Fantina & Dusknoir

Sinnoh

Fantina & Dusknoir

★★★★★

/Ghost/Tech

Atier

Introduction

Fantina & Dusknoir is a 5-star Ghost sync pair in Pokémon Masters EX. Fantina & Dusknoir's role is Tech. Faction: Sinnoh.

On the Pokémon Masters EX tier list Fantina & Dusknoir is A tier, 110th of the 608 sync pairs ranked.

Other Ghost sync pairs in Pokémon Masters EX: Acerola & Banette, Acerola (Fall 2020) & Mimikyu, Acerola & Palossand, Acerola (Summer 2024) & Jellicent, Agatha & Gengar, Allister (Fall 2022) & Gourgeist and 31 more.

Stats

  • HP413th808
  • Attack548th228
  • Defense110th343
  • Sp. Atk619th170
  • Sp. Def111th346
  • Speed495th350

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: 90Lv. 30: 164Lv. 45: 233Lv. 100: 508Lv. 120: 568Lv. 140: 628Lv. 200: 808
  • AttackLv. 1: 16Lv. 30: 39Lv. 45: 60Lv. 100: 148Lv. 120: 164Lv. 140: 180Lv. 200: 228
  • DefenseLv. 1: 18Lv. 30: 52Lv. 45: 82Lv. 100: 203Lv. 120: 231Lv. 140: 259Lv. 200: 343
  • Sp. AtkLv. 1: 12Lv. 30: 29Lv. 45: 44Lv. 100: 110Lv. 120: 122Lv. 140: 134Lv. 200: 170
  • Sp. DefLv. 1: 18Lv. 30: 52Lv. 45: 85Lv. 100: 206Lv. 120: 234Lv. 140: 262Lv. 200: 346
  • SpeedLv. 1: 9Lv. 30: 45Lv. 45: 78Lv. 100: 210Lv. 120: 238Lv. 140: 266Lv. 200: 350

Sync pair

TrainerFantina
PokémonDusknoir
TypeGhost
WeaknessDark
RoleTech, EX role Field (since 1 Aug 2025)
Base rarity5★
How to getEvent
Released1 Aug 2025
6★ EXAvailable since 1 Aug 2025
ThemesGhost, Sinnoh, Gym Leader, Artistic

Moves

5
  • Astonish
    Ghost·Physical·Power 12-14·Accuracy 100·1 gauge·Opponent (one)

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

  • Sinnoh Solidarity
    Status·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 Sinnoh Circle (Defensive) to the allied field of play. Sinnoh 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 Sinnoh 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%.)

  • Mini Potion All
    Status·2 MP·Ally (all)

    Restores the HP of all allied sync pairs by approximately 20% of their maximum HP.

  • Never Give Up!Trainer move
    Status·1 MP·Ally (all)

    Raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 2 stat ranks. Applies the Supereffective ↑ Next effect to all allied sync pairs.

  • Also a Contest Expert Ghost ImpactSync move
    Ghost·Physical·Power 250-300·Opponent (one)

    No additional effect.

Passive skills

3
  • Ghostly Rondo

    Powers up the Ghost-type moves of all allied sync pairs. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 1 rank when the user applies a circle to the allied field of play.

  • Adrenaline 1

    Reduces the sync move countdown by 1 the first time the user's sync move is used each battle.

  • First Aid 4

    Restores the user's HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.

Sync grid

48
HP+10freeAtk+5freeDef+5freeAtk+5freeSpD+5freeSpe+5freeDef+52 energySpD+52 energyAstonishPower +43 energySpe+52 energyAstonishPower +43 energyQuick Cu…7 energyUnbending5 energyNatural …7 energyMini Pot…MP Refre…7 energyDef+104 energyMini Pot…Master H…10 energyDef+52 energySpe+52 energySpe+52 energySpD+52 energyCircle: …8 energyHaunted …lv 18 energyNever Gi…MP Refre…7 energyHP+204 energy1st S-Mo…lv 110 energySpe+52 energyAtk+52 energyDef+52 energyHP+102 energySpD+52 energyFighting…8 energyStalwart5 energyCircle: …lv 210 energySafety T…10 energyCircle: …lv 28 energySinnoh S…MP Refre…10 energyAtk+52 energyHP+102 energyAstonishPower +43 energyAstonishMove Gau…7 energyAstonishPower +43 energyNormal G…8 energySpD+104 energyAstonishAggravat…10 energyTeam Fir…10 energyAlso a C…Power +255 energyAlso a C…Power +255 energy

48 tiles, 217 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • Astonish: Power +4Astonish: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Astonish: Power +4Astonish: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Astonish: Power +4Astonish: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Astonish: Power +4Astonish: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
  • Defense +10 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
  • HP +20 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)4 energy · 48 orbs
  • Sp. Def +10 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
  • UnbendingDefense cannot be lowered. (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
  • Also a Contest Expert Ghost Impact: Power +25Also a Contest Expert Ghost Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
  • Also a Contest Expert Ghost Impact: Power +25Also a Contest Expert Ghost Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 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
  • Mini Potion All: MP Refresh 2Move: Mini Potion 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 3 or higher)7 energy · 84 orbs
  • Never Give Up!: MP Refresh 2Move: Never Give Up! 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
  • Astonish: Move Gauge Refresh 2Move: Astonish Has a chance (30%) of charging the user's move gauge by one when its move is successful. (1 or more adjacent tiles must be activated)7 energy · 84 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)8 energy · 96 orbs
  • Haunted Healing 1Restores the user's HP whenever its Pokémon takes an action when the zone is a Ghost Zone. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
  • Fighting GuardReduces damage when the user is attacked by Fighting-type moves. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 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)8 energy · 96 orbs
  • Normal GuardReduces damage when the user is attacked by Normal-type moves. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
  • Mini Potion All: Master Healer 1Move: Mini Potion All Increases the amount of HP restored by the user's healing moves. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
  • 1st S-Move: Team HP Recovery (M) 1Restores the HP of all allied sync pairs by approximately 20% of their maximum HP 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
  • 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)10 energy · 120 orbs
  • Safety TetherApplies the Enduring effect to the user 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
  • Sinnoh Solidarity: MP Refresh 1Move: Sinnoh Solidarity Has a chance (20%) 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)10 energy · 120 orbs
  • Astonish: Aggravation 1Move: Astonish 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 3 or higher)10 energy · 120 orbs
  • Team First Super SyncApplies the Supereffective ↑ Next effect to all allied sync pairs 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

Fantina & Dusknoir

Art

Fantina & Dusknoir key art

More Ghost sync pairs

All sync pairs