
Kalos
Siebold & Clawitzer
★★★★
/
Water/Strike (Special)
Introduction
Siebold & Clawitzer is a 4-star Water sync pair in Pokémon Masters EX. Siebold & Clawitzer's role is Strike (Special). Faction: Kalos.
On the Pokémon Masters EX tier list Siebold & Clawitzer is D tier, 516th 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
- HP534th of 765747
- Attack586th of 765205
- Defense383rd of 765222
- Sp. Atk129th of 765503
- Sp. Def387th of 765222
- Speed421st of 765357
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: 160Lv. 45: 220Lv. 100: 467Lv. 120: 523Lv. 140: 579Lv. 200: 747
- AttackLv. 1: 10Lv. 30: 30Lv. 45: 48Lv. 100: 125Lv. 120: 141Lv. 140: 157Lv. 200: 205
- DefenseLv. 1: 10Lv. 30: 33Lv. 45: 54Lv. 100: 142Lv. 120: 158Lv. 140: 174Lv. 200: 222
- Sp. AtkLv. 1: 22Lv. 30: 71Lv. 45: 116Lv. 100: 303Lv. 120: 343Lv. 140: 383Lv. 200: 503
- Sp. DefLv. 1: 10Lv. 30: 33Lv. 45: 54Lv. 100: 142Lv. 120: 158Lv. 140: 174Lv. 200: 222
- SpeedLv. 1: 16Lv. 30: 52Lv. 45: 85Lv. 100: 217Lv. 120: 245Lv. 140: 273Lv. 200: 357
Sync pair
Moves
5- Water Pulse
Water·Special·Power 47-56·Accuracy 100·2 gauge·Opponent (one)Has a chance (20%) of leaving the target confused.
- X Sp. AtkStatus·2 MP·Self
Raises the user's Sp. Atk by 2 stat ranks.
- Aura Sphere
Fighting·Special·Power 45-54·2 gauge·Opponent (one)Never misses.
- The Definition of Art!Trainer moveStatus·2 MP·Self
Restores the user's HP by approximately 20% of its maximum HP. Applies the Critical Hit Next effect to the user. Applies the Gradual Healing effect to the user.
- Water Pulse Du JourSync move
Water·Special·Power 250-300·Opponent (one)No additional effect.
Passive skills
1- Critical Focus 1
Raises the user's critical-hit rate by 1 stat rank when it lands a critical hit.
Sync grid
4848 tiles, 205 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
- 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
- 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; Move level must be 2 or higher)2 energy · 24 orbs
- HP +10 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Speed +5 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)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
- Water Pulse: Power +4Water Pulse: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Water Pulse: Power +4Water Pulse: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Water Pulse: Power +4Water Pulse: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Water Pulse: Power +4Water Pulse: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Water Pulse: Power +4Water Pulse: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Aura Sphere: Power +4Aura Sphere: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Aura Sphere: Power +4Aura Sphere: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Aura Sphere: Power +4Aura Sphere: Power ↑ +4 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Aura Sphere: Power +4Aura Sphere: Power ↑ +4 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Aura Sphere: Power +4Aura Sphere: Power ↑ +4 (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
- Sp. Atk +10 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
- DauntlessSp. Atk cannot be lowered. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- Water Pulse Du Jour: Power +25Water Pulse Du Jour: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Water Pulse Du Jour: Power +25Water Pulse Du Jour: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Water Pulse: Move Gauge Refresh 3Move: Water Pulse 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)7 energy · 84 orbs
- The Definition of Art!: MP Refresh 2Move: The Definition of Art! 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
- Aura Sphere: Move Gauge Refresh 3Move: Aura Sphere 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)7 energy · 84 orbs
- X Sp. Atk: MP Refresh 3Move: X Sp. Atk 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)7 energy · 84 orbs
- Racing Rain 1Quickly charges the move gauge when the weather is rainy. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- Water Pulse: Foul Fighting 3Move: Water Pulse Powers up the user's moves against targets that are flinching, confused, or trapped. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Burst InApplies the Critical Hit 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)8 energy · 96 orbs
- Raging Rain 2Powers up the user's moves when the weather is rainy. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Water Pulse: Aggravation 1Move: Water Pulse Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)9 energy · 108 orbs
- The Definition of Art!: Super Preparation 4Move: The Definition of Art! Has a chance (50%) of applying the Supereffective ↑ Next effect to the user when its move is successful. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- The Definition of Art!: Master Healer 1Move: The Definition of Art! Increases the amount of HP restored by the user's healing moves. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Aura Sphere: Move Gauge Refresh 9Move: Aura Sphere Charges 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)10 energy · 120 orbs
- Brain Sync 5Powers up the user's sync move when its Sp. Atk is raised. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Sync Burst 1Restores 1 MP for the user the first time its 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
- 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
Siebold & Clawitzer
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