
Paldea
Nemona & Pawmot
★★★★★
/
Electric/Sprint
Introduction
Nemona & Pawmot is a 5-star Electric sync pair in Pokémon Masters EX. Nemona & Pawmot's role is Sprint. Faction: Paldea.
On the Pokémon Masters EX tier list Nemona & Pawmot is C tier, 317th of the 608 sync pairs ranked.
Other Electric sync pairs in Pokémon Masters EX: Ash & Pikachu, Ball Guy & Voltorb, Blue (Champion) & Zapdos, Chase & Pikachu, Clemont & Heliolisk, Clemont & Magneton and 38 more.
Nemona & Pawmot's banners
All banners- 17 February 2025 to 29 March 2025Poké Fair
- 17 February 2025 to 29 March 2025Triple Feature Poké Fair Scout (2025-02)
- 8 August 2023 to 28 August 2023Nemona Poké Fair Scout
Stats
- HP374th of 765815
- Attack10th of 765612
- Defense340th of 765224
- Sp. Atk467th of 765260
- Sp. Def503rd of 765205
- Speed13th of 765592
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: 98Lv. 30: 171Lv. 45: 240Lv. 100: 515Lv. 120: 575Lv. 140: 635Lv. 200: 815
- AttackLv. 1: 24Lv. 30: 84Lv. 45: 141Lv. 100: 372Lv. 120: 420Lv. 140: 468Lv. 200: 612
- DefenseLv. 1: 12Lv. 30: 35Lv. 45: 56Lv. 100: 144Lv. 120: 160Lv. 140: 176Lv. 200: 224
- Sp. AtkLv. 1: 11Lv. 30: 37Lv. 45: 61Lv. 100: 160Lv. 120: 180Lv. 140: 200Lv. 200: 260
- Sp. DefLv. 1: 10Lv. 30: 30Lv. 45: 48Lv. 100: 125Lv. 120: 141Lv. 140: 157Lv. 200: 205
- SpeedLv. 1: 16Lv. 30: 75Lv. 45: 132Lv. 100: 352Lv. 120: 400Lv. 140: 448Lv. 200: 592
Sync pair
Moves
5- Thunder Punch
Electric·Physical·Power 47-56·Accuracy 100·2 gauge·Opponent (one)Has a chance (10%) of leaving the target paralyzed.
- EX SpeedStatus·1 MP·Self
Raises the user's Speed by 6 stat ranks.
- Rapid Double Shock
Electric·Physical·Power 100-120·Accuracy 100·1 MP·Opponent (one)Activation Condition: When the user's Speed is raised. Deactivation Condition: When the user's Speed is not raised. The more the user's Speed is raised, the greater the power of this attack. Applies the Free Move Next effect to all allied sync pairs.
- Let's Battle All Out!Trainer moveStatus·1 MP·Ally (one)
Reduces the sync move countdown of an ally by 2. Raises an ally's Attack by 2 stat ranks. Applies the Gradual Healing effect to an ally. Applies the Damage Guard Next effect to an ally. Applies the Enduring effect to an ally.
- Coming to Fruition Double ShockSync move
Electric·Physical·Power 200-240·Opponent (one)The more the user's Speed is raised, the greater the power of this attack.
Passive skills
3- Honing Hit 9
Grants all of the following effects when the user's move is successful: Raises the user's Attack by 2 stat ranks. Raises the user's critical-hit rate by 1 stat rank.
- Soften Up 1
Critical hits land more easily when the user attacks with a sync move.
- 1st S-Move: Restore B-Move MP 1
Restores 1 MP of the user's buddy move the first time its sync move is used each battle.
Sync grid
5454 tiles, 259 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
- HP +10 (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
- 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
- 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
- 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
- Thunder Punch: Power +3Thunder Punch: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Thunder Punch: Power +3Thunder Punch: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Thunder Punch: Power +3Thunder Punch: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Thunder Punch: Power +3Thunder Punch: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Thunder Punch: Power +3Thunder Punch: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Rapid Double Shock: Power +3Rapid Double Shock: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Rapid Double Shock: Power +3Rapid Double Shock: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Rapid Double Shock: Power +3Rapid Double Shock: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Rapid Double Shock: Power +3Rapid Double Shock: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Rapid Double Shock: Power +3Rapid Double Shock: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Sp. Def +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; Move level must be 2 or higher)5 energy · 60 orbs
- HasteSpeed cannot be lowered. (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)5 energy · 60 orbs
- Coming to Fruition Double Shock: Power +25Coming to Fruition Double Shock: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Coming to Fruition Double Shock: Power +25Coming to Fruition Double Shock: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 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
- Thunder Punch: Move Gauge Refresh 3Move: Thunder 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
- Thunder Punch: Superduper Effective 5Move: Thunder Punch Powers up moves that are super effective. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Let's Battle All Out!: MP Refresh 2Move: Let's Battle All Out! 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
- EX Speed: MP Refresh 2Move: EX Speed 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 Battle All Out!: Catalytic Kick 9Move: Let's Battle All Out! Applies the Move Gauge Acceleration effect to the allied field of play when the user's move is successful. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)7 energy · 84 orbs
- Power Induction 1Powers up the user's moves when the terrain is Electric Terrain. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Grounding WirePrevents the user from flinching, becoming confused, or becoming trapped when the terrain is Electric Terrain. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Turbo Charge 2Quickly charges the move gauge when the terrain is Electric Terrain. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)9 energy · 108 orbs
- Team Evasive Maneuvers 9Raises the evasiveness of all allied sync pairs by 1 stat rank when the user's attack move is successful. (1 or more adjacent tiles must be activated; Move level must be 4 or higher)10 energy · 120 orbs
- S-Move: Physical Boost ↑2 9Increases the user's Physical Moves ↑ Next effect by 2 ranks after using its sync move. (1 or more adjacent tiles must be activated; Move level must be 5 or higher)10 energy · 120 orbs
- Enfeeble 2Lowers the Defense of all opposing sync pairs by 2 stat ranks when the user enters a battle. (1 or more adjacent tiles must be activated; Move level must be 4 or higher)10 energy · 120 orbs
- Hit Paralyzed Opp: Defense ↓ & Sp. Def ↓ 9Lowers the target's Defense and Sp. Def by 1 stat rank when the user's attack move is successful against a paralyzed opponent. (1 or more adjacent tiles must be activated; Move level must be 5 or higher)10 energy · 120 orbs
- Thunder Punch: Hostile Environment 9Move: Thunder Punch 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
- Thunder Punch: Speed ↑: Moves ↑ 9Move: Thunder Punch Powers up the user's moves when its Speed is raised. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Staggering 3Has a chance (40%) 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 3 or higher)10 energy · 120 orbs
- HaymakerThe more the user's Attack is raised, 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)10 energy · 120 orbs
- Trip Up 9Lowers the target's Speed 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
- VigilanceProtects the user against critical hits. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Static Shock 5Powers up the user's sync move when the target is paralyzed. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
Nemona & Pawmot
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