
Sinnoh
Sabi & Rhyperior
★★★★★
/
Ground/Support
Introduction
Sabi & Rhyperior is a 5-star Ground sync pair in Pokémon Masters EX. Sabi & Rhyperior's role is Support. Faction: Sinnoh.
On the Pokémon Masters EX tier list Sabi & Rhyperior is A tier, 76th 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.
Sabi & Rhyperior's banners
All banners- 14 June 2026 to 30 June 2026Sabi EX Fair
Stats
- HP48th of 765906
- Attack22nd of 765592
- Defense227th of 765261
- Sp. Atk623rd of 765168
- Sp. Def307th of 765243
- Speed412th of 765364
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: 180Lv. 45: 258Lv. 100: 566Lv. 120: 634Lv. 140: 702Lv. 200: 906
- AttackLv. 1: 20Lv. 30: 78Lv. 45: 132Lv. 100: 352Lv. 120: 400Lv. 140: 448Lv. 200: 592
- DefenseLv. 1: 12Lv. 30: 38Lv. 45: 62Lv. 100: 161Lv. 120: 181Lv. 140: 201Lv. 200: 261
- Sp. AtkLv. 1: 10Lv. 30: 27Lv. 45: 42Lv. 100: 108Lv. 120: 120Lv. 140: 132Lv. 200: 168
- Sp. DefLv. 1: 10Lv. 30: 34Lv. 45: 55Lv. 100: 143Lv. 120: 163Lv. 140: 183Lv. 200: 243
- SpeedLv. 1: 8Lv. 30: 45Lv. 45: 81Lv. 100: 224Lv. 120: 252Lv. 140: 280Lv. 200: 364
Sync pair
Moves
5- Earthquake
Ground·Physical·Power 100-120·Accuracy 100·3 gauge·Opponent (all)No additional effect.
- Sinnoh PassionStatus·2 gauge·2 MP·Ally: Field
Increases the Physical Moves ↑ Next effect of all allied sync pairs by 1 rank. Applies Sinnoh Circle (Physical) to the allied field of play. Sinnoh Circle (Physical) grants all of the following effects: Powers up the physical attack moves and physical sync moves of all allied sync pairs by 10%. Reduces physical attack move and physical sync move damage taken by all allied sync pairs by per_5%. The more sync pairs with the Sinnoh theme that are on the allied field of play, the higher these percentages are. (Each additional sync pair powers up moves and sync moves by 10% and reduces damage by per_3%. The maximum power-up is 40%, and the maximum damage reduction is 14%.)
- Earth-Smashing Drill Run
Ground·Physical·Power 200-240·2 gauge·2 MP·Opponent (one)Activation Condition: When the user's Physical Moves ↑ Next effect is increased. Deactivation Condition: When the user's Physical Moves ↑ Next effect is not increased. Never misses. Except in certain circumstances, successful hits with this attack become critical hits. Increases the user's Sync Move ↑ Next effect by 5 ranks. Grants all of the following effects the first time this attack move is successful each battle: Applies the Physical Move Break effect to the target. Reduces the user's sync move countdown by two. Increases the user's Physical Moves ↑ Next effect by double the number of ranks consumed when using this move.
- The Real Question!Trainer moveStatus·1 MP·Self
Raises the user's critical-hit rate by 3 stat ranks. Applies the Supereffective ↑ Next effect to the user. Increases the user's Physical Moves ↑ Next effect by 2 ranks. Increases the user's Sync Move ↑ Next effect by 5 ranks.
- Clairvoyant Drill RunSync move
Ground·Physical·Power 200-240·Opponent (one)The more the user's Attack is raised, the greater the power of this attack.
Passive skills
4- Sinnoh Rush
Reduces the user's sync move countdown by 1 the first time it enters a battle each battle. When used in a co-op battle, reduces the user's sync move countdown by 1 the first time your team enters a battle each battle instead. The more allied sync pairs with the Sinnoh theme you have on your team, the greater the reduction is. (Each additional sync pair increases the reduction by one, and the maximum reduction is three.) The effects do not stack if you have more than one sync pair on your team with passive skills of the same name.
