Rose (Masters): Difference between revisions

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===Sync Grid===
===Sync Grid===
The sync grid for Rose and Copperajah is an expanded grid, made available since the pair first released.
The sync grid for Rose and Copperajah is an expanded grid, made available since the pair first released.
{| class="roundy sortable" style="margin:auto; background:#{{steel color}}; border:3px solid #{{steel color dark}}; text-align:center"
|- style="background: #{{steel 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
| 0
| 5
| 1
|-style="background:#fff"
| Attack +5
| Attack +5
| 2
| 24
| 1
|-style="background:#fff"
| Attack +5
| Attack +5
| 2
| 24
| 1
|-style="background:#fff"
| Attack +5
| Attack +5
| 2
| 24
| 1
|-style="background:#fff"
| Attack +10
| Attack +10
| 4
| 48
| 2
|-style="background:#fff"
| Defense +5
| Defense +5
| 0
| 5
| 1
|-style="background:#fff"
| Defense +5
| Defense +5
| 2
| 24
| 1
|-style="background:#fff"
| Defense +5
| Defense +5
| 2
| 24
| 1
|-style="background:#fff"
| Sp. Def +5
| Sp. Def +5
| 0
| 5
| 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"
| 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"
| Iron Head: Power +3
| Iron Head: Power ↑ +3
| 3
| 36
| 1
|-style="background:#fff"
| Iron Head: Power +3
| Iron Head: Power ↑ +3
| 3
| 36
| 1
|-style="background:#fff"
| Iron Head: Power +3
| Iron Head: Power ↑ +3
| 3
| 36
| 1
|-style="background:#fff"
| Iron Head: Power +3
| Iron Head: Power ↑ +3
| 3
| 36
| 2
|-style="background:#fff"
| Iron Head: Power +3
| Iron Head: Power ↑ +3
| 3
| 36
| 2
|-style="background:#fff"
| Iron Head: Move Gauge Refresh 9
| Charges the user’s move gauge by one when a move is successful.
| 10
| 120
| 2
|-style="background:#fff"
| Stone Edge: Power +3
| Stone Edge: Power ↑ +3
| 3
| 36
| 1
|-style="background:#fff"
| Stone Edge: Power +3
| Stone Edge: Power ↑ +3
| 3
| 36
| 1
|-style="background:#fff"
| Stone Edge: Power +6
| Stone Edge: Power ↑ +6
| 5
| 60
| 2
|-style="background:#fff"
| Stone Edge: 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"
| High Horsepower: Power +3
| High Horsepower: Power ↑ +3
| 3
| 36
| 1
|-style="background:#fff"
| High Horsepower: Power +3
| High Horsepower: Power ↑ +3
| 3
| 36
| 1
|-style="background:#fff"
| High Horsepower: Power +6
| High Horsepower: Power ↑ +6
| 5
| 60
| 2
|-style="background:#fff"
| High Horsepower: 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"
| Actions, Not Words!: MP Refresh 2
| Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
| 7
| 84
| 1
|-style="background:#fff"
| Sand Shelter
| Protects the user from damage from a sandstorm.
| 5
| 60
| 1
|-style="background:#fff"
| Superduper Effective 1
| Powers up moves that are super effective.
| 7
| 84
| 2
|-style="background:#fff"
| Double Down 2
| Powers up the user’s sync moves that are super effective.
| 7
| 84
| 2
|-style="background:#fff"
| Interference Immunity
| Prevents the user from flinching, becoming confused, or becoming trapped.
| 7
| 84
| 2
|-style="background:#fff"
| MAX Super Preparation
| Applies the Supereffective ↑ Next effect to the user after using its max move.
| 7
| 84
| 2
|-style="background:#fff"
| Sync Freebie
| Applies the Free Move Next effect to the user after using its sync move.
| 9
| 108
| 2
|-style="background:#fff"
| Sands of Time 2
| Quickly charges the move gauge during a sandstorm.
| 9
| 108
| 2
|-style="background:#fff"
| Surging Sand 3
| Powers up the user’s moves during a sandstorm.
| 9
| 108
| 3
|-style="background:#fff"
| Furious Brawn
| The more the user’s Attack is raised, the more it powers up the user’s moves.
| 10
| 120
| 3
|-style="background:#fff"
| MAX Countdown 1
| Reduces the user’s sync move countdown by 1 after using its max move.
| 10
| 120
| 3
|-style="background:#fff"
| Haymaker
| The more the user’s Attack is raised, the more it powers up the user’s sync move.
| 10
| 120
| 3
|-style="background:#fff"
| Steel DF on Opp: Sync Power ↑ 5
| Powers up the user’s sync move when Steel Damage Field is applied to the opponent’s field of play.
| 10
| 120
| 3
|-style="background:#fff"
| Defense Crush 9
| Lowers the target’s Defense by one stat rank when the user’s attack move against it is successful.
| 8
| 96
| 4
|-style="background:#fff"
| Impervious
| The user’s stats cannot be lowered.
| 10
| 120
| 5
|-style="background:#fff"
| Steel DF on Opp & Hit: Free Move Next 9
| Applies the Free Move Next effect to the user when its attack move is successful while Steel Damage Field is applied to the opponent’s field of play.
| 10
| 120
| 5
|-style="background:#fff"
| G-Max Steelsurge: Power +100
| G-Max Steelsurge: Power ↑ +100
| 8
| 96
| 3
|-style="background:#fff"
| G-Max Steelsurge: Power +100
| G-Max Steelsurge: Power ↑ +100
| 5
| 60
| 4
|-style="background:#fff"
| Max Rockfall: Power +100
| Max Rockfall: Power ↑ +100
| 8
| 96
| 3
|-style="background:#fff"
| Max Quake: Power +100
| Max Quake: Power ↑ +100
| 8
| 96
| 3
|-style="background:#fff"
| Millennium from Now Steel Impact: Power +25
| Millennium from Now Steel Impact: Power ↑ +25
| 5
| 60
| 3
|-style="background:#fff"
| Millennium from Now Steel Impact: Power +25
| Millennium from Now Steel Impact: Power ↑ +25
| 5
| 60
| 3
|}


==Availability==
==Availability==
2,761

edits