
Unova
Emmet (Sygna Suit) & Eelektross
★★★★★
/
Electric/Field
Introduction
Emmet (Sygna Suit) & Eelektross is a 5-star Electric sync pair in Pokémon Masters EX. Emmet (Sygna Suit) & Eelektross's role is Field. Faction: Unova.
On the Pokémon Masters EX tier list Emmet (Sygna Suit) & Eelektross is B tier, 188th of the 608 sync pairs ranked.
Other Electric sync pairs in Pokémon Masters EX: Ash & Pikachu, Ball Guy & Voltorb, Blue (Champion) & Zapdos, Chase & Pikachu, Clemont & Heliolisk, Clemont & Magneton and 38 more.
Emmet (Sygna Suit) & Eelektross's banners
All banners- 7 September 2026 to 20 September 2026Pasio Towers Expansion (2026-09)
- 31 October 2024 to 18 November 2024Sygna Suit Emmet Poké Fair Scout
Stats
- HP168th of 765866
- Attack229th of 765444
- Defense421st of 765214
- Sp. Atk279th of 765410
- Sp. Def435th of 765213
- Speed247th of 765406
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: 107Lv. 30: 185Lv. 45: 260Lv. 100: 546Lv. 120: 610Lv. 140: 674Lv. 200: 866
- AttackLv. 1: 17Lv. 30: 60Lv. 45: 99Lv. 100: 264Lv. 120: 300Lv. 140: 336Lv. 200: 444
- DefenseLv. 1: 14Lv. 30: 36Lv. 45: 57Lv. 100: 134Lv. 120: 150Lv. 140: 166Lv. 200: 214
- Sp. AtkLv. 1: 15Lv. 30: 57Lv. 45: 96Lv. 100: 250Lv. 120: 282Lv. 140: 314Lv. 200: 410
- Sp. DefLv. 1: 13Lv. 30: 35Lv. 45: 56Lv. 100: 133Lv. 120: 149Lv. 140: 165Lv. 200: 213
- SpeedLv. 1: 12Lv. 30: 53Lv. 45: 92Lv. 100: 246Lv. 120: 278Lv. 140: 310Lv. 200: 406
As Eelektross
- HPLv. 1: 107Lv. 30: 185Lv. 45: 260Lv. 100: 546Lv. 120: 610Lv. 140: 674Lv. 200: 866
- AttackLv. 1: 17Lv. 30: 60Lv. 45: 99Lv. 100: 264Lv. 120: 300Lv. 140: 336Lv. 200: 444
- DefenseLv. 1: 14Lv. 30: 36Lv. 45: 57Lv. 100: 134Lv. 120: 150Lv. 140: 166Lv. 200: 214
- Sp. AtkLv. 1: 15Lv. 30: 57Lv. 45: 96Lv. 100: 250Lv. 120: 282Lv. 140: 314Lv. 200: 410
- Sp. DefLv. 1: 13Lv. 30: 35Lv. 45: 56Lv. 100: 133Lv. 120: 149Lv. 140: 165Lv. 200: 213
- SpeedLv. 1: 12Lv. 30: 53Lv. 45: 92Lv. 100: 246Lv. 120: 278Lv. 140: 310Lv. 200: 406
Sync pair
Moves
5- Thunder Fang
Electric·Physical·Power 47-56·Accuracy 95·2 gauge·Opponent (one)Has a chance (10%) of making the target flinch. Has a chance (10%) of leaving the target paralyzed.
- Unova SolidarityStatus·2 gauge·2 MP·Ally: Field
Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 1 rank. Applies Unova Circle (Defensive) to the allied field of play. Unova Circle (Defensive) grants all of the following effects: Powers up the moves and sync moves of all allied sync pairs by per_5%. Reduces attack move and sync move damage taken by all allied sync pairs by 10%. The more sync pairs with the Unova 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 per_5% and reduces damage by per_5%. The maximum power-up is 20%, and the maximum damage reduction is 25%.)
- Descending Lightning Wild Charge
Electric·Physical·Power 160-192·Accuracy 100·2 gauge·Opponent (one)Activation Condition: When there is at least one Pokémon affected by a status condition, flinching, confused, or trapped on the opponent's field of play. Deactivation Condition: When there are no longer any Pokémon affected by a status condition, flinching, confused, or trapped on the opponent's field of play. Lowers the target's Defense by 2 stat ranks when it is paralyzed. Lowers the target's Sp. Def by 2 stat ranks when it is burned. Lowers the target's Speed by 2 stat ranks when it is flinching. Restores the HP of all allied sync pairs when the target is poisoned or badly poisoned. Applies the Free Move Next effect to the user when the target is confused. Increases the user's Physical Moves ↑ Next effect by 1 rank when the target is trapped.
