
Galar
Victor & Rillaboom
★★★★★
/
Grass
Introduction
Victor & Rillaboom is a 5-star Grass sync pair in Pokémon Masters EX. Faction: Galar.
On the Pokémon Masters EX tier list Victor & Rillaboom is C tier, 287th of the 608 sync pairs ranked.
Other Grass sync pairs in Pokémon Masters EX: Acerola (Sygna Suit) & Tapu Bulu, Adaman & Leafeon, Archie (Fall 2026) & Wo-Chien, Arezu & Lilligant, Ball Guy (Sygna Suit) & Electrode, Barry & Roserade and 52 more.
Victor & Rillaboom's banners
All banners- 10 July 2026 to 27 July 2026Presents! Limit 1! (2026-07)
- 16 January 2026 to 3 February 2026Brassius EX Fair
- 12 May 2025 to 21 May 2025Type-Exclusive (2025-05)
- 9 January 2024 to 23 January 2024Grass-Type Exclusive
- 7 October 2022 to 24 October 2022Victor Poké Fair Scout
Stats
- HP320th of 765828
- Attack138th of 765500
- Defense470th of 765208
- Sp. Atk417th of 765296
- Sp. Def598th of 765170
- Speed456th of 765352
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: 95Lv. 30: 170Lv. 45: 242Lv. 100: 528Lv. 120: 588Lv. 140: 648Lv. 200: 828
- AttackLv. 1: 19Lv. 30: 68Lv. 45: 113Lv. 100: 300Lv. 120: 340Lv. 140: 380Lv. 200: 500
- DefenseLv. 1: 13Lv. 30: 33Lv. 45: 51Lv. 100: 128Lv. 120: 144Lv. 140: 160Lv. 200: 208
- Sp. AtkLv. 1: 10Lv. 30: 39Lv. 45: 66Lv. 100: 176Lv. 120: 200Lv. 140: 224Lv. 200: 296
- Sp. DefLv. 1: 12Lv. 30: 29Lv. 45: 44Lv. 100: 110Lv. 120: 122Lv. 140: 134Lv. 200: 170
- SpeedLv. 1: 13Lv. 30: 47Lv. 45: 80Lv. 100: 212Lv. 120: 240Lv. 140: 268Lv. 200: 352
As Rillaboom
- HPLv. 1: 95Lv. 30: 170Lv. 45: 242Lv. 100: 528Lv. 120: 588Lv. 140: 648Lv. 200: 828
- AttackLv. 1: 19Lv. 30: 68Lv. 45: 113Lv. 100: 300Lv. 120: 340Lv. 140: 380Lv. 200: 500
- DefenseLv. 1: 13Lv. 30: 33Lv. 45: 51Lv. 100: 128Lv. 120: 144Lv. 140: 160Lv. 200: 208
- Sp. AtkLv. 1: 10Lv. 30: 39Lv. 45: 66Lv. 100: 176Lv. 120: 200Lv. 140: 224Lv. 200: 296
- Sp. DefLv. 1: 12Lv. 30: 29Lv. 45: 44Lv. 100: 110Lv. 120: 122Lv. 140: 134Lv. 200: 170
- SpeedLv. 1: 13Lv. 30: 47Lv. 45: 80Lv. 100: 212Lv. 120: 240Lv. 140: 268Lv. 200: 352
Sync pair
Moves
5- Drum Beating
Grass·Physical·Power 160-192·Accuracy 100·4 gauge·Opponent (one)Lowers the target's Speed by 1 stat rank.
- Dire Hit +Status·2 MP·Self
Raises the user's critical-hit rate by 2 stat ranks.
- High Horsepower
Ground·Physical·Power 106-127·Accuracy 95·3 gauge·Opponent (one)No additional effect.
- Attack Rhythm!Trainer moveStatus·1 MP·Self
Raises the user's Attack by 6 stat ranks. Applies the Free Move Next effect to the user. Increases the user's Physical Moves ↑ Next effect by 1 rank.
- Strategically Sound Grass ImpactSync move
Grass·Physical·Power 250-300·Opponent (one)No additional effect.
