Talk:Skill (Masters)
FlargBlarg (talk) 09:02, 21 August 2020 (UTC)
Pretty sure that Agile Entry 1 doesn't sharply raise evasiveness, but I don't have SS Elesa to check. There was a similar error on Speedy Entry 1, so it would make sense, but I don't want to make that edit without verifying that it's not bugged in game or what have you.
- Indeed, it raises evasiveness by one stage, as the number suggests as well.--Mister Wu (talk) 15:14, 21 August 2020 (UTC)
Page update
It has been a while since the page's last significant touch-up, but I think the list of skills is in need of a serious revamp anyways, as most currently-usable skills have their own pages and have been thoroughly categorized. Essentially, the information under every column is now addressed on the respective skill page, so we can reduce the crowding of content on the table by a significant amount.
So my question is what is the best way of moving forward with the table revamp? I think it would be best to have additional parameters for readers to organize the table data, other than just alphabetically. We already have activation conditions, skill effects, and skill range covered by several families of categories, so maybe by skill availability (passive, grid, or lucky), as previously represented by symbols? There are also a handful of skills introduced lately which, seemingly, uniquely correspond to specific sync pairs that I have listed here. I've noticed plenty of them are similar to superawakened passive skills in that they combine the effects of multiple skills, so I wondered if it would be useful to show that breakdown just like with the superawakened ones in their own table. FolksCallMeHilbert (talk) 19:58, 10 July 2025 (UTC)
- I hadn't thought about it before, but I really like the idea of splitting unique skills into their own table! My only concern is about how to determine what counts as a "unique" skill. I would expect skills like Tate & Jirachi's "2 P-Moves: Doom Desire" and Dawn & Oricorio's "Extra Special Ghost Damage" to be included in that table, and it looks like they're currently not. So what exactly are the inclusion/exclusion criteria you were thinking of?
- I also like the idea of using the table to denote passive/grid/lucky skills. I imagine it'd be similar to the table on the skill gear page that lists which additional effects are available from each type of feather. Storm Aurora (talk) 02:22, 11 July 2025 (UTC)
- So since Masters doesn't make the distinction in-game, my initial criteria for classifying "unique" skills was primarily based on how the skill was worded and how it was related to the sync pair that uses it—the names for superawakened passive skills also influenced my basis, as they follow a naming scheme that thematically corresponds to the sync pair. I feel like that argument itself leaves a lot of gray area though, so I combed through the text dumps to look for a pattern. In the code, each skill is marked by a unique 8-number identifier, and I noticed general trends based on the starting numbers:
- [1...] or [2...]: includes the majority of skills commonly used by multiple sync pairs. Extra Special Ghost Damage and 2 P-Moves: Doom Desire use this identifier. However, it also includes some skills I marked as "unique", like Hugh's Determination, Time Flows over Hisui, Akala Ocean Breeze, Postwick Perseverance
- [25...]: Ancient Scream/Flutter/Thunder. No other skills have identifiers that start with those numbers so far, though.
- [28...]: Master passive skills
- [29...]: Arc Suit passive skills
- [32...]: Superawakened passive skills
- [5...]: skills exclusively used by opposing sync pairs
- [99...]: mostly includes "unique" skills like those on my list (Survey Corps Teachings and Kanto Journey Legacy fall under this identifier too, though aren't necessarily unique as they're used by more than one sync pair. Piercing Blows and Refreshing Water Guard also use this identifier for some reason...)
