Guzma & Golisopod were the long awaited first 5* Bug-type sync pair and their sync grid does not fail them. The high requirements of First Impression leaves Pin Missile as the primary move and their grid helps even the low-damage attack take down sizable opponents.
The best Guzma & Golisopod sync grid build would be to go for Pin Missile Move Gauge Refresh and No Quarter.
Sync Grid Builds
Powerhouse Slash (3/5) empowers their sync move and aims to reach it as quickly as possible. Co-op Self Sufficiency (3/5) has Golisopod boosting his own stats to remain effective, no matter who you get put with. On the other hand, Pure Pummeling (3/5) wants other sync pairs to buff Golisopod so Guzma & Golisopod can do what they do best–beating up opponents.
Sync level 2 builds are listed beneath Co-op Self Sufficiency and Pure Pummeling, which lose out on the best passive ability and attempt to make up for it with increasing stats.
Universal Upgrades
- HP +10
- Attack +15
- Defense +5
- Sp. Def +5
- Speed +5
- Pin Missile Move Gauge Refresh 3
- No Quarter
Universal Lucky Skill Recommendations:
Critical Strike 2
Pin Missile Move Gauge Refresh 3 is picked up in all builds because once First Impression is used on entry, Pin Missile becomes Golisopod’s only attacking move. No Quarter will make sure that Pin Missile will hit five times every attack.
With two uses of Dire Hit+, the pair maxes their critical-hit rate, meaning the lucky skill Critical Strike 2 will activate with every Pin Missile. To have Critical Strike 2 activate on First Impression, you must use another sync pair to boost Golisopod’s critical-hit rate.
Powerhouse Slash Build (Sync Level 3/5)
Total Sync Orb Cost: 738
Total Energy Used: 59
Unique Upgrades:
- Sp. Defense +5
- Speed +5
- Your Boy’s X-Scissor Power +75
- Pin Missile Move Gauge Refresh 3
- Critastrophe 2
2/5 Variation:
Not Recommended
This build aims to make Golisopod’s sync move as powerful as possible and reach it quickly with a cost effective Pin Missile. Since sync tiles aren’t available until sync level 3, a 2/5 variation is not recommended.
This build is able to pick up three of the sync tiles to give Your Boy’s X-Scissor +75 power. At max critical-hit rate, the sync move will always activate Critastrophe 2, which increases damage if the sync move is a critical hit.
Since the focus is on reaching the sync move as quickly as possible, an extra Pin Missile Move Gauge Refresh 3 is picked up to potentially regain one bar when the move is used. If both Refreshes activate, Pin Missile will regain the two bars it used for the attack and allow you to use other sync pairs’ costly, powerful attacks more easily.
Co-op Self-Sufficiency Build (Sync Level 3/5)
Total Sync Orb Cost: 750
Total Energy Used: 60
Unique Upgrades:
- HP +20
- Sp. Defense +10
- Pin Missile Power +4
- Beat ‘Em Down! MP Refresh 3
- Beat ‘Em Down! Barricade 1
- Vigilance
Best suited for co-op because you won’t know who your teammates might be, this build uses self-buffs to be able to deal out the damage. Consider pairing them with a team like Morty & Drifblim, who will baton pass their stat raises for First Impression.
If you need Golisopod to buff himself, Beat ‘Em Down! MP Refresh 3 will help regain some increased stats if you need to switch to another pair and then back to Golisopod. Beat ‘Em Down! Barricade 1 will raise his Sp. Defense by +1 with each use. Since he’s especially weak to Special attacks, it helps him to last just a little bit longer.
Vigilance will protect against critical hits, which also breaks through any raised defenses. Pin Missile gains +4 power since it will be Golisopod’s only move after buffing himself.
At sync level 2, you miss out on No Quarter, so this build uses the free energy to pad Golisopod’s Sp. Defense and keep the move gauge filling quickly.
Pure Pummeling Build (Sync Level 3/5)
Total Sync Orb Cost: 750
Total Energy Used: 60
Unique Upgrades:
- HP +20
- Attack +5
- Sp. Defense +25
- Pin Missile Power +4
- Pin Missile Move Gauge Refresh 3
- Vigilance
Using Guzma & Golisopod in singleplayer, you are able to offload the stat buffing to other sync pairs, so this build works to boost defenses and Pin Missile, since you will only ever get one First Impression attack.
The build tries to improve Golisopod’s weak point with an additional Sp. Defense +25. Vigilance will prevent critical hits, preserving any defenses allied sync pairs put up for Golisopod.
With other pairs improving stats for Golisopod, his First Impression can be much more powerful and then the pair switches to using Pin Missile exclusively. The build picks up +4 power and the second Move Gauge Refresh 3 for Pin Missile.
Without No Quarter at sync level 2, this build loses some of its damage potential and chooses to spend the extra energy on more survivability, though you could consider Critastrophe 2 or improving First Impression’s power instead.