Giacomo & Kingambit

Paldea

Giacomo & Kingambit

★★★★★

/Dark

Atier

Introduction

Giacomo & Kingambit is a 5-star Dark sync pair in Pokémon Masters EX. Faction: Paldea.

On the Pokémon Masters EX tier list Giacomo & Kingambit is A tier, 92nd of the 608 sync pairs ranked.

Other Dark sync pairs in Pokémon Masters EX: Akari & Samurott, Archer & Houndoom, Arven & Mabosstiff, Brycen-Man & Zoroark, Caitlin (Fall 2021) & Sableye, Calem (Champion) & Greninja and 31 more.

Giacomo & Kingambit's banners

All banners
  • 7 September 2026 to 20 September 2026Pasio Towers Expansion
  • 31 July 2026 to 18 August 2026Carmine EX Fair
  • 20 March 2025 to 20 April 2025Team Star Assemble!
  • 30 September 2024 to 18 October 2024Giacomo Poké Fair Scout

Stats

  • HP195th857
  • Attack10th612
  • Defense521st201
  • Sp. Atk387th316
  • Sp. Def558th192
  • Speed536th316

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: 102Lv. 30: 179Lv. 45: 251Lv. 100: 537Lv. 120: 601Lv. 140: 665Lv. 200: 857
  • AttackLv. 1: 24Lv. 30: 84Lv. 45: 141Lv. 100: 372Lv. 120: 420Lv. 140: 468Lv. 200: 612
  • DefenseLv. 1: 18Lv. 30: 37Lv. 45: 55Lv. 100: 121Lv. 120: 137Lv. 140: 153Lv. 200: 201
  • Sp. AtkLv. 1: 14Lv. 30: 45Lv. 45: 75Lv. 100: 196Lv. 120: 220Lv. 140: 244Lv. 200: 316
  • Sp. DefLv. 1: 9Lv. 30: 28Lv. 45: 46Lv. 100: 112Lv. 120: 128Lv. 140: 144Lv. 200: 192
  • SpeedLv. 1: 12Lv. 30: 45Lv. 45: 75Lv. 100: 196Lv. 120: 220Lv. 140: 244Lv. 200: 316

Sync pair

TrainerGiacomo
PokémonKingambit
TypeDark
WeaknessFighting
Role, EX role Support (since 30 Sept 2024)
Base rarity5★
How to getPoké Fair scout
Released30 Sept 2024
6★ EXAvailable since 30 Sept 2024
ThemesDark, Paldea, Team Star, Artistic

Moves

5
  • Kowtow Cleave
    Dark·Physical·Power 190-228·4 gauge·Opponent (one)

    Never misses.

  • Iron Head
    Steel·Physical·Power 92-110·Accuracy 100·3 gauge·Opponent (one)

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

  • Perfect Kowtow Cleave
    Dark·Physical·Power 400-480·4 gauge·2 MP·Opponent (all)

    Activation Condition: When the user's Sync Move ↑ Next effect is increased. Deactivation Condition: When the user's Sync Move ↑ Next effect is not increased. Never misses. The more the user's Sync Move ↑ Next effect is increased, the greater the power of this attack. Ignores passive skills that would reduce the damage of this attack. Ignores passive skills that would protect the target against a critical hit. Ignores the target's Enduring effect. Increases the user's Physical Moves ↑ Next effect by a number of ranks equal to the number of fainted Pokémon on your team.

  • Spin You Up Good!Trainer move
    Status·1 MP·Self

    Raises the user's Attack by 6 stat ranks. Applies the Free Move Next effect to the user. Increases the user's Sync Move ↑ Next effect by 2 ranks.

  • Earnest DJ Vice's Kowtow CleaveSync move
    Dark·Physical·Power 250-300·Opponent (one)

    No additional effect.

Passive skills

3
  • DJ Vice's Beat Drop

    Except in certain circumstances, increases the user's Sync Move ↑ Next effect by a number of ranks equal to the number of Pokémon that have taken damage when an ally takes damage from an opponent.

  • P-Moves & S-Moves Crit

    Except in certain circumstances, successful hits with the user's following attacks become critical hits: Pokémon's moves or sync move.

  • Ally Faints: Physical Boost 1

    Increases the user's Physical Moves ↑ Next effect by 1 rank when an ally faints.