- The one thing that unites the "unique" skills under the [99...] identifier and the exceptions that appeared under [1...]/[2...]/[25...] is that they each have a special thematic name across all languages; most commonly-shared skills directly translate to what their effects are in their respective language. So in a sense that kinda goes back to my initial criteria of selecting by name, but also doesn't address why the examples you provided aren't considered "unique" even though they're only used by one sync pair currently. So I think that part's from the mentality that we have skills like B-Move: Restore T-Move MP currently being "unique", but from the wording and translations I assume anyone with a buddy move besides Giovanni can potentially have this skill because it doesn't imply that it's "his". FolksCallMeHilbert (talk) 22:12, 11 July 2025 (UTC)
- Hmm, now I'm curious what the names in other languages are for those two I mentioned. Maybe we should include the Japanese names in the table for the "unique" skills too. Storm Aurora (talk) 18:59, 14 July 2025 (UTC)
- I agree with that; list is now updated to include Japanese names. I unfortunately cannot translate without the help of machine translator (and I want to try to avoid using those in the table itself), but they are now there for reference at least. FolksCallMeHilbert (talk) 03:09, 18 July 2025 (UTC)
- Addendum to above: I was referring to not being able to translate the Japanese name into its meaning in English. FolksCallMeHilbert (talk) 03:16, 18 July 2025 (UTC)
- Okay so I also can't translate Japanese myself, but machine translating the Japanese names for Extra Special Ghost Damage and 2 P-Moves: Doom Desire both seem to have Japanese names that literally describe the effect of the skill, while the "unique skills" you've listed do not. So perhaps the most clear-cut criteria would be to see if the Japanese name literally describes the effect of the skill or not. If it does, it's not a unique skill. If it doesn't, then it is a unique skill. By this criteria, it makes perfect sense why Extra Special Ghost Damage (相手にP技後ゴースト特殊追加ダメージ) would be excluded. This criteria would also open the list up to other skills, like Oak's Research (オーキドの研究成果) and The Power Behind the Future King (未来の王を支える力). The latter isn't actually unique to one sync pair, but I'm not opposed to including it in the list, because it's unique to a specific set of sync pairs that are thematically linked. If we go that route, though, we should probably change the name of the section to "Thematically named skills" or something. Storm Aurora (talk) 23:42, 20 July 2025 (UTC)
- I drafted the introductory statement for the section to cover the inclusion criteria, if someone could review it — "The following skills hold certain distinctions from other currently obtainable passive, grid, and lucky skills. They follow a naming scheme similar to superawakened passive skills in that they directly reference the Trainer or Pokémon in the sync pair it is attributed to. The thematic naming scheme is also reflected across all non-English languages, which otherwise explicitly describe the skill's effects. Generally, these skills are unique to a single sync pair, though they can be shared by a group of sync pairs that that are thematically related; for example, Akari & Samurott and Rei & Decidueye share Survey Corps Teachings in reference to their membership in the Survey Corps. These skills are available as passive skills, though they can also be introduced as grid skills in sync grid expansions." — At its present wording, all Master and arc suit passive skills could technically be included as well. FolksCallMeHilbert (talk) 18:04, 23 July 2025 (UTC)
- I like it! Master and arc suit passive skills should have their own section(s) imo, though they could be subsections of this section. Storm Aurora (talk) 20:17, 23 July 2025 (UTC)
- I drafted the introductory statement for the section to cover the inclusion criteria, if someone could review it — "The following skills hold certain distinctions from other currently obtainable passive, grid, and lucky skills. They follow a naming scheme similar to superawakened passive skills in that they directly reference the Trainer or Pokémon in the sync pair it is attributed to. The thematic naming scheme is also reflected across all non-English languages, which otherwise explicitly describe the skill's effects. Generally, these skills are unique to a single sync pair, though they can be shared by a group of sync pairs that that are thematically related; for example, Akari & Samurott and Rei & Decidueye share Survey Corps Teachings in reference to their membership in the Survey Corps. These skills are available as passive skills, though they can also be introduced as grid skills in sync grid expansions." — At its present wording, all Master and arc suit passive skills could technically be included as well. FolksCallMeHilbert (talk) 18:04, 23 July 2025 (UTC)
- Okay so I also can't translate Japanese myself, but machine translating the Japanese names for Extra Special Ghost Damage and 2 P-Moves: Doom Desire both seem to have Japanese names that literally describe the effect of the skill, while the "unique skills" you've listed do not. So perhaps the most clear-cut criteria would be to see if the Japanese name literally describes the effect of the skill or not. If it does, it's not a unique skill. If it doesn't, then it is a unique skill. By this criteria, it makes perfect sense why Extra Special Ghost Damage (相手にP技後ゴースト特殊追加ダメージ) would be excluded. This criteria would also open the list up to other skills, like Oak's Research (オーキドの研究成果) and The Power Behind the Future King (未来の王を支える力). The latter isn't actually unique to one sync pair, but I'm not opposed to including it in the list, because it's unique to a specific set of sync pairs that are thematically linked. If we go that route, though, we should probably change the name of the section to "Thematically named skills" or something. Storm Aurora (talk) 23:42, 20 July 2025 (UTC)
- Hmm, now I'm curious what the names in other languages are for those two I mentioned. Maybe we should include the Japanese names in the table for the "unique" skills too. Storm Aurora (talk) 18:59, 14 July 2025 (UTC)
- So since Masters doesn't make the distinction in-game, my initial criteria for classifying "unique" skills was primarily based on how the skill was worded and how it was related to the sync pair that uses it—the names for superawakened passive skills also influenced my basis, as they follow a naming scheme that thematically corresponds to the sync pair. I feel like that argument itself leaves a lot of gray area though, so I combed through the text dumps to look for a pattern. In the code, each skill is marked by a unique 8-number identifier, and I noticed general trends based on the starting numbers: