14,366
edits
(additional scouts + links to skills) |
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Hilda is also available in her summer attire, where she forms a sync pair with {{Shiny}} {{p|Grapploct}}. The sync pair could be obtained through a limited-time seasonal sync pair scout and was first available on July 2, 2022. This pair is also capable of being upgraded to {{6EX}}. | Hilda is also available in her summer attire, where she forms a sync pair with {{Shiny}} {{p|Grapploct}}. The sync pair could be obtained through a limited-time seasonal sync pair scout and was first available on July 2, 2022. This pair is also capable of being upgraded to {{6EX}}. | ||
Hilda is also available in her [[sygna suit]], partnered with {{p|Victini}}. This pair is available through a limited Poké Fair scout and was first made available on October 31, 2022. This pair is also capable of being upgraded to {{6EX}}. | Hilda is also available in her [[sygna suit]], partnered with {{p|Victini}}. This pair is available through a limited Poké Fair sync pair scout and was first made available on October 31, 2022. This pair is also capable of being upgraded to {{6EX}}. | ||
==In the games== | ==In the games== | ||
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! colspan=2 | {{color2|000|Passive skill|Passive Skills}} | ! colspan=2 | {{color2|000|Passive skill|Passive Skills}} | ||
|-style="background:#fff" | |-style="background:#fff" | ||
|Antitoxin | |{{sk|Antitoxin}} | ||
|Prevents the user from getting poisoned or badly poisoned. | |Prevents the user from getting poisoned or badly poisoned. | ||
|-style="background:#fff" | |-style="background:#fff" | ||
|First Aid 4 | |{{sk|First Aid|4}} | ||
|Restores the user's HP by approximately 40% of its maximum HP the first time it is in a pinch each battle. | |Restores the user's HP by approximately 40% of its maximum HP the first time it is in a pinch each battle. | ||
|- style="background: #{{fire color light}}" | |- style="background: #{{fire color light}}" | ||
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| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Flame Charge: Move Gauge Refresh 3 | | Flame Charge: {{sk|Move Gauge Refresh|3}} | ||
| Has a chance (40%) of charging the user's move gauge by one when a move is successful. | | Has a chance (40%) of charging the user's move gauge by one when a move is successful. | ||
| 6 | | 6 | ||
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| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Flare Blitz: Move Gauge Refresh 4 | | Flare Blitz: {{sk|Move Gauge Refresh|4}} | ||
| Has a chance (50%) of charging the user's move gauge by one when a move is successful. | | Has a chance (50%) of charging the user's move gauge by one when a move is successful. | ||
| 7 | | 7 | ||
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| 1 | | 1 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Potion: MP Refresh 2 | | Potion: {{sk|MP Refresh|2}} | ||
| Has a chance (30%) of restoring one MP of the move used if the move is successful. | | Has a chance (30%) of restoring one MP of the move used if the move is successful. | ||
| 7 | | 7 | ||
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| 1 | | 1 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Potion: Master Healer 2 | | Potion: {{sk|Master Healer|2}} | ||
| Increases the amount of HP restored by the user's healing moves. | | Increases the amount of HP restored by the user's healing moves. | ||
| 10 | | 10 | ||
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| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Try and Stop Us!: MP Refresh 2 | | Try and Stop Us!: {{sk|MP Refresh|2}} | ||
| Has a chance (30%) of restoring one MP of the move used if the move is successful. | | Has a chance (30%) of restoring one MP of the move used if the move is successful. | ||
| 7 | | 7 | ||
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| 1 | | 1 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Try and Stop Us!: Barricade 1 | | Try and Stop Us!: {{sk|Barricade|1}} | ||
| Raises the user's Sp. Def by 1 stat rank when a move is successful. | | Raises the user's Sp. Def by 1 stat rank when a move is successful. | ||
| 7 | | 7 | ||
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| 1 | | 1 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Try and Stop Us!: Shielding Strikes 1 | | Try and Stop Us!: {{sk|Shielding Strikes|1}} | ||