Sync grid

54
HP+10freeAtk+5freeDef+5freeAtk+5freeSpD+5freeSpe+5freeNatural …7 energyS-Move: …lv 210 energyHaymaker10 energyQuick Cu…7 energyS-Move: …lv 910 energyDefense …lv 910 energySpe+52 energyAtk+52 energySpe+52 energyHP+102 energyKowtow C…Power +23 energyKowtow C…Power +23 energyKowtow C…Power +23 energyKowtow C…Move Gau…7 energySuper Sy…7 energyFurious …10 energyKowtow C…Move Gau…10 energySpe+52 energySand She…5 energySpD+52 energyHP+102 energyPerfect …Power +23 energyPerfect …Power +23 energyPerfect …Power +23 energyAtk+104 energyGobsmacklv 47 energyStat ↓: …lv 910 energyS-Move: …lv 910 energySpD+52 energyPerfect …Power +23 energyKowtow C…Power +23 energyIron HeadPower +43 energySpe+104 energySpin You…MP Refre…7 energySpin You…Hit and …7 energySpin You…Move10 energyHead Sta…lv 110 energyHP+102 energyAntitoxin5 energyIron HeadPower +43 energyIron HeadPower +43 energyIron HeadPower +43 energyIron HeadMove Gau…7 energyGuarded …lv 17 energyIron HeadAggravat…10 energyIron HeadSuperdup…10 energyEarnest …Power +255 energyEarnest …Power +255 energy

54 tiles, 265 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
  • 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
  • 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
  • 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
  • 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
  • HP +10 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
  • Kowtow Cleave: Power +2Kowtow Cleave: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Kowtow Cleave: Power +2Kowtow Cleave: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Kowtow Cleave: Power +2Kowtow Cleave: Power ↑ +2 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
  • Perfect Kowtow Cleave: Power +2Perfect Kowtow Cleave: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Perfect Kowtow Cleave: Power +2Perfect Kowtow Cleave: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Perfect Kowtow Cleave: Power +2Perfect Kowtow Cleave: Power ↑ +2 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
  • Perfect Kowtow Cleave: Power +2Perfect Kowtow Cleave: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Kowtow Cleave: Power +2Kowtow Cleave: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Iron Head: Power +4Iron Head: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Iron Head: Power +4Iron Head: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Iron Head: Power +4Iron Head: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Iron Head: Power +4Iron Head: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)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
  • Speed +10 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
  • Sand ShelterProtects the user from damage from a sandstorm. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
  • AntitoxinPrevents the user from getting poisoned or badly poisoned. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
  • Earnest DJ Vice's Kowtow Cleave: Power +25Earnest DJ Vice's Kowtow Cleave: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
  • Earnest DJ Vice's Kowtow Cleave: Power +25Earnest DJ Vice's Kowtow Cleave: 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
  • 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
  • Kowtow Cleave: Move Gauge Refresh 3Move: Kowtow Cleave 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
  • Super SyncerApplies the Supereffective ↑ Next 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 2 or higher)7 energy · 84 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 2 or higher)7 energy · 84 orbs
  • Spin You Up Good!: MP Refresh 2Move: Spin You Up Good! 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
  • Spin You Up Good!: Hit and Heal 9Move: Spin You Up Good! Applies the Gradual Healing effect to the user when its move is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
  • Iron Head: Move Gauge Refresh 3Move: Iron Head 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
  • Guarded Entry 1Raises the user's Defense and Sp. Def by 1 stat rank when it enters a battle. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
  • S-Move: HP Recovery (M) 2Restores the user's HP by approximately 40% of its maximum HP after using its sync move. (1 or more adjacent tiles must be activated; Move level must be 4 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 5 or higher)10 energy · 120 orbs
  • S-Move: Sync Move Boost ↑5 9Increases the user's Sync Move ↑ Next effect by 5 ranks after using its sync move. (1 or more adjacent tiles must be activated; Move level must be 4 or higher)10 energy · 120 orbs
  • Defense Destroyer 9Lowers the target's Defense by 2 stat ranks when the user's attack move against it is successful. (1 or more adjacent tiles must be activated; Move level must be 5 or higher)10 energy · 120 orbs
  • Furious BrawnThe more the user's Attack 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
  • Kowtow Cleave: Move Gauge Refresh 9Move: Kowtow Cleave Charges the user's move gauge by one when its move is successful. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
  • Stat ↓: Physical Boost ↑2 9Increases the user's Physical Moves ↑ Next effect by 2 ranks when any of its stats are lowered. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
  • S-Move: Physical Boost ↑2 9Increases the user's Physical Moves ↑ Next effect by 2 ranks after using its sync move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
  • Spin You Up Good!: Move: Sync Move Boost ↑3 9Move: Spin You Up Good! Increases the user's Sync Move ↑ Next effect by 3 ranks when its move is successful. (1 or more adjacent tiles must be activated; Move level must be 3 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
  • Iron Head: Aggravation 1Move: Iron Head 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
  • Iron Head: Superduper Effective 9Move: Iron Head Powers up moves that are super effective. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs

Giacomo & Kingambit

Art

Giacomo & Kingambit key art

More Dark sync pairs

All sync pairs