
Galar
Hop & Pincurchin
★★★★★
/
Electric/Field
Introduction
Hop & Pincurchin is a 5-star Electric sync pair in Pokémon Masters EX. Hop & Pincurchin's role is Field. Faction: Galar.
On the Pokémon Masters EX tier list Hop & Pincurchin is C tier, 445th of the 608 sync pairs ranked.
Other Electric sync pairs in Pokémon Masters EX: Ash & Pikachu, Ball Guy & Voltorb, Blue (Champion) & Zapdos, Chase & Pikachu, Clemont & Heliolisk, Clemont & Magneton and 38 more.
Stats
- HP388th of 765814
- Attack90th of 765536
- Defense338th of 765225
- Sp. Atk303rd of 765388
- Sp. Def407th of 765220
- Speed600th of 765297
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: 96Lv. 30: 170Lv. 45: 239Lv. 100: 514Lv. 120: 574Lv. 140: 634Lv. 200: 814
- AttackLv. 1: 14Lv. 30: 67Lv. 45: 118Lv. 100: 316Lv. 120: 360Lv. 140: 404Lv. 200: 536
- DefenseLv. 1: 13Lv. 30: 36Lv. 45: 57Lv. 100: 145Lv. 120: 161Lv. 140: 177Lv. 200: 225
- Sp. AtkLv. 1: 10Lv. 30: 49Lv. 45: 85Lv. 100: 228Lv. 120: 260Lv. 140: 292Lv. 200: 388
- Sp. DefLv. 1: 8Lv. 30: 31Lv. 45: 52Lv. 100: 140Lv. 120: 156Lv. 140: 172Lv. 200: 220
- SpeedLv. 1: 10Lv. 30: 40Lv. 45: 67Lv. 100: 177Lv. 120: 201Lv. 140: 225Lv. 200: 297
Sync pair
Moves
5- Zing Zap
Electric·Physical·Power 42-50·Accuracy 100·2 gauge·Opponent (one)Has a chance (30%) of making the target flinch.
- Recover
Normal·Status·2 gauge·2 MP·SelfRestores the user's HP by approximately 50% of its maximum HP.
- Thunder Wave
Electric·Status·Accuracy 90·2 gauge·Opponent (one)Leaves the target paralyzed.
- Test This Out!Trainer moveStatus·2 MP·Ally (one)
Raises an ally's Attack and critical-hit rate by 2 stat ranks. Applies the Gradual Healing effect to an ally.
- Pin It Down Electric ImpactSync move
Electric·Physical·Power 250-300·Opponent (one)No additional effect.
Passive skills
3- Debut: Electric Terrain
Turns the field of play's terrain into Electric Terrain the first time the user enters a battle each battle.
- Turbo Charge 3
Quickly charges the move gauge when the terrain is Electric Terrain.
- Disheartening Shock 9
Lowers the target's Attack and Defense by 1 stat rank when the user's attack move is successful against a paralyzed opponent.
Sync grid
4848 tiles, 207 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
- 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
- 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
- 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
- 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
- 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
- Sp. Def +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Zing Zap: Power +4Zing Zap: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Zing Zap: Power +4Zing Zap: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Zing Zap: Power +4Zing Zap: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Thunder Wave: Accuracy +5Thunder Wave: Accuracy ↑ +5 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Thunder Wave: Accuracy +5Thunder Wave: Accuracy ↑ +5 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Zing Zap: Power +4Zing Zap: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Zing Zap: Power +4Zing Zap: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Speed +10 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
- LithePrevents the user from getting paralyzed. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)5 energy · 60 orbs
- Pin It Down Electric Impact: Power +25Pin It Down Electric Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Pin It Down Electric Impact: Power +25Pin It Down Electric Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Zing Zap: Move Gauge Refresh 3Move: Zing Zap 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
- Faint: Ally HP Recovery (M) 1Restores the HP of all allied sync pairs other than the user by approximately 20% of their maximum HP just before the user faints. (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
- Recover: MP Refresh 2Move: Recover 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
- Thunder Wave: Move Gauge Refresh 3Move: Thunder Wave 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
- Agile Entry 1Raises the user's evasiveness 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
- Electric GuardReduces damage when the user is attacked by Electric-type moves. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Shock Recovery 1Restores the user's HP whenever its Pokémon takes an action when the terrain is Electric Terrain. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Electrorepulsion 2Reduces damage when the user is hit by an attack move while the terrain is Electric Terrain. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)9 energy · 108 orbs
- Unfortuitous 9Lowers one of the target's following stats by one stat rank at random when the user's attack move against it is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Aggravation 1Raises 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
- Recover: Master Healer 1Move: Recover 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
- Test This Out!: Move on Ally: Attack ↑ 1Move: Test This Out! When the user's move targeting an allied sync pair (excluding field effects) is successful, raises the Attack of the allied sync pair affected by the move by 1 stat rank. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Sync Induction 5Powers up the user's sync move when the terrain is Electric Terrain. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Paralysis Synergy 5Powers up the user's moves when the target is paralyzed. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Quick TempoApplies the Move Gauge Acceleration effect to the allied field of play the first time the user enters a battle each battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
Hop & Pincurchin
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