
Alola
Hau & Crabominable
★★★★★
/
Ice/Sprint
Introduction
Hau & Crabominable is a 5-star Ice sync pair in Pokémon Masters EX. Hau & Crabominable's role is Sprint. Faction: Alola.
On the Pokémon Masters EX tier list Hau & Crabominable is D tier, 513th of the 608 sync pairs ranked.
Other Ice sync pairs in Pokémon Masters EX: Bea (Palentine's 2022) & Vanilluxe, Brycen & Cryogonal, Brycen & Walrein, Candice & Abomasnow, Candice & Froslass, Candice (Palentine's 2024) & Darmanitan and 34 more.
Stats
- HP339th of 765825
- Attack68th of 765551
- Defense282nd of 765245
- Sp. Atk417th of 765296
- Sp. Def307th of 765243
- Speed148th of 765444
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: 91Lv. 30: 167Lv. 45: 239Lv. 100: 525Lv. 120: 585Lv. 140: 645Lv. 200: 825
- AttackLv. 1: 16Lv. 30: 71Lv. 45: 122Lv. 100: 331Lv. 120: 375Lv. 140: 419Lv. 200: 551
- DefenseLv. 1: 12Lv. 30: 36Lv. 45: 57Lv. 100: 145Lv. 120: 165Lv. 140: 185Lv. 200: 245
- Sp. AtkLv. 1: 10Lv. 30: 39Lv. 45: 66Lv. 100: 176Lv. 120: 200Lv. 140: 224Lv. 200: 296
- Sp. DefLv. 1: 10Lv. 30: 34Lv. 45: 55Lv. 100: 143Lv. 120: 163Lv. 140: 183Lv. 200: 243
- SpeedLv. 1: 17Lv. 30: 60Lv. 45: 99Lv. 100: 264Lv. 120: 300Lv. 140: 336Lv. 200: 444
Sync pair
Moves
5- Ice Hammer
Ice·Physical·Power 194-232·Accuracy 90·4 gauge·Opponent (one)Lowers the user's Speed by 1 stat rank.
- X AttackStatus·2 MP·Self
Raises the user's Attack by 2 stat ranks.
- Ice Punch
Ice·Physical·Power 46-55·Accuracy 100·2 gauge·Opponent (one)Has a chance (10%) of leaving the target frozen.
- Have a Blast!Trainer moveStatus·1 MP·Self
Reduces the user's sync move countdown by 1. Raises the user's accuracy by 1 stat rank. Raises the user's critical-hit rate by 3 stat ranks.
- Having a Blast Ice ImpactSync move
Ice·Physical·Power 200-240·Opponent (one)The more the user's Attack is raised, the greater the power of this attack.
Passive skills
3- Head Start 1
Reduces the user's sync move countdown by 1 the first time it enters a battle each battle.
- Defense Crush 9
Lowers the target's Defense by one stat rank when the user's attack move against it is successful.
- Speed ↓ Flip
When the user's Speed would be lowered, raises the user's Speed by the same amount instead.
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
- 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
- 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
- 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
- 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
- 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
- HP +10 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Ice Hammer: Power +2Ice Hammer: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Ice Hammer: Power +2Ice Hammer: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Ice Punch: Power +4Ice Punch: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Ice Punch: Power +4Ice Punch: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Ice Hammer: Power +2Ice Hammer: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Ice Hammer: Power +2Ice Hammer: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Ice Hammer: Power +2Ice Hammer: Power ↑ +2 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Ice Hammer: Power +2Ice Hammer: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Ice Hammer: Power +2Ice Hammer: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Ice Hammer: Power +2Ice Hammer: Power ↑ +2 (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
- Snow ShelterProtects the user from damage from a hailstorm. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- HeadstrongAttack cannot be lowered. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- Ice Hammer: Accuracy +10Ice Hammer: Accuracy ↑ +10 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)5 energy · 60 orbs
- Having a Blast Ice Impact: Power +25Having a Blast Ice Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Having a Blast Ice Impact: Power +25Having a Blast Ice Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Ice Hammer: Move Gauge Refresh 2Move: Ice Hammer 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; Move level must be 2 or higher)6 energy · 72 orbs
- X Attack: MP Refresh 2Move: X Attack 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
- Have a Blast!: MP Refresh 2Move: Have a Blast! 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
- Ice Punch: Move Gauge Refresh 3Move: Ice Punch 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
- Ice Punch: Hostile Environment 2Move: Ice Punch Raises the chance of inflicting status conditions with the additional effects of moves. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)7 energy · 84 orbs
- Have a Blast!: Commanded Freebie 9Move: Have a Blast! Applies the Free Move Next effect to the user when its Trainer uses a move. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Have a Blast!: Super Command 9Move: Have a Blast! Applies the Supereffective ↑ Next effect to the user when its Trainer uses a move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)8 energy · 96 orbs
- Ice Hammer: Move Gauge Refresh 5Move: Ice Hammer Has a chance (60%) 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 3 or higher)8 energy · 96 orbs
- Hasty Hail 2Quickly charges the move gauge during a hailstorm. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)9 energy · 108 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 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
- Brawn Sync 5Powers up the user's sync move when its Attack is raised. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Defense Crush 9Lowers the target's Defense by one 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
- 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
Hau & Crabominable
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