
Johto
Karen & Houndoom
★★★★★
/
Dark/Strike (Special)
Introduction
Karen & Houndoom is a 5-star Dark sync pair in Pokémon Masters EX. Karen & Houndoom's role is Strike (Special). Faction: Johto.
On the Pokémon Masters EX tier list Karen & Houndoom is C tier, 272nd of the 608 sync pairs ranked.
Other Dark sync pairs in Pokémon Masters EX: Akari & Samurott, Archer & Houndoom, Arven & Mabosstiff, Brycen-Man & Zoroark, Caitlin (Fall 2021) & Sableye, Calem (Champion) & Greninja and 31 more.
Karen & Houndoom's banners
All banners- 8 February 2021 to 11 February 2021Grimsley and Karen Spotlight Scout (2021-02)
- 6 March 2020 to 16 March 2020Grimsley and Karen Spotlight Scout
- 12 December 2019 to 1 January 2020Seasonal Scout A
Stats
- HP543rd of 765740
- Attack228th of 765448
- Defense397th of 765221
- Sp. Atk128th of 765506
- Sp. Def404th of 765221
- Speed65th of 765488
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: 85Lv. 30: 152Lv. 45: 212Lv. 100: 460Lv. 120: 516Lv. 140: 572Lv. 200: 740
- AttackLv. 1: 18Lv. 30: 61Lv. 45: 103Lv. 100: 268Lv. 120: 304Lv. 140: 340Lv. 200: 448
- DefenseLv. 1: 9Lv. 30: 32Lv. 45: 53Lv. 100: 141Lv. 120: 157Lv. 140: 173Lv. 200: 221
- Sp. AtkLv. 1: 20Lv. 30: 71Lv. 45: 119Lv. 100: 306Lv. 120: 346Lv. 140: 386Lv. 200: 506
- Sp. DefLv. 1: 9Lv. 30: 32Lv. 45: 53Lv. 100: 141Lv. 120: 157Lv. 140: 173Lv. 200: 221
- SpeedLv. 1: 19Lv. 30: 67Lv. 45: 112Lv. 100: 288Lv. 120: 328Lv. 140: 368Lv. 200: 488
As Mega Houndoom
- HPLv. 1: 85Lv. 30: 152Lv. 45: 212Lv. 100: 460Lv. 120: 516Lv. 140: 572Lv. 200: 740
- AttackLv. 1: 18Lv. 30: 61Lv. 45: 103Lv. 100: 268Lv. 120: 304Lv. 140: 340Lv. 200: 448
- DefenseLv. 1: 9Lv. 30: 35Lv. 45: 58Lv. 100: 155Lv. 120: 172Lv. 140: 190Lv. 200: 243
- Sp. AtkLv. 1: 22Lv. 30: 78Lv. 45: 130Lv. 100: 336Lv. 120: 380Lv. 140: 424Lv. 200: 556
- Sp. DefLv. 1: 9Lv. 30: 32Lv. 45: 53Lv. 100: 141Lv. 120: 157Lv. 140: 173Lv. 200: 221
- SpeedLv. 1: 22Lv. 30: 80Lv. 45: 134Lv. 100: 345Lv. 120: 393Lv. 140: 441Lv. 200: 585
Sync pair
Moves
5- Bite
Dark·Physical·Power 42-50·Accuracy 100·2 gauge·Opponent (one)Has a chance (30%) of making the target flinch.
- Dire Hit +Status·2 MP·Self
Raises the user's critical-hit rate by 2 stat ranks.
- Snarl
Dark·Special·Power 39-46·Accuracy 95·2 gauge·Opponent (all)Lowers the target's Sp. Atk. by 1 stat rank.
- Entertain Me!Trainer moveStatus·2 MP·Self
The smaller the user's percentage of remaining HP, the more it raises the user's Sp. Atk (can be raised by up to 6 stat ranks maximum).
- Beguiling Dark PulseSync move
Dark·Special·Power 160-192·Opponent (one)Become Mega Houndoom until the end of battle.
- SnarlAs Mega Houndoom
Dark·Special·Power 39-46·Accuracy 95·2 gauge·Opponent (all)Lowers the target's Sp. Atk. by 1 stat rank.
