
Alola
Selene (Special Costume) & Scizor
★★★★★
/
Steel/Field
Introduction
Selene (Special Costume) & Scizor is a 5-star Steel sync pair in Pokémon Masters EX. Selene (Special Costume) & Scizor's role is Field. Faction: Alola.
On the Pokémon Masters EX tier list Selene (Special Costume) & Scizor is B tier, 243rd of the 608 sync pairs ranked.
Other Steel sync pairs in Pokémon Masters EX: Argenta & Skarmory, Colress & Klinklang, Dawn & Empoleon, Elio (Champion) & Necrozma, Gloria & Zacian, Grimsley (Kimono) & Bisharp and 28 more.
Selene (Special Costume) & Scizor's banners
All banners- 13 May 2026 to 2 June 2026Costume Tiered Scout (2026-05)
- 13 May 2026 to 2 June 2026Super Spotlight Costume Scout (2026-05)
- 12 April 2024 to 20 May 2024Selene Costume Tiered Scout
- 12 April 2024 to 20 May 2024Selene Costume Scout
- 1 June 2023 to 1 June 2025Costume Tiered Scout (2023-06)
- 1 June 2023 to 1 June 2025Super Spotlight Costume Scout (2023-06)
Stats
- HP187th of 765862
- Attack90th of 765536
- Defense282nd of 765245
- Sp. Atk467th of 765260
- Sp. Def407th of 765220
- Speed492nd of 765351
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: 92Lv. 30: 170Lv. 45: 245Lv. 100: 542Lv. 120: 606Lv. 140: 670Lv. 200: 862
- AttackLv. 1: 14Lv. 30: 67Lv. 45: 118Lv. 100: 316Lv. 120: 360Lv. 140: 404Lv. 200: 536
- DefenseLv. 1: 12Lv. 30: 36Lv. 45: 57Lv. 100: 145Lv. 120: 165Lv. 140: 185Lv. 200: 245
- Sp. AtkLv. 1: 10Lv. 30: 37Lv. 45: 61Lv. 100: 160Lv. 120: 180Lv. 140: 200Lv. 200: 260
- Sp. DefLv. 1: 8Lv. 30: 31Lv. 45: 52Lv. 100: 140Lv. 120: 156Lv. 140: 172Lv. 200: 220
- SpeedLv. 1: 12Lv. 30: 46Lv. 45: 79Lv. 100: 211Lv. 120: 239Lv. 140: 267Lv. 200: 351
As Mega Scizor
- HPLv. 1: 92Lv. 30: 170Lv. 45: 245Lv. 100: 542Lv. 120: 606Lv. 140: 670Lv. 200: 862
- AttackLv. 1: 14Lv. 30: 67Lv. 45: 118Lv. 100: 316Lv. 120: 360Lv. 140: 404Lv. 200: 536
- DefenseLv. 1: 14Lv. 30: 43Lv. 45: 68Lv. 100: 174Lv. 120: 198Lv. 140: 222Lv. 200: 294
- Sp. AtkLv. 1: 10Lv. 30: 37Lv. 45: 61Lv. 100: 160Lv. 120: 180Lv. 140: 200Lv. 200: 260
- Sp. DefLv. 1: 9Lv. 30: 37Lv. 45: 62Lv. 100: 168Lv. 120: 187Lv. 140: 206Lv. 200: 264
- SpeedLv. 1: 12Lv. 30: 46Lv. 45: 79Lv. 100: 211Lv. 120: 239Lv. 140: 267Lv. 200: 351
Sync pair
Moves
5- Metal Claw
Steel·Physical·Power 21-25·Accuracy 95·1 gauge·Opponent (one)Has a chance (10%) of raising the user's Attack by 1 stat rank.
- Steel WishStatus·2 gauge·2 MP·Entire Field
Turns the field of play's zone into a Steel Zone. (A Steel Zone powers up Steel-type attacks.)
