
Johto
Ethan (Champion) & Raikou
★★★★★
/
Electric/Tech
Introduction
Ethan (Champion) & Raikou is a 5-star Electric sync pair in Pokémon Masters EX. Ethan (Champion) & Raikou's role is Tech. Faction: Johto.
On the Pokémon Masters EX tier list Ethan (Champion) & Raikou is S tier, 13th 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.
Ethan (Champion) & Raikou's banners
All banners- 31 May 2026 to 6 July 2026Special Present! (2026-05)
Stats
- HP89th of 765880
- Attack403rd of 765316
- Defense16th of 765410
- Sp. Atk387th of 765316
- Sp. Def4th of 765424
- Speed134th of 765446
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: 110Lv. 30: 188Lv. 45: 263Lv. 100: 560Lv. 120: 624Lv. 140: 688Lv. 200: 880
- AttackLv. 1: 14Lv. 30: 45Lv. 45: 75Lv. 100: 196Lv. 120: 220Lv. 140: 244Lv. 200: 316
- DefenseLv. 1: 17Lv. 30: 57Lv. 45: 96Lv. 100: 250Lv. 120: 282Lv. 140: 314Lv. 200: 410
- Sp. AtkLv. 1: 14Lv. 30: 45Lv. 45: 75Lv. 100: 196Lv. 120: 220Lv. 140: 244Lv. 200: 316
- Sp. DefLv. 1: 29Lv. 30: 71Lv. 45: 110Lv. 100: 264Lv. 120: 296Lv. 140: 328Lv. 200: 424
- SpeedLv. 1: 19Lv. 30: 62Lv. 45: 101Lv. 100: 266Lv. 120: 302Lv. 140: 338Lv. 200: 446
Sync pair
Moves
5- Reigning Thunder Fang
Electric·Physical·Power 150-180·Opponent (one)Activation Condition: When a circle is applied to the allied field of play. Deactivation Condition: Cannot be deactivated. Never misses. Lowers the target's Defense by 2 stat ranks. Leaves the target paralyzed. Has a chance (50%) of making the target flinch.
- Max ReviveStatus·1 gauge·1 MP·Ally (one)
Applies the Endure and Restore effect to an ally.
- Thunderous Roar Wild Charge
Electric·Physical·Power 150-180·2 gauge·3 MP·Opponent (all)Activation Condition: When the user uses any move once. Deactivation Condition: When this move is used. Never misses. The power of this move is not lowered even if there are multiple targets. Turns the field of play's terrain into Electric Terrain. Reduces the user's sync move countdown by one. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 2 ranks.
- Thundering Glory!Trainer moveStatus·2 MP·Ally (all)
Restores the user's HP by approximately 20% of its maximum HP. Restores the HP of all allied sync pairs by approximately 30% of their maximum HP. Applies the Gradual Healing effect to all allied sync pairs.
- Lightning Dasher Wild ChargeSync move
Electric·Physical·Power 250-300·Opponent (one)No additional effect.
Passive skills
4- Johto's Thundering Legend
Powers up the moves and sync moves of all allied sync pairs by 20%. Reduces attack move and sync move damage taken by all allied sync pairs by 25%. The more allied sync pairs with the Johto theme you have on your team, the higher these percentages are. (Each additional sync pair powers up moves and sync moves by 15% and reduces damage by 3%. The maximum power-up is 50%, and the maximum damage reduction is 31%.) Raises the sync buff of the user's team by 1 rank the first time its sync move is used each battle.
- Earth-Shaking Roar
Grants all of the following effects when the terrain is Electric Terrain: Powers up the moves of all allied sync pairs. Powers up the sync moves of all allied sync pairs. Reduces attack move damage taken by allies.
- Rough and Swirling Electric Energy
Raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 2 stat ranks when the user's attack move is successful.
- Debut / 1st S-Move: Johto C (Phys & Spec) on Field
Applies Johto Circle (Physical) and Johto Circle (Special) to the allied field of play the first time the user enters a battle each battle. Applies Johto Circle (Physical) and Johto Circle (Special) to the allied field of play the first time the user's sync move is used each battle.
Sync grid
5050 tiles, 214 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
- Johto C (Phys & Spec) Extension 5Extends the duration of Johto Circle (Physical) when Johto Circle (Physical) is applied to the allied field of play. Extends the duration of Johto Circle (Special) when Johto Circle (Special) is applied to the allied field of play. (1 or more adjacent tiles must be activated; Move level must be 5 or higher)0 energy · 5 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 4 or higher)0 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
- 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
- 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
- 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
- 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
- Reigning Thunder Fang: Power +2Reigning Thunder Fang: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Reigning Thunder Fang: Power +2Reigning Thunder Fang: Power ↑ +2 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Reigning Thunder Fang: Power +2Reigning Thunder Fang: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Thunderous Roar Wild Charge: Power +2Thunderous Roar Wild Charge: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Thunderous Roar Wild Charge: Power +2Thunderous Roar Wild Charge: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Thunderous Roar Wild Charge: Power +2Thunderous Roar Wild Charge: Power ↑ +2 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Thunderous Roar Wild Charge: Power +2Thunderous Roar Wild Charge: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Thunderous Roar Wild Charge: Power +2Thunderous Roar Wild Charge: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Reigning Thunder Fang: Power +2Reigning Thunder Fang: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Reigning Thunder Fang: Power +2Reigning Thunder Fang: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- HP +20 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
- Defense +10 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
- UnflappablePrevents the user from flinching. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- Lightning Dasher Wild Charge: Power +25Lightning Dasher Wild Charge: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Lightning Dasher Wild Charge: Power +25Lightning Dasher Wild Charge: 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
- Thunderous Roar Wild Charge: Move Gauge Refresh 3Move: Thunderous Roar Wild Charge 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
- Reigning Thunder Fang: Move Gauge Refresh 3Move: Reigning 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
- Thundering Glory!: Catalytic Kick 9Move: Thundering Glory! Applies the Move Gauge Acceleration effect to the allied field of play when the user's move is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Thundering Glory!: MP Refresh 2Move: Thundering Glory! 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
- 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)9 energy · 108 orbs
- Hit: Team Defense ↑ & Sp. Def ↑ 9Raises the Defense and Sp. Def of all allied sync pairs by 1 stat rank 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
- Head Start 2Reduces the user's sync move countdown by 2 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
- Hit: Team Attack ↑ & Sp. Atk ↑ 9Raises the Attack and Sp. Atk of all allied sync pairs by 1 stat rank 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
- Electric Terrain: Team Condition NullificationPrevents all allied sync pairs from being inflicted with status conditions, flinching, becoming confused, or becoming trapped 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
- T-Move: Team Physical Boost ↑1 9Increases the Physical Moves ↑ Next effect of all allied sync pairs by 1 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
- VigilanceProtects the user against critical hits. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Team Sharp Entry 3Raises the critical-hit rate of all allied sync pairs by 3 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
- 1st S-Move: Team Physical Boost 2Increases the Physical Moves ↑ Next effect of all allied sync pairs by 2 ranks 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
Ethan (Champion) & Raikou
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