
Kanto
Ash & Pikachu
★★★★★
/
Electric/Strike (Special)
Introduction
Ash & Pikachu is a 5-star Electric sync pair in Pokémon Masters EX. Ash & Pikachu's role is Strike (Special). Faction: Kanto.
On the Pokémon Masters EX tier list Ash & Pikachu is A tier, 84th of the 608 sync pairs ranked.
Other Electric sync pairs in Pokémon Masters EX: Ball Guy & Voltorb, Blue (Champion) & Zapdos, Chase & Pikachu, Clemont & Heliolisk, Clemont & Magneton, Elesa (Classic) & Emolga and 38 more.
Ash & Pikachu's banners
All banners- 28 August 2022 to 17 October 2022Ash Master Fair Scout
Stats
- HP35th of 765923
- Attack337th of 765372
- Defense513th of 765203
- Sp. Atk8th of 765643
- Sp. Def522nd of 765203
- Speed428th of 765355
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: 102Lv. 30: 186Lv. 45: 264Lv. 100: 583Lv. 120: 651Lv. 140: 719Lv. 200: 923
- AttackLv. 1: 16Lv. 30: 53Lv. 45: 89Lv. 100: 232Lv. 120: 260Lv. 140: 288Lv. 200: 372
- DefenseLv. 1: 8Lv. 30: 28Lv. 45: 46Lv. 100: 123Lv. 120: 139Lv. 140: 155Lv. 200: 203
- Sp. AtkLv. 1: 18Lv. 30: 81Lv. 45: 141Lv. 100: 383Lv. 120: 435Lv. 140: 487Lv. 200: 643
- Sp. DefLv. 1: 8Lv. 30: 28Lv. 45: 46Lv. 100: 123Lv. 120: 139Lv. 140: 155Lv. 200: 203
- SpeedLv. 1: 16Lv. 30: 50Lv. 45: 83Lv. 100: 215Lv. 120: 243Lv. 140: 271Lv. 200: 355
Sync pair
Moves
5- Thunder
Electric·Special·Power 124-148·Accuracy 70·3 gauge·Opponent (one)Never misses when the weather is rainy. Has a chance (30%) of leaving the target paralyzed.
- Not Gonna Lose!Trainer moveStatus·1 MP·Self
Restores the user's HP by approximately 20% of its maximum HP. Charges the user's move gauge by 6. Applies the Gradual Healing effect to the user. Applies the Supereffective ↑ Next effect to the user. Applies the Damage Guard Next effect to the user.
- Best Buddies Thunderbolt
Electric·Special·Power 400-480·1 MP·Opponent (one)Activation Condition: When the user uses any moves three times. Deactivation Condition: Cannot be deactivated. Never misses. Uses a maximum of 6 slots of the user's move gauge. The more amount used, the greater the power of this attack.
- Going All Out!Trainer moveStatus·1 MP·Self
Raises the user's Sp. Atk by 4 stat ranks. Raises the user's critical-hit rate by 3 stat ranks. In addition, raises the user's Sp. Atk and Speed by 2 stat ranks when the user's remaining HP is at half or more.
- Best Buds 10,000,000 Volt ThunderboltSync move
Electric·Special·Power 250-300·Opponent (one)Except in certain circumstances, successful hits with this attack become critical hits.
Passive skills
4- Kanto Spirit
Powers up the special attack moves of all allied sync pairs by 20%. Reduces special attack move damage taken by all allied sync pairs by 25%. The more allied sync pairs with the Kanto theme you have on your team, the higher these percentages are. (Each additional sync pair powers up moves by 15% and reduces damage by 3%. The maximum power-up is 50%, and the maximum damage reduction is 31%.)
- Ash's Passion
Powers up the user's move. Decreases the amount of move gauge slots the user needs to use move by 1. The user's move never misses.
- Ash's Tenacity
Applies the Enduring effect to the user if its HP is full when it enters a battle. Except in certain circumstances, when the user's Enduring effect activates for the first time and the user has 1 HP remaining, applies the Enduring effect to the user again each battle.
- Initial Pinch Special Boost 2
Increases the user's Special Moves ↑ Next effect by 2 ranks the first time it is in a pinch each battle.
Sync grid
4848 tiles, 220 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
- Sp. Atk +50 energy · 5 orbs
- Defense +50 energy · 5 orbs
- Sp. Atk +50 energy · 5 orbs
- Sp. Def +50 energy · 5 orbs
- Speed +50 energy · 5 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
- 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
- Sp. Def +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
- Sp. Atk +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
- Speed +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
- Sp. Atk +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Thunder: Power +2Thunder: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Thunder: Power +2Thunder: Power ↑ +2 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Thunder: Power +2Thunder: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Thunder: Power +2Thunder: Power ↑ +2 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Thunder: Power +2Thunder: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Thunder: Power +2Thunder: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Sp. Atk +10 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
- LithePrevents the user from getting paralyzed. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- HasteSpeed cannot be lowered. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- DauntlessSp. Atk cannot be lowered. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- Best Buds 10,000,000 Volt Thunderbolt: Power +25Best Buds 10,000,000 Volt Thunderbolt: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)5 energy · 60 orbs
- Best Buds 10,000,000 Volt Thunderbolt: Power +25Best Buds 10,000,000 Volt Thunderbolt: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)5 energy · 60 orbs
- Best Buds 10,000,000 Volt Thunderbolt: Power +25Best Buds 10,000,000 Volt Thunderbolt: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Best Buds 10,000,000 Volt Thunderbolt: Power +25Best Buds 10,000,000 Volt Thunderbolt: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Thunder: Move Gauge Refresh 3Move: Thunder 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)7 energy · 84 orbs
- Not Gonna Lose!: Shake Off 9Move: Not Gonna Lose! Removes all status conditions from the user when its move is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Going All Out!: MP Refresh 2Move: Going All Out! 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)7 energy · 84 orbs
- On the Run 3Raises the user's evasiveness by 3 stat ranks the first time it is in a pinch each battle. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Quick CureRemoves the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Thunder: Hostile Environment 1Move: Thunder Raises the chance of inflicting status conditions with the additional effects of moves. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Rejuvenate 6Charges the user's move gauge by 6 after using its sync move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)8 energy · 96 orbs
- Shock Recovery 1Restores the user's HP whenever its Pokémon takes an action when the terrain is Electric Terrain. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Turbo Charge 2Quickly charges the move gauge when the terrain is Electric Terrain. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Trainer Sync Redemption 1Restores 1 MP for the user's Trainer the first time its sync move is used each battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)8 energy · 96 orbs
- Not Gonna Lose!: Master Healer 1Move: Not Gonna Lose! Increases the amount of HP restored by the user's healing moves. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Not Gonna Lose!: Master Healer 1Move: Not Gonna Lose! Increases the amount of HP restored by the user's healing moves. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)8 energy · 96 orbs
- Static Shock 8Powers up the user's sync move when the target is paralyzed. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Brain Sync 8Powers up the user's sync move when its Sp. Atk is raised. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Not Gonna Lose!: Propulsion 9Move: Not Gonna Lose! 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
- Thunder: Power Reserves 5Move: Thunder Powers up the user's moves when it is in a pinch. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Pinch Push 3Reduces the sync move countdown by 3 the first time the user is in a pinch each battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
Ash & Pikachu
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