
Johto
Jasmine & Steelix
★★★★★
/
Steel/Tech
Introduction
Jasmine & Steelix is a 5-star Steel sync pair in Pokémon Masters EX. Jasmine & Steelix's role is Tech. Faction: Johto.
On the Pokémon Masters EX tier list Jasmine & Steelix is C tier, 446th of the 608 sync pairs ranked.
Other Steel sync pairs in Pokémon Masters EX: Argenta & Skarmory, Colress & Klinklang, Dawn & Empoleon, Elio (Champion) & Necrozma, Gloria & Zacian, Grimsley (Kimono) & Bisharp and 28 more.
Jasmine & Steelix's banners
All banners- 5 April 2021 to 8 April 2021Morty, Jasmine, and Glacia Spotlight Scout
- 2 December 2020 to 5 December 2020Jasmine Spotlight Scout (2020-12)
- 21 May 2020 to 5 June 2020Jasmine Spotlight Scout
Stats
- HP581st of 765712
- Attack589th of 765204
- Defense1st of 765444
- Sp. Atk623rd of 765168
- Sp. Def210th of 765265
- Speed684th of 765204
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: 140Lv. 30: 198Lv. 45: 252Lv. 100: 472Lv. 120: 520Lv. 140: 568Lv. 200: 712
- AttackLv. 1: 8Lv. 30: 29Lv. 45: 47Lv. 100: 124Lv. 120: 140Lv. 140: 156Lv. 200: 204
- DefenseLv. 1: 17Lv. 30: 60Lv. 45: 99Lv. 100: 264Lv. 120: 300Lv. 140: 336Lv. 200: 444
- Sp. AtkLv. 1: 10Lv. 30: 27Lv. 45: 42Lv. 100: 108Lv. 120: 120Lv. 140: 132Lv. 200: 168
- Sp. DefLv. 1: 16Lv. 30: 42Lv. 45: 66Lv. 100: 165Lv. 120: 185Lv. 140: 205Lv. 200: 265
- SpeedLv. 1: 9Lv. 30: 29Lv. 45: 47Lv. 100: 124Lv. 120: 140Lv. 140: 156Lv. 200: 204
As Mega Steelix
- HPLv. 1: 140Lv. 30: 198Lv. 45: 252Lv. 100: 472Lv. 120: 520Lv. 140: 568Lv. 200: 712
- AttackLv. 1: 9Lv. 30: 34Lv. 45: 56Lv. 100: 148Lv. 120: 168Lv. 140: 187Lv. 200: 244
- DefenseLv. 1: 20Lv. 30: 72Lv. 45: 118Lv. 100: 316Lv. 120: 360Lv. 140: 403Lv. 200: 532
- Sp. AtkLv. 1: 10Lv. 30: 27Lv. 45: 42Lv. 100: 108Lv. 120: 120Lv. 140: 132Lv. 200: 168
- Sp. DefLv. 1: 16Lv. 30: 42Lv. 45: 66Lv. 100: 165Lv. 120: 185Lv. 140: 205Lv. 200: 265
- SpeedLv. 1: 9Lv. 30: 29Lv. 45: 47Lv. 100: 124Lv. 120: 140Lv. 140: 156Lv. 200: 204
Sync pair
Moves
5- Gyro Ball
Steel·Physical·Power 44-52·Accuracy 100·2 gauge·Opponent (one)This attack's power is doubled when the target's Speed is raised.
- X Defense AllStatus·2 MP·Ally (all)
Raises the Defense of all allied sync pairs by 2 stat ranks.
- Clang!Trainer moveStatus·2 MP·Ally: Field
Applies the Critical-Hit Defense effect to the allied field of play. Applies the Stat Reduction Defense effect to the allied field of play.
- Iron Tail
Steel·Physical·Power 132-158·Accuracy 75·3 gauge·Opponent (one)Has a chance (30%) of lowering the target's Defense by 1 stat rank.
- Steel-Clad Iron TailSync move
Steel·Physical·Power 160-192·Opponent (one)Become Mega Steelix until the end of battle. The more the user's Defense is raised, the greater the power of this attack.
Passive skills
1- Endurance
Applies the Enduring effect to the user if its HP is full when it enters a battle.
