Hilbert & Mightyena fill up the physical Striker slot for Dark-type sync pairs and they truly pack a punch! Their sync grid lets them power up their attacks through various stat-reliant tile boosts and makes both of their moves more effective. Their self-sufficiency in raising Speed, Attack, and critical-hit rate goes a long way to greater team diversification since you aren’t limited to certain sync pairs to shore up Mightyena’s strategy.
The best sync grid build for Hilbert (Fall 2020) & Mightyena would be to go for Haymaker and Ramming Speed.
Sync Grid Builds
Hilbert & Mightyena only have two builds because Mightyena has two attacks: Crunch and Double-Edge. Trying to be a generalist is possible, but ultimately suffers by not being good at either. However, both builds function at sync level 2 and have a variation if Mightyena is not using his sync move.
Chew ‘em Out (3/5) focuses on lowering the Defense of opponents with Crunch and going into a deadly sync move.
Rush the Target (3/5) deals a devastating blow with Double-Edge with little recoil to finish the opponent off with Mightyena’s sync move.
Universal Upgrades
- HP +10
- Attack +15
- Defense +5
- Sp. Def +5
- Speed +5
- Haymaker
- Ramming Speed
Universal Lucky Skill Recommendation:
Critical Strike 2
Hilbert & Mightyena’s builds have two abilities in common: Haymaker and Ramming Speed. Ramming Speed will increase move damage the higher Mightyena’s Speed has been raised. Rawr! will raise his Speed by +2 each time it is used or +3 if Mightyena has a status condition. Haymaker will power up Bump-in-the-Night Crunch according to how much Mightyena’s Attack has been raised.
No build picks up the MP Refreshes for either Rawr! or X Attack. Speed boosts are common in other sync pairs and you always want to avoid a status condition. Carry On 1 will raise Mightyena’s Attack each time any other Pokémon, ally or opponent, faints. Typically, the two side opponents are easy to take out.
Mightyena is able to max his own critical-hit rate out with two uses of Rawr! and one sync move, so the lucky skill Critical Strike 2 is the only one to consider.
Chew em’ Out Build (Sync Level 3/5)
Total Sync Orb Cost: 750
Total Energy Used: 60
Unique Upgrades:
- Attack +20
- Speed +10
- Crunch Power +6
- Crunch Move Gauge Refresh 2
- Crunch On a Roll 1
- Insult to Injury
No Sync Move:
– Haymaker
– Crunch Power +3
+ Speed +5
+ Crunch Power +3
+ Crunch Move Gauge Refresh 2
Sync Level 2:
– Attack +20
– Crunch On a Roll 1
+ Crunch Power +3
+ Crunch Power +3
+ Crunch Power +3
+ Speed +5
Using this Crunch build is best when other ally sync pairs also use physical attacks or can lower the opponent’s Defense. This build is swifter than Double-Edge and less reliant on a burst of move gauge from fainting Pokémon.
Crunch is able to pick up a modest +6 power and only one Move Gauge Refresh 2. Crunch On a Roll 1 will roll the chances for lowering the target’s Defense twice. This means each successful attack can potentially lower the target’s Defense by zero, one, or two stages. Insult to Injury will further increase damage against Defense-weakened opponents the more they have been brought down.
If for some reason you are not having Mightyena use his sync move, investing in the other Crunch Move Gauge Refresh 2 may be a good idea. Without MP Refresh, Mightyena will only be able to use Rawr! twice and only reach +2 critical-hit rate, so this would also be a good option if you want guaranteed critical hits.
At sync level 2, you lose out on extra Attack and Crunch’s On a Roll 1, but can make up for some of it by increasing Crunch’s power.
Rush the Target Build (Sync Level 3/5)
Total Sync Orb Cost: 750
Total Energy Used: 60
Unique Upgrades:
- Sp. Def +5
- Speed +5
- Crunch Power +3
- Double-Edge Power +6
- Double-Edge Move Gauge Refresh 2
- Bump-in-the-Night Crunch Power +25
- Standfast 5
- Standfast 5
No Sync Move:
– Haymaker
– Bump-in-the-Night Crunch Power +25
+ Speed +5
+ Double-Edge Power +3
+ Rawr! MP Refresh 2
Sync Level 2:
– Bump-in-the-Night Crunch Power +25
+ Speed +5
+ Double Edge Power +3
Double-Edge is a very powerful move and because of Dark Shift, this Normal-type attack becomes Dark-type. Timing attacks will be essential to keeping the move gauge moving and not lose out on Spur On 4’s benefits.
Double-Edge gains +6 power and only one Move Gauge Refresh 2. Picking up both Standfast 5 tiles is essential to reduce the amount of damage Mightyena will take when using Double-Edge. Although there is a First Aid tile on the grid, it costs too much energy to grab, so plan on having another Potion user on the team.
Finally, Mightyena picks up Bump-in-the-Night Crunch Power +25 to bulk up the sync move that increases his critical-hit rate by one stage.
If for some reason you are not using Mightyena’s sync move, there’s no need for Haymaker or the sync move power tile. Instead, pick up more power to Double-Edge and Rawr! MP Refresh 2. You will not be able to max out high critical-hit rate, so the refresh will help with that, but it will lower Mightyena’s defenses an additional level.
At sync level 2, the only thing locked to you is the sync move power boost, so instead invest that energy into Double-Edge.