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  1. Archie and Kyogre: 5* Water Special Striker
  2.  
  3. Weakness: Grass
  4.  
  5. Obtainment Method: Legendary Event
  6.  
  7.  
  8. Moves
  9. Move Type Category Target Power Accuracy Cost Additional Effects
  10. Surf Water Special All Opponents 100-120 100% 3 bars --
  11. Thunder Electric Special Single Target 124-148 70% 3 bars Never misses in rainy weather. Has a moderate chance to paralyze the target
  12. Aqua Tail Water Physical Single Target 56-67 100% 2 bars --
  13. Brace for Impact! 2/2 -- Trainer Self -- -- 0 (2 uses) Ensures the user takes less damage from the next super effective move, increases the user's Special Attack and Speed. Doubles the stat boosts in rain
  14.  
  15.  
  16. Sync Move
  17. Move Power Additional Effects
  18. Flood The Lands Origin Pulse 250-300 --
  19.  
  20.  
  21. Stats
  22. HP Attack Defense Special Attack Special Defense Speed
  23. 645 297 134 265 151 204
  24.  
  25.  
  26. Passive Skills:
  27. Downpour Turns the weather rainy after using a Sync Move
  28. Dire Rain 1 Critical hits land more easily when an attack move is used while the weather is rainy
  29. Ramming Speed The more the user's Speed has been raised, the more it powers up moves
  30.  
  31.  
  32. Sync Grid
  33. Name Effect Energy Required Sync Orb Required Move Level Required
  34. HP +10 HP +10 0 5 1
  35. HP +10 HP +10 2 24 1
  36. HP +10 HP +10 2 24 2
  37. HP +20 HP +20 4 48 2
  38. HP +20 HP +20 4 48 1
  39. Attack +5 Attack +5 0 5 1
  40. Attack +5 Attack +5 2 5 1
  41. Sp. Atk +5 Sp. Atk +5 0 5 1
  42. Sp. Atk +5 Sp. Atk +5 2 5 2
  43. Sp. Atk +20 Sp. Atk +20 2 24 2
  44. Defense +5 Defense +5 0 5 1
  45. Defense +5 Defense +5 2 5 1
  46. Defense +10 Defense +10 2 12 2
  47. Defense +20 Defense +20 4 20 2
  48. Sp. Def +5 Sp. Def +5 0 5 1
  49. Sp. Def +5 Sp. Def +5 2 24 1
  50. Speed +5 Speed +5 0 5 1
  51. Speed +5 Speed +5 2 5 1
  52. Speed +20 Speed +20 4 48 2
  53. Speed +20 Speed +20 4 48 2
  54. Surf: Power +3 Surf: Power +3 4 48 1
  55. Surf: Power +3 Surf: Power +3 4 48 1
  56. Surf: Power +3 Surf: Power +3 4 48 1
  57. Surf: Power +3 Surf: Power +3 4 48 2
  58. Surf: Move Gauge Refresh 2 Has a moderate chance of charging the user's move gauge by one when a move is successful 6 72 1
  59. Surf: Move Gauge Refresh 2 Has a moderate chance of charging the user's move gauge by one when a move is successful 6 72 3
  60. Surf: Mind Games Has a good chance of lowering the target's Sp. Def when an attack is successful 8 96 3
  61. Thunder: Power +3 Thunder: Power +3 4 48 1
  62. Thunder: Power +3 Thunder: Power +3 4 48 1
  63. Thunder: Power +3 Thunder: Power +3 4 48 1
  64. Thunder: Power +3 Thunder: Power +3 4 48 2
  65. Thunder: Move Gauge Refresh 2 Has a moderate chance of charging the user's move gauge by one when a move is successful 6 84 1
  66. Thunder: Troublemaker 1 Raises the chance of success for status moves that inflict status conditions 6 84 2
  67. Aqua Tail: Power +3 Aqua Tail: Power +3 4 48 1
  68. Aqua Tail: Power +3 Aqua Tail: Power +3 4 48 1
  69. Aqua Tail: Power +3 Aqua Tail: Power +3 4 48 1
  70. Aqua Tail: Power +3 Aqua Tail: Power +3 4 48 2
  71. Aqua Tail: Move Gauge Refresh 2 Has a moderate chance of charging the user's move gauge by one when a move is successful 6 84 1
  72. Brace for Impact!: MP Refresh 2 Occasionally restores one MP of the move used if the move is successful 4 84 1
  73. Deep Diver 2 The first time the user's sync move countdown reaches 1, they raise their evasion sharply 7 60 3
  74. Rain Gear 3 Reduces damage when the Pokémon is hit by an attack move when the weather is rainy 7 54 2
  75. Grand Entry Raises the user's Sp. Atk when the Pokémon enters a battle 6 48 2
  76. Paralysis Synergy Powers up moves when the move's target is paralyzed 6 48 2
  77. Heavy Rainfall 3 When the weather is rainy, the user's moves have a chance to lower the target's Speed when successful 8 96 3
  78. Rain Coat Stats cannot be lowered in rainy weather 8 100 3
  79. Inclement Intellect 4 Has a moderate chance of raising the user's Sp. Atk when the weather is rainy and an attack is successful 10 80 2
  80. Static Shock 3 Powers up sync moves when the target is paralyzed 10 124 3
  81. Overwhelm 2 Once per battle, raises all increased stat values when in a pinch 10 96 2
  82. First Aid Restores a bit of the Pokémon's HP once during battle when the Pokémon is in a pinch 8 96 3
  83. Flood The Lands Origin Pulse: Power +25 Flood The Lands Origin Pulse: Power +25 5 100 3
  84. Flood The Lands Origin Pulse: Power +25 Flood The Lands Origin Pulse: Power +25 5 100 3
  85.  