| Raises the user's Defense by 1 stat rank when a move is successful. | | Raises the user's Defense by 1 stat rank when a move is successful. | ||
| 7 | | 7 | ||
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| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Try and Stop Us!: Hit and Heal 9 | | Try and Stop Us!: {{sk|Hit and Heal|9}} | ||
| Applies the Gradual Healing effect to the user when its move is successful. | | Applies the Gradual Healing effect to the user when its move is successful. | ||
| 3 | | 3 | ||
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| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Haste | | {{sk|Haste}} | ||
| Speed cannot be lowered. | | Speed cannot be lowered. | ||
| 4 | | 4 | ||
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| 1 | | 1 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Standfast 5 | | {{sk|Standfast|5}} | ||
| Reduces recoil damage received from using moves that have recoil in the effect tag. | | Reduces recoil damage received from using moves that have recoil in the effect tag. | ||
| 5 | | 5 | ||
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| 1 | | 1 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Standfast 5 | | {{sk|Standfast|5}} | ||
| Reduces recoil damage received from using moves that have recoil in the effect tag. | | Reduces recoil damage received from using moves that have recoil in the effect tag. | ||
| 5 | | 5 | ||
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| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Standfast 5 | | {{sk|Standfast|5}} | ||
| Reduces recoil damage received from using moves that have recoil in the effect tag. | | Reduces recoil damage received from using moves that have recoil in the effect tag. | ||
| 5 | | 5 | ||
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| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Headstrong | | {{sk|Headstrong}} | ||
| Attack cannot be lowered. | | Attack cannot be lowered. | ||
| 4 | | 4 | ||
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| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Inertia | | {{sk|Inertia}} | ||
| The more user's Speed is raised, the more it powers up the user's sync move. | | The more user's Speed is raised, the more it powers up the user's sync move. | ||
| 8 | | 8 | ||
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| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Ramming Speed | | {{sk|Ramming Speed}} | ||
| The more the user's Speed is raised, the more it powers up the user's moves. | | The more the user's Speed is raised, the more it powers up the user's moves. | ||
| 3 | | 3 | ||
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| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Speedy Entry 2 | | {{sk|Speedy Entry|2}} | ||
| Raises the user's Speed by 2 stat ranks when it enters a battle. | | Raises the user's Speed by 2 stat ranks when it enters a battle. | ||
| 8 | | 8 | ||
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| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Revenge Boost 4 | | {{sk|Revenge Boost|4}} | ||
| Has a chance (50%) of charging the user's move gauge by one when the user is hit by an attack move. | | Has a chance (50%) of charging the user's move gauge by one when the user is hit by an attack move. | ||
| 8 | | 8 | ||
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| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Superduper Effective 2 | | {{sk|Superduper Effective|2}} | ||
| Powers up moves that are super effective. | | Powers up moves that are super effective. | ||
| 10 | | 10 | ||
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| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Desperate Measures 3 | | {{sk|Desperate Measures|3}} | ||
| Raises the user's critical-hit rate by 3 stat ranks the first time it is in a pinch each battle. | | Raises the user's critical-hit rate by 3 stat ranks the first time it is in a pinch each battle. | ||
| 10 | | 10 | ||
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| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Standfast 9 | | {{sk|Standfast|9}} | ||
| Reduces recoil damage received from using moves that have the recoil effect tag. | | Reduces recoil damage received from using moves that have the recoil effect tag. | ||
| 5 | | 5 | ||
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| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Critical Eye 1 | | {{sk|Critical Eye|1}} | ||
