
Kalos
Korrina (Arc Suit) & Lucario
★★★★★
/
Fighting/Multi
Introduction
Korrina (Arc Suit) & Lucario is a 5-star Fighting sync pair in Pokémon Masters EX. Korrina (Arc Suit) & Lucario's role is Multi. Faction: Kalos.
On the Pokémon Masters EX tier list Korrina (Arc Suit) & Lucario is S tier, 4th of the 608 sync pairs ranked.
Other Fighting sync pairs in Pokémon Masters EX: Barry & Infernape, Bea & Hitmontop, Bea & Sirfetch'd, Bede (Sygna Suit) & Iron Valiant, Bianca (Champion) & Virizion, Brawly & Hariyama and 27 more.
Korrina (Arc Suit) & Lucario's banners
All banners- 1 April 2026 to 7 May 2026Special Present! (2026-04)
Stats
- HP232nd of 765841
- Attack296th of 765408
- Defense19th of 765408
- Sp. Atk280th of 765408
- Sp. Def16th of 765408
- Speed200th of 765438
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: 183Lv. 45: 255Lv. 100: 541Lv. 120: 601Lv. 140: 661Lv. 200: 841
- AttackLv. 1: 13Lv. 30: 55Lv. 45: 94Lv. 100: 248Lv. 120: 280Lv. 140: 312Lv. 200: 408
- DefenseLv. 1: 15Lv. 30: 55Lv. 45: 94Lv. 100: 248Lv. 120: 280Lv. 140: 312Lv. 200: 408
- Sp. AtkLv. 1: 13Lv. 30: 55Lv. 45: 94Lv. 100: 248Lv. 120: 280Lv. 140: 312Lv. 200: 408
- Sp. DefLv. 1: 15Lv. 30: 55Lv. 45: 94Lv. 100: 248Lv. 120: 280Lv. 140: 312Lv. 200: 408
- SpeedLv. 1: 11Lv. 30: 54Lv. 45: 93Lv. 100: 258Lv. 120: 294Lv. 140: 330Lv. 200: 438
As Mega Lucario
- HPLv. 1: 108Lv. 30: 183Lv. 45: 255Lv. 100: 541Lv. 120: 601Lv. 140: 661Lv. 200: 841
- AttackLv. 1: 14Lv. 30: 60Lv. 45: 103Lv. 100: 272Lv. 120: 308Lv. 140: 343Lv. 200: 448
- DefenseLv. 1: 16Lv. 30: 60Lv. 45: 103Lv. 100: 272Lv. 120: 308Lv. 140: 343Lv. 200: 448
- Sp. AtkLv. 1: 14Lv. 30: 60Lv. 45: 103Lv. 100: 272Lv. 120: 308Lv. 140: 343Lv. 200: 448
- Sp. DefLv. 1: 16Lv. 30: 60Lv. 45: 103Lv. 100: 272Lv. 120: 308Lv. 140: 343Lv. 200: 448
- SpeedLv. 1: 12Lv. 30: 59Lv. 45: 102Lv. 100: 283Lv. 120: 323Lv. 140: 363Lv. 200: 481
Sync pair
Moves
5- Drain Punch
Fighting·Physical·Power 91-109·Accuracy 100·3 gauge·Opponent (one)The more damage dealt to the target, the more it restores the user's HP.
- Almighty Aura Sphere
Fighting·Special·Power 250-300·2 gauge·3 MP·Opponent (all)Activation Condition: When the user is not in a pinch. Deactivation Condition: When the user is in a pinch. Never misses. Lowers the target's Sp. Def by 2 stat ranks. Reduces the user's sync move countdown by one. Increases the ? of all allied sync pairs by ? ranks. Applies Kalos Circle (Special) to the allied field of play the first time this attack move is successful each battle. Kalos Circle (Special) grants all of the following effects: Powers up the special attack moves and special sync moves of all allied sync pairs by 10%. Reduces special attack move and special sync move damage taken by all allied sync pairs by per_5%. The more sync pairs with the Kalos theme that are on the allied field of play, the higher these percentages are. (Each additional sync pair powers up moves and sync moves by 10% and reduces damage by per_3%. The maximum power-up is 40%, and the maximum damage reduction is 14%.)
- Almighty Rock Smash
Fighting·Physical·Power 250-300·Accuracy 100·2 gauge·3 MP·Opponent (all)Activation Condition: When the user is not in a pinch. Deactivation Condition: When the user is in a pinch. Lowers the target's Defense by 2 stat ranks. Reduces the user's sync move countdown by one. Increases the ? of all allied sync pairs by ? ranks. Applies Kalos Circle (Physical) to the allied field of play the first time this attack move is successful each battle. Kalos Circle (Physical) grants all of the following effects: Powers up the physical attack moves and physical sync moves of all allied sync pairs by 10%. Reduces physical attack move and physical sync move damage taken by all allied sync pairs by per_5%. The more sync pairs with the Kalos theme that are on the allied field of play, the higher these percentages are. (Each additional sync pair powers up moves and sync moves by 10% and reduces damage by per_3%. The maximum power-up is 40%, and the maximum damage reduction is 14%.)
- Waiting to Skate On Through!Trainer moveStatus·2 MP·Ally (all)
Restores the HP of all allied sync pairs by approximately 40% of their maximum HP. Applies the Gradual Healing effect to all allied sync pairs. If the user's Lucario has Mega Evolved, also applies the Damage Guard Next effect to the user.
- Fervent Fighter Divine Power-Up PunchSync move
Fighting·Physical·Power 300-360·Opponent (one)Become Mega Lucario until the end of battle. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 1 rank the first time the user's sync move is used each battle.