- Metallic Bullet Punch
Steel·Physical·Power 100-120·3 MP·Opponent (one)Activation Condition: When the field of play's zone turns into a Steel Zone. Deactivation Condition: When the field of play's zone is no longer a Steel Zone. Never misses. Makes the target flinch. If the user's Scizor has Mega Evolved, also restores 1 MP of its buddy move.
- Loading to Full Power!Trainer moveStatus·2 MP·Ally (one)
Raises an ally's Attack and critical-hit rate by 2 stat ranks.
- Crushing Red Justice Steel ImpactSync move
Steel·Physical·Power 160-192·Opponent (one)Become Mega Scizor until the end of battle.
Passive skills
3- Team Offensive Defense 9
Raises the Defense of all allied sync pairs by one stat rank when the user's attack move is successful.
- Metallic Acceleration 2
Quickly charges the move gauge when the zone is a Steel Zone.
- Metallic Power 2
Powers up the user's moves when the zone is a Steel Zone.
Sync grid
5151 tiles, 218 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
- Crushing Red Justice Steel Impact: Power +30Crushing Red Justice Steel Impact: Power ↑ +30 (1 or more adjacent tiles must be activated)0 energy · 5 orbs
- Crushing Red Justice Steel Impact: Power +30Crushing Red Justice Steel Impact: Power ↑ +30 (1 or more adjacent tiles must be activated)0 energy · 5 orbs
- Crushing Red Justice Steel Impact: Power +30Crushing Red Justice Steel Impact: Power ↑ +30 (1 or more adjacent tiles must be activated)0 energy · 5 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
- 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
- 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. 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
- Attack +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Metal Claw: Accuracy +5Metal Claw: Accuracy ↑ +5 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Metal Claw: Power +4Metal Claw: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Metallic Bullet Punch: Power +4Metallic Bullet Punch: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Metallic Bullet Punch: Power +4Metallic Bullet Punch: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Metallic Bullet Punch: Power +4Metallic Bullet Punch: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Metallic Bullet Punch: Power +4Metallic Bullet Punch: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Metallic Bullet Punch: Power +4Metallic Bullet Punch: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Metal Claw: Power +4Metal Claw: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Metal Claw: Power +4Metal Claw: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Crushing Red Justice Steel Impact: Power +25Crushing Red Justice Steel Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)5 energy · 60 orbs
- Crushing Red Justice Steel Impact: Power +25Crushing Red Justice Steel Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)5 energy · 60 orbs
- UnflappablePrevents the user from flinching. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- Crushing Red Justice Steel Impact: Power +25Crushing Red Justice Steel Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Crushing Red Justice Steel Impact: Power +25Crushing Red Justice Steel Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Metal Claw: Gobsmack 4Move: Metal Claw Has 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)7 energy · 84 orbs
- Metal Claw: Move Gauge Refresh 3Move: Metal Claw 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
- 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
- Steel Wish: MP Refresh 2Move: Steel Wish 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
- Metallic Bullet Punch: Move Gauge Refresh 3Move: Metallic Bullet 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
- Superduper Effective 2Powers 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
- Fierce Entry 1Raises the user's Attack by 1 stat rank when it enters a battle. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Loading to Full Power!: MP Refresh 2Move: Loading to Full Power! 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
- Metallic Healing 1Restores the user's HP whenever its Pokémon takes an action when the zone is a Steel Zone. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Metal Claw: Team Mind Brace 9Move: Metal Claw Raises the Sp. Def of all allied sync pairs by one 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
- 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
- Head Start 1Reduces the user's sync move countdown by 1 the first time it enters a battle each battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Metallic Surge 9Powers up the user's sync move when the zone is a Steel Zone. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Defense Crush 9Lowers the target's Defense by one 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
- Initial GuardApplies the Damage Guard Next effect to the user when it enters a battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Steel Zone: Team Condition NullificationPrevents all allied sync pairs from being inflicted with status conditions, flinching, becoming confused, or becoming trapped when the zone is a Steel Zone. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Steel Zone Extension 3Extends the duration of the Steel Zone when the zone turns into a Steel 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
Selene (Special Costume) & Scizor
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