Giovanni (Classic) & Persian

Kanto

Giovanni (Classic) & Persian

★★★★

/Normal/Tech

Dtier

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

  • HP645th664
  • Attack497th260
  • Defense189th291
  • Sp. Atk467th260
  • Sp. Def186th294
  • Speed204th422

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

TrainerGiovanni (Classic)
PokémonPersian
TypeNormal
WeaknessFighting
RoleTech
Base rarity4★
How to getStory
Released15 Aug 2022
6★ EXAvailable since 15 Aug 2022
ThemesNormal, Kanto, Villain

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 move
    Status·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

48
HP+10freeAtk+5freeDef+5freeAtk+5freeSpD+5freeSpe+5freeSpe+52 energyDef+52 energySpD+52 energyHP+102 energySlashPower +33 energySlashPower +33 energySlashPower +33 energySlashMove Gau…7 energyEnough!Berserk …10 energyRamming …10 energyOn the R…lv 210 energySpe+52 energyBitePower +33 energySpD+52 energyBitePower +33 energyStamina …lv 28 energyDef+52 energyEnough!Slippery…7 energyEnough!MP Refre…7 energyTeam Syn…7 energySpe+52 energySpD+52 energyDef+52 energyHP+102 energyBitePower +33 energyBitePower +33 energyBitePower +33 energyBiteMove Gau…7 energyEnough!All Ramp…10 energyHP+305 energyCatalyst10 energyHP+102 energySpe+52 energySlashPower +33 energySlashPower +33 energyAmped Uplv 110 energyDire Hit…MP Refre…7 energyQuick Cu…7 energySafety T…10 energyFirst Aidlv 410 energyPerfectl…Power +255 energyPerfectl…Power +255 energy

48 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

Art

Giovanni (Classic) & Persian key art

More Normal sync pairs

All sync pairs