May (Masters): Difference between revisions

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'''May''' (Japanese: '''ハルカ''' ''Haruka'') is a [[Pokémon Trainer]] in [[Pokémon Masters EX]], based on the [[May (game)|character of the same name]] in the [[core series]] {{pkmn|games}}. She forms a [[sync pair]] with {{p|Mudkip}} and its evolved forms {{p|Marshtomp}} and {{p|Swampert}}, with Swampert being capable of [[Mega Evolution|Mega Evolving]]. The sync pair can be obtained through the [[Sync pair#Sync pair scout|sync pair scout]], starting from January 14, 2021.
'''May''' (Japanese: '''ハルカ''' ''Haruka'') is a [[Pokémon Trainer]] in [[Pokémon Masters EX]], based on the [[May (game)|character of the same name]] in the [[core series]] {{pkmn|games}}. She forms a [[sync pair]] with {{p|Mudkip}} and its evolved forms {{p|Marshtomp}} and {{p|Swampert}}, with Swampert being capable of [[Mega Evolution|Mega Evolving]]. The sync pair can be obtained through the [[Sync pair#Sync pair scout|sync pair scout]], starting from January 14, 2021.
May is also available in her spring attire partnered alongside {{p|Lopunny}}, which is capable of [[Mega Evolution|Mega Evolving]]. The pair could be obtained through a limited-time seasonal {{DL|sync pair|sync pair scout}} and will be first available on April 2, 2021.


==Mudkip → Marshtomp → Swampert==
==Mudkip → Marshtomp → Swampert==
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| 3
| 3
|}
|}
==Lopunny==
{{MastersInfobox
|type=normal
|name=May (Spring 2021)
|jname=ハルカ
|jtrans=Haruka
|image=Spr Masters May Spring 2021.png
|size=200px
|caption=Spring 2021 May's model
|num=113
|enva=Deneen Melody
|java=Ai Nonaka
|desc=
}}
{{Masters
|name=Lopunny
|ndex=428
|type=Normal
|role=Strike (Physical)
|gender=
|move1=
|base=6
|weakness=Fighting
|description=
<!--|hp=477|atk=353|def=126|spatk=315|spdef=152|spe=226
|hp2=577|atk2=393|def2=166|spatk2=355|spdef2=192|spe2=266
|mega=1
|hp3=477|atk3=423|def3=126|spatk3=377|spdef3=152|spe3=226
|hp4=577|atk4=463|def4=166|spatk4=417|spdef4=192|spe4=266-->
}}
===Moves===
May's Lopunny uses {{m|Headbutt}} as its damage-dealing move. Upon [[Mega Evolution]], Lopunny replaces Headbutt for {{m|High Jump Kick}}.
{| class="roundy" style="margin:auto; background:#{{normal color}}; border:3px solid #{{normal color dark}}; text-align:center"
|- style="background: #{{normal color light}}"
! style="width: 120px"|Name
! style="width: 40px"|{{color2|000|Type}}
! style="width: 40px"|{{color2|000|Damage category|Category}}
! style="width: 40px"|Move gauge
! style="width: 40px"|Base {{color2|000|Power}}
! style="width: 40px"|Max {{color2|000|Power}}
! style="width: 40px"|{{color2|000|Accuracy}}
! style="width: 70px"|Target
! style="width: 160px"|Description
|- style="background:#fff"
|{{m|Headbutt}}
|{{t|Normal}}<br>[[File:NormalIC Masters.png|20px]]
{{statustable|Physical}}
|2
|53
|
|100%
|An opponent
|Has a moderate chance of making the target flinch.<br>''(Only before Mega Evolving)''
|- style="background:#fff"
|[[Potion]]
{{typetable|None}}
{{statustable|Status}}
|0<br>(2 uses)
|—
|—
|—
|An ally
|Restores a bit of an ally’s HP.
|- style="background:#fff"
|[[X Defense]] All
{{typetable|None}}
{{statustable|Status}}
|0<br>(2 uses)
|—
|—
|—
|All allies
|Sharply raises the Defense of all allied sync pairs.<br>''(Only before Mega Evolving)''
|- style="background:#fff"
|Hippity Hoppity!
