User:Itan/Proposed Skill (Masters)

Skill (Masters)

A skill (Japanese: スキル Skill) is a game mechanic in Pokémon Masters EX that provides a dynamic-changing effect in battle similar to Abilities. They come in four varieties: passive skills, grid skills, theme skills, and lucky skills.

A passive skill (Japanese: パッシブスキル Passive Skill) is attached to all sync pairs. Some sync pairs have multiple passive skills, and thus can have up to a maximum of three passive skills (excluding Master passive skills). Sync pairs of Egg Pokémon normally get 1-3 passive skills at random, but each Egg Pokémon of a given role (Support, Strike, and Tech) always has the same first, second, and/or third passive skills.

A grid skill (Japanese: ボ—ドスキル Board Skill) is only accessible to a playable sync pair via their sync grid. Each sync pair with an expanded sync grid an be customized to have a variety of grid skills, especially at move level 3 or higher.

A theme skill (Japanese: チームスキル Team Skill) is only accessible to playable sync pairs by specific team compositions for single-player campaigns. (This skill is inactive in co-op teams.) It grant bonuses to type-specific damage, Attack and Special Attack, and/or HP to entire teams if at least two of their members share themes, which can include types.

A lucky skill (Japanese: ポテンシャル Potential) is only accessible to a playable sync pair using Lucky Scrolls and Lucky Cookies. Each sync pair can have only one lucky skill at a time.

List of all Skills

The following is a list of passive, grid, and lucky skills in Pokémon Masters EX.

  • Skill name is the skill's designation, which can be found listed in the Sync Pair's summary screen, or when the skill triggers during battle and is seen appearing above a sync pair's Pokémon.
  • Value range refers to value designation in a skill's name, in most cases the ascending value increases the skill's chance to trigger, or boosts the performance of the skill's output. [e.g. Raging Rain 2 is greater than Raging Rain 1.]
  • Parameter X affected by range, provides the formula for how the Value range affects the skill.
    • When a skill is designated by a value there are several interpretations to how it's value affects the skill.
      • When a skill has a description: "Has a chance (20%)...", the value of the skill corresponds to an increase in the chances of that skill triggering.
        • Where X% = (N+1) * 10, so the value goes from 20% at rank 1 up to 100% at rank 9.
      • When a skill has a description: "Powers up the user's (moves/sync/max) moves...", the value of the skill corresponds to an increase in the power applied to move during damage calculation.
        • Where X% = N * 10, so the boost to the move's power is equal to ten times the skill's value.
      • When a skill has a description: "Reduces damage...", the value of the skill corresponds to an decrease in the damage received.
        • Where X% = N * 10, so the damage reduction is equal to ten times the skill's value.
      • When a skill has a description that directly affects stat ranks by a specific amount, or when the sync move countdown is reduced by a specific amount, the value of the skill corresponds to the quantity adjusted.
        • Where X = N, so the stat rank(s) or sync move countdown, or status change with ranks will be raised, lowered or reduced by the quantity specified in the skill name.
  • Description provides detail about what the skill's activation condition is, how it triggers, and what occurs when the condition(s) are met.
    • For skills with a description that contains a chance of triggering the their description is rewritten to exclude "Has a chance (X%)" from its text when its chance is at 100%.
  • Trigger condition refers to the appropriate action needed in order for a skill's activation to be successfully met.
    • Skills use specific terms to refer to specific actions that can be taken in battle:
      • The user's moves refer to both Pokémon moves and Trainer Moves.
      • The user's moves that target an opponent refers to Pokémon attack moves & Pokémon status moves that can target an opposing sync pair's Pokémon.
      • The user's attack moves refer to Pokémon attack moves.
      • The user's status moves used by the Trainer's Pokémon refer specifically to Status moves used by the Pokémon.
      • The user's move used by the Trainer refer specifically to non-Pokémon moves used by the Trainer.
      • The user's Pokémon takes an action refers to Pokémon moves but in addition includes the sub-steps of multi-turn moves or when Pokémon takes up different posture before the attack move is fired off.
      • The user's attacks include Pokémon moves, as well as sync moves, max moves, and the unity attack (co-op).
  • Effect(s) applied refers to the action that takes place once the conditions have been met.

Skills in Pokémon Masters EX

Skill name Value range N Parameter X affected by range Description Trigger condition Effect(s) applied
Accuracy Ceiling The user's accuracy cannot be raised. Always active Prevents user's stat rank from being raised
Active Healing N 1-9 X% = (N+1) * 10 Has a chance (X%) of restoring the user's HP when it uses a move.


Restores the user's HP when it uses a move.

