Sync pair: Difference between revisions

273 bytes added ,  7 August 2023
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(→‎Sync pair scout: added section about banner categories (because it seems weird for that info to only be on the scout history page))
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* [[File:Masters Support.png|32px|link=]] '''Support''' sync pairs, which are focused on defending, healing {{stat|HP}}, and increasing stats of the whole team.
* [[File:Masters Support.png|32px|link=]] '''Support''' sync pairs, which are focused on defending, healing {{stat|HP}}, and increasing stats of the whole team.
* [[File:Masters Tech.png|32px|link=]] '''Tech''' sync pairs, which are focused on different tactics, such as inflicting status alterations.
* [[File:Masters Tech.png|32px|link=]] '''Tech''' sync pairs, which are focused on different tactics, such as inflicting status alterations.
<!--* [[File:Masters Sprint.png|32px|link=]] '''Sprint''' sync pairs, which are focused on raising the user's {{stat|Speed}}.-->
<!--* [[File:Masters Field.png|32px|link=]] '''Field''' sync pairs, which are focused on ???.-->


A list of all sync pairs can be found [[List of sync pairs|here]].
A list of all sync pairs can be found [[List of sync pairs|here]].
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Sync pairs have access to two different types of moves:
Sync pairs have access to two different types of moves:
* '''Pokémon [[move]]s''' - these require a specific amount of move gauge slots to be used. Status effects that would activate after an action is taken, such as damage from Poison, will activate after using a Pokémon move.
* '''Pokémon [[move]]s''' - these require a specific amount of move gauge slots to be used. Status effects that would activate after an action is taken, such as damage from {{status|Poison}}, will activate after using a Pokémon move.
* '''Trainer moves''' - these are unique to Pokémon Masters EX, and act similar to items in the core series. They do not usually require the use of move gauge slots, but can only be used a set number of times in a battle. Trainer moves can be used even if the pair's Pokémon is unable to act due to status effects. Effects that would activate after a Pokémon takes an action will not activate in response to a Trainer move.
* '''Trainer moves''' - these are unique to Pokémon Masters EX, and act similar to items in the [[core series]]. They do not usually require the use of move gauge slots, but can only be used a set number of times in a battle. Trainer moves can be used even if the pair's Pokémon is unable to act due to status effects. Effects that would activate after a Pokémon takes an action will not activate in response to a Trainer move.


Pokémon moves have additional sub-types:
Pokémon moves have additional sub-types:
* '''Quick moves''' - moves that do not expend move gauge slots, but instead have a set number of times they can be used. Some moves have both restrictions in place, such as Acerola & Palossand's Sandstorm.
* '''Quick moves''' - moves that do not expend move gauge slots, but instead have a set number of times they can be used. Some moves have both restrictions in place, such as {{mas|Acerola}} & {{|Palossand}}'s {{m|Sandstorm}}.
* '''[[File:Dynamax icon.png|20px|link=]] Max moves''' - powerful moves exclusive to Dynamax sync pairs. These can be used at any time, but only once per battle. If a sync pair has multiple max moves, only one can be used per battle.
* '''[[File:Dynamax icon.png|20px|link=]] [[Max move|Max moves]]''' - powerful moves exclusive to [[Dynamax]] sync pairs. These can be used at any time, but only once per battle. If a sync pair has multiple max moves, only one can be used per battle.
* '''[[File:Buddy Move Icon Masters.png|20px|link=]] Buddy moves''' - powerful moves that can only be used when certain move-specific activation conditions are met. These moves also have deactivation conditions that will make the move unavailable for use if met.
* '''[[File:Buddy Move Icon Masters.png|20px|link=]] Buddy moves''' - powerful moves that can only be used when certain move-specific activation conditions are met. These moves also have deactivation conditions that will make the move unavailable for use if met.
* '''[[Sync move]]''' - powerful moves that can be used once a certain amount of moves have been used in battle. Each sync pair knows one sync move, though the sync move can change if the pair's Pokémon reaches its final evolutionary stage. Some sync moves will activate [[Mega Evolution]].
* '''[[Sync move]]s''' - powerful moves that can be used once a certain amount of moves have been used in battle. Each sync pair knows one sync move, though the sync move can change if the pair's Pokémon reaches its final evolutionary stage. Some sync moves will activate [[Mega Evolution]].


The [[power]] of Pokémon moves can be increased by obtaining duplicates of the same sync pair, through events or scouting. Moves initially start at level 1, and each duplicate increases the power of the sync pair's moves by one level, up to level 5. At level 5, the power of the moves is increased by 20% relative to level 1.
The [[power]] of Pokémon moves can be increased by obtaining duplicates of the same sync pair, through events or scouting. Moves initially start at level 1, and each duplicate increases the power of the sync pair's moves by one level, up to level 5. At level 5, the power of the moves is increased by 20% relative to level 1.
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===Level===
===Level===
Sync pairs gain [[experience]] and [[level]] up by winning {{pkmn|battle}}s or by using [[List of items (Masters)|Level-Up Manuals]]. Leveling up increases a sync pair's [[Statistic|stats]], with them being identical in their role to the stats of the [[Core series|main games]] except for {{stat|Speed}}, which instead affects the rate at which the move gauge fills.
Sync pairs gain [[experience]] and [[level]] up by winning {{pkmn|battle}}s or by using [[List of items (Masters)|Level-Up Manuals]]. Leveling up increases a sync pair's [[Statistic|stats]], with them being identical in their role to the stats of the [[core series]] games except for {{stat|Speed}}, which instead affects the rate at which the move gauge fills.


Sync pairs have level caps, initially starting with a level cap of 100. The player can use items to increase the level cap to 110, 120, 125, 130, 135, 140, and then one level at a time up to 150.  
Sync pairs have level caps, initially starting with a level cap of 100. The player can use items to increase the level cap to 110, 120, 125, 130, 135, 140, and then one level at a time up to 150.  
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