| Raises the user's critical-hit rate by 1 stat rank when its move is successful. | | Raises the user's critical-hit rate by 1 stat rank when its move is successful. | ||
| 5 | | 5 | ||
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{{MastersAvailability/entry|Red Mix Scout|November 1, 2023 to May 1, 2024|note=Available using paid gems only}} | {{MastersAvailability/entry|Red Mix Scout|November 1, 2023 to May 1, 2024|note=Available using paid gems only}} | ||
{{MastersAvailability/entry|Blue Mix Scout|May 1 to September 1, 2024|note=Available using paid gems only}} | {{MastersAvailability/entry|Blue Mix Scout|May 1 to September 1, 2024|note=Available using paid gems only}} | ||
{{MastersAvailability/entry|Leaf Mix Scout|September 1, 2024 to January 1, 2025|note=Available using paid gems only}} | |||
{{MastersAvailability/entry|Daily Scout|Starting September 1, 2024|note=One scout available daily}} | |||
{{MastersAvailability/foot|rock}} | {{MastersAvailability/foot|rock}} | ||
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! colspan=2 | {{color2|000|Passive skill|Passive Skills}} | ! colspan=2 | {{color2|000|Passive skill|Passive Skills}} | ||
|-style="background:#fff" | |-style="background:#fff" | ||
|Head Start 1 | |{{sk|Head Start|1}} | ||
|Reduces the user's sync move countdown by 1 the first time it enters a battle each battle.<br>''(Only before Mega Evolving)'' | |Reduces the user's sync move countdown by 1 the first time it enters a battle each battle.<br>''(Only before Mega Evolving)'' | ||
|-style="background:#fff" | |-style="background:#fff" | ||
|Fuel Economy 1 | |{{sk|Fuel Economy|1}} | ||
|Decreases the amount of move gauge slots the user's Pokémon needs to use moves by 1.<br>''(Only after Mega Evolving)'' | |Decreases the amount of move gauge slots the user's Pokémon needs to use moves by 1.<br>''(Only after Mega Evolving)'' | ||
|-style="background:#fff" | |-style="background:#fff" | ||
|Tough Cookie | |{{sk|Tough Cookie}} | ||
|The more the user's Defense is raised, the more it powers up the user's moves. | |The more the user's Defense is raised, the more it powers up the user's moves. | ||
|-style="background:#fff" | |-style="background:#fff" | ||
|Swag Bag 1 | |{{sk|Swag Bag|1}} | ||
|Raises the chance of raising stat values with the additional effects of moves. | |Raises the chance of raising stat values with the additional effects of moves. | ||
|- style="background: #{{rock color light}}" | |- style="background: #{{rock color light}}" | ||
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| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Stone Edge: Move Gauge Refresh 3 | | Stone Edge: {{sk|Move Gauge Refresh|3}} | ||
| Has a chance (40%) of charging the user's move gauge by one when a move is successful. | | Has a chance (40%) of charging the user's move gauge by one when a move is successful. | ||
| 7 | | 7 | ||
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| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Stone Edge: Critical Strike 1 | | Stone Edge: {{sk|Critical Strike|1}} | ||
| Powers up the user's attacks when they become critical hits. | | Powers up the user's attacks when they become critical hits. | ||
| 9 | | 9 | ||
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| 1 | | 1 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Diamond Storm: Move Gauge Refresh 3 | | Diamond Storm: {{sk|Move Gauge Refresh|3}} | ||
| Has a chance (40%) of charging the user's move gauge by one when a move is successful. | | Has a chance (40%) of charging the user's move gauge by one when a move is successful. | ||
| 7 | | 7 | ||
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| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Diamond Storm: Ramming Speed | | Diamond Storm: {{sk|Ramming Speed}} | ||
| The more the user's Speed is raised, the more it powers up the user's moves. | | The more the user's Speed is raised, the more it powers up the user's moves. | ||
| 10 | | 10 | ||
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| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| X Attack: MP Refresh 3 | | X Attack: {{sk|MP Refresh|3}} | ||
| Has a chance (40%) of restoring one MP of the user's move when that move is successful. | | Has a chance (40%) of restoring one MP of the user's move when that move is successful. | ||
| 7 | | 7 | ||
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| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Shine On!: MP Refresh 2 | | Shine On!: {{sk|MP Refresh|2}} | ||