Passive skills
3- Piercing Blows
Grants all of the following effects when the user is attacking: Ignores the target's passive skills that would reduce the damage of attacks. Ignores the target's passive skills that would protect the target against a critical hit. Ignores the target's Enduring effect.
- Chase Down 3
Powers up the user's moves when the target's Speed is lowered.
- Targets Maxed
When the user's max move attacks an opponent, the target becomes all opposing sync pairs. The power of max moves affected by this passive skill is not lowered even if there are multiple targets.
Sync grid
5454 tiles, 282 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
- 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
- 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
- Drum Beating: Power +2Drum Beating: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Drum Beating: Power +2Drum Beating: Power ↑ +2 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- High Horsepower: Power +3High Horsepower: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- High Horsepower: Power +3High Horsepower: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- High Horsepower: Power +3High Horsepower: Power ↑ +3 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- High Horsepower: Accuracy +5High Horsepower: Accuracy ↑ +5 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)3 energy · 36 orbs
- High Horsepower: Power +3High Horsepower: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- High Horsepower: Power +3High Horsepower: Power ↑ +3 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Drum Beating: Power +2Drum Beating: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Drum Beating: Power +2Drum Beating: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Drum Beating: Power +2Drum Beating: Power ↑ +2 (1 or more adjacent tiles must be activated)3 energy · 36 orbs
- Strategically Sound Grass Impact: Power +25Strategically Sound Grass Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Strategically Sound Grass Impact: Power +25Strategically Sound Grass Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Drum Beating: Move Gauge Refresh 3Move: Drum Beating 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
- 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
- Sp. Def +20 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)7 energy · 84 orbs
- High Horsepower: Move Gauge Refresh 3Move: High Horsepower 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
- Attack Rhythm!: MP Refresh 2Move: Attack Rhythm! 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
- 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
- Superduper Effective 1Powers 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
- Max Quake: Power +100Max Quake: Power ↑ +100 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)8 energy · 96 orbs
- Verdant Recovery 1Restores the user's HP whenever its Pokémon takes an action when the terrain is Grassy Terrain. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- Turbo Turf 2Quickly charges the move gauge when the terrain is Grassy Terrain. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)8 energy · 96 orbs
- G-Max Drum Solo: Power +100G-Max Drum Solo: Power ↑ +100 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)8 energy · 96 orbs
- MAX Slip Up 2Lowers the Speed of all opposing sync pairs by 2 stat ranks after using the user's max move. (1 or more adjacent tiles must be activated; Move level must be 4 or higher)10 energy · 120 orbs
- MAX Damage GuardApplies the Damage Guard Next effect to the user after using its max move. (If hit by an attack while this effect is applied, the attack will inflict no damage on the user, while the damage of some attacks such as sync moves will be halved. The effect is removed after it is activated.) (1 or more adjacent tiles must be activated; Move level must be 5 or higher)10 energy · 120 orbs
- Trip Up 2Has a chance (30%) of lowering the target's Speed 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 2 or higher)10 energy · 120 orbs
- Overwhelm 9Lowers the target's Attack 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 4 or higher)10 energy · 120 orbs
- High Horsepower: BOGO 9Move: High Horsepower Applies the Free Move Next effect to the user when its move is successful. (1 or more adjacent tiles must be activated; Move level must be 5 or higher)10 energy · 120 orbs
- Hunter's InstinctThe more the target's Speed is lowered, 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
- Twofer 2Has a chance (30%) of applying the Free Move Next effect to the user when its Pokémon uses a move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Super DesperateApplies the Supereffective ↑ Next effect to the user the first time it is in a pinch each battle. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)10 energy · 120 orbs
- Rejuvenate 6Charges the user's move gauge by 6 after using its sync move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Attack Rhythm!: Critical Eye 1Move: Attack Rhythm! Raises the user's critical-hit rate by 1 stat rank when its move is successful. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)10 energy · 120 orbs
- CakewalkThe more the target's Speed is lowered, 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
- Mighty Rush 9Increases the user's Physical Moves ↑ Next effect by one rank after using its sync move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- MAX Countdown 1Reduces the user's sync move countdown by 1 after using its max move. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
Victor & Rillaboom
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