Sync pair: Difference between revisions

m
Undo revision 3591818 by Ht14 (talk): my apologies, i misread that. cleaning up the writing though.
m (Undo revision 3591789 by Superjothan (talk): not true...?)
Tag: Undo
m (Undo revision 3591818 by Ht14 (talk): my apologies, i misread that. cleaning up the writing though.)
Tag: Undo
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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 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 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:
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{| class="roundy" style="margin:auto; background:#{{orange color}}; border:3px solid #{{gold color}}; text-align:center"
{| class="roundy" style="margin:auto; background:#{{orange color}}; border:3px solid #{{gold color}}; text-align:center"
! rowspan='2' style="background-color:#{{gold color light}}; {{roundytl|5px}}" | Raise in level cap
! rowspan='2' style="background-color:#{{gold color light}}; {{roundytl|5px}}" | Raise in level cap
! colspan='11' style="background-color:#{{gold color light}}; {{roundytr|5px}}" | Items Required
! colspan='11' style="background-color:#{{gold color light}}; {{roundytr|5px}}" | Items required
|-
|-
! style="background-color:#{{gold color light}}; | Great Drinks<br>[[File:Masters Great Buff Blend.png|40px]]/[[File:Masters Great Tech Tonic.png|40px]]/[[File:Masters Great Aid Ade.png|40px]]
! style="background-color:#{{gold color light}}; | Great Drinks<br>[[File:Masters Great Buff Blend.png|40px]]/[[File:Masters Great Tech Tonic.png|40px]]/[[File:Masters Great Aid Ade.png|40px]]
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Once a pair's Pokémon's reaches its final evolutionary stage, the pair's sync move will change. Extending the Barry example, the pair will learn the [[sync move]] Late Fee Bubble Beam once Prinplup evolves into Empoleon.
Once a pair's Pokémon's reaches its final evolutionary stage, the pair's sync move will change. Extending the Barry example, the pair will learn the [[sync move]] Late Fee Bubble Beam once Prinplup evolves into Empoleon.


Some Pokémon will also change other moves upon evolution; for example, {{mas|Elio}}'s {{p|Popplio}} will change its [[Water Gun]] into [[Sparkling Aria]] upon evolving into {{p|Primarina}}.
Some Pokémon will also change other moves upon evolution; for example, {{mas|Elio}}'s {{p|Popplio}} will change its {{m|Water Gun}} into {{m|Sparkling Aria}} upon evolving into {{p|Primarina}}.


To initiate an evolution, the pair must have reached the required level, and a sync pair story about the evolution must be completed. These stories cost evolution shards or evolution crystals, and each includes a one-on-one battle as well as story scenes.
To initiate an evolution, the pair must have reached the required level, and a sync pair story about the evolution must be completed. These stories cost evolution shards or evolution crystals, and each includes a one-on-one battle as well as story scenes.
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A Power Boost can enable a pair to perform Mega Evolution, or add more tiles to the pair's sync grid (but not both). Which is received will vary based on the pair.
A Power Boost can enable a pair to perform Mega Evolution, or add more tiles to the pair's sync grid (but not both). Which is received will vary based on the pair.
* Mega Evolution - Giovanni & Mewtwo, Zinnia & Rayquaza
* Mega Evolution - Giovanni & Mewtwo, Zinnia & Rayquaza
* Additional sync grid tiles - Silver & Ho-oh, Cyrus & Palkia, Ghetsis & Kyurem
* Additional sync grid tiles - Silver & Ho-Oh, Cyrus & Palkia, Ghetsis & Kyurem


===Defunct mechanics===
===Defunct mechanics===
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====Legendary Event level caps====
====Legendary Event level caps====
Sync pairs rewarded from Legendary Events used "custom" items exclusive to their respective event to unlock their level caps. The amount of each item needed also varied between these Sync pairs.
Sync pairs rewarded from Legendary Events used "custom" items exclusive to their respective event to unlock their level caps. The amount of each item needed also varied between these sync pairs.
* Starting with Zinnia & Rayquaza, and for any legendary event pairs re-run afterwards, Custom Drinks were used instead of Custom Training Machines to increase level cap.
* Starting with Zinnia & Rayquaza, and for any legendary event pairs re-run afterwards, Custom Drinks were used instead of Custom Training Machines to increase level cap.
* Starting in version 2.2.0, all legendary event pairs use normal level cap materials. Custom materials can no longer be used, though they can be exchanged for normal materials.
* Starting in version 2.2.0, all Legendary Event pairs use normal level cap materials. Custom materials can no longer be used, though they can be exchanged for normal materials.


