Hop & Rillaboom

Galar

Hop & Rillaboom

★★★★★

/Grass/Field

Btier

Introduction

Hop & Rillaboom is a 5-star Grass sync pair in Pokémon Masters EX. Hop & Rillaboom's role is Field. Faction: Galar.

On the Pokémon Masters EX tier list Hop & Rillaboom is B tier, 191st of the 608 sync pairs ranked.

Other Grass sync pairs in Pokémon Masters EX: Acerola (Sygna Suit) & Tapu Bulu, Adaman & Leafeon, Archie (Fall 2026) & Wo-Chien, Arezu & Lilligant, Ball Guy (Sygna Suit) & Electrode, Barry & Roserade and 52 more.

Hop & Rillaboom's banners

All banners
  • 10 December 2024 to 24 December 2024Variety Tiered Scout (2024-12)
  • 10 December 2024 to 24 December 2024Triple Feature Variety Scout

Stats

  • HP339th825
  • Attack229th444
  • Defense282nd245
  • Sp. Atk467th260
  • Sp. Def387th222
  • Speed315th390

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: 108Lv. 30: 181Lv. 45: 250Lv. 100: 525Lv. 120: 585Lv. 140: 645Lv. 200: 825
  • AttackLv. 1: 13Lv. 30: 57Lv. 45: 99Lv. 100: 264Lv. 120: 300Lv. 140: 336Lv. 200: 444
  • DefenseLv. 1: 12Lv. 30: 36Lv. 45: 57Lv. 100: 145Lv. 120: 165Lv. 140: 185Lv. 200: 245
  • Sp. AtkLv. 1: 11Lv. 30: 37Lv. 45: 61Lv. 100: 160Lv. 120: 180Lv. 140: 200Lv. 200: 260
  • Sp. DefLv. 1: 10Lv. 30: 33Lv. 45: 54Lv. 100: 142Lv. 120: 158Lv. 140: 174Lv. 200: 222
  • SpeedLv. 1: 12Lv. 30: 51Lv. 45: 87Lv. 100: 230Lv. 120: 262Lv. 140: 294Lv. 200: 390

As Rillaboom

  • HPLv. 1: 108Lv. 30: 181Lv. 45: 250Lv. 100: 525Lv. 120: 585Lv. 140: 645Lv. 200: 825
  • AttackLv. 1: 13Lv. 30: 57Lv. 45: 99Lv. 100: 264Lv. 120: 300Lv. 140: 336Lv. 200: 444
  • DefenseLv. 1: 12Lv. 30: 36Lv. 45: 57Lv. 100: 145Lv. 120: 165Lv. 140: 185Lv. 200: 245
  • Sp. AtkLv. 1: 11Lv. 30: 37Lv. 45: 61Lv. 100: 160Lv. 120: 180Lv. 140: 200Lv. 200: 260
  • Sp. DefLv. 1: 10Lv. 30: 33Lv. 45: 54Lv. 100: 142Lv. 120: 158Lv. 140: 174Lv. 200: 222
  • SpeedLv. 1: 12Lv. 30: 51Lv. 45: 87Lv. 100: 230Lv. 120: 262Lv. 140: 294Lv. 200: 390

Sync pair

TrainerHop
PokémonRillaboom
TypeGrass
WeaknessFire
RoleField
Base rarity5★
How to getVariety scout
Released10 Dec 2024
6★ EXAvailable since 10 Dec 2024
ThemesGrass, Galar, Rival, Galar Adventurer

Moves

5
  • Drum Beating
    Grass·Physical·Power 160-192·Accuracy 100·4 gauge·Opponent (one)

    Lowers the target's Speed by 1 stat rank.

  • Grassy Terrain
    Grass·Status·2 gauge·2 MP·Entire Field

    Turns the field of play's terrain into Grassy Terrain.

  • Scattershot Drum Beating
    Grass·Physical·Power 300-360·Accuracy 100·4 gauge·Opponent (all)

    Activation Condition: When your team's sync pair uses a max move 1 time. Deactivation Condition: When this move is used. The power of this move is not lowered even if there are multiple targets. Lowers the target's Speed by 1 stat rank.

  • Show What We Know!Trainer move
    Status·1 MP·Ally (one)

    Reduces the sync move countdown of an ally by 1. Applies the Supereffective ↑ Next effect to an ally. Increases the Physical Moves ↑ Next effect of an ally by 3 ranks.

  • Valuing Team Harmony Grass ImpactSync move
    Grass·Physical·Power 250-300·Opponent (one)

    No additional effect.

Passive skills

3
  • Gentle Combo

    Raises the user's Attack by 6 stat ranks when it enters a battle. Raises the user's critical-hit rate by 3 stat ranks when it enters a battle.

