
Sinnoh
Barry & Floatzel
★★★★★
/
Water/Sprint
Introduction
Barry & Floatzel is a 5-star Water sync pair in Pokémon Masters EX. Barry & Floatzel's role is Sprint. Faction: Sinnoh.
On the Pokémon Masters EX tier list Barry & Floatzel is D tier, 550th of the 608 sync pairs ranked.
Other Water sync pairs in Pokémon Masters EX: Adaman & Vaporeon, Akari (Summer 2026) & Manaphy, Archie & Kyogre, Barry & Empoleon, Bede & Inteleon, Blue (Sygna Suit) & Blastoise and 59 more.
Stats
- HP236th of 765840
- Attack40th of 765556
- Defense375th of 765223
- Sp. Atk387th of 765316
- Sp. Def383rd of 765223
- Speed148th of 765444
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: 106Lv. 30: 182Lv. 45: 254Lv. 100: 540Lv. 120: 600Lv. 140: 660Lv. 200: 840
- AttackLv. 1: 17Lv. 30: 73Lv. 45: 127Lv. 100: 336Lv. 120: 380Lv. 140: 424Lv. 200: 556
- DefenseLv. 1: 11Lv. 30: 34Lv. 45: 55Lv. 100: 143Lv. 120: 159Lv. 140: 175Lv. 200: 223
- Sp. AtkLv. 1: 14Lv. 30: 45Lv. 45: 75Lv. 100: 196Lv. 120: 220Lv. 140: 244Lv. 200: 316
- Sp. DefLv. 1: 11Lv. 30: 34Lv. 45: 55Lv. 100: 143Lv. 120: 159Lv. 140: 175Lv. 200: 223
- SpeedLv. 1: 17Lv. 30: 60Lv. 45: 99Lv. 100: 264Lv. 120: 300Lv. 140: 336Lv. 200: 444
Sync pair
Moves
5- Aqua Tail
Water·Physical·Power 56-67·Accuracy 90·2 gauge·Opponent (one)No additional effect.
- X AttackStatus·2 MP·Self
Raises the user's Attack by 2 stat ranks.
- Aqua Jet
Water·Physical·Power 75-90·Accuracy 100·3 MP·Opponent (one)No additional effect.
- Way Too Slow!Trainer moveStatus·1 MP·Self
Reduces the user's sync move countdown by 1. Raises the user's Speed and critical-hit rate by 2 stat ranks.
- I Want a Theme Song Water ImpactSync move
Water·Physical·Power 200-240·Opponent (one)The more the target's stats are lowered, the greater the power of this attack.
Passive skills
3- Head Start 1
Reduces the user's sync move countdown by 1 the first time it enters a battle each battle.
- Quick Combo 4
Has a chance (50%) of restoring one MP for the user's moves that have the quick move effect tag when its attack move is successful.
- "Quick Move": Stat ↓2 9
Lowers one of the target's following stats by 2 stat ranks at random when the user uses a move that has the quick move effect tag: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.
Sync grid
4848 tiles, 208 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
- Attack +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
- HP +10 (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
- Defense +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
- 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
- Aqua Tail: Power +4Aqua Tail: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Aqua Tail: Power +4Aqua Tail: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Aqua Tail: Power +4Aqua Tail: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Aqua Jet: Power +4Aqua Jet: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Aqua Jet: Power +4Aqua Jet: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Aqua Jet: Power +4Aqua Jet: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Aqua Jet: Power +4Aqua Jet: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Aqua Jet: Power +4Aqua Jet: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Aqua Tail: Power +4Aqua Tail: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Aqua Tail: Power +4Aqua Tail: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Aqua Tail: Accuracy +10Aqua Tail: Accuracy ↑ +10 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)5 energy · 60 orbs
- UnflappablePrevents the user from flinching. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)5 energy · 60 orbs
- HasteSpeed cannot be lowered. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- FlameproofPrevents the user from getting burned. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)5 energy · 60 orbs
- I Want a Theme Song Water Impact: Power +25I Want a Theme Song Water Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- I Want a Theme Song Water Impact: Power +25I Want a Theme Song Water Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Aqua Tail: Move Gauge Refresh 3Move: Aqua Tail 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
- Aqua Jet: Move Gauge Refresh 3Move: Aqua Jet 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
- Pinch: Restore "Quick Move" MP Once 9Restores 1 MP for the user's moves that have the quick move effect tag when it is in a pinch. This effect can activate only once per battle. (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
- Healthy HealingApplies the Gradual Healing effect to the user if its HP is full when it enters a battle. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Way Too Slow!: MP Refresh 2Move: Way Too Slow! 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 3 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
- 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
- Aqua Tail: Defense Crush 9Move: Aqua Tail Lowers the target's Defense by one 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
- Fierce Entry 2Raises the user's Attack by 2 stat ranks when it enters a battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Sync Quickening 1Restores 1 MP of the user's moves that have the quick move effect tag after using its sync move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Power PlayThe more the target's stats are 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
- Way Too Slow!: Brawn Gain 9Move: Way Too Slow! Increases the user's Physical Moves ↑ Next effect by 1 rank when its move is successful. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- X Attack: Pep Rally 1Move: X Attack Raises the Speed of all allied sync pairs by 1 stat rank when the user's move is successful. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Ramming SpeedThe more the user's Speed is raised, the more it powers up the user's moves. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
Barry & Floatzel
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