| Has a chance (30%) of restoring one MP of the user's move when that move is successful. | | Has a chance (30%) of restoring one MP of the user's move when that move is successful. | ||
| 7 | | 7 | ||
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| 1 | | 1 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Sand Shelter | | {{sk|Sand Shelter}} | ||
| Protects the Pokémon from damage from a sandstorm. | | Protects the Pokémon from damage from a sandstorm. | ||
| 5 | | 5 | ||
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| 1 | | 1 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Double Down 5 | | {{sk|Double Down|5}} | ||
| Powers up sync moves that are super effective. | | Powers up sync moves that are super effective. | ||
| 8 | | 8 | ||
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| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Fast-Track 9 | | {{sk|Fast-Track|9}} | ||
| Raises the user's Speed by one stat rank after its Pokémon uses a move. | | Raises the user's Speed by one stat rank after its Pokémon uses a move. | ||
| 8 | | 8 | ||
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| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Super Syncer | | {{sk|Super Syncer}} | ||
| Applies the Supereffective ↑ Next effect to the user the first time its sync move is used each battle. | | Applies the Supereffective ↑ Next effect to the user the first time its sync move is used each battle. | ||
| 9 | | 9 | ||
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| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Towering Force | | {{sk|Towering Force}} | ||
| The more the user's Defense is raised, the more it powers up the user's sync move. | | The more the user's Defense is raised, the more it powers up the user's sync move. | ||
| 10 | | 10 | ||
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| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Adrenaline 1 | | {{sk|Adrenaline|1}} | ||
| Reduces the sync move countdown by 1 the first time the user's sync move is used each battle. | | Reduces the sync move countdown by 1 the first time the user's sync move is used each battle. | ||
| 10 | | 10 | ||
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| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Sync Regen | | {{sk|Sync Regen}} | ||
| Applies the Gradual Healing effect to the user after using its sync move. | | Applies the Gradual Healing effect to the user after using its sync move. | ||
| 10 | | 10 | ||
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| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Impervious | | {{sk|Impervious}} | ||
| Stats cannot be lowered. | | Stats cannot be lowered. | ||
| 10 | | 10 | ||
Line 1,030: | Line 1,032: | ||
{{MastersAvailability/entry|Blue Mix Scout|May 1 to September 1, 2024|note=Available using paid gems only}} | {{MastersAvailability/entry|Blue Mix Scout|May 1 to September 1, 2024|note=Available using paid gems only}} | ||
{{MastersAvailability/entry|5★-Select Seasonal Scout ×11 C|August 25 to September 4, 2024|note=Available using paid gems only}} | {{MastersAvailability/entry|5★-Select Seasonal Scout ×11 C|August 25 to September 4, 2024|note=Available using paid gems only}} | ||
{{MastersAvailability/entry|Leaf Mix Scout|September 1, 2024 to January 1, 2025|note=Available using paid gems only}} | |||
{{MastersAvailability/entry|Daily Scout|Starting September 1, 2024|note=One scout available daily}} | |||
{{MastersAvailability/foot|fighting}} | {{MastersAvailability/foot|fighting}} | ||
Line 1,106: | Line 1,110: | ||
! colspan=2 | {{color2|000|Passive skill|Passive Skills}} | ! colspan=2 | {{color2|000|Passive skill|Passive Skills}} | ||
|-style="background:#fff" | |-style="background:#fff" | ||
|Team Beef Up 9 | |{{sk|Team Beef Up|9}} | ||
|Raises the Attack of all allied sync pairs by 1 stat rank when the user is hit by an attack move. | |Raises the Attack of all allied sync pairs by 1 stat rank when the user is hit by an attack move. | ||
|-style="background:#fff" | |-style="background:#fff" | ||
|Natural Remedy | |{{sk|Natural Remedy}} | ||
|Removes all status conditions from the user the first time it is inflicted by any status condition each battle. | |Removes all status conditions from the user the first time it is inflicted by any status condition each battle. | ||
|-style="background:#fff" | |-style="background:#fff" | ||
|Catalytic Infliction | |{{sk|Catalytic Infliction}} | ||
