
Unova
Hugh & Pignite
★★★★★
/
Fire/Tech
Introduction
Hugh & Pignite is a 5-star Fire sync pair in Pokémon Masters EX. Hugh & Pignite's role is Tech. Faction: Unova.
On the Pokémon Masters EX tier list Hugh & Pignite is A tier, 94th of the 608 sync pairs ranked.
Other Fire sync pairs in Pokémon Masters EX: Arven (Holiday 2025) & Scovillain, Bianca & Chandelure, Blaine & Rapidash, Blue & Arcanine, Blue (Classic) & Charizard, Calem & Fennekin and 50 more.
Stats
- HP758th of 765260
- Attack612th of 765176
- Defense758th of 76552
- Sp. Atk600th of 765176
- Sp. Def758th of 76552
- Speed275th of 765396
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: 27Lv. 30: 51Lv. 45: 72Lv. 100: 160Lv. 120: 180Lv. 140: 200Lv. 200: 260
- AttackLv. 1: 18Lv. 30: 35Lv. 45: 50Lv. 100: 116Lv. 120: 128Lv. 140: 140Lv. 200: 176
- DefenseLv. 1: 13Lv. 30: 18Lv. 45: 21Lv. 100: 32Lv. 120: 36Lv. 140: 40Lv. 200: 52
- Sp. AtkLv. 1: 18Lv. 30: 35Lv. 45: 50Lv. 100: 116Lv. 120: 128Lv. 140: 140Lv. 200: 176
- Sp. DefLv. 1: 13Lv. 30: 18Lv. 45: 21Lv. 100: 32Lv. 120: 36Lv. 140: 40Lv. 200: 52
- SpeedLv. 1: 18Lv. 30: 57Lv. 45: 93Lv. 100: 236Lv. 120: 268Lv. 140: 300Lv. 200: 396
Sync pair
Moves
2- Flame Charge
Fire·Physical·Power 30-36·Accuracy 100·2 gauge·Opponent (one)Raises the user's Speed by 1 stat rank.
- Unleash My Learning Fire ImpactSync move
Fire·Physical·Power 250-300·Opponent (one)No additional effect.
Sync grid
126126 tiles, 0 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
- DauntlessSp. Atk cannot be lowered.0 energy · 5 orbs
- AcuityAccuracy cannot be lowered.0 energy · 5 orbs
- HeadstrongAttack cannot be lowered.0 energy · 5 orbs
- Attack +100 energy · 5 orbs
- HP +200 energy · 5 orbs
- Sp. Atk +100 energy · 5 orbs
- Attack +10 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Learn Move: Dire Hit All +Raises the critical-hit rate of all allied sync pairs by 2 stat ranks. (1 or more adjacent tiles must be activated)0 energy · 0 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)0 energy · 0 orbs
- Dire Hit All +: BOGO 9Move: Dire Hit All + Applies the Free Move Next effect to the user when its move is successful. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Dire Hit All +: Move: Team Attack ↑ & Sp. Atk ↑ 9Move: Dire Hit All + Raises the Attack and 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)0 energy · 5 orbs
- Dire Hit All +: Move: Team Def ↑ & Sp. Def ↑ 9Move: Dire Hit All + Raises the Defense and Sp. Def of all allied sync pairs by 1 stat rank when the user's move is successful. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Dire Hit All +: T-Move: Team Phys & Spec Boost ↑1 9Move: Dire Hit All + Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 1 rank when the user's Trainer uses a move. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Learn Move: Brick BreakRemoves the Physical and Special Damage Reduction effects from the opponents' field of play. (1 or more adjacent tiles must be activated)0 energy · 5 orbs
- Brick Break: Move Gauge Refresh 3Move: Brick Break 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)0 energy · 0 orbs
- Brick Break: Move: Team Sync Move Boost ↑1 9Move: Brick Break Increases the Sync Move ↑ Next effect of all allied sync pairs by 1 rank when the user's move is successful. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Brick Break: Power +100Brick Break: Power ↑ +100 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Brick Break: Staggering 4Move: Brick Break Has a chance (50%) of making the target flinch when the user's attack move against it is successful. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Brick Break: Defense Destroyer 9Move: Brick Break Lowers the target's Defense by 2 stat ranks when the user's attack move against it is successful. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Attack +20 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Attack +20 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Attack +40 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Attack +40 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Attack +60 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Learn Move: Flare BlitzRemoves the frozen condition from the user. The user also takes 25% of the damage it dealt to the target. Has a chance (10%) of leaving the target burned. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Recoil Removal 9Negates recoil damage when using moves that have the recoil effect tag. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Flare Blitz: Hostile Environment 9Move: Flare Blitz Raises the chance of inflicting status conditions with the additional effects of moves. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Flare Blitz: Power +100Flare Blitz: Power ↑ +100 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Flare Blitz: Hit Burned Opp: Attack ↓ & Sp. Atk ↓ 9Move: Flare Blitz Lowers the target's Attack and Sp. Atk by 1 stat rank when the user's attack move is successful against a burned opponent. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Flare Blitz: BOGO 9Move: Flare Blitz Applies the Free Move Next effect to the user when its move is successful. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Attack +20 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Attack +20 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Attack +40 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Attack +40 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Attack +60 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Learn Move: Attack PracticumRaises the Attack of all allied sync pairs by 3 stat ranks. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Attack Practicum: MP Refresh 3Move: Attack Practicum Has a chance (40%) of restoring one MP of the user's move when that move is successful. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Attack Practicum: Berserk Bunch 1Move: Attack Practicum 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)0 energy · 0 orbs