Sync grid
5757 tiles, 228 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 +40 (1 or more adjacent tiles must be activated)0 energy · 5 orbs
- Speed +20 (1 or more adjacent tiles must be activated)0 energy · 5 orbs
- Steel-Clad Iron Tail: Power +30Steel-Clad Iron Tail: Power ↑ +30 (1 or more adjacent tiles must be activated)0 energy · 5 orbs
- Steel-Clad Iron Tail: Power +30Steel-Clad Iron Tail: Power ↑ +30 (1 or more adjacent tiles must be activated)0 energy · 5 orbs
- Steel-Clad Iron Tail: Power +30Steel-Clad Iron Tail: Power ↑ +30 (1 or more adjacent tiles must be activated)0 energy · 5 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
- 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
- Attack +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
- Attack +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Gyro Ball: Power +4Gyro Ball: Power ↑ +4 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Gyro Ball: Power +4Gyro Ball: Power ↑ +4 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Gyro Ball: Power +4Gyro Ball: Power ↑ +4 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Gyro Ball: Power +4Gyro Ball: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)2 energy · 24 orbs
- Gyro Ball: Power +4Gyro Ball: Power ↑ +4 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Iron Tail: Power +3Iron Tail: Power ↑ +3 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Iron Tail: Power +3Iron Tail: Power ↑ +3 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Iron Tail: Power +3Iron Tail: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)2 energy · 24 orbs
- Iron Tail: Power +3Iron Tail: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)2 energy · 24 orbs
- Sand ShelterProtects the user from damage from a sandstorm. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 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)3 energy · 36 orbs
- Healthy HealingApplies the Gradual Healing effect to the user if its HP is full when it enters a battle. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Defense +5 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
- HP +20 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
- Sp. Def +10 (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- Iron Tail: Accuracy +10Iron Tail: Accuracy ↑ +10 (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- Iron Tail: Accuracy +10Iron Tail: Accuracy ↑ +10 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)5 energy · 60 orbs
- Steel-Clad Iron Tail: Power +25Steel-Clad Iron Tail: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Steel-Clad Iron Tail: Power +25Steel-Clad Iron Tail: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 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)5 energy · 60 orbs
- Team Critical Command 9Raises the critical-hit rate of all allied sync pairs by 1 stat rank when the user's Trainer uses a move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Gyro Ball: Move Gauge Refresh 4Move: Gyro Ball 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)6 energy · 72 orbs
- Iron Tail: Move Gauge Refresh 3Move: Iron Tail 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)6 energy · 72 orbs
- X Defense All: MP Refresh 3Move: X Defense 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)7 energy · 84 orbs
- Clang!: MP Refresh 3Move: Clang! 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; Move level must be 2 or higher)7 energy · 84 orbs
- Tough CookieThe more the user's Defense 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)8 energy · 96 orbs
- Clang!: Berserk Bunch 1Move: Clang! 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)8 energy · 96 orbs
- Tough CookieThe more the user's Defense is raised, the more it powers up the user's moves. (1 or more adjacent tiles must be activated)8 energy · 96 orbs
- Attack +20 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Clang!: Lockstep 9Move: Clang! 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; Move level must be 2 or higher)8 energy · 96 orbs
- Rejuvenate 6Charges the user's move gauge by 6 after using its sync move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)8 energy · 96 orbs
- Iron Tail: On a Roll 1Move: Iron Tail Raises the chance of lowering stat values with the additional effects of the user's moves. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)8 energy · 96 orbs
- Soothing Sand 1Restores the user's HP whenever its Pokémon takes an action during a sandstorm. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- S-Move: HP Recovery (M) 2Restores the user's HP by approximately 40% of its maximum HP after using its sync move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Impatient 1Has a chance (20%) of reducing the user's sync move countdown by one when it is hit by an attack move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Gyro Ball: Surging Sand 9Move: Gyro Ball Powers up the user's moves during a sandstorm. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Unyielding 2Except in certain circumstances, when the user's Enduring effect activates and the user has 1 HP remaining, has a chance (30%) of applying the Enduring effect to the user again. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)10 energy · 120 orbs
- HP +50 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
Jasmine & Steelix
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