|Applies the Move Gauge Acceleration effect to the allied field of play the first time the user's Pokémon uses a status move each battle. | |Applies the Move Gauge Acceleration effect to the allied field of play the first time the user's Pokémon uses a status move each battle. | ||
|- style="background: #{{fighting color light}}" | |- style="background: #{{fighting color light}}" | ||
Line 1,316: | Line 1,320: | ||
| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Brick Break: Move Gauge Refresh 3 | | Brick Break: {{sk|Move Gauge Refresh|3}} | ||
| Has a chance (40%) of charging the user's move gauge by one when a move is successful. | | Has a chance (40%) of charging the user's move gauge by one when a move is successful. | ||
| 7 | | 7 | ||
Line 1,322: | Line 1,326: | ||
| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Brick Break: Staggering 2 | | Brick Break: {{sk|Staggering|2}} | ||
| Has a chance (30%) of making the target flinch when the user's attack move against it is successful. | | Has a chance (30%) of making the target flinch when the user's attack move against it is successful. | ||
| 10 | | 10 | ||
Line 1,328: | Line 1,332: | ||
| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Protect: Move Gauge Refresh 3 | | Protect: {{sk|Move Gauge Refresh|3}} | ||
| Has a chance (40%) of charging the user's move gauge by one when a move is successful. | | Has a chance (40%) of charging the user's move gauge by one when a move is successful. | ||
| 7 | | 7 | ||
Line 1,334: | Line 1,338: | ||
| 1 | | 1 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Topsy-Turvy: Move Gauge Refresh 3 | | Topsy-Turvy: {{sk|Move Gauge Refresh|3}} | ||
| Has a chance (40%) of charging the user's move gauge by one when a move is successful. | | Has a chance (40%) of charging the user's move gauge by one when a move is successful. | ||
| 7 | | 7 | ||
Line 1,340: | Line 1,344: | ||
| 1 | | 1 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Topsy-Turvy: MP Refresh 2 | | Topsy-Turvy: {{sk|MP Refresh|2}} | ||
| Has a chance (30%) of restoring one MP of the user's move when that move is successful. | | Has a chance (30%) of restoring one MP of the user's move when that move is successful. | ||
| 7 | | 7 | ||
Line 1,346: | Line 1,350: | ||
| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Topsy-Turvy: Propulsion 4 | | Topsy-Turvy: {{sk|Propulsion|4}} | ||
| Has a chance (50%) of reducing the user's sync move countdown by one when the user's move is successful. | | Has a chance (50%) of reducing the user's sync move countdown by one when the user's move is successful. | ||
| 10 | | 10 | ||
Line 1,352: | Line 1,356: | ||
| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Get Gutsy!: MP Refresh 2 | | Get Gutsy!: {{sk|MP Refresh|2}} | ||
| Has a chance (30%) of restoring one MP of the user's move when that move is successful. | | Has a chance (30%) of restoring one MP of the user's move when that move is successful. | ||
| 7 | | 7 | ||
Line 1,358: | Line 1,362: | ||
| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Unflappable | | {{sk|Unflappable}} | ||
| Prevents the user from flinching. | | Prevents the user from flinching. | ||
| 5 | | 5 | ||
Line 1,364: | Line 1,368: | ||
| 1 | | 1 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| First Aid 4 | | {{sk|First Aid|4}} | ||
| Restores the user's HP by approximately 40% of its maximum HP the first time it is in a pinch each battle. | | Restores the user's HP by approximately 40% of its maximum HP the first time it is in a pinch each battle. | ||
| 9 | | 9 | ||
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| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Safety Tether | | {{sk|Safety Tether}} | ||
| Applies the Enduring effect to the user the first time its sync move is used each battle. | | Applies the Enduring effect to the user the first time its sync move is used each battle. | ||
| 10 | | 10 | ||
Line 1,376: | Line 1,380: | ||
| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Charging Infliction 1 | | {{sk|Charging Infliction|1}} | ||
| Charges the user's move gauge by 1 when its Pokémon uses a status move. | | Charges the user's move gauge by 1 when its Pokémon uses a status move. | ||
| 10 | | 10 | ||
Line 1,382: | Line 1,386: | ||
| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Impervious | | {{sk|Impervious}} | ||
| Stats cannot be lowered. | | Stats cannot be lowered. | ||
| 10 | | 10 | ||
Line 1,388: | Line 1,392: | ||
| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Disarmoring Retaliation 9 | | {{sk|Disarmoring Retaliation|9}} | ||
