>>39795095Super effective moves were useful when I was starting out, and I suppose the most optimized team will be using a super effective attacker, but that's very situational. You don't have to worry about resistances or invulnerability in this game, so having one good overall attacker will generally be more useful than one character that does good damage in certain situations. Right now, the "meta", or what little exists for it, revolves around buffing your party as fast as possible to hit your sync move well before your opponent. If your opponent uses their sync move, your whole party takes high damage and loses all their buffs while the enemy loses all their debuffs and gains a party wide buff. But if you get your sync move out quickly, it becomes a simple matter of spamming strong attacks against the main enemy and recharging the gauge when you run out. You'll usually defeat a Very Hard supercourse boss with 2-3 turns remaining for their sync move. Your striker isn't going to really take damage except from AoE attacks from the enemy which aren't that strong, and you'll want supporters that boost your offensive output like your Attack, Sp. Atk, and crit rate. Defenses, Speed, and Evasion aren't a big deal right now since the purpose isn't so much just to win, but win ASAP. There aren't any challenges yet that require more complex strategies.
Down the line, I can see boss Pokémon with tens of thousands of HP that can't just be bruteforced killed to death. While playing online co-op, I realized that it's possible to delay boss sync moves by quickly KO'ing underlings that are about to attack, building up your own sync move in the process. I think that strategies are still going to revolve around preventing the enemy's sync move and buffing, but the buffs are going to come from using sync moves over and over again. I tried it, and sync buffs increase as far as 9+, so why would they put that in that far if it wasn't ever going to become meaningful game mechanic?