- Attack Practicum: Berserk Bunch 2Move: Attack Practicum Raises the Attack of all allied sync pairs by 2 stat ranks when the user's move is successful. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Attack Practicum: Shielded 4Move: Attack Practicum Raises the Defense of all allied sync pairs by 4 stat ranks when the user's move is successful. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Attack Practicum: Move: Team Physical Boost ↑2 9Move: Attack Practicum Increases the Physical Moves ↑ Next effect of all allied sync pairs by 2 ranks when the user's move is successful. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Atk +10 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Learn Move: Mini Potion AllRestores the HP of all allied sync pairs by approximately 20% of their maximum HP. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Mini Potion All: Team Hit and HealMove: Mini Potion All Applies the Gradual Healing effect to all allied sync pairs when the user's move is successful. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Mini Potion All: Group TherapyMove: Mini Potion All Removes all status conditions from all allied sync pairs when a move is successful. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Mini Potion All: Master Healer 1Move: Mini Potion All Increases the amount of HP restored by the user's healing moves. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Mini Potion All: Lockstep 9Move: Mini Potion All Charges the user's move gauge by one for each allied sync pair on the field when the user's move is successful. When used in a co-op battle, charges the move gauges of all allied players by one instead when the user's move is successful. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Mini Potion All: MP Refresh 3Move: Mini Potion All Has a chance (40%) of restoring one MP of the user's move when that move is successful. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Learn Move: Will-O-WispLeaves the target burned. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Will-O-Wisp: Move Gauge Refresh 3Move: Will-O-Wisp 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)0 energy · 0 orbs
- Will-O-Wisp: Accuracy +10Will-O-Wisp: Accuracy ↑ +10 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Will-O-Wisp: Charging Infliction 2Move: Will-O-Wisp Charges the user's move gauge by 2 when its Pokémon uses a status move. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Will-O-Wisp: Go Viral 9Move: Will-O-Wisp When the user's status move is used and inflicted a status condition on an opponent, inflicts the same status condition on all opposing sync pairs. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Will-O-Wisp: Afflicter's Fervor 2Move: Will-O-Wisp Reduces the user's sync move countdown by 2 the first time its Pokémon uses a status move each battle. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Atk +20 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Atk +20 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Atk +40 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Atk +40 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Atk +60 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Learn Move: Fire SpinLeaves the target trapped. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Fire Spin: Move Gauge Refresh 3Move: Fire Spin 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)0 energy · 0 orbs
- Fire Spin: Accuracy +15Fire Spin: Accuracy ↑ +15 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Fire Spin: Power +100Fire Spin: Power ↑ +100 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Fire Spin: Ruthless 9Move: Fire Spin Lowers one of the target's following stats by two stat ranks at random when the user's attack move is successful against a flinching, confused, or trapped opponent: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Fire Spin: Hit: Sp. Def ↓2 9Move: Fire Spin Lowers the target's Sp. Def by 2 stat ranks when the user's attack move against it is successful. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Atk +20 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Atk +20 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Atk +40 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Atk +40 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Atk +60 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Learn Move: Sp. Atk PracticumRaises the Sp. Atk of all allied sync pairs by 3 stat ranks. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Atk Practicum: MP Refresh 3Move: Sp. Atk Practicum Has a chance (40%) of restoring one MP of the user's move when that move is successful. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Atk Practicum: All Ramped Up 1Move: Sp. Atk Practicum 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)0 energy · 0 orbs
- Sp. Atk Practicum: All Ramped Up 2Move: Sp. Atk Practicum Raises the Sp. Atk of all allied sync pairs by 2 stat ranks when the user's move is successful. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Atk Practicum: Barricade Buddies 4Move: Sp. Atk Practicum Raises the Sp. Def of all allied sync pairs by 4 stat ranks when the user's move is successful. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Atk Practicum: Move: Team Special Boost ↑2 9Move: Sp. Atk Practicum Increases the Special Moves ↑ Next effect of all allied sync pairs by 2 ranks when the user's move is successful. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Flame Charge: Move Gauge Refresh 3Move: Flame Charge 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)0 energy · 0 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)0 energy · 0 orbs