User's move Heals the user for 6.3% of their maximum HP
Acuity Accuracy cannot be lowered. Always active Prevents user's stat rank from being lowered
Acumen N 1-9 X% = (N+1) * 10 Has a chance (X%) of raising the user's Sp. Def by one stat rank when its Pokémon uses a move.

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Raises the user's Sp. Def by one stat rank when its Pokémon uses a move.

Pokémon move Raises the user's Sp. Def stat rank by 1
Adrenaline N 1-9 X = N Reduces the sync move countdown by X the first time the user's sync move is used each battle. Sync move (first time) Reduces the sync move countdown by X
Aerial Acceleration N 1-9 X% = (N/4/b) * 100
b = Number of Allied Team Members
Quickly charges the move gauge when the zone is a Flying Zone. Field effect (Flying Zone) Increases the rate at which the move gauge fills by X%
Aerial Power N 1-9 X% = N * 10 Powers up the user’s moves when the zone is a Flying Zone. Field effect (Flying Zone) Increases power of user's moves by X%
Afflict Dragon TR ↓ Lowers the target’s Dragon Type Rebuff by 1 rank the first time the user’s Pokémon uses a status move targeting the opponent each battle. This effect can activate only once per battle. Pokémon status move (first time) Lower's the target's Dragon Type Rebuff by 1 rank
Afflicter's Fervor N 1-9 X = N Reduces the sync move countdown by X the first time the user’s Pokémon uses a status move each battle. Pokémon status move (first time) Reduces the sync move countdown by X
Akala Ocean Breeze Has a chance (100%) of increasing the user’s Physical Moves ↑ Next effect and Special Moves ↑ Next effect by 1 rank when an ally activates a weather, terrain, or zone effect. Field effect (entire field) Increases the user’s Physical Moves ↑ Next effect and Special Moves ↑ Next effect by 1
Aggravation N 1-9 X% = Base Chance * (N+1) Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. Always active Raises the base chance of inflicting the additional effects of moves
Agile Entry N 1-6 X = N Raises the user’s evasiveness by X stat rank(s) when it enters a battle. Entering a battle Raises the user's Evasion stat rank(s) by X
All Ramped Up N 1-6 X = N Raises the Sp. Atk of all allied sync pairs by X stat rank(s) when the user’s move is successful. User's move Raises the Sp. Atk of all allied sync pairs stat rank(s) by X
Allied Field Effect Accelerate N 1-9 X% = (N/4/b) * 100
b = Number of Allied Team Members
Quickly charges the move gauge when effects that apply only to the allied field of play are in effect. Field effect (allied effect) Increases the rate at which the move gauge fills by X%
Allied Field Effect Multiplier N 1-9 X% = N * 10 The user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed increase X% when effects that apply only to the allied field of play are in effect. Field effect (allied effect) Increases the user's stats by X%
Alola Flag Bearer Powers up the moves of all allied sync pairs by 10%. Reduces attack move damage taken by all allied sync pairs by 20%. The more allied sync pairs with the Alola theme you have on your team, the higher these percentages are. (Each additional sync pair powers up moves by 10% and reduces damage by 3%. The maximum power-up is 30%, and the maximum damage reduction is 26%.) Always active Master passive (region)
Alola Spirit Powers up the special attack moves of all allied sync pairs by 20%. Reduces special attack move damage taken by all allied sync pairs by 25%. The more allied sync pairs with the Alola theme you have on your team, the higher these percentages are. (Each additional sync pair powers up moves by 15% and reduces damage by 3%. The maximum power-up is 50%, and the maximum damage reduction is 31%.) Always active Master passive (region)
Amped Up N 1-6 X = N Raises the user’s Speed by X stat ranks when it lands a critical hit. Attack move (critical hit) Raises the user's Speed stat rank(s) by X
Antifreeze Prevents the user from becoming frozen. Always active Prevents the user from being afflicted by a status condition
Antitoxin Prevents the user from getting poisoned or badly poisoned. Always active Prevents the user from being afflicted by a status condition
Armor Leech N 1-9 X% = (N+1) * 10 Has a chance (X%) of lowering the target's Defense by one stat rank and raising the user’s Defense by the same amount when the user’s attack move against the target is successful.


Lowers the target’s Defense by one stat rank and raising the user’s Defense by the same amount when the user’s attack move against the target is successful.

Attack move Lowers the target's Defense stat rank by 1 and raises the user's Defense stat rank by the same amount
Arresting Glare N 1-9 X% = (N+1) * 10 Has a chance (X%) of lowering the Speed of an opponent that attacked the user by 1 stat rank when the user is hit by a physical attack move.


Lowers the Speed of an opponent that attacked the user by 1 stat rank when the user is hit by a physical attack move.