- Dark PulseAs Mega Houndoom
Dark·Special·Power 95-114·Accuracy 100·3 gauge·Opponent (one)Has a chance (20%) of making the target flinch.
Passive skills
2- Flameproof
Prevents the user from getting burned.
- Wide Awake
Prevents the user from falling asleep.
Sync grid
5757 tiles, 214 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
- Sp. Atk +50 energy · 5 orbs
- Sp. Def +50 energy · 5 orbs
- Speed +50 energy · 5 orbs
- Sp. Atk +20 (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
- Beguiling Dark Pulse: Power +30Beguiling Dark Pulse: Power ↑ +30 (1 or more adjacent tiles must be activated)0 energy · 5 orbs
- Beguiling Dark Pulse: Power +30Beguiling Dark Pulse: Power ↑ +30 (1 or more adjacent tiles must be activated)0 energy · 5 orbs
- Beguiling Dark Pulse: Power +30Beguiling Dark Pulse: Power ↑ +30 (1 or more adjacent tiles must be activated)0 energy · 5 orbs
- Speed +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Snarl: Power +2Snarl: Power ↑ +2 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Snarl: Power +2Snarl: Power ↑ +2 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Sp. Atk +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Sp. Atk +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
- Attack +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Attack +5 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)2 energy · 24 orbs
- Snarl: Power +3Snarl: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Snarl: Power +3Snarl: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Snarl: Power +4Snarl: Power ↑ +4 (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)3 energy · 36 orbs
- Snarl: Power +3Snarl: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Snarl: Power +3Snarl: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Bite: Power +6Bite: Power ↑ +6 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Bite: Power +6Bite: Power ↑ +6 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Bite: Power +6Bite: Power ↑ +6 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Sync Power FluxThe fuller the move gauge when the user's sync move is selected, the more this powers up the sync move. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Dark Pulse: Aggravation 2Move: Dark Pulse Raises 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 2 or higher)3 energy · 36 orbs
- Speed +10 (1 or more adjacent tiles must be activated)4 energy · 48 orbs
- Speed +10 (1 or more adjacent tiles must be activated)4 energy · 48 orbs
- Sp. Def +10 (1 or more adjacent tiles must be activated)4 energy · 48 orbs
- Dark Pulse: Power +6Dark Pulse: Power ↑ +6 (1 or more adjacent tiles must be activated)4 energy · 48 orbs
- Dark Pulse: Power +6Dark Pulse: Power ↑ +6 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
- Dark Pulse: Power +6Dark Pulse: Power ↑ +6 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
- Dark Pulse: Power +6Dark Pulse: Power ↑ +6 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)4 energy · 48 orbs
- Sp. Atk +10 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- HP +20 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Sp. Atk +10 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Beguiling Dark Pulse: Power +25Beguiling Dark Pulse: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Beguiling Dark Pulse: Power +25Beguiling Dark Pulse: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- DevastationThe more the target's Sp. Atk is lowered, the more it powers up the user's sync move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Satisfied Snarl 9Lowers the target's Sp. Atk by one stat rank when a move targeting that opponent is successful. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Snarl: Move Gauge Refresh 3Move: Snarl 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)6 energy · 72 orbs
- Dark Pulse: Move Gauge Refresh 4Move: Dark Pulse 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)6 energy · 72 orbs
- Entertain Me!: MP Refresh 3Move: Entertain Me! 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
- Dire Hit +: MP Refresh 3Move: Dire Hit + 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
- Dark Pulse: OverpowerMove: Dark Pulse The more the target's Sp. Atk is lowered, 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
- Speeding Sun 2Quickly charges the move gauge when the weather is sunny. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Defense +20 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)8 energy · 96 orbs
- Bite: Critical Countdown 2Move: Bite Has a chance (30%) of reducing the sync move countdown by one when the user's move is a critical hit. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Bite: Aggravation 1Move: Bite Raises 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 2 or higher)10 energy · 120 orbs
- Bite: Toxic Chance 4Move: Bite Has a chance (50%) of leaving the target poisoned when a move targeting that opponent is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)10 energy · 120 orbs
- Dirty Fighting 5Powers up the user's moves against targets that are affected by a status condition. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Foul Fighting 5Powers up the user's moves against targets that are flinching, confused, or trapped. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
Karen & Houndoom
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