  • User Sets Grassy Terrain: Galar C (Phys) on Field

    Applies Galar Circle (Physical) to the allied field of play when the user turns the field of play's terrain into Grassy Terrain.

  • Grassy Terrain Hit: Free Move Next 9

    Applies the Free Move Next effect to the user when its attack move is successful while the terrain is Grassy Terrain.

Sync grid

48
HP+10freeAtk+5freeDef+5freeAtk+5freeSpD+5freeSpe+5freeSpe+52 energyAtk+52 energyDrum Bea…Power +33 energyDrum Bea…Power +33 energyTrip Wirelv 18 energyDrum Bea…Move Gau…7 energyDrum Bea…Power +33 energyChase Do…lv 310 energyAtk+207 energyDef+52 energySpD+52 energyHP+102 energySpe+52 energyScatters…Power +23 energyScatters…Power +23 energyScatters…Power +23 energyNatural …7 energyMax Move…8 energyMAX Coun…lv 210 energyMax Over…Power +1008 energySpD+52 energyAtk+52 energySpe+52 energyDef+52 energyScatters…Power +23 energyScatters…Power +23 energyTurbo Tu…lv 28 energyGrassy T…Move Gau…7 energyGrassy C…lv 27 energyVerdant …9 energyGrassy T…lv 910 energyHP+102 energyUnflappa…5 energyDrum Bea…Power +33 energyDrum Bea…Power +33 energyTrip Uplv 910 energyDef+104 energyShow Wha…MP Refre…7 energyShow Wha…Move on …10 energySuper Sy…lv 99 energyValuing …Power +255 energyValuing …Power +255 energy

48 tiles, 213 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
  • 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
  • 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
  • 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
  • Drum Beating: Power +3Drum Beating: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Drum Beating: Power +3Drum Beating: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Drum Beating: Power +3Drum Beating: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
  • Scattershot Drum Beating: Power +2Scattershot Drum Beating: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Scattershot Drum Beating: Power +2Scattershot Drum Beating: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Scattershot Drum Beating: Power +2Scattershot Drum Beating: Power ↑ +2 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
  • Scattershot Drum Beating: Power +2Scattershot Drum Beating: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Scattershot Drum Beating: Power +2Scattershot Drum Beating: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Drum Beating: Power +3Drum Beating: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Drum Beating: Power +3Drum Beating: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Defense +10 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
  • UnflappablePrevents the user from flinching. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
  • Valuing Team Harmony Grass Impact: Power +25Valuing Team Harmony Grass Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
  • Valuing Team Harmony Grass Impact: Power +25Valuing Team Harmony Grass Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
  • Drum Beating: Move Gauge Refresh 3Move: Drum Beating 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
  • Attack +20 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)7 energy · 84 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
  • Grassy Terrain: Move Gauge Refresh 4Move: Grassy Terrain Has a chance (50%) 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
  • Grassy Cushion 2Reduces damage when the user is hit by an attack move while the terrain is Grassy Terrain. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
  • Show What We Know!: MP Refresh 2Move: Show What We Know! 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
  • Trip Wire 1Lowers the Speed of all opposing sync pairs by 1 stat rank when the user enters a battle. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
  • Max Move: Allied Field MG →Applies the Move Gauge Acceleration effect to the allied field of play after using the user's max move. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
  • Max Overgrowth: Power +100Max Overgrowth: Power ↑ +100 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)8 energy · 96 orbs
  • Turbo Turf 2Quickly charges the move gauge when the terrain is Grassy Terrain. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
  • Verdant ImmunityStatus conditions cannot be inflicted on the user when the terrain is Grassy Terrain. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)9 energy · 108 orbs
  • Super Sync 9Applies the Supereffective ↑ Next effect to the user after using its sync move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)9 energy · 108 orbs
  • Chase Down 3Powers up the user's moves when the target's Speed is lowered. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
  • MAX Countdown 2Reduces the user's sync move countdown by 2 after using its max move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
  • Grassy Terrain: S-Moves ↑ 9Powers up the user's sync move when the terrain is Grassy Terrain. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
  • Trip Up 9Lowers the target's Speed by 1 stat rank 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)10 energy · 120 orbs
  • Show What We Know!: Move on Ally: Sync Move Boost ↑4 9Move: Show What We Know! When the user's move targeting an allied sync pair (excluding field effects) is successful, increases the Sync Move ↑ Next effect of the allied sync pair affected by the move by 4 ranks. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs

Hop & Rillaboom

Art

Hop & Rillaboom key art

More Grass sync pairs

All sync pairs