
Johto
Archer & Houndoom
★★★★★
/
Dark/Sprint
Introduction
Archer & Houndoom is a 5-star Dark sync pair in Pokémon Masters EX. Archer & Houndoom's role is Sprint. Faction: Johto.
On the Pokémon Masters EX tier list Archer & Houndoom is C tier, 401st of the 608 sync pairs ranked.
Other Dark sync pairs in Pokémon Masters EX: Akari & Samurott, Arven & Mabosstiff, Brycen-Man & Zoroark, Caitlin (Fall 2021) & Sableye, Calem (Champion) & Greninja, Carmine (Alt.) & Mightyena and 31 more.
Archer & Houndoom's banners
All banners- 14 October 2026 to 8 November 2026Team Rocket Tiered Scout (2026-10)
- 14 October 2026 to 8 November 2026Team Rocket Variety Scout (2026-10)
- 6 September 2023 to 9 September 2023Team Rocket Tiered Scout
- 6 September 2023 to 9 September 2023Team Rocket Variety Scout
Stats
- HP290th of 765830
- Attack40th of 765556
- Defense452nd of 765209
- Sp. Atk50th of 765556
- Sp. Def352nd of 765224
- Speed40th of 765515
Base stats at level 200, before the sync grid, potential and EX role. Each bar is measured against the highest value in the Pokémon Masters EX roster, and the place is out of every sync pair with that stat.
Stats by level
Base values at each growth level, before the sync grid, potential, EX role and gear. Level 200 is the current cap.
- HPLv. 1: 97Lv. 30: 172Lv. 45: 244Lv. 100: 530Lv. 120: 590Lv. 140: 650Lv. 200: 830
- AttackLv. 1: 17Lv. 30: 73Lv. 45: 127Lv. 100: 336Lv. 120: 380Lv. 140: 424Lv. 200: 556
- DefenseLv. 1: 9Lv. 30: 31Lv. 45: 52Lv. 100: 129Lv. 120: 145Lv. 140: 161Lv. 200: 209
- Sp. AtkLv. 1: 17Lv. 30: 73Lv. 45: 127Lv. 100: 336Lv. 120: 380Lv. 140: 424Lv. 200: 556
- Sp. DefLv. 1: 12Lv. 30: 35Lv. 45: 56Lv. 100: 144Lv. 120: 160Lv. 140: 176Lv. 200: 224
- SpeedLv. 1: 17Lv. 30: 69Lv. 45: 117Lv. 100: 315Lv. 120: 355Lv. 140: 395Lv. 200: 515
Sync pair
Moves
5- Bite
Dark·Physical·Power 42-50·Accuracy 100·2 gauge·Opponent (one)Has a chance (30%) of making the target flinch.
- X AttackStatus·2 MP·Self
Raises the user's Attack by 2 stat ranks.
- Flame Charge
Fire·Physical·Power 30-36·Accuracy 100·2 gauge·Opponent (one)Raises the user's Speed by 1 stat rank.
- Don't Care for That!Trainer moveStatus·1 MP·Ally (all)
Reduces the user's sync move countdown by 1. Raises the Speed and evasiveness of all allied sync pairs by 3 stat ranks.
- Regaining Evil Glory Dark ImpactSync move
Dark·Physical·Power 200-240·Opponent (one)The more the target's Speed is lowered, the greater the power of this attack.
Passive skills
3- Archer's Proposal
Lowers the Speed of all opposing sync pairs by 1 stat rank when the user's attack move is successful. Lowers the Speed of all opposing sync pairs by 2 stat ranks after using the user's sync move.
- Head Start 1
Reduces the user's sync move countdown by 1 the first time it enters a battle each battle.
- Hunter's Instinct
The more the target's Speed is lowered, the more it powers up the user's moves.
Sync grid
4848 tiles, 223 energy to light them all. Tap a tile to read it. Blue tiles raise a stat, gold ones add a passive skill, green ones change a move's effect, red ones add power, purple ones accuracy and orange ones teach a move.
Every tile as a list
- HP +100 energy · 5 orbs
- Attack +50 energy · 5 orbs
- Defense +50 energy · 5 orbs
- Attack +50 energy · 5 orbs
- Sp. Def +50 energy · 5 orbs
- Speed +50 energy · 5 orbs
- Speed +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Attack +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- HP +10 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Speed +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Speed +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Defense +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Sp. Def +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Attack +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Attack +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- HP +10 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Speed +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Attack +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Bite: Power +3Bite: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Bite: Power +3Bite: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Flame Charge: Power +3Flame Charge: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Flame Charge: Power +3Flame Charge: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Flame Charge: Power +3Flame Charge: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Flame Charge: Power +3Flame Charge: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Flame Charge: Power +3Flame Charge: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Bite: Power +3Bite: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Bite: Power +3Bite: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Bite: Power +3Bite: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Regaining Evil Glory Dark Impact: Power +25Regaining Evil Glory Dark Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Regaining Evil Glory Dark Impact: Power +25Regaining Evil Glory Dark Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- X Attack: MP Refresh 2Move: X Attack Has a chance (30%) of restoring one MP of the user's move when that move is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Natural RemedyRemoves all status conditions from the user the first time it is inflicted by any status condition each battle. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Don't Care for That!: MP Refresh 2Move: Don't Care for That! Has a chance (30%) of restoring one MP of the user's move when that move is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Flame Charge: Move Gauge Refresh 3Move: Flame Charge Has a chance (40%) of charging the user's move gauge by one when its move is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Bite: Move Gauge Refresh 3Move: Bite Has a chance (40%) of charging the user's move gauge by one when its move is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Gobsmack 4Has a chance (50%) of leaving the target confused when the user's attack move against it is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Flame Charge: Scorching Touch 4Move: Flame Charge Has a chance (50%) of leaving the target burned when the user's attack move against it is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Superduper Effective 5Powers up moves that are super effective. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- CakewalkThe more the target's Speed is lowered, the more it powers up the user's sync move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Trip Up 9Lowers the target's Speed by 1 stat rank when the user's attack move against it is successful. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Safety TetherApplies the Enduring effect to the user the first time its sync move is used each battle. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)10 energy · 120 orbs
- Chase Down 5Powers up the user's moves when the target's Speed is lowered. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Don't Care for That!: Propulsion 9Move: Don't Care for That! Reduces the user's sync move countdown by one when its move is successful. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- CatalystApplies the Move Gauge Acceleration effect to the allied field of play the first time the user's sync move is used each battle. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)10 energy · 120 orbs
- Speedster's Sync 5Powers up the user's sync move when its Speed is raised. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Trip Wire 2Lowers the Speed of all opposing sync pairs by 2 stat ranks when the user enters a battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Aggravation 1Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Sharp Entry 1Raises the user's critical-hit rate by 1 stat rank when it enters a battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
Archer & Houndoom
Art















