Rika & Great Tusk

Paldea

Rika & Great Tusk

★★★★★

/Ground/Field

Atier

Introduction

Rika & Great Tusk is a 5-star Ground sync pair in Pokémon Masters EX. Rika & Great Tusk's role is Field. Faction: Paldea.

On the Pokémon Masters EX tier list Rika & Great Tusk is A tier, 45th of the 608 sync pairs ranked.

Other Ground sync pairs in Pokémon Masters EX: Adaman (Special Costume) & Ursaluna, Bertha & Hippowdon, Brendan (Champion) & Groudon, Clay & Seismitoad, Courtney & Camerupt, Cynthia (Arc Suit) & Garchomp and 28 more.

Rika & Great Tusk's banners

All banners
  • 29 April 2026 to 18 May 2026Variety Tiered Scout (2026-04)
  • 29 April 2026 to 18 May 2026Double Feature Variety Scout (2026-04)

Stats

  • HP158th869
  • Attack138th500
  • Defense318th230
  • Sp. Atk131st500
  • Sp. Def387th222
  • Speed244th407

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: 188Lv. 45: 263Lv. 100: 549Lv. 120: 613Lv. 140: 677Lv. 200: 869
  • AttackLv. 1: 19Lv. 30: 68Lv. 45: 113Lv. 100: 300Lv. 120: 340Lv. 140: 380Lv. 200: 500
  • DefenseLv. 1: 18Lv. 30: 41Lv. 45: 62Lv. 100: 150Lv. 120: 166Lv. 140: 182Lv. 200: 230
  • Sp. AtkLv. 1: 15Lv. 30: 65Lv. 45: 113Lv. 100: 300Lv. 120: 340Lv. 140: 380Lv. 200: 500
  • Sp. DefLv. 1: 10Lv. 30: 33Lv. 45: 54Lv. 100: 142Lv. 120: 158Lv. 140: 174Lv. 200: 222
  • SpeedLv. 1: 12Lv. 30: 54Lv. 45: 93Lv. 100: 247Lv. 120: 279Lv. 140: 311Lv. 200: 407

Sync pair

TrainerRika
PokémonGreat Tusk
TypeGround
WeaknessWater
RoleField, EX role Tech (since 3 May 2026)
Base rarity5★
How to getVariety scout
Released3 May 2026
6★ EXAvailable since 3 May 2026
ThemesGround, Paldea, Elite Four, Knowledgeable

Moves

5
  • Headlong Rush
    Ground·Physical·Power 192-230·Accuracy 100·4 gauge·Opponent (one)

    Lowers the user's Defense and Sp. Def by 1 stat rank.

  • Booster Energy
    Status·2 MP·Self

    Increases the user's Physical Moves ↑ Next effect and Special Moves ↑ Next effect by 1 rank.

  • Ancient Times Earth Power
    Ground·Special·Power 250-300·Accuracy 100·2 gauge·2 MP·Opponent (all)

    Activation Condition: When the user's Sp. Atk is raised. Deactivation Condition: When the user's Sp. Atk is not raised. Lowers the target's Defense and Sp. Def by 2 stat ranks. Has a chance (50%) of making the target flinch. The power and chance of applying additional effects of this move are not lowered even if there are multiple targets. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 1 rank.

  • Finish This!Trainer move
    Status·1 MP·Ally (one)

    Applies the Move Gauge Acceleration effect to the allied field of play. Increases the Physical Moves ↑ Next effect of an ally by 3 ranks. Increases the Sync Move ↑ Next effect of an ally by 5 ranks.

  • Rumbling Ground ImpactSync move
    Ground·Physical·Power 250-300·Opponent (one)

    No additional effect.

Passive skills

3
  • Great Ancient Tusks

    Grants all of the following effects when the user uses move or an ally turns the weather sunny: Reduces the user's sync move countdown by 1. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 1 rank.

  • On the House!

    Grants all of the following effects the first time the user's Trainer uses a move each battle: Turns the field of play's zone into an EX Ground Zone. (An EX Ground Zone powers up Ground-type attacks.) Raises the user's Attack and Sp. Atk by 4 stat ranks. Raises the user's critical-hit rate by 3 stat ranks.

  • Impervious

    The user's stats cannot be lowered.