| Lowers the Defense of an opponent that attacked the user by 1 stat rank when the user is hit by an attack move. | | Lowers the Defense of an opponent that attacked the user by 1 stat rank when the user is hit by an attack move. | ||
| 10 | | 10 | ||
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| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Bamboozling Retaliation 9 | | {{sk|Bamboozling Retaliation|9}} | ||
| Lowers the Sp. Def of an opponent that attacked the user by 1 stat rank when the user is hit by an attack move. | | Lowers the Sp. Def of an opponent that attacked the user by 1 stat rank when the user is hit by an attack move. | ||
| 10 | | 10 | ||
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| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Team Fist Bump 3 | | {{sk|Team Fist Bump|3}} | ||
| Has a chance (40%) of restoring the HP of all allied sync pairs when the user's attack move is successful. | | Has a chance (40%) of restoring the HP of all allied sync pairs when the user's attack move is successful. | ||
| 10 | | 10 | ||
Line 1,406: | Line 1,410: | ||
| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Team Sharp Entry 1 | | {{sk|Team Sharp Entry|1}} | ||
| Raises the critical-hit rate of all allied sync pairs by 1 stat rank when the user enters a battle. | | Raises the critical-hit rate of all allied sync pairs by 1 stat rank when the user enters a battle. | ||
| 10 | | 10 | ||
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| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Flag Bearer 9 | | {{sk|Flag Bearer|9}} | ||
| Raises the Attack of all allied sync pairs by one stat rank when the user's Pokémon uses a move. | | Raises the Attack of all allied sync pairs by one stat rank when the user's Pokémon uses a move. | ||
| 10 | | 10 | ||
Line 1,418: | Line 1,422: | ||
| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Single Sync Reload 9 | | {{sk|Single Sync Reload|9}} | ||
| Once per battle, restores one MP for the user's Pokémon after using the user's sync move. | | Once per battle, restores one MP for the user's Pokémon after using the user's sync move. | ||
| 10 | | 10 | ||
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{{MastersAvailability/entry|Red Mix Scout|November 1, 2023 to May 1, 2024|note=Available using paid gems only}} | {{MastersAvailability/entry|Red Mix Scout|November 1, 2023 to May 1, 2024|note=Available using paid gems only}} | ||
{{MastersAvailability/entry|5★-Select Poké Fair Scout ×15 (A)|December 31, 2023 to January 31, 2024|note=Available using paid gems only; began at 15:00 UTC}} | {{MastersAvailability/entry|5★-Select Poké Fair Scout ×15 (A)|December 31, 2023 to January 31, 2024|note=Available using paid gems only; began at 15:00 UTC}} | ||
{{MastersAvailability/entry|10-Pair Scout (Max 100 Pairs)|February 19 to March 25, 2024|note=Players could obtain up to 10 tickets for this scout}} | {{MastersAvailability/entry|Fair-exclusive pairs included! 10-Pair Scout (Max 100 Pairs)|February 19 to March 25, 2024|note=Players could obtain up to 10 tickets for this scout}} | ||
{{MastersAvailability/entry|5★-Select Poké Fair Scout ×15 (B)|February 28 to March 26, 2024|note=Available using paid gems only}} | {{MastersAvailability/entry|5★-Select Poké Fair Scout ×15 (B)|February 28 to March 26, 2024|note=Available using paid gems only}} | ||
{{MastersAvailability/entry|Blue Mix Scout|May 1 to September 1, 2024|note=Available using paid gems only}} | {{MastersAvailability/entry|Blue Mix Scout|May 1 to September 1, 2024|note=Available using paid gems only}} | ||
{{MastersAvailability/entry|72 Hours Only! Champion Stadium Hard Level Celebration Scout|Starting July 31, 2024|note=Available for 72 hours after unlocking [[Champion Stadium]] (Hard Lv. 1)}} | {{MastersAvailability/entry|72 Hours Only! Champion Stadium Hard Level Celebration Scout|Starting July 31, 2024|note=Available for 72 hours after unlocking [[Champion Stadium]] (Hard Lv. 1)}} | ||
{{MastersAvailability/entry|Fair-exclusive pairs included! 10-Pair Scout (Max 100 Pairs)|August 18 to September 22, 2024|note=Players could obtain up to 10 tickets for this scout}} | |||
{{MastersAvailability/entry|Leaf Mix Scout|September 1, 2024 to January 1, 2025|note=Available using paid gems only}} | |||
{{MastersAvailability/entry|Daily Scout|Starting September 1, 2024|note=One scout available daily}} | |||
{{MastersAvailability/entry|5★-Select Poké Fair Scout ×15 (A)|September 2 to 30, 2024|note=Available using paid gems only}} | |||
