Building a six that survives POCKET MYTH PvP

Roles first, types second, and the three mistakes that lose games before the first turn.

Start with roles

Every team needs a carry, a wall that can eat a hit, a support that either buffs your side or disrupts theirs, and a body that covers the type you are weakest to. Fill those four slots before you think about favourites.

Then fix the type chart

Count your weaknesses. A team that folds to one type is not a team, it is a coin flip. Two answers to your most common threat is usually enough.

Speed control

Speed decides who opens, and whoever opens usually decides the tempo. A single paralysis move or a speed-boosting setup can flip a matchup that looks lost on paper.

The three mistakes

Bringing six attackers. Forgetting to check abilities before the first turn. And switching into a resisted hit because the matchup looked good on the type chart rather than in the damage calc.

Practice loop

Run the ladder for ten games, note which slot keeps dying first, and replace that slot rather than the carry. Most losses are a structural hole, not a damage problem.

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