Marshal (Masters): Difference between revisions

Line 143: Line 143:


===Sync Grid===
===Sync Grid===
The [[sync grid]] for Marshal and Conkeldurr is a basic grid which has not yet been expanded.
The [[sync grid]] for Marshal and Conkeldurr is an expanded grid, made available on January 25, 2023.
{| class="roundy sortable" style="margin:auto; background:#{{fighting color}}; border:3px solid #{{fighting color dark}}; text-align:center"
{| class="roundy sortable" style="margin:auto; background:#{{fighting color}}; border:3px solid #{{fighting color dark}}; text-align:center"
|- style="background: #{{fighting color light}}"
|- style="background: #{{fighting color light}}"
Line 156: Line 156:
| 0
| 0
| 5
| 5
| 1
|-style="background:#fff"
| HP +10
| HP +10
| 2
| 24
| 1
| 1
|-style="background:#fff"
|-style="background:#fff"
Line 168: Line 174:
| 0
| 0
| 5
| 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 +10
| Attack +10
| 4
| 48
| 1
| 1
|-style="background:#fff"
|-style="background:#fff"
Line 174: Line 198:
| 0
| 0
| 5
| 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"
| Defense +5
| Defense +5
| 2
| 24
| 1
| 1
|-style="background:#fff"
|-style="background:#fff"
Line 180: Line 222:
| 0
| 0
| 5
| 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"
| Sp. Def +5
| Sp. Def +5
| 2
| 24
| 1
| 1
|-style="background:#fff"
|-style="background:#fff"
Line 187: Line 247:
| 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"
| Rock Smash: Power +4
| Rock Smash: Power ↑ +4
| 3
| 36
| 1
|-style="background:#fff"
| Rock Smash: Power +4
| Rock Smash: Power ↑ +4
| 3
| 36
| 1
|-style="background:#fff"
| Rock Smash: Power +4
| Rock Smash: Power ↑ +4
| 3
| 36
| 1
|-style="background:#fff"
| Rock Smash: Power +4
| Rock Smash: Power ↑ +4
| 3
| 36
| 2
|-style="background:#fff"
| Rock Smash: Power +4
| Rock Smash: Power ↑ +4
| 3
| 36
| 2
|-style="background:#fff"
| Rock Smash: Move Gauge Refresh 2
| Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
| 7
| 84
| 2
|-style="background:#fff"
| Rock Smash: Insult to Injury
| The more the target’s Defense is lowered, the more it powers up the user’s moves.
| 7
| 84
| 2
|-style="background:#fff"
| Drain Punch: Power +3
| Drain Punch: Power ↑ +3
| 3
| 36
| 1
|-style="background:#fff"
| Drain Punch: Power +3
| Drain Punch: Power ↑ +3
| 3
| 36
| 1
|-style="background:#fff"
| Drain Punch: Power +3
| Drain Punch: Power ↑ +3
| 3
| 36
| 2
|-style="background:#fff"
| Drain Punch: Move Gauge Refresh 2
| Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
| 7
| 84
| 2
|-style="background:#fff"
| X Attack: 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"
| It's All Down to This!: 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"
| It's All Down to This!: Berserker 1
| Raises the user’s Attack by 1 stat rank when its move is successful.
| 7
| 84
| 3
|-style="background:#fff"
| Headstrong
| Attack cannot be lowered.
| 5
| 60
| 1
|-style="background:#fff"
| Clearheaded
| Prevents the user from becoming confused.
| 5
| 60
| 1
|-style="background:#fff"
| Escape Artist
| Prevents the user from becoming trapped.
| 5
| 60
| 1
|-style="background:#fff"
| Stamina Reserves 4
| Charges the user’s move gauge by 4 the first time it is in a pinch each battle.
| 7
| 84
| 2
|-style="background:#fff"
| Outrun 2
| Quickly charges the move gauge when the user is affected by a status condition.
| 7
| 84
| 2
|-style="background:#fff"
| Tough Sync 3
| Powers up the user’s sync move when its Defense is raised.
| 7
| 84
| 2
|-style="background:#fff"
| Brawling Acceleration 2
| Quickly charges the move gauge when the zone is a Fighting Zone.
| 9
| 108
| 2
|-style="background:#fff"
| Staggering 2
| Has a chance (30%) of making the target flinch when the user’s attack move against it is successful.
| 9
| 108
| 3
|-style="background:#fff"
| Safety Tether
| Applies the Enduring effect to the user the first time its sync move is used each battle.
| 9
| 108
| 3
|-style="background:#fff"
| Superduper Effective 2
| Powers up moves that are super effective.
| 10
| 120
| 3
|-style="background:#fff"
| Super Desperate
| Applies the Supereffective ↑ Next effect to the user the first time it is in a pinch each battle.
| 10
| 120
| 3
|-style="background:#fff"
| Sharp Entry 1
| Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
| 10
| 120
| 3
|-style="background:#fff"
| On a Roll 1
| Raises the chance of lowering stat values with the additional effects of moves.
| 10
| 120
| 3
|-style="background:#fff"
| Relentless
| The more the target’s Defense is lowered, the more it powers up the user’s sync move.
| 10
| 120
| 3
|-style="background:#fff"
| Way-of-the-Warrior Focus Punch: Power +25
| Way-of-the-Warrior Focus Punch: Power ↑ +25
| 5
| 60
| 3
|-style="background:#fff"
| Way-of-the-Warrior Focus Punch: Power +25
| Way-of-the-Warrior Focus Punch: Power ↑ +25
| 5
| 60
| 3
|}
|}


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