{{typetable|None}}
{{statustable|Status}}
|0<br>(1 use)
|—
|—
|—
|All allies
|
|- style="background:#fff"
|Move Gauge Boost
{{typetable|None}}
{{statustable|Status}}
|0<br>(2 uses)
|—
|—
|—
|Self
|Increases the user’s move gauge by three.<br>''(Only after Mega Evolving)''
|- style="background:#fff"
|{{m|High Jump Kick}}
|{{t|Fighting}}<br>[[File:FightingIC Masters.png|20px]]
{{statustable|Physical}}
|3
|135
|162
|90%
|An opponent
|If it fails, the user takes damage equal to half of its maximum HP.<br>''(Only after Mega Evolving)''
|- style="background: #{{normal color light}}"
! colspan=9 | {{color2|000|Sync move|Sync moves}}
|-style="background:#fff"
|Heart-Thumping Normal Impact
|{{t|Normal}}<br>[[File:NormalIC Masters.png|20px]]
{{statustable|Physical}}
|—
|200
|240
|—
|An opponent
|Become Mega Lopunny until the end of battle. After this sync move is used for the first time, it becomes Fighting type until the end of battle.
|}
===Skills===
{| class="roundy" style="margin:auto; background:#{{normal color}}; border:3px solid #{{normal color dark}}; text-align:center"
|- style="background: #{{normal color light}}"
! Name
! Description
|- style="background: #{{normal color light}}"
! colspan=2 | {{color2|000|Passive skill|Passive Skills}}
|-style="background:#fff"
|Sync Morph
|
|-style="background:#fff"
|Revenge Boost 5
|<br>''(Only before Mega Evolving)''
|-style="background:#fff"
|Propelling Strike 5
|<br>''(Only after Mega Evolving)''
|-style="background:#fff"
|Solo Fanfare 6
|
|- style="background: #{{normal color light}}"
! colspan=2 | {{color2|000|Theme skill|Theme Skills}}
|-style="background:#fff"
|Normal Strike
|Raises allies' Attack and Sp. Atk by 15 when using Normal-type attacks.
|-style="background:#fff"
|Hoenn Strike
|Raises the Attack and Sp. Atk of all allied sync pairs by 2.
|-style="background:#fff"
|Seasonal Outfit Strike
|Raises the Attack and Sp. Atk of all allied sync pairs by 3.
|-style="background:#fff"
|Researcher Strike
|Raises the Attack and Sp. Atk of all allied sync pairs by 3.
|-style="background:#fff"
|Battle Partner Strike
|Raises the Attack and Sp. Atk of all allied sync pairs by 3.
|}
<!--===Sync Grid===
May and Lopunny's [[sync grid]] is an expanded grid, made available since the sync pair was first released.
{| class="roundy sortable" style="margin:auto; background:#{{normal color}}; border:3px solid #{{normal color dark}}; text-align:center"
|- style="background: #{{normal color light}}"
! Name
! Effect
! Energy required
! Sync orb required
! Move level required
|-style="background:#fff"
| HP +10
| HP +10
| 0
| 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"
| Attack +5
| Attack +5
| 0
| 5
| 1
|-style="background:#fff"
| Attack +5
| Attack +5
| 5
| 60
| 2
|-style="background:#fff"
| Defense +5
| Defense +5
| 0
| 5
| 1
|-style="background:#fff"
| Defense +5
| Defense +5
| 2
| 24
| 1
|-style="background:#fff"
| Sp. Atk +5
| Sp. Atk +5
| 0
| 5
| 1
|-style="background:#fff"
| Sp. Atk +5
| Sp. Atk +5
| 3
| 36
| 1
|-style="background:#fff"
| Sp. Atk +5
| Sp. Atk +5
| 3
| 36
| 1
|-style="background:#fff"
| Sp. Atk +10
| Sp. Atk +10
| 5
| 60
| 1
|-style="background:#fff"
| Sp. Def +5
| Sp. Def +5
| 0
| 5
| 1
|-style="background:#fff"
| Sp. Def +10
| Sp. Def +10
| 4
| 48
| 1
|-style="background:#fff"
| Sp. Def +10
| Sp. Def +10
| 4
| 48
| 2
|-style="background:#fff"
| Speed +5
| Speed +5
| 0
| 5
| 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"
| Low Sweep: Power +5
| Low Sweep: Power ↑ +5
| 3
| 36
| 1
|-style="background:#fff"
| Low Sweep: Power +5
| Low Sweep: Power ↑ +5
| 3
| 36
| 1
|-style="background:#fff"
| Low Sweep: Power +5
| Low Sweep: Power ↑ +5
| 3
| 36
| 2
|-style="background:#fff"
| Low Sweep: Power +5
| Low Sweep: Power ↑ +5
| 3
| 36
| 2
|-style="background:#fff"
| Low Sweep: Move Gauge Refresh 3
| Has a moderately good chance of charging the user's move gauge by one when a move is successful.