- Flame Charge: Trip Up 9Move: Flame Charge Lowers 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)0 energy · 0 orbs
- Entry FreebieApplies the Free Move Next effect to the user when it enters a battle. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Healing Sun 1Restores the user's HP whenever its Pokémon takes an action while the weather is sunny. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- VigilanceProtects the user against critical hits. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- WTZ Change: Team S-Moves ↑ 3Powers up the sync moves of all allied sync pairs when weather conditions, a terrain, or a zone are in effect. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Ally Sets WTZ: Team Phys & Spec Boost ↑1 9Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 1 rank when an ally activates a weather, terrain, or zone effect. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- 1st Hit: Sunny & Extension 5Makes the weather sunny the first time the user's attack move is successful each battle. Extends the duration of sunny weather when the weather turns sunny while the user is on the field. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Team Pinpoint Entry 2Raises the accuracy of all allied sync pairs by 2 stat ranks when the user enters a battle. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- S-Move: Team HP Recovery (M) 1Restores the HP of all allied sync pairs by approximately 20% of their maximum HP after using the user's sync move. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Unleash My Learning Fire Impact: Power +25Unleash My Learning Fire Impact: Power ↑ +25 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- ImperviousThe user's stats cannot be lowered. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Head Start 1Reduces the user's sync move countdown by 1 the first time it enters a battle each battle. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Fighting Zone Extension 5Extends the duration of the Fighting Zone when the zone turns into a Fighting Zone while the user is on the field. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- User Sets Sunny W: Fighting ZoneTurns the field of play's zone into a Fighting Zone when the user turns the weather sunny. (A Fighting Zone powers up Fighting-type attacks.) (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Speeding Sun 3Quickly charges the move gauge when the weather is sunny. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Team Solar ImmunityWhen the weather is sunny, status conditions cannot be inflicted on any allied sync pairs and prevents all allies from flinching, becoming confused, or becoming trapped. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Unleash My Learning Fire Impact: Power +25Unleash My Learning Fire Impact: Power ↑ +25 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sunscreen 2Reduces damage when the user is hit by an attack move while the weather is sunny. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sunny: Team Moves ↑ 2Powers up the moves of all allied sync pairs when the weather is sunny. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Team Safe StartApplies the Enduring effect to all allied sync pairs the first time the user enters a battle each battle. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Flame Charge: 1st Hit: Fire Rebuff ↓Move: Flame Charge Lowers the target's Fire Type Rebuff by 1 rank the first time the user's attack move is successful each battle. (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- HP +20 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- HP +20 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- HP +20 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- HP +20 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- HP +40 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- HP +40 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- HP +40 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- HP +60 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- HP +60 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- HP +60 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- HP +80 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Defense +5 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Defense +10 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Defense +10 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Defense +15 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Defense +15 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Defense +20 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Defense +25 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Defense +20 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Def +5 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Def +10 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Def +10 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Def +15 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Def +15 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Def +20 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Def +25 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
- Sp. Def +20 (1 or more adjacent tiles must be activated)0 energy · 0 orbs
Hugh & Pignite
Art















