
Kanto
Giovanni (Classic) & Persian
★★★★
/
Normal/Tech
Introduction
Giovanni (Classic) & Persian is a 4-star Normal sync pair in Pokémon Masters EX. Giovanni (Classic) & Persian's role is Tech. Faction: Kanto.
On the Pokémon Masters EX tier list Giovanni (Classic) & Persian is D tier, 530th 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
- HP645th of 765664
- Attack497th of 765260
- Defense189th of 765291
- Sp. Atk467th of 765260
- Sp. Def186th of 765294
- Speed204th of 765422
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: 93Lv. 30: 168Lv. 45: 216Lv. 100: 436Lv. 120: 484Lv. 140: 532Lv. 200: 664
- AttackLv. 1: 6Lv. 30: 40Lv. 45: 61Lv. 100: 160Lv. 120: 180Lv. 140: 200Lv. 200: 260
- DefenseLv. 1: 12Lv. 30: 49Lv. 45: 73Lv. 100: 183Lv. 120: 207Lv. 140: 231Lv. 200: 291
- Sp. AtkLv. 1: 6Lv. 30: 40Lv. 45: 61Lv. 100: 160Lv. 120: 180Lv. 140: 200Lv. 200: 260
- Sp. DefLv. 1: 14Lv. 30: 52Lv. 45: 76Lv. 100: 186Lv. 120: 210Lv. 140: 234Lv. 200: 294
- SpeedLv. 1: 18Lv. 30: 72Lv. 45: 108Lv. 100: 262Lv. 120: 294Lv. 140: 326Lv. 200: 422
Sync pair
Moves
5- Slash
Normal·Physical·Power 50-60·Accuracy 100·2 gauge·Opponent (one)Critical hits land more easily.
- Dire Hit All +Status·2 MP·Ally (all)
Raises the critical-hit rate of all allied sync pairs by 2 stat ranks.
- Bite
Dark·Physical·Power 42-50·Accuracy 100·2 gauge·Opponent (one)Has a chance (30%) of making the target flinch.
- Enough!Trainer moveStatus·1 MP·Ally (all)
Raises the Attack and Sp. Atk of all allied sync pairs by 3 stat ranks. Applies the Gradual Healing effect to all allied sync pairs.
- Perfectly Evil Normal ImpactSync move
Normal·Physical·Power 300-360·Opponent (one)No additional effect.
Passive skills
3- Speedy Entry 2
Raises the user's Speed by 2 stat ranks when it enters a battle.
- Panic Button
Applies the Move Gauge Acceleration effect to the allied field of play the first time the user is in a pinch each battle.
- Natural Remedy
Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
Sync grid
4848 tiles, 208 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
- 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
- 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
- Defense +5 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)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
- HP +10 (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
- Slash: Power +3Slash: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Slash: Power +3Slash: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Slash: Power +3Slash: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Bite: Power +3Bite: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Bite: Power +3Bite: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Bite: Power +3Bite: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Bite: Power +3Bite: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Bite: Power +3Bite: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Slash: Power +3Slash: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Slash: Power +3Slash: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- HP +30 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)5 energy · 60 orbs
- Perfectly Evil Normal Impact: Power +25Perfectly Evil Normal Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Perfectly Evil Normal Impact: Power +25Perfectly Evil Normal Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Slash: Move Gauge Refresh 3Move: Slash 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
- Enough!: Slippery 1Move: Enough! Raises the user's evasiveness by 1 stat rank when its move is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Enough!: MP Refresh 2Move: Enough! 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
- Team Sync RegenApplies the Gradual Healing effect to all allied sync pairs after the user uses a sync move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)7 energy · 84 orbs
- Bite: Move Gauge Refresh 3Move: Bite 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
- Dire Hit All +: MP Refresh 2Move: Dire Hit 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 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
- Stamina Reserves 2Charges the user's move gauge by 2 the first time it is in a pinch each battle. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Enough!: Berserk Bunch 1Move: Enough! Raises the Attack of all allied sync pairs by 1 stat rank when the user's move is successful. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Ramming SpeedThe more the user's Speed is raised, the more it powers up the user's moves. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)10 energy · 120 orbs
- On the Run 2Raises the user's evasiveness by 2 stat ranks the first time it is in a pinch each battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Enough!: All Ramped Up 1Move: Enough! Raises the Sp. Atk of all allied sync pairs by 1 stat rank when the user's move is successful. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- CatalystApplies the Move Gauge Acceleration effect to the allied field of play 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
- Amped Up 1Raises the user's Speed by 1 stat rank when it lands a critical hit. (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
- First Aid 4Restores the user's HP by approximately 40% of its maximum HP the first time it is in a pinch each battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
Giovanni (Classic) & Persian
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