Archer (Masters): Difference between revisions

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===Sync Grid===
===Sync Grid===
The sync grid for Archer and Houndoom is an expanded grid, made available since the pair first released.
The sync grid for Archer and Houndoom is an expanded grid, made available since the pair first released.
{| class="roundy sortable" style="margin:auto; background:#{{dark color}}; border:3px solid #{{dark color dark}}; text-align:center"
|- style="background: #{{dark 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 +5
| Attack +5
| 2
| 24
| 1
|-style="background:#fff"
| Defense +5
| Defense +5
| 0
| 5
| 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"
| 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"
| Speed +5
| Speed +5
| 2
| 24
| 1
|-style="background:#fff"
| Bite: Power +3
| Bite: Power ↑ +3
| 3
| 36
| 1
|-style="background:#fff"
| Bite: Power +3
| Bite: Power ↑ +3
| 3
| 36
| 1
|-style="background:#fff"
| Bite: Power +3
| Bite: Power ↑ +3
| 3
| 36
| 1
|-style="background:#fff"
| Bite: Power +3
| Bite: Power ↑ +3
| 3
| 36
| 1
|-style="background:#fff"
| Bite: Power +3
| Bite: Power ↑ +3
| 3
| 36
| 2
|-style="background:#fff"
| Bite: 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"
| Flame Charge: Power +3
| Flame Charge: Power ↑ +3
| 3
| 36
| 1
|-style="background:#fff"
| Flame Charge: Power +3
| Flame Charge: Power ↑ +3
| 3
| 36
| 1
|-style="background:#fff"
| Flame Charge: Power +3
| Flame Charge: Power ↑ +3
| 3
| 36
| 1
|-style="background:#fff"
| Flame Charge: Power +3
| Flame Charge: Power ↑ +3
| 3
| 36
| 1
|-style="background:#fff"
| Flame Charge: Power +3
| Flame Charge: Power ↑ +3
| 3
| 36
| 2
|-style="background:#fff"
| Flame Charge: 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"
| Flame Charge: Scorching Touch 4
| Has a chance (50%) of leaving the target burned when the user’s attack move against it is successful.
| 8
| 96
| 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"
| Don’t Care for That!: 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"
| Don’t Care for That!: Propulsion 9
| Reduces the user’s sync move countdown by one when the user’s move is successful.
| 10
| 120
| 3
|-style="background:#fff"
| Natural Remedy
| Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
| 7
| 84
| 2
|-style="background:#fff"
| Superduper Effective 5
| Powers up moves that are super effective.
| 8
| 96
| 2
|-style="background:#fff"
| Gobsmack 4
| Has a chance (50%) of leaving the target confused when the user’s attack move against it is successful.
| 8
| 96
| 2
|-style="background:#fff"
| Safety Tether
| Applies the Enduring effect to the user the first time its sync move is used each battle.
| 10
| 120
| 2
|-style="background:#fff"
| Catalyst
| Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s sync move is used each battle.
| 10
| 120
| 2
|-style="background:#fff"
| Chase Down 5
| Powers up the user’s moves when the target’s Speed is lowered.
| 10
| 120
| 3
|-style="background:#fff"
| Cakewalk
| The more the target’s Speed is lowered, the more it powers up the user’s sync move.
| 10
| 120
| 3
|-style="background:#fff"
| Speedster’s Sync 5
| Powers up the user’s sync move when its Speed is raised.
| 10
| 120
| 3
|-style="background:#fff"
| Trip Wire 2
| Lowers the Speed of all opposing sync pairs by 2 stat ranks when the user enters a 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"
| Trip Up 9
| Lowers the target’s Speed by one stat rank when the user’s attack move against it is successful.
| 10
| 120
| 3
|-style="background:#fff"
| Aggravation 1
| Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
| 10
| 120
| 3
|-style="background:#fff"
| Regaining Evil Glory Dark Impact: Power +25
| Regaining Evil Glory Dark Impact: Power ↑ +25
| 5
| 60
| 3
|-style="background:#fff"
| Regaining Evil Glory Dark Impact: Power +25
| Regaining Evil Glory Dark Impact: Power ↑ +25
| 5
| 60
| 3
|}


==Availability==
==Availability==
2,731

edits