  86.  
  87. Maxie and Groudon: 5*EX Ground Tech
  88.  
  89. Weakness: Water
  90.  
  91. Obtainment Method: Pokefair Banner
  92.  
  93. Moves
  94. Move Type Category Target Power Accuracy Cost Additional Effects
  95. Earthquake Ground Physical All Opponents 100-120 100% 3 bars --
  96. Scorching Sands Ground Special Single Target 51-63 100% 2 bars Small chance to burn the target
  97. Fire Punch Fire Physical Single Target 47-55 100% 2 bars Very small chance to burn the target
  98. Progress Will Be Made 2/2 -- Trainer Self -- -- 0 (2 uses) User restores a chunk of HP, raises the user's Defense and Speed sharply. Raises all allied sync pairs critical-hit rates in sunny weather
  99.  
  100.  
  101. Sync Move
  102. Move Power Additional Effects
  103. Burn The Seas Precipice Blades 200-240 Does more damage on burnt enemies
  104.  
  105.  
  106. Stats
  107. HP Attack Defense Special Attack Special Defense Speed
  108. 765 301 265 313 204 251
  109.  
  110.  
  111. Passive Skills
  112. Solarize Makes the weather sunny after using a sync move
  113. Charging Sun 3 Powers up moves when the weather is sunny
  114. Brawlicade The higher the user's Defense, the more it powers up sync moves
  115.  
  116.  
  117. Sync Grid
  118. Name Effect Energy Required Sync Orb Required Move Level Required
  119. HP +10 HP +10 0 5 1
  120. HP +10 HP +10 2 24 1
  121. HP +10 HP +10 2 24 2
  122. HP +20 HP +20 4 48 2
  123. HP +20 HP +20 4 48 1
  124. Attack +5 Attack +5 0 5 1
  125. Attack +5 Attack +5 2 5 1
  126. Attack +20 Attack +20 4 24 2
  127. Attack +20 Attack +20 4 24 2
  128. Sp. Atk +5 Sp. Atk +5 0 5 1
  129. Sp. Atk +5 Sp. Atk +5 2 5 2
  130. Defense +5 Defense +5 0 5 1
  131. Defense +5 Defense +5 2 5 1
  132. Defense +10 Defense +10 2 12 2
  133. Defense +20 Defense +20 4 20 2
  134. Sp. Def +5 Sp. Def +5 0 5 1
  135. Sp. Def +5 Sp. Def +5 2 24 1
  136. Speed +5 Speed +5 0 5 1
  137. Speed +5 Speed +5 2 5 1
  138. Speed +20 Speed +20 4 48 2
  139. Speed +20 Speed +20 4 48 2
  140. Earthquake: Power +3 Earthquake: Power +3 4 48 1
  141. Earthquake: Power +3 Earthquake: Power +3 4 48 1
  142. Earthquake: Power +3 Earthquake: Power +3 4 48 1
  143. Earthquake: Power +3 Earthquake: Power +3 4 48 2
  144. Earthquake: Move Gauge Refresh 2 Has a moderate chance of charging the user's move gauge by one when a move is successful 6 72 1
  145. Earthquake: Move Gauge Refresh 2 Has a moderate chance of charging the user's move gauge by one when a move is successful 6 72 3
  146. Earthquake: Staggering 2 Has a moderate chance of making the target flinch when an attack is successful 8 96 3
  147. Scorching Sands: Power +3 Scorching Sands: Power +3 4 48 1
  148. Scorching Sands: Power +3 Scorching Sands: Power +3 4 48 1
  149. Scorching Sands: Power +3 Scorching Sands: Power +3 4 48 1
  150. Scorching Sands: Power +3 Scorching Sands: Power +3 4 48 2
  151. Scorching Sands: Move Gauge Refresh 2 Has a moderate chance of charging the user's move gauge by one when a move is successful 6 84 1
  152. Scorching Sands: Trip Up 2 Has a moderate chance of lowering the target's Speed when an attack is successful 8 54 3
  153. Fire Punch: Power +3 Fire Punch: Power +3 4 48 1
  154. Fire Punch: Power +3 Fire Punch: Power +3 4 48 1
  155. Fire Punch: Power +3 Fire Punch: Power +3 4 48 1
  156. Fire Punch: Power +3 Fire Punch: Power +3 4 48 2
  157. Fire Punch: Move Gauge Refresh 2 Has a moderate chance of charging the user's move gauge by one when a move is successful 6 84 1
  158. Progress Will Be Made: MP Refresh 2 Occasionally restores one MP of the move used if the move is successful 4 84 1
  159. Meltdown Before the user faints, removes all damage reduction effects from the enemy's field of play 7 60 3
  160. Healing Sun 2 Restores the Pokémon's HP whenever it takes an action while the weather is sunny 7 54 2
  161. Sand Shelter Does not take damage in sandstorms 6 48 2
  162. Burn Synergy Powers up moves when the move's target is burned 6 48 2
  163. Solar Flare 5 Powers up sync moves when the weather is sunny 8 96 3
  164. Stats cannot be lowered in rainy weather 8 100 3
  165. Inclement Intellect 4 Has a moderate chance of raising the user's Sp. Atk when the weather is rainy and an attack is successful 10 80 2
  166. Static Shock 3 Powers up sync moves when the target is paralyzed 10 124 3
  167. Natural Remedy Once per battle, removes all status conditions from the user when the user is inflicted by any status condition 10 96 2
  168. Lithe User cannot be paralyzed 7 48 1
  169. Burn The Seas Precipice Blades: Power +25 Burn The Seas Precipice Blades: Power +25 5 100 3
  170. Burn The Seas Precipice Blades: Power +25 Burn The Seas Precipice Blades: Power +25 5 100 3
  171.  
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