Passive skills
4- Fist Myth
Powers up the moves of all allied sync pairs by 10%. Reduces attack move damage taken by all allied sync pairs by 20%. The more allied sync pairs with the Fighting theme you have on your team, the higher these percentages are. (Each additional sync pair powers up moves by 10% and reduces damage by 3%. The maximum power-up is 30%, and the maximum damage reduction is 26%.)
- Fist Judgment
Raises the Fighting Type Rebuff of all allied sync pairs by 1 rank the first time the user enters a battle each battle. Lowers the Fighting Type Rebuff of all opposing sync pairs by 1 rank the first time the user enters a battle each battle.
- Mega Evolution Successor
Turns the field of play's zone into an EX Fighting Zone the first time the user successfully attacks with its buddy move each battle. (An EX Fighting Zone powers up Fighting-type attacks.) Extends the duration of the Fighting Zone when the zone turns into a Fighting Zone while the user is on the field. Extends the duration of the following field effects when they are applied to the allied field of play: - Kalos Circle (Physical) - Kalos Circle (Special) - Kalos Circle (Defensive)
- Guiding Aura of Victory
Raises the Defense and Sp. Def of all allied sync pairs by 2 stat ranks when the user's attack move is successful. Applies the Free Move Next effect to the user when its attack move is successful.
Sync grid
5252 tiles, 220 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
- HP +40 (1 or more adjacent tiles must be activated; )0 energy · 5 orbs
- Fervent Fighter Divine Power-Up Punch: Power +50Fervent Fighter Divine Power-Up Punch: Power ↑ +50 (1 or more adjacent tiles must be activated; )0 energy · 5 orbs
- Team Sharp Entry 3Raises the critical-hit rate of all allied sync pairs by 3 stat ranks when the user enters a battle. (1 or more adjacent tiles must be activated; )0 energy · 5 orbs
- 1st S-Move: Fighting Z | Fighting Z: Team Crit Immun.Turns the field of play's zone into a Fighting Zone the first time the user's sync move is used each battle. (A Fighting Zone powers up Fighting-type attacks.) Protects all allied sync pairs against critical hits when the zone is a Fighting Zone. (1 or more adjacent tiles must be activated; )0 energy · 5 orbs
- HP +10 (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
- 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
- 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
- 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
- Almighty Rock Smash: Power +2Almighty Rock Smash: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Almighty Rock Smash: Power +2Almighty Rock Smash: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Almighty Rock Smash: Power +2Almighty Rock Smash: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Almighty Rock Smash: Power +2Almighty Rock Smash: Power ↑ +2 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Almighty Aura Sphere: Power +2Almighty Aura Sphere: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Almighty Aura Sphere: Power +2Almighty Aura Sphere: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Almighty Aura Sphere: Power +2Almighty Aura Sphere: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Almighty Aura Sphere: Power +2Almighty Aura Sphere: Power ↑ +2 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Drain Punch: Power +4Drain Punch: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Drain Punch: Power +4Drain Punch: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Drain Punch: Power +4Drain Punch: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Drain Punch: Power +4Drain Punch: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Sand ShelterProtects the user from damage from a sandstorm. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- AntitoxinPrevents the user from getting poisoned or badly poisoned. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- Fervent Fighter Divine Power-Up Punch: Power +25Fervent Fighter Divine Power-Up Punch: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Fervent Fighter Divine Power-Up Punch: Power +25Fervent Fighter Divine Power-Up Punch: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Waiting to Skate On Through!: Slippery 1Move: Waiting to Skate On Through! Raises the user's evasiveness by 1 stat rank when its move is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Brawling Healing 1Restores the user's HP whenever its Pokémon takes an action when the zone is a Fighting Zone. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Almighty Rock Smash: Move Gauge Refresh 3Move: Almighty Rock Smash 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
- 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
- Almighty Aura Sphere: Move Gauge Refresh 3Move: Almighty Aura Sphere 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
- Drain Punch: Move Gauge Refresh 3Move: Drain Punch 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
- Team Speedy Entry 2Raises the Speed of all allied sync pairs by 2 stat ranks when the user enters a battle. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Circle: Attack Move DR 2Reduces damage when the user is hit by an attack move while a circle applies to the allied field of play. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Brawling Acceleration 2Quickly charges the move gauge when the zone is a Fighting Zone. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)9 energy · 108 orbs
- Almighty Aura Sphere: 1st "Almighty Aura Sphere" MP 0: Kalos C (Spec) on FieldMove: Almighty Aura Sphere Applies Kalos Circle (Special) to the allied field of play the first time the remaining MP for the user's move is zero each battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Kalos C (Spec) Extension 3Extends the duration of Kalos Circle (Special) when Kalos Circle (Special) is applied to the allied field of play. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Hit: Team Attack ↑2 9Raises the Attack of all allied sync pairs by 2 stat ranks when the user's attack move is successful. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Overwhelm 9Lowers the target's Attack by one stat rank when the user's attack move against it is successful. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Hit: Team Sp. Atk ↑2 9Raises the Sp. Atk of all allied sync pairs by 2 stat ranks when the user's attack move is successful. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Satisfied Snicker 9Lowers the target's Sp. Atk 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 3 or higher)10 energy · 120 orbs
- Almighty Rock Smash: 1st "Almighty Rock Smash" MP 0: Kalos C (Phys) on FieldMove: Almighty Rock Smash Applies Kalos Circle (Physical) to the allied field of play the first time the remaining MP for the user's move is zero each battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Kalos C (Phys) Extension 3Extends the duration of Kalos Circle (Physical) when Kalos Circle (Physical) is applied to the allied field of play. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
Korrina (Arc Suit) & Lucario
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