Chase & Pikachu

Kanto

Chase & Pikachu

★★★★★

/Electric/Tech

Atier

Introduction

Chase & Pikachu is a 5-star Electric sync pair in Pokémon Masters EX. Chase & Pikachu's role is Tech. Faction: Kanto.

On the Pokémon Masters EX tier list Chase & Pikachu is A tier, 87th of the 608 sync pairs ranked.

Other Electric sync pairs in Pokémon Masters EX: Ash & Pikachu, Ball Guy & Voltorb, Blue (Champion) & Zapdos, Clemont & Heliolisk, Clemont & Magneton, Elesa (Classic) & Emolga and 38 more.

Chase & Pikachu's banners

All banners
  • 29 November 2024 to 7 January 2025Presents! Limit 1!
  • 31 January 2024 to 20 February 2024Chase Poké Fair Scout

Stats

  • HP97th878
  • Attack497th260
  • Defense27th403
  • Sp. Atk368th342
  • Sp. Def16th408
  • Speed137th445

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: 108Lv. 30: 186Lv. 45: 261Lv. 100: 558Lv. 120: 622Lv. 140: 686Lv. 200: 878
  • AttackLv. 1: 11Lv. 30: 37Lv. 45: 61Lv. 100: 160Lv. 120: 180Lv. 140: 200Lv. 200: 260
  • DefenseLv. 1: 10Lv. 30: 50Lv. 45: 89Lv. 100: 243Lv. 120: 275Lv. 140: 307Lv. 200: 403
  • Sp. AtkLv. 1: 17Lv. 30: 51Lv. 45: 81Lv. 100: 202Lv. 120: 230Lv. 140: 258Lv. 200: 342
  • Sp. DefLv. 1: 15Lv. 30: 55Lv. 45: 94Lv. 100: 248Lv. 120: 280Lv. 140: 312Lv. 200: 408
  • SpeedLv. 1: 14Lv. 30: 58Lv. 45: 100Lv. 100: 265Lv. 120: 301Lv. 140: 337Lv. 200: 445

Sync pair

TrainerChase
PokémonPikachu
TypeElectric
WeaknessGround
RoleTech, EX role Sprint (since 31 Jan 2024)
Base rarity5★
How to getPoké Fair scout
Released31 Jan 2024
6★ EXAvailable since 31 Jan 2024
ThemesElectric, Kanto, Main Character, Pallet Town

Moves

5
  • Thunder Shock
    Electric·Special·Power 17-20·Accuracy 100·1 gauge·Opponent (one)

    Has a chance (10%) of leaving the target paralyzed.

  • Kanto Analysis
    Status·2 gauge·2 MP·Ally: Field

    Increases the Special Moves ↑ Next effect of all allied sync pairs by 1 rank. Applies Kanto Circle (Special) to the allied field of play. Kanto Circle (Special) grants all of the following effects: Powers up the special attack moves and special sync moves of all allied sync pairs by 10%. Reduces special attack move and special sync move damage taken by all allied sync pairs by per_5%. The more sync pairs with the Kanto theme that are on the allied field of play, the higher these percentages are. (Each additional sync pair powers up moves and sync moves by 10% and reduces damage by per_3%. The maximum power-up is 40%, and the maximum damage reduction is 14%.)

  • X Sp. Atk All
    Status·2 MP·Ally (all)

    Raises the Sp. Atk of all allied sync pairs by 2 stat ranks.

  • Let's Go, Everyone!Trainer move
    Status·2 MP·Ally: Field

    Applies the Move Gauge Acceleration effect to the allied field of play. Reduces the user's sync move countdown by 1. Raises the critical-hit rate of all allied sync pairs by 2 stat ranks.

  • Running With My Partner Pika PapowSync move
    Electric·Special·Power 250-300·Opponent (one)

    No additional effect.

Passive skills

3
  • Electrifying Chase

    Leaves an opponent that attacked the user paralyzed when the user is hit by an attack move. Restores the HP of all allied sync pairs when the user is hit by an attack move.

  • T-Move: Team Speed ↑ & Evasiveness ↑ 9

    Raises the Speed and evasiveness of all allied sync pairs by 1 stat rank when the user's Trainer uses a move.

  • Full-Bracing Command 9

    Raises the user's Defense and Sp. Def by 1 stat rank when its Trainer uses a move.

