Sync pairs, moves, the gauge and the rules of a battle
Pokémon Masters EX battle mechanics
Sync Pairs
11Sync Pairs
On Pasio, a sync pair is the term given to the combination of one Trainer and one Pokémon. Pokémon battles on Pasio comprise multiple sync-pair teams.
Stats
Numbers are used to express a sync pair's strength. There are six stat categories, and their numbers affect the outcome of battles.
HP
Represents how much energy the sync pair has. When this number reaches zero, the sync pair will faint.
Attack
Represents the sync pair's physical attack power. The higher the number, the more physical damage the sync pair deals to an opponent with physical moves.
Defense
Represents the sync pair's defense against physical moves. The higher the number, the less damage the sync pair takes from physical moves.
Sp. Atk
Represents the power of the sync pair's special attacks. The higher the number the more damage the sync pair deals with special moves.
Sp. Def
Represents the sync pair's defense against special attacks. The higher the number, the less damage the sync pair takes from special moves.
Speed
Represents the sync pair's speed. The higher the number, the faster the move gauge fills, allowing the sync pair to use moves more quickly.
Roles
Roles indicate what each sync pair excels at in battle. There are three kinds of roles.
Strike
These sync pairs excel at attacking their opponent. Despite their high Attack and Sp. Atk levels, most sync pairs have low HP, making them vulnerable defensively.
Tech
These sync pairs excel at hindering their opponents by inflicting them with status conditions and weakening them.
Support
These sync pairs excel at assisting their allies by healing and upgrading them. Most also have a lot of HP, making them adept at withstanding attacks from opponents.
★s
A sync pair's initial level cap varies according to the number of ★s on its icon.
Level (Lv.)
Sync pairs use the experience they earn in battle to increase their level, resulting in improved stats and even obtaining area information relating to Pokémon Evolution for some pairs.
Once a sync pair reaches its level cap, it cannot level up any further.
Pokémon Types
There are 18 types in total: Normal, Fire, Water, Electric, Grass, Ice, Fighting, Poison, Ground, Flying, Psychic, Bug, Rock, Ghost, Dragon, Dark, Steel, and Fairy.
Passive Skills
Sync pairs can have passive skills, which have an effect on battles. You can view the effects of passive skills by going to Edit Team via the Team menu, selecting a sync pair, and then checking under Passive Skill on its profile to get more info.
Weaknesses & Supereffective Moves
Some regular moves and sync moves have types. In addition, sync pairs have a single type weakness. If you perform a move that is your opponents' type weakness, it will be super effective and deal more damage. Similarly, if your sync pair is struck by a move type that it is weak to, they will take more damage.
Critical Hits
During battle, some attacks may deal more damage than usual. These are known as critical hits. Supereffective attacks can also land as critical hits. When you land a critical hit in a co-op battle, the unity gauge fills more quickly.
Gear
Giving gear to a team can strengthen its sync pairs. The effects of gear extend to all of the team's sync pairs. Some gear is only for designated sync pairs. In that case, its effects will be halved for sync pairs on the team who don't fulfill its conditions.
Favorite Sync Pairs
You can set a sync pair as your favorite via your Profile in the Poryphone menu. Sync pairs you have favorited can also be seen by your friends.
Moves
10Moves
Sync pairs have different moves they can use in battle. Some moves require use of the move gauge. Moves that don't use the move gauge can only be used a certain number of times.
Move Gauge
During battle, the move gauge fills up over time. Moves that use the move gauge cannot be performed until the move gauge is sufficiently full. Different moves use up a different amount of the gauge.
Moves with a Limited Number of Uses
Some moves can only be used a certain number of times. This number is reset at the end of each area.
Move Types
Some regular moves and sync moves have types. If you perform a move that is the type of your opponents' weakness, it will be super effective and deal more damage.
Categories
The following is a list of move categories.
Physical
The higher the Attack of the sync pair used, the greater the damage its physical attacks deal. Conversely, the higher your opponent's Defense, the less damage they take.
Special
The higher the Sp. Atk of the sync pair used, the greater the damage their special attacks deal. Conversely, the higher your opponent's Sp. Def, the less damage they take.
Status
These moves do not deal damage directly. They include moves that change the target's stats, inflict status conditions, or heal.
Power
The higher the number, the more damage the move deals to the opponent.
Accuracy
The higher the number, the more likely the move is to hit the opponent.
Target
Indicates a move's area of effect.
Self
Affects only the sync pair that used the move.
Single Opponent
Affects a single opponent you select.
All Opponents
Affects all opposing sync pairs in the battle.