Hit by attack move (physical) Lowers an opponent's Speed stat rank by 1
Ash's Passion Powers up the user’s Thunder. Decreases the amount of move gauge slots the user needs to use Thunder by 1. The user’s Thunder never misses. Always active Character-Specific
Ash's Tenacity When the user enters battle with full HP, applies the Enduring effect to it. Except in certain circumstances, when the user’s Enduring effect activates for the first time and the user has 1 HP remaining, applies the Enduring effect to the user again each battle. Always active Character-Specific
Atmospheric Acceleration N 1-9 X% = (N/4/b) * 100
b = Number of Allied Team Members
Quickly charges the move gauge when weather conditions are in effect. Field effect (Weather) Increases the rate at which the move gauge fills by X%
Attack to the MAX N 1-9 X% = N * 10 Powers up the user’s max move when its Attack is raised. User's stat rank is raised Increases power of user's max moves by X%
Attack Trap N 1-9 X% = (N+1) * 10 Has a chance (X%) of leaving the target trapped when the user’s attack move against it is successful.


Leaves the target trapped when the user's attack move against it is successful.

Attack move Applies an interference condition on the target(s)
Backfire N 1-4 X = N Lowers the Attack and Sp. Atk of all opposing sync pairs by X stat rank(s) just before the user faints. User's Pokémon faints Lowers the Attack and Sp. Atk stat rank(s) of all opposing sync pairs by X
Bad Break N 1-9 X% = (N+1) * 10 Has a chance (X%) of lowering one of the following stats of all opposing sync pairs by one stat rank at random when the user’s Pokémon uses a status move: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.


Lowers one of the following stats of all opposing sync pairs by one stat rank at random when the user’s Pokémon uses a status move: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.

Pokémon status move Lowers one of the target's stat ranks at random by 1
Baffle Buff N 1-9 X% = N * 10 Powers up the user’s moves when the target is confused. Powers up the user’s sync move when the target is confused. Target's status change (Confused) Increases power of user's moves & sync move by X%
Ballonlea Teachings Restores 1 MP of the user’s moves after your team’s sync pair uses their sync move. Sync move (any ally) Restores 1 MP of the user's moves
Bamboozling Retaliation N 1-9 Has a chance (X%) of lowering 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.

Hit by attack move Lowers an opponent's Sp. Def stat rank by 1
Barrel Roll N 1-9 X% = N * 10 Reduces damage when the user is hit by an attack move while the zone is a Flying Zone. Field effect (Flying Zone) Reduces damage from attack moves by X%
Barricade N 1-3 X = N Raises the user’s Sp. Def by X stat rank(s) when its move is successful. User's move Raises the user's Sp. Def stat rank(s) by X
Barricade BuddiesN 1 X = N Raises the Sp. Def of all allied sync pairs by X stat rank(s) when the user’s move is successful. User's move Raises the Sp. Def of all allied sync pairs stat rank(s) by X
Bedazzle N 1-4 X = N Lowers the accuracy of all opposing sync pairs by X stat rank(s) when the user enters a battle. Entering a battle Lowers the Accuracy stat rank(s) of all opposing sync pairs by X
Beef Up N 1-9 X = (N+1) * 10 Has a chance (X%) of raising the user’s Attack by one stat rank when it is hit by an attack move.


Rasies the user's Attack by one stat rank when it is hit by an attack move.

Hit by attack move Raises the user's Attack stat rank by 1
Befuddle N 1-4 X = N Lowers the Sp. Def of all opposing sync pairs by X stat rank(s) when the user enters a battle. Entering a battle Lowers the Sp. Def stat rank(s) of all opposing sync pairs by X
Berserk Bunch N 1-6 X = N Raises the Attack of all allied sync pairs by X stat rank(s) when the user’s move is successful. User's move Raises the Attack of all allied sync pairs stat rank(s) by X
Berserker N 1-3 X = N Raises the user’s Attack by X stat rank(s) when its move is successful. User's move Raises the user's Attack stat rank(s) by X
Better Prepared N 1-9 X% = N * 10 Powers up the user’s moves when none of the target’s stats are raised. None of the target's stats are raised Increases power of user's moves by X%
Blind Spot The more the user’s evasiveness is raised, the more it powers up the user’s sync move. User's stat rank is raised Increases power of the user's sync move the more its stat is raised
Block and Charge N 1,3 X = N Charges the user’s move gauge by X when it nullifies an opponent’s move while in a defensive posture. Nullifies a move while in a defensive posture Charges the move gauge by X
Block and Heal N 1,9 X% = (N+1) * 10 Has a chance (X%) of restoring the user’s HP by approximately 20% of its maximum HP when the user nullifies an opponent’s move while in a defensive posture.