Sync grid

48
HP+10freeAtk+5freeDef+5freeSpA+5freeSpD+5freeSpe+5freeSpe+52 energySand She…5 energySpD+52 energyHeadlong…Power +23 energyFinish T…MP Refre…7 energyHeadlong…Move Gau…7 energyHeadlong…Power +23 energyFinish T…Move on …10 energyFurious …10 energySpD+52 energyHP+102 energySpA+52 energySpe+52 energyAncient …Power +33 energyAncient …Power +33 energyAncient …Power +33 energyBooster …MP Refre…7 energyGround Z…lv 28 energyGround Z…lv 310 energyInterfer…10 energySpe+52 energyAtk+52 energySpA+52 energyDef+52 energyHeadlong…Power +23 energyHeadlong…Power +23 energyHeadlong…Power +23 energyHeadlong…Attack T…8 energyGround Z…lv 18 energyHeadlong…Hit10 energyGround Z…lv 910 energyDef+52 energyAntitoxin5 energySpA+52 energyAncient …Power +33 energyAncient …Power +33 energyAncient …Move Gau…7 energyAtk+104 energyFerociou…lv 210 energyOpp Defe…lv 910 energyRumbling…Power +255 energyRumbling…Power +255 energy

48 tiles, 210 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
  • Sp. Atk +50 energy · 5 orbs
  • Sp. Def +50 energy · 5 orbs
  • Speed +50 energy · 5 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. Def +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)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
  • 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
  • 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
  • Headlong Rush: Power +2Headlong Rush: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Headlong Rush: Power +2Headlong Rush: Power ↑ +2 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
  • Ancient Times Earth Power: Power +3Ancient Times Earth Power: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Ancient Times Earth Power: Power +3Ancient Times Earth Power: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Ancient Times Earth Power: Power +3Ancient Times Earth Power: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
  • Headlong Rush: Power +2Headlong Rush: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Headlong Rush: Power +2Headlong Rush: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Headlong Rush: Power +2Headlong Rush: Power ↑ +2 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
  • Ancient Times Earth Power: Power +3Ancient Times Earth Power: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
  • Ancient Times Earth Power: Power +3Ancient Times Earth Power: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
  • Attack +10 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
  • Sand ShelterProtects the user from damage from a sandstorm. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
  • AntitoxinPrevents the user from getting poisoned or badly poisoned. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
  • Rumbling Ground Impact: Power +25Rumbling Ground Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
  • Rumbling Ground Impact: Power +25Rumbling Ground Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
  • Finish This!: MP Refresh 2Move: Finish This! 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
  • Headlong Rush: Move Gauge Refresh 3Move: Headlong Rush 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
  • Booster Energy: MP Refresh 2Move: Booster Energy 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
  • Ancient Times Earth Power: Move Gauge Refresh 3Move: Ancient Times Earth Power 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
  • Ground Zone: MG → 2Quickly charges the move gauge when the zone is a Ground Zone. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
  • Headlong Rush: Attack Trap 9Move: Headlong Rush Leaves the target trapped 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
  • Ground Zone: HP Recovery 1Restores the user's HP whenever its Pokémon takes an action when the zone is a Ground Zone. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
  • Finish This!: Move on Ally: Physical Boost ↑2 9Move: Finish This! When the user's move targeting an allied sync pair (excluding field effects) is successful, increases the Physical Moves ↑ Next effect of the allied sync pair affected by the move by 2 ranks. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
  • Furious BrawnThe more the user's Attack is raised, the more it powers up the user's moves. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
  • Ground Zone Extension 3Extends the duration of the Ground Zone when the zone turns into a Ground Zone while the user is on the field. (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
  • Headlong Rush: Hit: Attack ↓ & Sp. Atk ↓ 9Move: Headlong Rush Lowers the target's Attack and Sp. Atk by 1 stat rank when the user's attack move is successful. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
  • Ground Zone Hit: Free Move Next 9Applies the Free Move Next effect to the user when its attack move is successful while the zone is a Ground Zone. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
  • Ferocious Entry 2Raises the user's Attack and Sp. Atk by 2 stat ranks when it enters a battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
  • Opp Defense ↓: S-Moves ↑ 9Powers up the user's sync move when the target's Defense is lowered. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs

Rika & Great Tusk

Art

Rika & Great Tusk key art

More Ground sync pairs

All sync pairs