Single Ally
Affects a single ally you select.
All Allies
Affects all allied sync pairs in the battle.
Field of play
Affects the field of play.
Allied field of play
Affects the allied field of play.
Opponents' field of play
Affects the opponents' field of play.
Sync Moves
Sync moves are attacks that can only be used when the sync move counter reaches zero. The counter decreases by one every time you perform a move.
Special Attacks
Sync moves and unity attacks are special kinds of attacks that can ignore the effects of many moves and passive skills while dealing damage.
Battles
14Sync Pair Stat Changes
A sync pair's stats can be temporarily altered by move effects and other means.
The sync pair's stat rank is set at 0, and can decrease 6 points or increase 6 points for a total of 13 ranks. However, a sync pair's critical-hit rate ranges from 0 to 3.
These stat changes are indicated by icons.
Some moves, passive skills, or sync moves may be affected by these stat changes. However, stat changes that are caused by status conditions do not have such effects.
Changes to stats are reset when the sync pair is switched.
Field Effects
Effects on the field of play affect all sync pairs and can cover three areas: the allied side, the opposing side, and the entire field. Sync pairs in those areas are affected. The following is a list of effects on the field of play. (Some wear out after a period of time.)
Damage Reduction
Reduces damage taken by the target. Some effects reduce damage taken from physical moves, and some effects reduce damage from special moves.
Status Move Defense
Prevents the opponent's status moves from affecting the target.
Status Condition Prevention
Prevents status conditions from being inflicted on the target. However, moves that inflict status conditions upon the user cannot be defended against.
Status Condition Reflection
When a status move would inflict a special condition on the target, that special condition is reflected. However, effects of moves that inflict status conditions upon the user or effects other than status moves that may cause a status condition cannot be reflected.
Stat Reduction Defense
Effects that lower stats do not affect the target. However, moves that lower the user's own stats cannot be defended against.
Stat Reduction Reflection
When a status move would reduce the stats of the target, that stat reduction is reflected. However, effects of moves that reduce the user's own stats or effects other than status moves that may reduce stats cannot be reflected.
Critical-Hit Defense
Prevents attacks from being critical hits.
Unity Disruption
Makes it difficult for the target's team to fill their unity gauge.
Chain Reduction
Reduces the amount of time chains can continue.
Switch Prevention
Prevents sync pairs from switching.
Move Gauge Acceleration
Causes the target's move gauge to fill more quickly.
Weather Change Protection
Prevents the weather from being changed.
Status Conditions
Sync pairs can be inflicted with status conditions by moves or other means during battle. The following is a list of status conditions.
Poisoned
Lose HP for each action performed.
Badly Poisoned
Lose HP for each action performed. The amount of HP lost increases over time.
Paralyzed
The Pokémon may not perform a move successfully, but they will not fail to perform a sync move. The sync pair's speed is also reduced.
Burned
Lose HP for each action performed. Also reduces the sync pair's Attack stat while in effect.
Asleep
Makes a sync pair fall asleep, leaving the Pokémon unable to perform moves. They will wake up after a certain amount of time has passed or if they use their sync move. Some moves can still be used while asleep.
Frozen
Freezes a sync pair, leaving the Pokémon unable to perform moves. They will thaw out after a certain amount of time has passed or if they use their sync move. Some moves can still be used while frozen.
Status conditions are not removed when a sync pair switches out, but once inflicted with one status condition, a sync pair can't be inflicted with another. Status conditions are removed when the battle ends or when a move designed to remove status conditions is used. Sync moves can still be used while a sync pair is inflicted with a status condition; using a sync move causes the condition to be removed.
Status Changes
A sync pair's status can be changed temporarily during battle. The following is a list of status categories.
Confusion
Causes a Pokémon to potentially hit itself instead of an opponent when using a move. It lasts for a certain number of Pokémon moves or until the sync pair is switched out.
Flinching
Causes a Pokémon to flinch, making it unable to perform a move, and causes the move gauge to fill more slowly. It lasts for a certain amount of time or until the sync pair uses a sync move or is switched out. It will also end if the Pokémon is put to sleep or frozen.
Trapped
The sync pair will no longer be able to switch out and will take damage after every action. It lasts for a few moves.
Prevent Evasion
Causes moves on the target to always hit (except in certain circumstances). Lasts for a fixed amount of time or until the sync pair is switched out.
Grant Type Resistance
Temporarily grants resistance to one of the following move types, reducing the damage the target takes from them: Normal, Fire, Water, Electric, Grass, Ice, Fighting, Poison, Ground, Flying, Psychic, Bug, Rock, Ghost, Dragon, Dark, Steel, and Fairy. Lasts until the sync pair is switched out.
