hau spends the MP for his first Trainer move. In method B at level 3, all three moves regained one use at 66.50 seconds. The extra Electric Terrain use increased the number of post-sync countdown cuts of three from two to three.

Level 3 also raises Hau’s base sync move power. Our grid took the +50 and +25 sync power tiles, Haymaker and Static Shock 5. In method B the team still used six sync moves, but Hau’s share rose from four to five. His sync move index rose from1.822 billion to 4.838 billion, while his regular and S-move index went from 4.309 billion to 4.158 billion. Almighty Spark uses fell from seven to six. Sync moves accounted for most of Hau’s+2.864 billion (+46.71%)gain.

Selected level 3 grid. Red marks first Trainer move MP recovery and gold marks sync move power +50.
Selected level 3 grid. Red marks first Trainer move MP recovery and gold marks sync move power +50.

What changes at move level 5?

At level 4, Hau can take a tile that raises his Physical Moves ↑ Next by one rank whenever he sets Electric Terrain. Level 5 adds “Electric Terrain: 1st MP 0: Restore MP 1”, a zero-energy tile. The two starting uses, one use from the level 3 Trainer move tile and one from the level 5 tile give Hau four Electric Terrain uses to spend on post-sync countdown cuts of three when he saves them for those triggers.

In method B at level 5, Hau first ran out of Electric Terrain MP after the sync at 61.75 seconds, triggering the level 5 tile. He spent the restored use at 90.25 seconds. His first Trainer move at 156.75 seconds recovered the use that funded the fourth countdown cut, at 194.75 seconds. Between levels 4 and 5, both rotations used five Hau sync moves and six team sync moves, while Almighty Spark uses rose from six to eight. Hau’s sync move index rose from 5.271 billion to 6.332 billion, and his regular and S-move index rose from 4.392 billion to 5.878 billion. His total gain was+2.547 billion (+26.36%).

We replayed the level 5 rotation with the same move power and all other tiles, removed only Electric Terrain’s first-zero MP recovery tile, and adjusted the actions that became unavailable. That run had three countdown cuts of three, four Hau sync moves and six Almighty Sparks. Its team index was 10.632 billion,2.511 billionbelow the selected level 5 run.

Selected level 5 grid. Red marks Electric Terrain’s first-zero MP recovery and gold marks first Trainer move MP recovery.
Selected level 5 grid. Red marks Electric Terrain’s first-zero MP recovery and gold marks first Trainer move MP recovery.

Hau’s damage breakdown and gain per Move Candy

Each gain is the difference from the previous level within the same method.

Method Move Lv. Hau’s sync move index Hau’s regular and S-move index Team gain per candy Hau’s gain per candy
A Lv. 1 1.148 billion 3.191 billion — —
A Lv. 2 1.367 billion 3.854 billion +0.882 billion +0.882 billion
A Lv. 3 3.518 billion 4.108 billion +2.428 billion +2.405 billion
A Lv. 4 3.833 billion 4.555 billion +0.762 billion +0.762 billion
A Lv. 5 5.729 billion 6.067 billion +3.462 billion +3.408 billion
B Lv. 1 1.386 billion 3.327 billion — —
B Lv. 2 1.822 billion 4.309 billion +1.426 billion +1.419 billion
B Lv. 3 4.838 billion 4.158 billion +2.990 billion +2.864 billion
B Lv. 4 5.271 billion 4.392 billion +0.667 billion +0.667 billion
B Lv. 5 6.332 billion 5.878 billion +2.517 billion +2.547 billion

Spending one or two candies from level 1

Hau’s move level Candies Fixed rotation gain (team / Hau) Limited search gain (team / Hau)
Lv. 1→2 1 +17.10% / +20.34% +25.72% / +30.11%
Lv. 1→3 2 +64.14% / +75.78% +79.65% / +90.88%

Simulation scope

At +6 Speed, Almighty Spark grants three ranks of Physical Moves ↑ Next in the model. The simulation leaves the boost at +1 to +5 Speed unscored. The results cover damage under the stated timing assumptions. Gauge waits, incoming damage and the value of tiles for durability or gauge management fall outside the calculation. The limited-search results are the best among the tested grids and rotations.

How to use the Team Firepower Optimizer