Sync grid

54
HP+10freeSpA+5freeDef+5freeSpA+5freeSpD+5freeSpe+5freeNatural …7 energyKanto An…T-Move10 energySync Bur…lv 110 energyQuick Cu…7 energyStaggeri…lv 410 energyMind Gam…lv 910 energyHP+102 energySpD+52 energyThunder …Power +33 energyThunder …Power +33 energyThunder …Power +33 energyCircle: …lv 27 energyDef+52 energyCircle: …lv 18 energyTeam Sha…lv 110 energyCircle: …lv 27 energyKanto C …lv 310 energySpe+52 energySpA+52 energyHP+102 energyThunder …Power +33 energyThunder …Power +33 energyThunder …Move Gau…7 energyThunder …Hostile …9 energyTeam Fis…lv 310 energyEndurance10 energyDef+52 energySpD+52 energyHP+102 energySpe+52 energySpA+52 energyLet's Go…MP Refre…7 energyHP+102 energyFail For…lv 17 energyAdrenali…lv 110 energyTeam Syn…7 energyRidicurelv 310 energyLithe5 energySpe+52 energyStalwart5 energySpD+52 energyElectric…8 energyUnbending5 energyX Sp. At…MP Refre…7 energyTeam Gra…lv 210 energyX Sp. At…Team Sma…10 energyRunning …Power +255 energyRunning …Power +255 energy

54 tiles, 276 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
  • 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
  • Speed +5 (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
  • HP +10 (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
  • Speed +5 (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
  • 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
  • Sp. Def +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
  • Thunder Shock: Power +3Thunder Shock: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Thunder Shock: Power +3Thunder Shock: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Thunder Shock: Power +3Thunder Shock: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Thunder Shock: Power +3Thunder Shock: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Thunder Shock: Power +3Thunder Shock: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
  • LithePrevents the user from getting paralyzed. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
  • StalwartSp. Def cannot be lowered. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
  • UnbendingDefense cannot be lowered. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)5 energy · 60 orbs
  • Running With My Partner Pika Papow: Power +25Running With My Partner Pika Papow: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
  • Running With My Partner Pika Papow: Power +25Running With My Partner Pika Papow: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 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
  • 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
  • Circle: MG → 2Quickly charges the move gauge when a circle applies to the allied field of play. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
  • Circle: Attack Move DR 2Reduces damage when the user is hit by an attack move while a circle applies to the allied field of play. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
  • Thunder Shock: Move Gauge Refresh 3Move: Thunder Shock 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
  • Let's Go, Everyone!: MP Refresh 2Move: Let's Go, Everyone! 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
  • Fail Forward 1Charges the user's move gauge by 1 when an opponent's attack move targeting the user misses. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
  • Team Sync RegenApplies the Gradual Healing effect to all allied sync pairs after the user uses a sync move. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
  • X Sp. Atk All: MP Refresh 2Move: X Sp. Atk All 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
  • Circle: HP Recovery 1Restores the user's HP whenever its Pokémon takes an action when a circle applies to the allied field of play. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
  • Electric GuardReduces damage when the user is attacked by Electric-type moves. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
  • Thunder Shock: Hostile Environment 9Move: Thunder Shock 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)9 energy · 108 orbs
  • Kanto Analysis: T-Move: Crit Defense 9Move: Kanto Analysis Applies the Critical-Hit Defense effect to the allied field of play when the user's Trainer uses a move. (1 or more adjacent tiles must be activated; Move level must be 4 or higher)10 energy · 120 orbs
  • Sync Burst 1Restores 1 MP for the user the first time its sync move is used each battle. (1 or more adjacent tiles must be activated; Move level must be 5 or higher)10 energy · 120 orbs
  • Staggering 4Has a chance (50%) of making the target flinch when the user's attack move against it is successful. (1 or more adjacent tiles must be activated; Move level must be 4 or higher)10 energy · 120 orbs
  • Mind Games 9Lowers the target's Sp. Def 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 5 or higher)10 energy · 120 orbs
  • Team Sharp Entry 1Raises the critical-hit rate of all allied sync pairs by 1 stat rank 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
  • Kanto C (Spec) Extension 3Extends the duration of Kanto Circle (Special) when Kanto Circle (Special) is applied to the allied field of play. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
  • Team Fist Bump 3Has a chance (40%) of restoring the HP of all allied sync pairs when the user's attack move is successful. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
  • EnduranceApplies the Enduring 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 3 or higher)10 energy · 120 orbs
  • Adrenaline 1Reduces the sync move countdown by 1 the first time the user's sync move is used each battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
  • Ridicure 3Has a chance (40%) of restoring the user's HP by approximately 20% of its maximum HP when an opponent's attack move targeting the user misses. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
  • Team Grand Entry 2Raises the Sp. Atk of all allied 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
  • X Sp. Atk All: Team Smart Command 9Move: X Sp. Atk All Increases the Special Moves ↑ Next effect of all allied sync pairs by one rank when the user's Trainer uses a move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs

Chase & Pikachu

Art

Chase & Pikachu key art

More Electric sync pairs

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