
Johto
Morty (Sygna Suit) & Ho-Oh
★★★★★
/
Fire/Tech
Introduction
Morty (Sygna Suit) & Ho-Oh is a 5-star Fire sync pair in Pokémon Masters EX. Morty (Sygna Suit) & Ho-Oh's role is Tech. Faction: Johto.
On the Pokémon Masters EX tier list Morty (Sygna Suit) & Ho-Oh is A tier, 100th of the 608 sync pairs ranked.
Other Fire sync pairs in Pokémon Masters EX: Arven (Holiday 2025) & Scovillain, Bianca & Chandelure, Blaine & Rapidash, Blue & Arcanine, Blue (Classic) & Charizard, Calem & Fennekin and 50 more.
Morty (Sygna Suit) & Ho-Oh's banners
All banners- 31 May 2026 to 6 July 2026Special Present! (2026-05)
- 8 November 2023 to 22 November 2023Fire-Type Exclusive
- 28 April 2022 to 16 June 2022Sygna Suit Morty Poké Fair Scout
Stats
- HP79th of 765881
- Attack497th of 765260
- Defense5th of 765418
- Sp. Atk575th of 765204
- Sp. Def5th of 765418
- Speed593rd of 765299
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: 110Lv. 30: 189Lv. 45: 264Lv. 100: 561Lv. 120: 625Lv. 140: 689Lv. 200: 881
- AttackLv. 1: 11Lv. 30: 37Lv. 45: 61Lv. 100: 160Lv. 120: 180Lv. 140: 200Lv. 200: 260
- DefenseLv. 1: 25Lv. 30: 65Lv. 45: 104Lv. 100: 258Lv. 120: 290Lv. 140: 322Lv. 200: 418
- Sp. AtkLv. 1: 8Lv. 30: 29Lv. 45: 47Lv. 100: 124Lv. 120: 140Lv. 140: 156Lv. 200: 204
- Sp. DefLv. 1: 25Lv. 30: 65Lv. 45: 104Lv. 100: 258Lv. 120: 290Lv. 140: 322Lv. 200: 418
- SpeedLv. 1: 13Lv. 30: 42Lv. 45: 69Lv. 100: 179Lv. 120: 203Lv. 140: 227Lv. 200: 299
Sync pair
Moves
5- Flame Charge
Fire·Physical·Power 30-36·Accuracy 100·2 gauge·Opponent (one)Raises the user's Speed by 1 stat rank.
- PotionStatus·2 MP·Ally (one)
Restores an ally's HP by approximately 40% of its maximum HP.
- Sunny Day
Fire·Status·2 gauge·2 MP·Entire FieldMakes the weather sunny.
- Believe!Trainer moveStatus·2 MP·Ally: Field
Applies the Move Gauge Acceleration effect to the allied field of play. Raises the Defense, Sp. Def, and Speed of all allied sync pairs by 1 stat rank. In addition, raises the critical-hit rate of all allied sync pairs by 1 stat rank when the weather is sunny.
- Rainbow-Hued Sacred FireSync move
Fire·Physical·Power 250-300·Opponent (one)No additional effect.
Passive skills
3- Group Afflicter's Advantage 1
Raises the Attack, Defense, Sp. Atk, Sp. Def, and Speed of all allied sync pairs by 1 stat rank the first time the user's Pokémon uses a status move each battle.
- Team Sunbathe 9
Restores the HP of all allied sync pairs when the user uses a move while the weather is sunny.
- Sync Damage Guard
Applies the Damage Guard Next effect to the user the first time its sync move is used each battle.
Sync grid
5454 tiles, 273 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 +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
- Speed +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
- Speed +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
- Defense +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
- 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
- Attack +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Flame Charge: Power +4Flame Charge: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Flame Charge: Power +4Flame Charge: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Flame Charge: Power +4Flame Charge: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Flame Charge: Power +4Flame Charge: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Flame Charge: Power +4Flame Charge: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 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; Move level must be 2 or higher)4 energy · 48 orbs
- FlameproofPrevents the user from getting burned. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- UnflappablePrevents the user from flinching. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- Rainbow-Hued Sacred Fire: Power +25Rainbow-Hued Sacred Fire: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Rainbow-Hued Sacred Fire: Power +25Rainbow-Hued Sacred Fire: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Flame Charge: Move Gauge Refresh 3Move: Flame Charge 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
- Sunny Day: MP Refresh 3Move: Sunny Day 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
- Potion: MP Refresh 3Move: Potion 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 3 or higher)7 energy · 84 orbs
- Believe!: MP Refresh 3Move: Believe! 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
- 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)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
- 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
- Potion: Friend Care 9Move: Potion When the user's move targeting an allied sync pair (excluding field effects) is successful, removes the flinching, confused, and trapped 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
- Sunny DispositionThe user's stats cannot be lowered when the weather is sunny. (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
- Flame Charge: Dashing Team 9Move: Flame Charge Raises the Speed of all allied sync pairs by one stat rank when the user's attack move is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)9 energy · 108 orbs
- VigilanceProtects the user against critical hits. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)9 energy · 108 orbs
- Team Gimme Five 1Raises the Attack, Defense, Sp. Atk, Sp. Def, and Speed of all allied sync pairs by 1 stat rank 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)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)10 energy · 120 orbs
- Sunny Day: Team Body-Bracing Infliction 2Move: Sunny Day Raises the Defense of all allied sync pairs by 2 stat ranks the first time the user's Pokémon uses a status move each battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Sunny Day: Team Mind-Bracing Infliction 2Move: Sunny Day Raises the Sp. Def of all allied sync pairs by 2 stat ranks the first time the user's Pokémon uses a status move each battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Potion: Master Healer 1Move: 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 2 or higher)10 energy · 120 orbs
- Potion: Master Healer 1Move: 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)10 energy · 120 orbs
- Sunbathe 9Restores the user's HP when it uses a move while the weather is sunny. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Believe!: Critical Squad 1Move: Believe! 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 4 or higher)10 energy · 120 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 5 or higher)10 energy · 120 orbs
- Sunny Day: Team Hit and HealMove: Sunny Day Applies the Gradual Healing effect to all allied sync pairs when the user's move is successful. (1 or more adjacent tiles must be activated; Move level must be 4 or higher)10 energy · 120 orbs
- SunburstMakes the weather sunny the first time the user enters a battle each battle. (1 or more adjacent tiles must be activated; Move level must be 5 or higher)10 energy · 120 orbs
Morty (Sygna Suit) & Ho-Oh
Art















