Cyrus & Weavile

Sinnoh

Cyrus & Weavile

★★★★★

/Ice/Field

Introduction

Cyrus & Weavile is a 5-star Ice sync pair in Pokémon Masters EX. Cyrus & Weavile's role is Field. Faction: Sinnoh.

Other Ice sync pairs in Pokémon Masters EX: Bea (Palentine's 2022) & Vanilluxe, Brycen & Cryogonal, Brycen & Walrein, Candice & Abomasnow, Candice & Froslass, Candice (Palentine's 2024) & Darmanitan and 34 more.

Cyrus & Weavile's banners

All banners
  • 12 September 2026 to 25 October 2026Team Galactic Tiered Scout
  • 12 September 2026 to 25 October 2026Team Galactic Variety Scout

Stats

  • HP275th832
  • Attack22nd592
  • Defense242nd253
  • Sp. Atk131st500
  • Sp. Def245th251
  • Speed90th461

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: 98Lv. 30: 174Lv. 45: 246Lv. 100: 532Lv. 120: 592Lv. 140: 652Lv. 200: 832
  • AttackLv. 1: 20Lv. 30: 78Lv. 45: 132Lv. 100: 352Lv. 120: 400Lv. 140: 448Lv. 200: 592
  • DefenseLv. 1: 16Lv. 30: 41Lv. 45: 65Lv. 100: 153Lv. 120: 173Lv. 140: 193Lv. 200: 253
  • Sp. AtkLv. 1: 15Lv. 30: 65Lv. 45: 113Lv. 100: 300Lv. 120: 340Lv. 140: 380Lv. 200: 500
  • Sp. DefLv. 1: 14Lv. 30: 39Lv. 45: 63Lv. 100: 151Lv. 120: 171Lv. 140: 191Lv. 200: 251
  • SpeedLv. 1: 17Lv. 30: 63Lv. 45: 105Lv. 100: 281Lv. 120: 317Lv. 140: 353Lv. 200: 461

Sync pair

TrainerCyrus
PokémonWeavile
TypeIce
WeaknessFighting
RoleField, EX role Tech (since 16 Sept 2026)
Base rarity5★
How to getVariety scout
Released16 Sept 2026
6★ EXAvailable since 16 Sept 2026
ThemesIce, Sinnoh, Villain, Gadgeteer

Moves

5
  • Icicle Crash
    Ice·Physical·Power 105-126·Accuracy 90·3 gauge·Opponent (one)

    Has a chance (30%) of making the target flinch.

  • Ice Wish
    Status·2 gauge·2 MP·Entire Field

    Turns the field of play's zone into an Ice Zone. (An Ice Zone powers up Ice-type attacks.)

  • Frigid Storm Ice Punch
    Ice·Physical·Power 400-480·Accuracy 100·3 gauge·1 MP·Opponent (all)

    Activation Condition: When the user's Attack is raised. Deactivation Condition: When the user's Attack is not raised. Leaves the target frozen. The power of this move is not lowered even if there are multiple targets. Turns the field of play's zone into an Ice Zone the first time this attack move is successful each battle. (An Ice Zone powers up Ice-type attacks.)

  • We're All IncompleteTrainer move
    Status·1 MP·Ally (one)

    Reduces an ally's sync move countdown by 1. Raises an ally's Attack by 4 stat ranks. Raises an ally's critical-hit rate by 3 stat ranks.

  • Rid of Incomplete Spirit Ice ImpactSync move
    Ice·Physical·Power 250-300·Opponent (one)

    No additional effect.

Passive skills

3
  • Cool and Clever Judgment

    The user's moves never miss. Applies the Free Move Next effect to the user when its attack move is successful while the zone is an Ice Zone. Increases the user's Physical Moves ↑ Next effect by 2 ranks when its attack move is successful while the zone is an Ice Zone.

  • Ally Sets WTZ: Team Physical Boost ↑1 9

    Increases the Physical Moves ↑ Next effect of all allied sync pairs by 1 rank when an ally activates a weather, terrain, or zone effect.

  • User Sets Ice Zone: Sinnoh C (Phys) on Field

    Applies Sinnoh Circle (Physical) to the allied field of play when the user turns the field of play's zone into an Ice Zone.

