Will (Masters): Difference between revisions

Line 123: Line 123:


===Sync Grid===
===Sync Grid===
The [[sync grid]] for Will and Xatu is a basic grid which has not yet been expanded.
The [[sync grid]] for Will and Xatu is an expanded grid, made available on May 25, 2022.
{| class="roundy sortable" style="margin:auto; background:#{{psychic color}}; border:3px solid #{{psychic color dark}}; text-align:center"
{| class="roundy sortable" style="margin:auto; background:#{{psychic color}}; border:3px solid #{{psychic color dark}}; text-align:center"
|- style="background: #{{psychic color light}}"
|- style="background: #{{psychic color light}}"
Line 136: Line 136:
| 0
| 0
| 5
| 5
| 1
|-style="background:#fff"
| HP +10
| HP +10
| 2
| 24
| 1
|-style="background:#fff"
| HP +10
| HP +10
| 2
| 24
| 1
|-style="background:#fff"
| HP +10
| HP +10
| 2
| 24
| 1
|-style="background:#fff"
| HP +10
| HP +10
| 2
| 24
| 1
| 1
|-style="background:#fff"
|-style="background:#fff"
Line 143: Line 167:
| 5
| 5
| 1
| 1
|-style="background:#fff"
| Defense +5
| Defense +5
| 2
| 24
| 1
|-style="background:#fff"
| Defense +5
| Defense +5
| 2
| 24
| 1
|-style="background:#fff"
| Defense +10
| Defense +10
| 4
| 48
| 2
|-style="background:#fff"
|-style="background:#fff"
| Sp. Atk +5
| Sp. Atk +5
Line 155: Line 197:
| 5
| 5
| 1
| 1
|-style="background:#fff"
| Sp. Atk +5
| Sp. Atk +5
| 2
| 24
| 1
|-style="background:#fff"
| Sp. Atk +10
| Sp. Atk +10
| 4
| 48
| 2
|-style="background:#fff"
|-style="background:#fff"
| Sp. Def +5
| Sp. Def +5
Line 161: Line 215:
| 5
| 5
| 1
| 1
|-style="background:#fff"
| Sp. Def +5
| Sp. Def +5
| 2
| 24
| 1
|-style="background:#fff"
| Sp. Def +5
| Sp. Def +5
| 2
| 24
| 1
|-style="background:#fff"
| Sp. Def +10
| Sp. Def +10
| 4
| 48
| 2
|-style="background:#fff"
|-style="background:#fff"
| Speed +5
| Speed +5
Line 167: Line 239:
| 5
| 5
| 1
| 1
|-style="background:#fff"
| Speed +5
| Speed +5
| 2
| 24
| 1
|-style="background:#fff"
| Speed +5
| Speed +5
| 2
| 24
| 1
|-style="background:#fff"
| Speed +5
| Speed +5
| 2
| 24
| 1
|-style="background:#fff"
| Stored Power: Power +1
| Stored Power: Power ↑ +1
| 4
| 48
| 1
|-style="background:#fff"
| Stored Power: Power +1
| Stored Power: Power ↑ +1
| 4
| 48
| 1
|-style="background:#fff"
| Stored Power: Power +1
| Stored Power: Power ↑ +1
| 4
| 48
| 2
|-style="background:#fff"
| Stored Power: Power +1
| Stored Power: Power ↑ +1
| 4
| 48
| 2
|-style="background:#fff"
| Stored Power: Move Gauge Refresh 3
| Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
| 7
| 84
| 2
|-style="background:#fff"
| Stored Power: Confusion Synergy 2
| Powers up the user’s moves when the target is confused.
| 10
| 120
| 3
|-style="background:#fff"
| Confuse Ray: Move Gauge Refresh 9
| Charges the user’s move gauge by one when a move is successful.
| 9
| 108
| 3
|-style="background:#fff"
| Air Slash: Power +4
| Air Slash: Power ↑ +4
| 3
| 36
| 1
|-style="background:#fff"
| Air Slash: Power +4
| Air Slash: Power ↑ +4
| 3
| 36
| 1
|-style="background:#fff"
| Air Slash: Power +4
| Air Slash: Power ↑ +4
| 3
| 36
| 1
|-style="background:#fff"
| Air Slash: Power +4
| Air Slash: Power ↑ +4
| 3
| 36
| 1
|-style="background:#fff"
| Air Slash: Accuracy +5
| Air Slash: Accuracy ↑ +5
| 3
| 36
| 2
|-style="background:#fff"
| Air Slash: Move Gauge Refresh 3
| Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
| 7
| 84
| 2
|-style="background:#fff"
| Air Slash: Aggravation 1
| Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
| 10
| 120
| 3
|-style="background:#fff"
| Our Power Is Limitless!: MP Refresh 2
| Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
| 7
| 84
| 2
|-style="background:#fff"
| Wide Awake
| Prevents the user from falling asleep.
| 5
| 60
| 1
|-style="background:#fff"
| Unflappable
| Prevents the user from flinching.
| 5
| 60
| 1
|-style="background:#fff"
| Precognition 2
| Quickly charges the move gauge when the field is Psychic Terrain.
| 9
| 108
| 2
|-style="background:#fff"
| Weird Recovery 1
| Restores the user’s HP whenever its Pokémon takes an action when the field is Psychic Terrain.
| 9
| 108
| 2
|-style="background:#fff"
| Sync Regen
| Applies the Gradual Healing effect to the user after using its sync move.
| 9
| 108
| 2
|-style="background:#fff"
| Interference Sync 5
| Powers up the user’s sync move against targets that are flinching, confused, or trapped.
| 8
| 96
| 3
|-style="background:#fff"
| Sync Power Flux
| The fuller the move gauge when the user’s sync move is selected, the more this powers up the sync move.
| 10
| 120
| 3
|-style="background:#fff"
| Stop Hitting Yourself 5
| Raises the chance that an opponent will attack themselves due to being confused.
| 10
| 120
| 3
|-style="background:#fff"
| Mutually Assured
| Whenever the user becomes poisoned, badly poisoned, paralyzed, or burned from an opponent’s move, the same status condition is also applied to that opponent.
| 10
| 120
| 3
|-style="background:#fff"
| Fortuitous 4
| Has a chance (50%) of raising one of the user’s following stats by one stat rank at random when an attack move is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.
| 10
| 120
| 3
|-style="background:#fff"
| Mystery Masquerade Psychic: Power +25
| Mystery Masquerade Psychic: Power ↑ +25
| 5
| 60
| 3
|-style="background:#fff"
| Mystery Masquerade Psychic: Power +25
| Mystery Masquerade Psychic: Power ↑ +25
| 5
| 60
| 3
|}
|}


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