
Alola
Sophocles & Golem
★★★★
/
Electric
Introduction
Sophocles & Golem is a 4-star Electric sync pair in Pokémon Masters EX. Faction: Alola.
On the Pokémon Masters EX tier list Sophocles & Golem is D tier, 517th of the 608 sync pairs ranked.
Other Electric sync pairs in Pokémon Masters EX: Ash & Pikachu, Ball Guy & Voltorb, Blue (Champion) & Zapdos, Chase & Pikachu, Clemont & Heliolisk, Clemont & Magneton and 38 more.
Stats
- HP17th of 765978
- Attack74th of 765546
- Defense662nd of 765148
- Sp. Atk409th of 765301
- Sp. Def664th of 765148
- Speed554th of 765315
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: 120Lv. 30: 207Lv. 45: 288Lv. 100: 618Lv. 120: 690Lv. 140: 762Lv. 200: 978
- AttackLv. 1: 24Lv. 30: 77Lv. 45: 128Lv. 100: 326Lv. 120: 370Lv. 140: 414Lv. 200: 546
- DefenseLv. 1: 7Lv. 30: 21Lv. 45: 33Lv. 100: 88Lv. 120: 100Lv. 140: 112Lv. 200: 148
- Sp. AtkLv. 1: 13Lv. 30: 44Lv. 45: 71Lv. 100: 181Lv. 120: 205Lv. 140: 229Lv. 200: 301
- Sp. DefLv. 1: 7Lv. 30: 21Lv. 45: 33Lv. 100: 88Lv. 120: 100Lv. 140: 112Lv. 200: 148
- SpeedLv. 1: 11Lv. 30: 44Lv. 45: 74Lv. 100: 195Lv. 120: 219Lv. 140: 243Lv. 200: 315
Sync pair
Moves
5- Wild Charge
Electric·Physical·Power 125-150·Accuracy 100·3 gauge·Opponent (one)The user also takes 20% of the damage it dealt to the target.
- Dire Hit +Status·2 MP·Self
Raises the user's critical-hit rate by 2 stat ranks.
- Iron Defense
Steel·Status·2 gauge·SelfRaises the user's Defense by 2 stat ranks.
- Power...On!Trainer moveStatus·1 MP·Self
Raises the user's Attack by 4 stat ranks. Applies the Gradual Healing effect to the user.
- Full-Throttle Electric ImpactSync move
Electric·Physical·Power 250-300·Opponent (one)No additional effect.
Passive skills
3- Lithe
Prevents the user from getting paralyzed.
- Standfast 9
Reduces recoil damage received from using moves that have the recoil effect tag.
- Last Word
The user uses Explosion immediately before fainting.
Sync grid
4848 tiles, 199 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
- 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
- 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
- HP +10 (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
- 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
- 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
- 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
- Wild Charge: Power +3Wild Charge: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Wild Charge: Power +3Wild Charge: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Wild Charge: Power +3Wild Charge: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Wild Charge: Power +3Wild Charge: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Wild Charge: Power +3Wild Charge: 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
- FlameproofPrevents the user from getting burned. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- Sand ShelterProtects the user from damage from a sandstorm. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- HeadstrongAttack cannot be lowered. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- Full-Throttle Electric Impact: Power +25Full-Throttle Electric Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Full-Throttle Electric Impact: Power +25Full-Throttle Electric Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Full-Throttle Electric Impact: Power +25Full-Throttle Electric Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Full-Throttle Electric Impact: Power +25Full-Throttle Electric Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Wild Charge: Move Gauge Refresh 3Move: Wild Charge 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
- Iron Defense: Move Gauge Refresh 3Move: Iron Defense 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
- Power...On!: Move Gauge Refresh 3Move: Power...On! 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
- Power...On!: MP Refresh 2Move: Power...On! 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 3 or higher)7 energy · 84 orbs
- Dire Hit +: Move Gauge Refresh 3Move: Dire Hit + 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
- Dire Hit +: MP Refresh 2Move: Dire Hit + 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
- Double Down 3Powers up the user's sync moves that are super effective. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Superduper Effective 2Powers up moves that are super effective. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)8 energy · 96 orbs
- Tough Sync 3Powers up the user's sync move when its Defense is raised. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Iron Defense: Mighty Affliction 2Move: Iron Defense Has a chance (30%) of increasing the user's Physical Moves ↑ Next effect by 1 rank when its Pokémon uses a status move. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)9 energy · 108 orbs
- Tough CookieThe more the user's Defense 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
- Standfast 3Reduces 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
- Iron Defense: Shielding Strikes 1Move: Iron Defense Raises the user's Defense by 1 stat rank when its move is successful. (1 or more adjacent tiles must be activated; Move level must be 3 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
Sophocles & Golem
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