
Kalos
Valerie & Mawile
★★★★
/
Fairy
Introduction
Valerie & Mawile is a 4-star Fairy sync pair in Pokémon Masters EX. Faction: Kalos.
On the Pokémon Masters EX tier list Valerie & Mawile is C tier, 443rd of the 608 sync pairs ranked.
Other Fairy sync pairs in Pokémon Masters EX: Adaman (Palentine's 2026) & Sylveon, Bede (Alt.) & Rapidash, Bede & Hatterene, Bede & Mawile, Blossom (Furisode Girl) & Kirlia, Burgh (Spring 2021) & Togepi and 39 more.
Stats
- HP572nd of 765718
- Attack68th of 765551
- Defense541st of 765194
- Sp. Atk337th of 765352
- Sp. Def580th of 765173
- Speed536th of 765316
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: 93Lv. 30: 156Lv. 45: 216Lv. 100: 458Lv. 120: 510Lv. 140: 562Lv. 200: 718
- AttackLv. 1: 16Lv. 30: 71Lv. 45: 122Lv. 100: 331Lv. 120: 375Lv. 140: 419Lv. 200: 551
- DefenseLv. 1: 11Lv. 30: 30Lv. 45: 48Lv. 100: 114Lv. 120: 130Lv. 140: 146Lv. 200: 194
- Sp. AtkLv. 1: 11Lv. 30: 47Lv. 45: 80Lv. 100: 212Lv. 120: 240Lv. 140: 268Lv. 200: 352
- Sp. DefLv. 1: 11Lv. 30: 29Lv. 45: 47Lv. 100: 113Lv. 120: 125Lv. 140: 137Lv. 200: 173
- SpeedLv. 1: 14Lv. 30: 45Lv. 45: 75Lv. 100: 196Lv. 120: 220Lv. 140: 244Lv. 200: 316
Sync pair
Moves
5- Play Rough
Fairy·Physical·Power 111-133·Accuracy 90·3 gauge·Opponent (one)Has a chance (10%) of lowering the target's Attack by 1 stat rank.
- Swords Dance
Normal·Status·2 gauge·SelfRaises the user's Attack by 2 stat ranks.
- Iron Head
Steel·Physical·Power 92-110·Accuracy 100·3 gauge·Opponent (one)Has a chance (30%) of making the target flinch.
- Might You Forgive Me?Trainer moveStatus·2 MP·Self
Raises the user's accuracy by 1 stat rank. Raises the user's critical-hit rate by 2 stat ranks.
- So Enchanting Fairy ImpactSync move
Fairy·Physical·Power 250-300·Opponent (one)No additional effect.
Passive skills
3- Super Infliction 9
Applies the Supereffective ↑ Next effect to the user when its Pokémon uses a status move.
- Vigilance
Protects the user against critical hits.
- Headstrong
Attack cannot be lowered.
Sync grid
4848 tiles, 198 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
- 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
- Defense +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
- 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
- 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
- Play Rough: Power +3Play Rough: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Play Rough: Power +3Play Rough: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Play Rough: Power +3Play Rough: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Iron Head: Power +3Iron Head: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Iron Head: Power +3Iron Head: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Iron Head: Power +3Iron Head: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- Iron Head: Power +3Iron Head: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Iron Head: Power +3Iron Head: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Play Rough: Power +3Play Rough: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Play Rough: Power +3Play Rough: 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
- Play Rough: Accuracy +10Play Rough: Accuracy ↑ +10 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)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
- So Enchanting Fairy Impact: Power +25So Enchanting Fairy Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- So Enchanting Fairy Impact: Power +25So Enchanting Fairy Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- So Enchanting Fairy Impact: Power +25So Enchanting Fairy Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- So Enchanting Fairy Impact: Power +25So Enchanting Fairy Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Play Rough: Move Gauge Refresh 3Move: Play Rough 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 Head: Move Gauge Refresh 3Move: Iron Head 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
- Might You Forgive Me?: MP Refresh 2Move: Might You Forgive Me? 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
- Swords Dance: Move Gauge Refresh 3Move: Swords Dance 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
- Brawn Sync 3Powers up the user's sync move when its Attack is raised. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Terrify 1Lowers the Attack of all opposing sync pairs by 1 stat rank when the user enters a battle. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 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)8 energy · 96 orbs
- Play Rough: On a Roll 3Move: Play Rough Raises the chance of lowering stat values with the additional effects of the user's moves. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Furious BrawnThe more the user's Attack 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
- Fierce Entry 2Raises the user's Attack by 2 stat ranks when it enters a battle. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Super Freebie 2Has a chance (30%) of applying the Free Move Next effect to the user when its move is super effective. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Iron Head: Aggravation 1Move: Iron Head 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)10 energy · 120 orbs
- Swords Dance: Move Gauge Refresh 9Move: Swords Dance 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
Valerie & Mawile
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