Sync grid

48
HP+10freeAtk+5freeDef+5freeAtk+5freeSpD+5freeSpe+5freeDef+52 energySpD+52 energyIcicle C…Power +33 energyIcicle C…Power +33 energyAtk+104 energyIcicle C…Move Gau…7 energyIcicle C…Power +33 energyHead Sta…lv 110 energyAggravat…lv 110 energySpe+52 energyHeadstro…5 energyAtk+52 energySpD+52 energyFrigid S…Power +23 energyFrigid S…Power +23 energyIce Zone…lv 28 energyIce Zone…lv 28 energyWe're Al…MP Refre…7 energyIce Zone…lv 310 energyWe're Al…Move on …10 energySpe+52 energyDef+52 energyHP+102 energySnow She…5 energyFrigid S…Power +23 energyFrigid S…Power +23 energyFrigid S…Power +23 energyFrigid S…Move Gau…7 energyQuick Cu…7 energyIce Zone…lv 38 energySinnoh C…lv 38 energySpe+52 energyAtk+52 energyIcicle C…Power +33 energyIcicle C…Power +33 energyNatural …7 energyIce WishMove Gau…7 energyIce Zone…lv 18 energy1st S-Mo…lv 110 energyIce Zone…lv 910 energyRid of I…Power +255 energyRid of I…Power +255 energy

48 tiles, 216 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
  • 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
  • Attack +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
  • Defense +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
  • Icicle Crash: Power +3Icicle Crash: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Icicle Crash: Power +3Icicle Crash: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Icicle Crash: Power +3Icicle Crash: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
  • Frigid Storm Ice Punch: Power +2Frigid Storm Ice Punch: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Frigid Storm Ice Punch: Power +2Frigid Storm Ice Punch: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Frigid Storm Ice Punch: Power +2Frigid Storm Ice Punch: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Frigid Storm Ice Punch: Power +2Frigid Storm Ice Punch: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Frigid Storm Ice Punch: Power +2Frigid Storm Ice Punch: Power ↑ +2 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
  • Icicle Crash: Power +3Icicle Crash: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Icicle Crash: Power +3Icicle Crash: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Attack +10 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
  • HeadstrongAttack cannot be lowered. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
  • Snow ShelterProtects the user from damage from a hailstorm. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
  • Rid of Incomplete Spirit Ice Impact: Power +25Rid of Incomplete Spirit Ice Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
  • Rid of Incomplete Spirit Ice Impact: Power +25Rid of Incomplete Spirit Ice Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
  • Icicle Crash: Move Gauge Refresh 3Move: Icicle Crash 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
  • We're All Incomplete: MP Refresh 2Move: We're All Incomplete 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
  • Frigid Storm Ice Punch: Move Gauge Refresh 3Move: Frigid Storm Ice Punch 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
  • 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
  • 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
  • Ice Wish: Move Gauge Refresh 4Move: Ice Wish Has a chance (50%) 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
  • Ice Zone: MG → 2Quickly charges the move gauge when the zone is an Ice Zone. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
  • Ice Zone: Attack Move DR 2Reduces damage when the user is hit by an attack move while the zone is an Ice Zone. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
  • Ice Zone Extension 3Extends the duration of the Ice Zone when the zone turns into an Ice Zone while the user is on the field. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)8 energy · 96 orbs
  • Sinnoh C (Phys) Extension 3Extends the duration of Sinnoh Circle (Physical) when Sinnoh Circle (Physical) is applied to the allied field of play. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)8 energy · 96 orbs
  • Ice Zone: HP Recovery 1Restores the user's HP whenever its Pokémon takes an action when the zone is an Ice Zone. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
  • Head Start 1Reduces the user's sync move countdown by 1 the first time it enters a battle each 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
  • Ice Zone: Moves ↑ 3Powers up the user's moves when the zone is an Ice Zone. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
  • We're All Incomplete: Move on Ally: Physical Boost ↑2 9Move: We're All Incomplete When the user's move targeting an allied sync pair (excluding field effects) is successful, increases the Physical Moves ↑ Next effect of the allied sync pair affected by the move by 2 ranks. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
  • 1st S-Move: Restore B-Move MP 1Restores 1 MP of the user's buddy move 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)10 energy · 120 orbs
  • Ice Zone: S-Moves ↑ 9Powers up the user's sync move when the zone is an Ice Zone. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs

Cyrus & Weavile

Art

Cyrus & Weavile key art

More Ice sync pairs

All sync pairs