{{MastersAvailability/foot|fire}} | {{MastersAvailability/foot|fire}} | ||
Line 1,558: | Line 1,566: | ||
! colspan=2 | {{color2|000|Passive skill|Passive Skills}} | ! colspan=2 | {{color2|000|Passive skill|Passive Skills}} | ||
|-style="background:#fff" | |-style="background:#fff" | ||
|Fierce Entry 6 | |{{sk|Fierce Entry|6}} | ||
|Raises the user's Attack by 6 stat ranks when it enters a battle. | |Raises the user's Attack by 6 stat ranks when it enters a battle. | ||
|-style="background:#fff" | |-style="background:#fff" | ||
|Recharging Strike 9 | |{{sk|Recharging Strike|9}} | ||
|Charges the user's move gauge by one when its attack move hits. If the move has the multistrike effect tag, charges the user's move gauge by one for each hit. | |Charges the user's move gauge by one when its attack move hits. If the move has the multistrike effect tag, charges the user's move gauge by one for each hit. | ||
|-style="background:#fff" | |-style="background:#fff" | ||
|Downside Up | |{{sk|Downside Up}} | ||
|When the user's stats would be lowered, raises the user's stats by the same amount instead. | |When the user's stats would be lowered, raises the user's stats by the same amount instead. | ||
|- style="background: #{{fire color light}}" | |- style="background: #{{fire color light}}" | ||
Line 1,738: | Line 1,746: | ||
| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Searing Shot: Move Gauge Refresh 2 | | Searing Shot: {{sk|Move Gauge Refresh|2}} | ||
| Has a chance (30%) of charging the user's move gauge by one when a move is successful. | | Has a chance (30%) of charging the user's move gauge by one when a move is successful. | ||
| 7 | | 7 | ||
Line 1,744: | Line 1,752: | ||
| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Searing Shot: Superduper Effective 3 | | Searing Shot: {{sk|Superduper Effective|3}} | ||
| Powers up moves that are super effective. | | Powers up moves that are super effective. | ||
| 10 | | 10 | ||
Line 1,768: | Line 1,776: | ||
| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Confusion: Move Gauge Refresh 2 | | Confusion: {{sk|Move Gauge Refresh|2}} | ||
| Has a chance (30%) of charging the user's move gauge by one when a move is successful. | | Has a chance (30%) of charging the user's move gauge by one when a move is successful. | ||
| 7 | | 7 | ||
Line 1,774: | Line 1,782: | ||
| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Confusion: Aggravation 9 | | Confusion: {{sk|Aggravation|9}} | ||
| Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. | | Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. | ||
| 8 | | 8 | ||
Line 1,804: | Line 1,812: | ||
| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| V-create: Move Gauge Refresh 2 | | V-create: {{sk|Move Gauge Refresh|2}} | ||
| Has a chance (30%) of charging the user's move gauge by one when a move is successful. | | Has a chance (30%) of charging the user's move gauge by one when a move is successful. | ||
| 7 | | 7 | ||
Line 1,810: | Line 1,818: | ||
| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| For the Win!: MP Refresh 2 | | For the Win!: {{sk|MP Refresh|2}} | ||
| Has a chance (30%) of restoring one MP of the user's move when that move is successful. | | Has a chance (30%) of restoring one MP of the user's move when that move is successful. | ||
| 7 | | 7 | ||
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| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| For the Win!: Hit and Heal 9 | | For the Win!: {{sk|Hit and Heal|9}} | ||
| Applies the Gradual Healing effect to the user when its move is successful. | | Applies the Gradual Healing effect to the user when its move is successful. | ||
| 7 | | 7 | ||
Line 1,822: | Line 1,830: | ||
| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| For the Win!: Empowering Command 9 | | For the Win!: {{sk|Empowering Command|9}} | ||
| Increases the user's Physical Moves ↑ Next effect and Special Moves ↑ Next effect by 1 rank when its Trainer uses a move. | | Increases the user's Physical Moves ↑ Next effect and Special Moves ↑ Next effect by 1 rank when its Trainer uses a move. | ||
| 10 | | 10 | ||
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| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| For the Win!: Propulsion 9 | | For the Win!: {{sk|Propulsion|9}} | ||
| Reduces the user's sync move countdown by one when the user's move is successful. | | Reduces the user's sync move countdown by one when the user's move is successful. | ||