- You Got Cold Feet?
Grants all of the following effects the first time the user enters a battle each battle: Applies Sinnoh Circle (Physical) to the allied field of play. Raises the user's Attack by 6 stat ranks. Increases the user's Physical Moves ↑ Next effect by 2 ranks.
- Try and Catch Me!
Applies the Free Move Next effect to the user when its attack move (except its buddy move) is successful while the remaining MP for its buddy move is zero. Increases the Physical Moves ↑ Next effect of all allied sync pairs by 1 rank when the user's attack move (except its buddy move) is successful while the remaining MP for its buddy move is zero.
- Soften Up 1
Critical hits land more easily when the user attacks with a sync move.
Sync grid
5454 tiles, 269 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
- 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
- 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
- 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
- HP +10 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Earthquake: Power +3Earthquake: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Earthquake: Power +3Earthquake: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Earthquake: Power +3Earthquake: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Earth-Smashing Drill Run: Power +2Earth-Smashing Drill Run: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Earth-Smashing Drill Run: Power +2Earth-Smashing Drill Run: Power ↑ +2 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Earth-Smashing Drill Run: Power +2Earth-Smashing Drill Run: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Earth-Smashing Drill Run: Power +2Earth-Smashing Drill Run: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Earth-Smashing Drill Run: Power +2Earth-Smashing Drill Run: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Earthquake: Power +3Earthquake: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Earthquake: Power +3Earthquake: Power ↑ +3 (1 or more adjacent tiles must be activated)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
- LithePrevents the user from getting paralyzed. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- Clairvoyant Drill Run: Power +25Clairvoyant Drill Run: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Clairvoyant Drill Run: Power +25Clairvoyant Drill Run: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Earthquake: Move Gauge Refresh 3Move: Earthquake 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
- 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
- Earth-Smashing Drill Run: Move Gauge Refresh 3Move: Earth-Smashing Drill Run 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
- The Real Question!: MP Refresh 2Move: The Real Question! 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
- Sinnoh Passion: Hit and Heal 9Move: Sinnoh Passion 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)7 energy · 84 orbs
- Sinnoh Passion: MP Refresh 2Move: Sinnoh Passion 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
- 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
- 1st Hit: Supereffective ↑ NextApplies the Supereffective ↑ Next effect to the user the first time its attack move is successful each battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)7 energy · 84 orbs
- Poison GuardReduces damage when the user is attacked by Poison-type moves. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Electric GuardReduces damage when the user is attacked by Electric-type moves. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Earthquake: Superduper Effective 5Move: Earthquake Powers up moves that are super effective. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Gobsmack 4Has a chance (50%) of leaving the target confused 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
- Sinnoh C (Phys) Extension 3Extends the duration of Sinnoh Circle (Physical) when Sinnoh Circle (Physical) is applied to the allied field of play. (1 or more adjacent tiles must be activated; Move level must be 4 or higher)10 energy · 120 orbs
- User Sets Sinnoh C (Phys): Sync CD ↓ 1Reduces the user's sync move countdown by 1 when it applies Sinnoh Circle (Physical) to the allied field of play. (1 or more adjacent tiles must be activated; Move level must be 5 or higher)10 energy · 120 orbs
- Hit: Physical Boost ↑1 9Increases the user's Physical Moves ↑ Next effect by 1 rank when its attack move is successful. (1 or more adjacent tiles must be activated; Move level must be 4 or higher)10 energy · 120 orbs
- 1st Use S-Move: S-Moves ×2The power of the user's sync move is doubled the first time its sync move is used each battle. (1 or more adjacent tiles must be activated; Move level must be 5 or higher)10 energy · 120 orbs
- Sharpened Body 3Powers up the user's moves when its Attack is raised. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Earthquake: Unfortuitous 9Move: Earthquake Lowers one of the target's following stats by one stat rank at random when the user's attack move against it is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Entry: Physical Boost 1Increases the user's Physical Moves ↑ Next effect by 1 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
- 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 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
- 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
- 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
Sabi & Rhyperior
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