
Hoenn
Zinnia & Salamence
★★★★
/
Dragon/Support
Introduction
Zinnia & Salamence is a 4-star Dragon sync pair in Pokémon Masters EX. Zinnia & Salamence's role is Support. Faction: Hoenn.
On the Pokémon Masters EX tier list Zinnia & Salamence is D tier, 518th of the 608 sync pairs ranked.
Other Dragon sync pairs in Pokémon Masters EX: Brendan (Sygna Suit) & Latios, Clair & Kingdra, Clair (New Year's 2024) & Drampa, Cynthia (Sygna Suit) & Kommo-o, Cyrus & Palkia, Dawn (Champion) & Palkia and 30 more.
Stats
- HP513th of 765759
- Attack188th of 765467
- Defense470th of 765208
- Sp. Atk573rd of 765205
- Sp. Def480th of 765208
- Speed369th of 765368
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: 163Lv. 45: 226Lv. 100: 479Lv. 120: 535Lv. 140: 591Lv. 200: 759
- AttackLv. 1: 19Lv. 30: 66Lv. 45: 111Lv. 100: 287Lv. 120: 323Lv. 140: 359Lv. 200: 467
- DefenseLv. 1: 13Lv. 30: 33Lv. 45: 51Lv. 100: 128Lv. 120: 144Lv. 140: 160Lv. 200: 208
- Sp. AtkLv. 1: 9Lv. 30: 30Lv. 45: 48Lv. 100: 125Lv. 120: 141Lv. 140: 157Lv. 200: 205
- Sp. DefLv. 1: 13Lv. 30: 33Lv. 45: 51Lv. 100: 128Lv. 120: 144Lv. 140: 160Lv. 200: 208
- SpeedLv. 1: 12Lv. 30: 49Lv. 45: 85Lv. 100: 228Lv. 120: 256Lv. 140: 284Lv. 200: 368
Sync pair
Moves
5- Dragon Claw
Dragon·Physical·Power 50-60·Accuracy 100·2 gauge·Opponent (one)No additional effect.
- Status ShieldStatus·1 MP·Ally: Field
Applies the Status Move Defense effect to the allied field of play.
- Dragon Rush
Dragon·Physical·Power 130-156·Accuracy 75·3 gauge·Opponent (one)Has a chance (20%) of making the target flinch.
- Real Nice!Trainer moveStatus·2 MP·Self
Raises the user's Defense, Sp. Def, and Speed by 1 stat rank. Raises the user's accuracy by 2 stat ranks.
- New Beginning Dragon ImpactSync move
Dragon·Physical·Power 200-240·Opponent (one)This attack's power increases when the target is flinching.
Passive skills
3- Terrify 1
Lowers the Attack of all opposing sync pairs by 1 stat rank when the user enters a battle.
- Mad Strength 9
Raises the user's Attack by one stat rank when its attack move is successful.
- Aggravation 1
Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
Sync grid
4848 tiles, 195 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
- 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
- Speed +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
- Defense +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Defense +5 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)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
- 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
- Sp. Def +5 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Defense +5 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)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
- HP +10 (1 or more adjacent tiles must be activated)2 energy · 24 orbs
- Dragon Rush: Power +3Dragon Rush: Power ↑ +3 (1 or more adjacent tiles must be activated)4 energy · 48 orbs
- Dragon Rush: Power +3Dragon Rush: Power ↑ +3 (1 or more adjacent tiles must be activated)4 energy · 48 orbs
- Dragon Rush: Power +3Dragon Rush: Power ↑ +3 (1 or more adjacent tiles must be activated)4 energy · 48 orbs
- Attack +10 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
- Dragon Claw: Power +3Dragon Claw: Power ↑ +3 (1 or more adjacent tiles must be activated)4 energy · 48 orbs
- Dragon Claw: Power +3Dragon Claw: Power ↑ +3 (1 or more adjacent tiles must be activated)4 energy · 48 orbs
- Dragon Claw: Power +3Dragon Claw: Power ↑ +3 (1 or more adjacent tiles must be activated)4 energy · 48 orbs
- Attack +10 (1 or more adjacent tiles must be activated; Move level must be 2 or higher)4 energy · 48 orbs
- Dragon Rush: Move Gauge Refresh 1Move: Dragon Rush Has a chance (20%) of charging the user's move gauge by one when its move is successful. (1 or more adjacent tiles must be activated)5 energy · 60 orbs
- New Beginning Dragon Impact: Power +25New Beginning Dragon Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- New Beginning Dragon Impact: Power +25New Beginning Dragon Impact: Power ↑ +25 (1 or more adjacent tiles must be activated; Move level must be 3 or higher)5 energy · 60 orbs
- Dragon Rush: Move Gauge Refresh 3Move: Dragon Rush 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)6 energy · 72 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)6 energy · 72 orbs
- Real Nice!: Move Gauge Refresh 3Move: Real Nice! 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)6 energy · 72 orbs
- Status Shield: Move Gauge Refresh 3Move: Status Shield 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)6 energy · 72 orbs
- Dragon Claw: Move Gauge Refresh 3Move: Dragon 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)6 energy · 72 orbs
- Dragon Claw: Harry 2Move: Dragon Claw Powers up the user's moves against targets that are flinching. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)6 energy · 72 orbs
- Real Nice!: MP Refresh 3Move: Real Nice! 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; Move level must be 3 or higher)7 energy · 84 orbs
- Status Shield: MP Refresh 3Move: Status Shield 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; Move level must be 3 or higher)7 energy · 84 orbs
- Harry 3Powers up the user's moves against targets that are flinching. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)8 energy · 96 orbs
- Double Down 2Powers 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)9 energy · 108 orbs
- Critastrophe 2Powers up the user's sync move when it becomes a critical hit. (1 or more adjacent tiles must be activated; Move level must be 2 or higher)9 energy · 108 orbs
- Critical Strike 2Powers up the user's attacks when they become critical hits. (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
- Superduper Effective 2Powers up moves that are super effective. (1 or more adjacent tiles must be activated; Move level must be 3 or higher)10 energy · 120 orbs
- Power PostureThe more the target's Attack 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
Zinnia & Salamence
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