| 10 | | 10 | ||
Line 1,834: | Line 1,842: | ||
| 5 | | 5 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Flameproof | | {{sk|Flameproof}} | ||
| Prevents the user from getting burned. | | Prevents the user from getting burned. | ||
| 5 | | 5 | ||
Line 1,840: | Line 1,848: | ||
| 1 | | 1 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Clearheaded | | {{sk|Clearheaded}} | ||
| Prevents the user from becoming confused. | | Prevents the user from becoming confused. | ||
| 5 | | 5 | ||
Line 1,846: | Line 1,854: | ||
| 1 | | 1 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Unflappable | | {{sk|Unflappable}} | ||
| Prevents the user from flinching. | | Prevents the user from flinching. | ||
| 5 | | 5 | ||
Line 1,852: | Line 1,860: | ||
| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Burn Synergy 1 | | {{sk|Burn Synergy|1}} | ||
| Powers up the user's moves when the target is burned. | | Powers up the user's moves when the target is burned. | ||
| 8 | | 8 | ||
Line 1,858: | Line 1,866: | ||
| 2 | | 2 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Confusion Synergy 2 | | {{sk|Confusion Synergy|2}} | ||
| Powers up the user's moves when the target is confused. | | Powers up the user's moves when the target is confused. | ||
| 10 | | 10 | ||
Line 1,864: | Line 1,872: | ||
| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Super Sync 9 | | {{sk|Super Sync|9}} | ||
| Applies the Supereffective ↑ Next effect to the user after using its sync move. | | Applies the Supereffective ↑ Next effect to the user after using its sync move. | ||
| 10 | | 10 | ||
Line 1,870: | Line 1,878: | ||
| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Scorching Sync 5 | | {{sk|Scorching Sync|5}} | ||
| Powers up the user's sync move when the target is burned. | | Powers up the user's sync move when the target is burned. | ||
| 10 | | 10 | ||
Line 1,876: | Line 1,884: | ||
| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Rising Tide | | {{sk|Rising Tide}} | ||
| The more the user's stats are raised, the more it powers up the user's sync move. | | The more the user's stats are raised, the more it powers up the user's sync move. | ||
| 10 | | 10 | ||
Line 1,882: | Line 1,890: | ||
| 3 | | 3 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Hostile Environment 3 | | {{sk|Hostile Environment|3}} | ||
| Raises the chance of inflicting status conditions with the additional effects of moves. | | Raises the chance of inflicting status conditions with the additional effects of moves. | ||
| 10 | | 10 | ||
Line 1,888: | Line 1,896: | ||
| 4 | | 4 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Team Precision Strike 9 | | {{sk|Team Precision Strike|9}} | ||
| Raises the accuracy of all allied sync pairs by 1 stat rank when the user's attack move is successful. | | Raises the accuracy of all allied sync pairs by 1 stat rank when the user's attack move is successful. | ||
| 10 | | 10 | ||
Line 1,894: | Line 1,902: | ||
| 4 | | 4 | ||
|-style="background:#fff" | |-style="background:#fff" | ||
| Sundering Burn 9 | | {{sk|Sundering Burn|9}} | ||
| Lowers the target's Defense or Sp. Def—or both—by 1 stat rank when the user's move is successful against a burned opponent. | | Lowers the target's Defense or Sp. Def—or both—by 1 stat rank when the user's move is successful against a burned opponent. | ||
| 10 | | 10 | ||
Line 2,192: | Line 2,200: | ||
===Origin=== | ===Origin=== | ||
Hilda's design is based on her appearance in {{game|Black and White|s}}. Tepig is one of the [[first partner Pokémon]] of [[Unova]] in the [[core series]] games. In addition, {{adv|White|Hilda's Pokémon Adventures counterpart}} is depicted with a [[Gigi|Tepig]]. Tepig and Emboar's Dex entries come from Pokémon Black, and Pignite's Dex entry comes from {{pkmn|Black and White Versions 2|Pokémon Black 2 and White 2}}. | Hilda's design is based on her appearance in {{game|Black and White|s}}. Tepig is one of the [[first partner Pokémon]] of [[Unova]] in the [[core series]] games. In addition, {{adv|White|Hilda's Pokémon Adventures counterpart}} is depicted with a [[Gigi|Tepig]]. Tepig and Emboar's {{mas|Dex}} entries come from Pokémon Black, and Pignite's Dex entry comes from {{pkmn|Black and White Versions 2|Pokémon Black 2 and White 2}}. | ||
Hilda does not own a Diancie outside this game. Diancie's Dex entry comes from {{pkmn|X and Y|Pokémon X}}. | Hilda does not own a Diancie outside this game. Diancie's Dex entry comes from {{pkmn|X and Y|Pokémon X}}. |