
Eve & Eevee
3-star/Normal/SupportD tier
Introduction
Eve & Eevee is a 3-star Normal sync pair in Pokémon Masters EX. Eve & Eevee's role is Support. Faction: Galar.
On the Pokémon Masters EX tier list Eve & Eevee is D tier, 553rd of the 608 sync pairs ranked.
Other Normal sync pairs in Pokémon Masters EX: Anabel & Snorlax, Arven & Skwovet, Chase & Eevee, Cheren & Stoutland, Cheryl & Blissey, Elaine & Eevee and 37 more.
Stats
- HP641st of 765665
- Attack337th of 765372
- Defense601st of 765168
- Sp. Atk312th of 765372
- Sp. Def608th of 765168
- Speed644th of 765270
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: 89Lv. 30: 166Lv. 45: 217Lv. 100: 437Lv. 120: 485Lv. 140: 533Lv. 200: 665
- AttackLv. 1: 11Lv. 30: 59Lv. 45: 89Lv. 100: 232Lv. 120: 260Lv. 140: 288Lv. 200: 372
- DefenseLv. 1: 8Lv. 30: 30Lv. 45: 42Lv. 100: 108Lv. 120: 120Lv. 140: 132Lv. 200: 168
- Sp. AtkLv. 1: 11Lv. 30: 59Lv. 45: 89Lv. 100: 232Lv. 120: 260Lv. 140: 288Lv. 200: 372
- Sp. DefLv. 1: 8Lv. 30: 30Lv. 45: 42Lv. 100: 108Lv. 120: 120Lv. 140: 132Lv. 200: 168
- SpeedLv. 1: 11Lv. 30: 47Lv. 45: 71Lv. 100: 170Lv. 120: 190Lv. 140: 210Lv. 200: 270
Sync pair
Moves
5- Tackle
Normal·Physical·Power 25-30·Accuracy 100·1 gauge·Opponent (one)No additional effect.
- Double Team
Normal·Status·1 gauge·SelfRaises the user's evasiveness by 1 stat rank.
- Swift
Normal·Special·Power 57-68·2 gauge·Opponent (all)Never misses.
- Vee! Eevee!Trainer moveStatus·2 MP·Self
Raises the user's Sp. Atk by 2 stat ranks. Raises the user's evasiveness and critical-hit rate by 1 stat rank.
- Double Eevee Normal BeamSync move
Normal·Special·Power 250-300·Opponent (one)The more the user's evasiveness is raised, the greater the power of this attack.
Passive skills
3- Unfortuitous 9
Lowers one of the target's following stats by one stat rank at random when the user's attack move against it is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.
- Move Gauge Refresh 3
Has a chance (40%) of charging the user's move gauge by one when its move is successful.
- Group Slapdash 9
Raises the Speed of all allied sync pairs by one stat rank when an opponent's attack move targeting the user misses.
Sync grid
4848 tiles, 205 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
- Sp. Atk +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
- 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. 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
- Sp. Def +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
- Sp. Atk +5 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)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
- 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
- Tackle: Power +3Tackle: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Tackle: Power +3Tackle: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Tackle: Power +3Tackle: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Swift: Power +3Swift: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Swift: Power +3Swift: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Swift: Power +3Swift: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Swift: Power +3Swift: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Swift: Power +3Swift: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Tackle: Power +3Tackle: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Tackle: Power +3Tackle: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)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
- HasteSpeed cannot be lowered. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- Fast RunnerEvasiveness cannot be lowered. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- Double Eevee Normal Beam: Power +25Double Eevee Normal Beam: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Double Eevee Normal Beam: Power +25Double Eevee Normal Beam: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Tackle: Move Gauge Refresh 3Move: Tackle 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
- Vee! Eevee!: MP Refresh 2Move: Vee! Eevee! 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
- Swift: Move Gauge Refresh 3Move: Swift 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
- 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 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
- Double Team: Move Gauge Refresh 3Move: Double Team 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
- Vee! Eevee!: Barricade 1Move: Vee! Eevee! Raises the user's Sp. Def by 1 stat rank when its move is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Vee! Eevee!: Shielding Strikes 1Move: Vee! Eevee! Raises the user's Defense by 1 stat rank when its move is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 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)9 energy · 108 orbs
- Sharp Entry 1Raises the user's critical-hit rate by 1 stat rank when it enters a battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- CakewalkThe more the target's Speed is 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
- Trip Up 9Lowers the target's Speed by 1 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
- Gobsmack 4Has a chance (50%) of leaving the target confused 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
- Ridicure 2Has a chance (30%) 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
- Bob and WeaveThe more the user's evasiveness 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
Eve & Eevee