| 6
| 72
| 2
|-style="background:#fff"
| Focus Blast: Power +2
| Focus Blast: Power ↑ +2
| 3
| 36
| 1
|-style="background:#fff"
| Focus Blast: Power +2
| Focus Blast: Power ↑ +2
| 3
| 36
| 1
|-style="background:#fff"
| Focus Blast: Power +2
| Focus Blast: Power ↑ +2
| 3
| 36
| 2
|-style="background:#fff"
| Focus Blast: Power +5
| Focus Blast: Power ↑ +5
| 3
| 36
| 3
|-style="background:#fff"
| Focus Blast: Power +5
| Focus Blast: Power ↑ +5
| 3
| 36
| 3
|-style="background:#fff"
| Focus Blast: Accuracy +10
| Focus Blast: Accuracy ↑ +10
| 5
| 60
| 2
|-style="background:#fff"
| Focus Blast: Move Gauge Refresh 3
| Has a moderately good chance of charging the user's move gauge by one when a move is successful.
| 6
| 72
| 1
|-style="background:#fff"
| Close Combat: Power +5
| Close Combat: Power ↑ +5
| 2
| 24
| 1
|-style="background:#fff"
| Close Combat: Power +5
| Close Combat: Power ↑ +5
| 2
| 24
| 1
|-style="background:#fff"
| Close Combat: Power +5
| Close Combat: Power ↑ +5
| 2
| 24
| 2
|-style="background:#fff"
| Close Combat: Move Gauge Refresh 3
| Has a moderately good chance of charging the user's move gauge by one when a move is successful.
| 6
| 72
| 1
|-style="background:#fff"
| Close Combat: Stat's Quo 4
| Has a good chance of returning the user's lowered stats to normal when a move is successful.
| 6
| 72
| 3
|-style="background:#fff"
| Dire Hit: MP Refresh 3
| Has a moderately good chance of restoring one MP of the move used if the move is successful.
| 7
| 84
| 1
|-style="background:#fff"
| Here I Come!: MP Refresh 3
| Has a moderately good chance of restoring one MP of the move used if the move is successful.
| 7
| 84
| 2
|-style="background:#fff"
| Natural Remedy
| Once per battle, removes all status conditions from the user when the user is inflicted by any status condition.
| 5
| 60
| 1
|-style="background:#fff"
| Cakewalk
| The more the target's Speed is lowered, the more it powers up sync moves.
| 8
| 96
| 2
|-style="background:#fff"
| Ramming Speed
| The more the user's Speed has been raised, the more it powers up moves.
| 10
| 120
| 2
|-style="background:#fff"
| Grand Entry 1
| Raises the user's Sp. Atk when the Pokémon enters a battle.
| 6
| 72
| 2
|-style="background:#fff"
| Fierce Entry 1
| Raises the user's Attack when the Pokémon enters a battle.
| 6
| 72
| 3
|-style="background:#fff"
| Quick Cure
| Removes the confused, flinching, and trapped conditions from the user once during battle.
| 5
| 60
| 3
|-style="background:#fff"
| Critical Strike 1
| Powers up attacks if they become critical hits.
| 10
| 120
| 3
|-style="background:#fff"
| Critical Strike 1
| Powers up attacks if they become critical hits.
| 10
| 120
| 3
|-style="background:#fff"
| Endurance
| If the Pokémon enters battle with full HP, allows it to endure the next hit it takes that would reduce it to 0 HP.
| 10
| 120
| 3
|-style="background:#fff"
| Rallying Close Combat: Power +25
| Rallying Close Combat: Power ↑ +25
| 5
| 60
| 3
|-style="background:#fff"
| Rallying Close Combat: Power +25
| Rallying Close Combat: Power ↑ +25
| 5
| 60
| 3
|}-->


==Availability==
==Availability==
4,154

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