- Aim for Victory!Trainer moveStatus·1 MP·Ally (one)
Applies the Critical Hit Next effect to an ally. Applies the Supereffective ↑ Next effect to an ally. Increases the Sync Move ↑ Next effect of an ally by 5 ranks. Raises an ally's Ground Type Rebuff by 2 ranks.
- The Best, Perfect Electric ImpactSync move
Electric·Physical·Power 250-300·Opponent (one)No additional effect.
Passive skills
3- Outbound Train Announcement
Applies the Free Move Next effect to all allied sync pairs when the user's max move targeting an opponent that is affected by a status condition is successful. Increases the user's Physical Moves ↑ Next effect by 2 ranks when its max move targeting an opponent that is flinching, confused, or trapped is successful.
- The Rest Will Be Totally Different
Raises the chance of inflicting status conditions with the additional effects of the user's moves. Leaves the target trapped when the user's attack move against it is successful.
- Honing Hit 9
Grants all of the following effects when the user's move is successful: Raises the user's Attack by 2 stat ranks. Raises the user's critical-hit rate by 1 stat rank.
Sync grid
5454 tiles, 260 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
- 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
- HP +10 (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
- Defense +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
- 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
- HP +10 (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
- Thunder Fang: Power +4Thunder Fang: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Thunder Fang: Power +4Thunder Fang: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Thunder Fang: Accuracy +5Thunder Fang: Accuracy ↑ +5 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Thunder Fang: Power +4Thunder Fang: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Thunder Fang: Power +4Thunder Fang: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Thunder Fang: Power +4Thunder Fang: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Descending Lightning Wild Charge: Power +4Descending Lightning Wild Charge: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Descending Lightning Wild Charge: Power +4Descending Lightning Wild Charge: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Descending Lightning Wild Charge: Power +4Descending Lightning Wild Charge: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Descending Lightning Wild Charge: Power +4Descending Lightning Wild Charge: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Descending Lightning Wild Charge: Power +4Descending Lightning Wild Charge: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- HeadstrongAttack cannot be lowered. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- The Best, Perfect Electric Impact: Power +25The Best, Perfect Electric Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- The Best, Perfect Electric Impact: Power +25The Best, Perfect Electric Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Circle: Status ImmunityStatus conditions cannot be inflicted on the user 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
- Aim for Victory!: MP Refresh 2Move: Aim for Victory! 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
- Thunder Fang: Move Gauge Refresh 3Move: Thunder Fang 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
- 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
- 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
- Ground GuardReduces damage when the user is attacked by Ground-type moves. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Thunder Fang: Aggravation 3Move: Thunder Fang Raises 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 2 or higher)8 energy · 96 orbs
- Aim for Victory!: Move on Ally: Sync Move Boost ↑2 9Move: Aim for Victory! When the user's move targeting an allied sync pair (excluding field effects) is successful, increases the Sync Move ↑ 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 2 or higher)8 energy · 96 orbs
- Interference ImmunityPrevents the user from flinching, becoming confused, or becoming trapped. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Max Lightning: Power +100Max Lightning: Power ↑ +100 (1 or more adjacent tiles must be activated; Move level must be 3 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 4 or higher)10 energy · 120 orbs
- Unova C (Defensive): Team Moves ↑ 2Powers up the moves of all allied sync pairs when Unova Circle (Defensive) applies to the allied field of play. (1 or more adjacent tiles must be activated; Move level must be 5 or higher)10 energy · 120 orbs
- Ally Sets Circle: Team Phys & Spec Boost ↑1 9Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 1 rank when an ally applies a circle to the allied field of play. (1 or more adjacent tiles must be activated; Move level must be 4 or higher)10 energy · 120 orbs
- S-Move/Max Move: Physical Boost ↑2 9Increases the user's Physical Moves ↑ Next effect by 2 ranks after using its sync move or max move. (1 or more adjacent tiles must be activated; Move level must be 5 or higher)10 energy · 120 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
- Trap and Sync 9Powers up the user's sync move against targets that are trapped. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Power Induction 5Powers up the user's moves when the terrain is Electric Terrain. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Electric Terrain Extension 3Extends the duration of Electric Terrain when the terrain turns into Electric Terrain while the user is on the field. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Max Move Hit: Team Apply Paralysis 9Leaves all opposing sync pairs paralyzed when the user's max move targeting an opponent is successful. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- HaymakerThe more the user's Attack is raised, 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
- Hit Paralyzed Opp: Attack ↓2 9Lowers the target's Attack by 2 stat ranks when the user's attack move is successful against a paralyzed opponent. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
Emmet (Sygna Suit) & Eelektross
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