{| class="roundy mw-collapsible mw-collapsed" style="margin:auto; background:#{{orange color}}; border:3px solid #{{gold color}}; text-align:center"
{| class="roundy mw-collapsible mw-collapsed" style="margin:auto; background:#{{orange color}}; border:3px solid #{{gold color}}; text-align:center"
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Methods available using free gems:
Methods available using free gems:
* Most of the time, it costs 300 gems to scout one pair, or 3000 gems to scout 11 pairs (10 prior to the August 2020 Sygna Suit Blue Poké Fair Scout).
* Most of the time, it costs 300 gems to scout one pair, or 3000 gems to scout 11 pairs (10 prior to the August 2020 Sygna Suit Blue Poké Fair Scout).
* On Pokémon Masters day, which is the 15th of every month from November 2021 onwards, a "Pokémon Masters Day One-Time-Only Happy Scout" costs 25 gems to scout 11 pairs.
* On Pokémon Masters Day, which is the 15th of every month from November 2021 onwards, a "Pokémon Masters Day One-Time-Only Happy Scout" costs 25 gems to scout 11 pairs.


Methods available using only paid gems:
Methods available using only paid gems:
* A "daily discount scout" allows for using 100 paid gems to scout one pair. This can be performed once per sync pair scout, per day.
* A "daily discount scout" allows for using 100 paid gems to scout one pair. This can be performed once per sync pair scout, per day.
** In some cases, the daily discount scout may be available up to three times for a specific sync pair scout.
** In some cases, the daily discount scout may be available up to three times for a specific sync pair scout.
* On Pokémon Masters day, a "Pokémon Masters Day 5★-Guaranteed Scout" costs 100 paid gems to scout 11 pairs, with at least one pair guaranteed to be 5★.
* On Pokémon Masters Day, a "Pokémon Masters Day 5★-Guaranteed Scout" costs 100 paid gems to scout 11 pairs, with at least one pair guaranteed to be 5★.
* A "5★-select scout" allows for scouting 11 or 25 sync pairs, and for selecting a specific 5★ to receive afterwards.
* A "5★-select scout" allows for scouting 11 or 25 sync pairs, and for selecting a specific 5★ to receive afterwards.
* A "tiered scout" allows for scouting non-standard amounts of pairs (3, 5, 7 pairs, etc), with several different costs for each tiered "step".
* A "tiered scout" allows for scouting non-standard amounts of pairs (3, 5, 7 pairs, etc), with several different costs for each tiered "step".
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The 5★ featured rate behaves differently if there is more than one featured character:
The 5★ featured rate behaves differently if there is more than one featured character:
* 2 or 3 characters - Each character has a 1.5% appearance rate (totaling 3% or 4.5% featured rate).
* 2 or 3 characters - Each character has a 1.5% appearance rate (totaling 3% or 4.5% featured rate, respectively).
* 4 or more characters - A total 2% rate is evenly split between each character (example: 4 characters will each have a rate of 0.5%).
* 4 or more characters - A total 2% rate is evenly split between each character (example: 4 characters will each have a rate of 0.5%).


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* Antenna:
* Antenna:
** If no antenna appears, the batch includes only 3★ pairs.
** If no antenna appears, the batch includes only 3★ pairs.
** If a small antenna appears, the batch includes a pair of 4★ or 5★ rarity.
** If a small antenna appears, the batch includes a pair of at least 4★ rarity.
* Doors:
* Doors:
** If the doors don't emit rays of light before opening, the batch includes only 3★ pairs.
** If the doors don't emit rays of light before opening, the batch includes only 3★ pairs.
** If the doors emit some rays of light before opening, the batch includes a pair of 4★ or 5★ rarity.
** If the doors emit some rays of light before opening, the batch includes at least one 4★ pair but no 5★ pair.
** If the doors emit several rays of light and rainbow-colored shards, the batch includes a 5★ pair.
** If the doors emit several rays of light and rainbow-colored shards, the batch includes a 5★ pair.
* Mindscape (from version 1.5.0 onwards):
* Mindscape (from version 1.5.0 onwards):
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