Endurance
Unless attacked with a sync move or unity attack, the sync pair will always have at least 1 HP remaining after being hit by a move that would otherwise cause them to faint. It works once or lasts until the sync pair is switched out.
Gradual Healing
Recovers HP with every action. It works for a certain number of moves or until the sync pair is switched out.
Status Maintenance
Prevents some status changes and all status conditions inflicted by opponents. It lasts for a certain amount of time or until the sync pair is switched out.
Sure Hit Next
Causes the next move to always hit, with some exceptions. It works until a move is performed or until the sync pair is switched out.
Guaranteed Critical Hit
Causes the next attack to always be a critical hit (except in certain circumstances). The attack itself may miss, however. It works until a move is performed or until the sync pair is switched out.
Ready to Counterattack
Certain moves, such as Beak Blast, will cause a sync pair to get ready to counterattack. When certain conditions are met, the move will activate. The conditions for when each move will activate differ, so please see each move's description for details.
Sync pairs in this state are unable to use most moves.
Using the move again in this state or activating a unity attack will remove it.
Defensive Posture
Certain moves, such as King's Shield, will cause a sync pair to take up a defensive posture. Sync pairs in this state will not take damage from some moves. Depending on the move, when certain conditions are met, an additional effect will be activated. Please see each move's description for details.
Sync pairs in this state are unable to use most moves. Using the move again in this state or activating a unity attack will remove it.
Action Order
The order in which sync pairs act.
Although battles take place in real time, moves are performed in the order chosen, as opposed to the moment they are selected.
You can turn this feature on or off by going to Settings in the Poryphone menu, selecting the bottom right icon (Battle/HUD), and scrolling down to find Action Order.
Select Target
Tap an opponent's Pokémon to use a move on them.
Opponent's Target
A red target icon will appear underneath a Pokémon when it is being targeted by the opposing sync pairs.
All opposing sync pairs will attempt to use a move against the same target.
Things Kept After Battle
HP and move usage counts are not reset at the end of each battle in the same area. However, status conditions are removed at the end of each battle.
Weather
Battles can be affected by weather conditions.
Sunny
Boosts Fire-type moves. Freezing is disabled, and the frozen status condition is removed.
Rain
Boosts Water-type moves.
Hail
All sync pairs in battle take damage with every action.
Sandstorm
All sync pairs in battle take damage with every action.
The effect of some moves changes based on the weather. Some passive skills are only activated during certain weather conditions. When the weather has already been changed and another weather-altering effect is used, the previous weather condition is overwritten and its effects are removed.
Unity Attacks & Unity Bonus
In co-op battles, the unity gauge fills up when sync pairs from your team attack continuously. When the unity gauge hits 100%, sync pairs from your team will automatically perform a powerful unity attack.
You select which sync pairs will participate in the unity attack. The more supereffective sync pair types used, the more damage they do to opponents they are super effective against.
When three allied sync pairs continuously attack without the opponent making a move, a unity bonus is activated for a certain period of time. While the unity bonus is in effect, the damage inflicted on your team's opponents increases and any attack performed fills the unity gauge. Performing a supereffective attack while the unity bonus is in effect increases the duration of the bonus.
Switching
In co-op play, you can switch the sync pairs participating in a battle. To switch your active sync pair with a sync pair on standby, tap that sync pair's move window to enlarge it, then tap the Pokémon icon at the top of the window to switch.
If you tap the name of a move instead of the Pokémon icon, the sync pair will use that move as soon as they switch in. Although this feature is not available in the beginning, it can be unlocked by progressing through the game.
Team Condition
When a sync pair is affected by a status condition, the name of the condition will appear at the top of that sync pair's move window. You can check the condition of a sync pair on standby by tapping that Trainer's icon to enlarge it.
Additionally, if your active sync pair is in danger of being hit by a supereffective attack, a warning icon will appear above that Pokémon.
Exploring
2Area Info
Area info can be obtained by participating in events or progressing through the main story. Once you acquire area info, that area becomes available to explore.
Depending on the area info, the length of time and number of times you can explore an area may be limited.
Matching
There are two ways of matching in co-op play.
Quick Connect: Automatically matches you with other players in the matching lobby.
Connect with Friends: Invite and play with other players. Select Invite from Friend List to choose players to invite to the matching lobby. For invited players, the area info can be accessed by selecting the Invitations button at the bottom of the Poryphone menu; they can join the co-op battle by selecting that area.



