
Alola
Lana & Lanturn
★★★★
/
Water/Tech
Introduction
Lana & Lanturn is a 4-star Water sync pair in Pokémon Masters EX. Lana & Lanturn's role is Tech. Faction: Alola.
On the Pokémon Masters EX tier list Lana & Lanturn is C tier, 340th of the 608 sync pairs ranked.
Other Water sync pairs in Pokémon Masters EX: Adaman & Vaporeon, Akari (Summer 2026) & Manaphy, Archie & Kyogre, Barry & Empoleon, Barry & Floatzel, Bede & Inteleon and 59 more.
Stats
- HP374th of 765815
- Attack589th of 765204
- Defense173rd of 765298
- Sp. Atk510th of 765250
- Sp. Def167th of 765300
- Speed369th of 765368
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: 99Lv. 30: 171Lv. 45: 240Lv. 100: 515Lv. 120: 575Lv. 140: 635Lv. 200: 815
- AttackLv. 1: 9Lv. 30: 29Lv. 45: 47Lv. 100: 124Lv. 120: 140Lv. 140: 156Lv. 200: 204
- DefenseLv. 1: 12Lv. 30: 41Lv. 45: 68Lv. 100: 178Lv. 120: 202Lv. 140: 226Lv. 200: 298
- Sp. AtkLv. 1: 13Lv. 30: 38Lv. 45: 62Lv. 100: 150Lv. 120: 170Lv. 140: 190Lv. 200: 250
- Sp. DefLv. 1: 12Lv. 30: 43Lv. 45: 70Lv. 100: 180Lv. 120: 204Lv. 140: 228Lv. 200: 300
- SpeedLv. 1: 12Lv. 30: 49Lv. 45: 85Lv. 100: 228Lv. 120: 256Lv. 140: 284Lv. 200: 368
Sync pair
Moves
5- Water Pulse
Water·Special·Power 47-56·Accuracy 100·2 gauge·Opponent (one)Has a chance (20%) of leaving the target confused.
- Mini Potion AllStatus·2 MP·Ally (all)
Restores the HP of all allied sync pairs by approximately 20% of their maximum HP.
- Scald
Water·Special·Power 87-104·Accuracy 100·3 gauge·Opponent (one)Removes the frozen condition from the user. Has a chance (30%) of leaving the target burned.
- I'm Serious!Trainer moveStatus·2 MP·Ally (all)
Raises the Defense and Sp. Def of all allied sync pairs by 2 stat ranks.
- Emotions in the Vast Sea Water BeamSync move
Water·Special·Power 250-300·Opponent (one)No additional effect.
Passive skills
3- Team Triage Tank 4
Has a chance (50%) of restoring the HP of all allied sync pairs when the user is hit by an attack move.
- Super Interference 1
Raises the chance of inflicting status conditions, as well as inflicting the flinching, confused, or trapped condition, with the additional effects of the user's moves.
- Water Guard
Reduces damage when the user is attacked by Water-type moves.
Sync grid
4848 tiles, 200 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
- Sp. Atk +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 +10 (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
- Speed +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. Atk +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Speed +5 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)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
- 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; Move level must be 2 or higher)2 energy · 24 orbs
- HP +10 (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
- Water Pulse: Power +4Water Pulse: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Water Pulse: Power +4Water Pulse: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Water Pulse: Power +4Water Pulse: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Scald: Power +3Scald: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Scald: Power +3Scald: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Scald: Power +3Scald: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Scald: Power +3Scald: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Scald: Power +3Scald: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Water Pulse: Power +4Water Pulse: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Water Pulse: Power +4Water Pulse: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Speed +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
- LithePrevents the user from getting paralyzed. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)5 energy · 60 orbs
- Emotions in the Vast Sea Water Beam: Power +25Emotions in the Vast Sea Water Beam: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Emotions in the Vast Sea Water Beam: Power +25Emotions in the Vast Sea Water Beam: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Water Pulse: Move Gauge Refresh 3Move: Water Pulse 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
- Scald: Move Gauge Refresh 3Move: Scald 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
- CatalystApplies the Move Gauge Acceleration effect to the allied field of play the first time the user's sync move is used each battle. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Mini Potion All: MP Refresh 2Move: Mini Potion 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; Move level must be 3 or higher)7 energy · 84 orbs
- I'm Serious!: MP Refresh 2Move: I'm Serious! 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
- I'm Serious!: Fleet Feet 1Move: I'm Serious! Raises the user's Speed 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
- Stop Hitting Yourself 5Raises the chance that an opponent will attack themselves due to being confused. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Water Pulse: Aggravation 2Move: Water 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 3 or higher)10 energy · 120 orbs
- Easy Pickings 9Lowers one of the target's following stats by one stat rank at random when the user's attack move is successful against a confused opponent: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Scald: Hostile Environment 1Move: Scald Raises the chance of inflicting status conditions with the additional effects of moves. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Hit Burned Opp: Stat ↓ 9Lowers one of the target's following stats by 1 stat rank at random when the user's attack move is successful against a burned opponent: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 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; Move level must be 3 or higher)10 energy · 120 orbs
- Interference ImmunityPrevents the user from flinching, becoming confused, or becoming trapped. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- I'm Serious!: Critical Squad 1Move: I'm Serious! Raises the critical-hit rate 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)10 energy · 120 orbs
Lana & Lanturn
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