
Paldea
Nemona & Quaxly
★★★★★
/
Water/Strike (Special)
Introduction
Nemona & Quaxly is a 5-star Water sync pair in Pokémon Masters EX. Nemona & Quaxly's role is Strike (Special). Faction: Paldea.
On the Pokémon Masters EX tier list Nemona & Quaxly is B tier, 252nd 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
- HP331st of 765827
- Attack317th of 765403
- Defense452nd of 765209
- Sp. Atk293rd of 765403
- Sp. Def463rd of 765209
- Speed438th of 765354
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: 93Lv. 30: 169Lv. 45: 241Lv. 100: 527Lv. 120: 587Lv. 140: 647Lv. 200: 827
- AttackLv. 1: 10Lv. 30: 50Lv. 45: 89Lv. 100: 243Lv. 120: 275Lv. 140: 307Lv. 200: 403
- DefenseLv. 1: 9Lv. 30: 31Lv. 45: 52Lv. 100: 129Lv. 120: 145Lv. 140: 161Lv. 200: 209
- Sp. AtkLv. 1: 10Lv. 30: 50Lv. 45: 89Lv. 100: 243Lv. 120: 275Lv. 140: 307Lv. 200: 403
- Sp. DefLv. 1: 9Lv. 30: 31Lv. 45: 52Lv. 100: 129Lv. 120: 145Lv. 140: 161Lv. 200: 209
- SpeedLv. 1: 13Lv. 30: 49Lv. 45: 82Lv. 100: 214Lv. 120: 242Lv. 140: 270Lv. 200: 354
Sync pair
Moves
5- Hydro Pump
Water·Special·Power 125-150·Accuracy 80·3 gauge·Opponent (one)No additional effect.
- Move Gauge BoostStatus·2 MP·Self
Charges the user's move gauge by 3.
- Rain Dance
Water·Status·2 gauge·2 MP·Entire FieldMakes the weather rainy.
- I've Got Chills!Trainer moveStatus·1 MP·Self
Raises the user's Sp. Atk by 4 stat ranks. Raises the user's accuracy by 2 stat ranks. Raises the user's critical-hit rate by 3 stat ranks. Applies the Supereffective ↑ Next effect to the user.
- Put Out Any Fire Water BeamSync move
Water·Special·Power 250-300·Opponent (one)No additional effect.
Passive skills
3- Extend Range
When a move used by the user's Pokémon that targets itself or an ally is successful, the target becomes all allied sync pairs. When a move used by the user's Pokémon that targets an opponent is successful, the target becomes all opposing sync pairs. The power and chance of applying additional effects of moves affected by this passive skill are not lowered even if there are multiple targets.
- Hit the Gas 5
Increases the amount of move gauge slots needed to use attack moves by one and powers up moves.
- Flabbergast 9
Leaves the target confused when the user's move targeting that opponent is successful.
Sync grid
4848 tiles, 198 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
- 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)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
- Defense +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
- 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
- Sp. Atk +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. Atk +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. 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
- Hydro Pump: Power +2Hydro Pump: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Hydro Pump: Power +2Hydro Pump: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Hydro Pump: Power +2Hydro Pump: Power ↑ +2 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Hydro Pump: Power +2Hydro Pump: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Hydro Pump: Power +2Hydro Pump: Power ↑ +2 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Sp. Atk +10 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
- Hydro Pump: Move Gauge Refresh 2Move: Hydro Pump Has a chance (30%) 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)5 energy · 60 orbs
- Put Out Any Fire Water Beam: Power +25Put Out Any Fire Water Beam: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- DauntlessSp. Atk cannot be lowered. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- Put Out Any Fire Water Beam: Power +25Put Out Any Fire Water Beam: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Hydro Pump: Accuracy +10Hydro Pump: Accuracy ↑ +10 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)5 energy · 60 orbs
- Put Out Any Fire Water Beam: Power +25Put Out Any Fire Water Beam: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Put Out Any Fire Water Beam: Power +25Put Out Any Fire Water Beam: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- I've Got Chills!: MP Refresh 2Move: I've Got Chills! 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
- 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
- Move Gauge Boost: MP Refresh 2Move: Move Gauge Boost 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
- Sp. Atk +20 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)7 energy · 84 orbs
- Hydro Pump: Move Gauge Refresh 5Move: Hydro Pump Has a chance (60%) 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 3 or higher)8 energy · 96 orbs
- Racing Rain 2Quickly charges the move gauge when the weather is rainy. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)9 energy · 108 orbs
- Rain Gear 2Reduces damage when the user is hit by an attack move while the weather is rainy. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)9 energy · 108 orbs
- Refreshing Rain 1Restores the user's HP whenever its Pokémon takes an action while the weather is rainy. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)9 energy · 108 orbs
- I've Got Chills!: Hit and Heal 9Move: I've Got Chills! Applies the Gradual Healing effect to the user when its move is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)9 energy · 108 orbs
- 1st S-Move: Restore Status P-Move MP 1Restores 1 MP for the status moves of the user's Pokémon 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
- Rejuvenate 6Charges the user's move gauge by 6 after using its sync move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Piercing GazeMoves never miss. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Fuzzy Strike 9Powers up the user's sync move when the target is confused. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
Nemona & Quaxly
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