
Kanto
Leaf & Eevee
★★★★★
/
Normal/Tech
Introduction
Leaf & Eevee is a 5-star Normal sync pair in Pokémon Masters EX. Leaf & Eevee's role is Tech. Faction: Kanto.
On the Pokémon Masters EX tier list Leaf & Eevee is B tier, 195th of the 608 sync pairs ranked.
Other Normal sync pairs in Pokémon Masters EX: Anabel & Snorlax, Arven & Skwovet, Chase & Eevee, Cheren & Stoutland, Cheryl & Blissey, Elaine & Eevee and 37 more.
Leaf & Eevee's banners
All banners- 5 April 2021 to 8 April 2021Leaf and Gladion Spotlight Scout
- 22 January 2020 to 6 February 2020Leaf Spotlight Scout
Stats
- HP57th of 765892
- Attack490th of 765262
- Defense145th of 765304
- Sp. Atk569th of 765206
- Sp. Def146th of 765305
- Speed534th of 765317
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: 121Lv. 30: 200Lv. 45: 275Lv. 100: 572Lv. 120: 636Lv. 140: 700Lv. 200: 892
- AttackLv. 1: 12Lv. 30: 39Lv. 45: 63Lv. 100: 162Lv. 120: 182Lv. 140: 202Lv. 200: 262
- DefenseLv. 1: 18Lv. 30: 47Lv. 45: 74Lv. 100: 184Lv. 120: 208Lv. 140: 232Lv. 200: 304
- Sp. AtkLv. 1: 6Lv. 30: 28Lv. 45: 49Lv. 100: 126Lv. 120: 142Lv. 140: 158Lv. 200: 206
- Sp. DefLv. 1: 19Lv. 30: 48Lv. 45: 75Lv. 100: 185Lv. 120: 209Lv. 140: 233Lv. 200: 305
- SpeedLv. 1: 13Lv. 30: 46Lv. 45: 76Lv. 100: 197Lv. 120: 221Lv. 140: 245Lv. 200: 317
Sync pair
Moves
5- Tackle
Normal·Physical·Power 25-30·Accuracy 100·1 gauge·Opponent (one)No additional effect.
- PotionStatus·2 MP·Ally (one)
Restores an ally's HP by approximately 40% of its maximum HP.
- 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.
- Let's Go!Trainer moveStatus·2 MP·Ally (all)
Charges the user's move gauge by 2 for each allied sync pair on the field. When used in a co-op battle, charges the move gauges of all allied players by 2 instead. Raises the user's Attack by 2 stat ranks.
- Endless Possibilities Extreme EvoboostSync move
Normal·Status·Ally (all)Charges the user's move gauge by its current move level. Raises the Attack, Defense, Sp. Atk, Sp. Def, Speed, and accuracy of all allied sync pairs by 2 stat ranks.
Passive skills
2- Benefactor
Transfers this sync pair's stat increases to the sync pair that will switch in when this sync pair switches out.
- Impervious
The user's stats cannot be lowered.
Sync grid
5454 tiles, 225 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
- Defense +20 (1 or more adjacent tiles must be activated)0 energy · 5 orbs
- Sp. Def +20 (1 or more adjacent tiles must be activated)0 energy · 5 orbs
- Attack +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
- Defense +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
- 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
- Attack +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
- Tackle: Power +4Tackle: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Tackle: Power +4Tackle: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Tackle: Power +4Tackle: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Tackle: Power +4Tackle: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Tackle: Power +4Tackle: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Tackle: Power +4Tackle: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Tackle: Power +4Tackle: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Let's Go!: Berserk Bunch 1Move: Let's Go! 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 2 or higher)3 energy · 36 orbs
- Let's Go!: All Ramped Up 1Move: Let's Go! 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; Move level must be 2 or higher)3 energy · 36 orbs
- Iron Tail: Power +3Iron Tail: Power ↑ +3 (1 or more adjacent tiles must be activated)4 energy · 48 orbs
- Iron Tail: Power +3Iron Tail: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
- Iron Tail: Power +3Iron Tail: Power ↑ +3 (1 or more adjacent tiles must be activated)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
- HP +20 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
- Iron Tail: Power +3Iron Tail: Power ↑ +3 (1 or more adjacent tiles must be activated)4 energy · 48 orbs
- Iron Tail: Power +3Iron Tail: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
- Debut Damage Reduction (Physical)Applies the Physical Damage Reduction 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; Move level must be 3 or higher)5 energy · 60 orbs
- Let's Go!: Critical Squad 1Move: Let's Go! 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)5 energy · 60 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; Move level must be 2 or higher)7 energy · 84 orbs
- Let's Go!: MP Refresh 2Move: Let's Go! 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
- Let's Go!: MP Refresh 2Move: Let's Go! 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
- Potion: MP Refresh 2Move: Potion 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
- Potion: MP Refresh 2Move: Potion 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
- Potion: Master Healer 2Move: Potion 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)7 energy · 84 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
- Tackle: Staggering 2Move: Tackle Has a chance (30%) of making the target flinch when the user's attack move against it is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Potion: Friend Mend 9Move: Potion When a move targeting an allied sync pair (excluding field effects) is successful, removes all status conditions from the allied sync pair affected by the move. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Tackle: Move Gauge Refresh 9Move: Tackle Charges the user's move gauge by one when its move is successful. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)8 energy · 96 orbs
- EnduranceApplies the Enduring 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 3 or higher)10 energy · 120 orbs
- Let's Go!: Barricade Buddies 1Move: Let's Go! Raises the 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; Move level must be 3 or higher)10 energy · 120 orbs
- Tackle: Stoic 1Move: Tackle Has a chance (20%) of raising the user's Defense by one stat rank when its Pokémon uses a move. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)10 energy · 120 orbs
- Power Flux 5The fuller the move gauge when moves are selected, the more this powers up moves. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- S-Move: HP Recovery (M) 1Restores the user's HP by approximately 20% 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
- Adrenaline 1Reduces the sync move countdown by 1 the first time the user's sync move is used each battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)12 energy · 144 orbs
Leaf & Eevee
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