
Sinnoh
Roark & Rampardos
★★★
/
Rock
Introduction
Roark & Rampardos is a 3-star Rock sync pair in Pokémon Masters EX. Faction: Sinnoh.
On the Pokémon Masters EX tier list Roark & Rampardos is C tier, 464th of the 608 sync pairs ranked.
Other Rock sync pairs in Pokémon Masters EX: Arven & Nacli, Blue (Classic) & Aerodactyl, Brock (Arc Suit) & Onix, Brock & Kabutops, Brock & Onix, Brock (Sygna Suit) & Tyranitar and 30 more.
Stats
- HP2nd of 7651,215
- Attack184th of 765469
- Defense659th of 765150
- Sp. Atk725th of 765150
- Sp. Def662nd of 765149
- Speed600th of 765297
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: 75Lv. 30: 190Lv. 45: 295Lv. 100: 735Lv. 120: 831Lv. 140: 927Lv. 200: 1,215
- AttackLv. 1: 21Lv. 30: 68Lv. 45: 113Lv. 100: 289Lv. 120: 325Lv. 140: 361Lv. 200: 469
- DefenseLv. 1: 9Lv. 30: 23Lv. 45: 35Lv. 100: 90Lv. 120: 102Lv. 140: 114Lv. 200: 150
- Sp. AtkLv. 1: 4Lv. 30: 20Lv. 45: 35Lv. 100: 90Lv. 120: 102Lv. 140: 114Lv. 200: 150
- Sp. DefLv. 1: 8Lv. 30: 22Lv. 45: 34Lv. 100: 89Lv. 120: 101Lv. 140: 113Lv. 200: 149
- SpeedLv. 1: 11Lv. 30: 40Lv. 45: 67Lv. 100: 177Lv. 120: 201Lv. 140: 225Lv. 200: 297
As Rampardos
- HPLv. 1: 90Lv. 30: 207Lv. 45: 320Lv. 100: 760Lv. 120: 856Lv. 140: 952Lv. 200: 1,240
- AttackLv. 1: 27Lv. 30: 76Lv. 45: 121Lv. 100: 308Lv. 120: 348Lv. 140: 388Lv. 200: 508
- DefenseLv. 1: 12Lv. 30: 26Lv. 45: 38Lv. 100: 93Lv. 120: 105Lv. 140: 117Lv. 200: 153
- Sp. AtkLv. 1: 6Lv. 30: 22Lv. 45: 37Lv. 100: 92Lv. 120: 104Lv. 140: 116Lv. 200: 152
- Sp. DefLv. 1: 10Lv. 30: 24Lv. 45: 36Lv. 100: 91Lv. 120: 103Lv. 140: 115Lv. 200: 151
- SpeedLv. 1: 15Lv. 30: 44Lv. 45: 71Lv. 100: 181Lv. 120: 205Lv. 140: 229Lv. 200: 301
Sync pair
Moves
5- Smack Down
Rock·Physical·Power 20-24·Accuracy 100·1 gauge·Opponent (one)No additional effect.
- X AttackStatus·2 MP·Self
Raises the user's Attack by 2 stat ranks.
- Head Smash
Rock·Physical·Power 188-225·Accuracy 80·3 gauge·Opponent (one)The user also takes approximately 33% of the damage it dealt to the target.
- You're Gonna Need a Helmet!Trainer moveStatus·2 MP·Self
Charges the user's move gauge by 3. Applies the Sure Hit Next effect to the user.
- Rock Sync ImpactSync move
Rock·Physical·Power 200-240·Opponent (one)No additional effect.
Passive skills
1- Headstrong
Attack cannot be lowered.
Evolution
Sync grid
4848 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
- 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
- Attack +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
- Speed +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
- Attack +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Head Smash: Power +3Head Smash: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Head Smash: Accuracy +5Head Smash: Accuracy ↑ +5 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Head Smash: Power +3Head Smash: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Smack Down: Power +4Smack Down: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Smack Down: Power +4Smack Down: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Smack Down: Power +4Smack Down: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Smack Down: Power +4Smack Down: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Smack Down: Power +4Smack Down: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Head Smash: Power +3Head Smash: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Head Smash: Power +3Head Smash: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Head Smash: Power +3Head Smash: Power ↑ +3 (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)4 energy · 48 orbs
- Rock Head Smash: Power +25Rock Head Smash: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Rock Head Smash: Power +25Rock Head Smash: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Head Smash: Standfast 3Move: Head Smash Reduces recoil damage received from using moves that have the recoil effect tag. (1 or more adjacent tiles must be activated)7 energy · 84 orbs
- HP +40 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Head Smash: Accuracy +15Head Smash: Accuracy ↑ +15 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)7 energy · 84 orbs
- Smack Down: Move Gauge Refresh 3Move: Smack Down 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
- You're Gonna Need a Helmet!: MP Refresh 3Move: You're Gonna Need a Helmet! 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
- Head Smash: Move Gauge Refresh 3Move: Head Smash 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
- X Attack: MP Refresh 2Move: X Attack 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
- Head Smash: Standfast 5Move: Head Smash Reduces recoil damage received from using moves that have the recoil effect tag. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)9 energy · 108 orbs
- Head Smash: Standfast 7Move: Head Smash Reduces recoil damage received from using moves that have the recoil effect tag. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Pinpoint Entry 1Raises the user's accuracy by 1 stat rank when it enters a battle. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)10 energy · 120 orbs
- First Aid 4Restores the user's HP by approximately 40% of its maximum HP the first time it is in a pinch each battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Sharp Entry 1Raises the user's critical-hit rate by 1 stat rank when it enters a battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- You're Gonna Need a Helmet!: Follow-Through 9Move: You're Gonna Need a Helmet! Applies the Critical Hit Next effect to the user when its move is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)10 energy · 120 orbs
- You're Gonna Need a Helmet!: Hit and Heal 9Move: You're Gonna Need a Helmet! 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)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
- You're Gonna Need a Helmet!: Mighty Command 9Move: You're Gonna Need a Helmet! Increases the user's Physical Moves ↑ Next effect by one rank when its Trainer uses a move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Power Reserves 5Powers up the user's moves when it is in a pinch. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Double Down 5Powers up the user's sync moves that are super effective. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
Roark & Rampardos
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