Restores the user’s HP by approximately 20% of its maximum HP when the user nullifies an opponent’s move while in a defensive posture.

Nullifies a move while in a defensive posture Heals the user for 20% of their maximum HP
Block and Lunge N 1 X% = (N+1) * 10 Has a chance (X%) of reducing the user’s sync move countdown by one when the user nullifies an opponent’s move while in a defensive posture. Nullifies a move while in a defensive posture Reduces the sync move countdown by 1
Blunting Strike N 1-9 X% = (N+1) * 10 Has a chance (X%) of lowering the target’s Attack by 1 stat rank when the user’s Pokémon uses a move targeting that opponent. Has a chance (X%) of lowering the target’s Attack by 1 stat rank after using the user’s sync move targeting that opponent.

Lowers the target’s Attack by 1 stat rank when the user’s Pokémon uses a move targeting that opponent. Lowers the target’s Attack by 1 stat rank after using the user’s sync move targeting that opponent.

Pokémon move & sync move Lowers the target's Attack stat rank by 1
Bob & Weave The more the user’s evasiveness is raised, the more it powers up the user’s moves. User's stat rank is raised Increases power of user's moves the more its stat is raised
BOGO N 1-9 X% = (N+1) * 10 Has a chance (X%) of applying the Free Move Next effect to the user when its move is successful.


Applies the Free Move Next effect to the user when its move is successful.

User's move Applies Free Move Next to the user
Boiling Point N 1-6 X = N Raises the user’s Attack by X stat rank(s) the first time it is in a pinch each battle. User is in a pinch (first time) Raises the user's Attack stat rank(s) by X
Bounce Back N 1-5 X% = (N+1) * 10 Has a chance (X%) of raising the user’s Attack by one stat rank when any of its stats are lowered. User's stat(s) are lowered Raises the user's Attack stat rank by 1
Brain Brawn N 1-9 X% = N * 10 Reduces damage when the user is hit by a special attack move. Always active Reduces special damage from attack moves by X%
Brain Gain N 1-9 X% = (N+1) * 10 Has a chance (X%) of increasing the user’s Special Moves ↑ Next effect by 1 rank when its move is successful.


Increases the user’s Special Moves ↑ Next effect by 1 rank when its move is successful.

User's move Increases user's Special Moves ↑ Next by 1
Brain Sync N 1-9 X% = N * 10 Powers up the user’s sync move when its Sp. Atk is raised. User's stat rank is raised Increases power of the user's sync move by X%
Brainpower The more the user’s Sp. Atk is raised, the more it powers up the user’s sync move. User's stat rank is raised Increases power of the user's sync move the more its stat is raised
Brainteaser The more the target’s Sp. Def is lowered, the more it powers up the user’s moves. Target's stat rank is lowered Increases power of the user's moves the more the target's stat is lowered
Brainy Rush N 1-6 X = N Raises the user’s Sp. Atk by X stat rank(s) after using its sync move. Sync move Raises the user's Sp. Atk stat rank(s) by X
Brawling Acceleration N 1-9 X% = (N/4/b) * 100
b = Number of Allied Team Members
Quickly charges the move gauge when the zone is a Fighting Zone. Field effect (Fighting Zone) Increases the rate at which the move gauge fills by X%
Brawling Healing N 1-9 X = N Restores the user’s HP whenever its Pokémon takes an action when the zone is a Fighting Zone. Pokémon move (incl. actions) Heals the user for approx. X/16 of their maximum HP
Brawling Opening Sync Turns the field of play’s zone into a Fighting Zone the first time the user’s sync move is used each battle. (A Fighting Zone powers up Fighting-type attacks.) Sync move (first time) Sets a zone into the field of play
Brawn Sync N 1-9 X% = N * 10 Powers up the user’s sync move when its Attack is raised. User's stat rank is raised Increases power of the user's sync move by X%
Brisk Bulwark N 1-9 X% = (N+1) * 10 Has a chance (X%) of reducing the user’s sync move countdown by 1 when the user nullifies an opponent’s move while in a defensive posture. This effect can activate only once per battle.


Reduces the user’s sync move countdown by 1 when the user nullifies an opponent’s move while in a defensive posture. This effect can activate only once per battle.

Nullifies a move while in a defensive posture (once) Reduces the sync move countdown by 1
Brutal Clarity The more the user’s accuracy is raised, the more it powers up the user’s moves. User's stat rank is raised Increases power of the user's moves the more its stat is raised
Brute Wits The more the user’s Sp. Def is raised, the more it powers up the user’s sync move. User's stat rank is raised Increases power of the user's sync move the more its stat is raised
Buff Block Extension N 1-9 Extends the duration of the No Stat Increases effect when the No Stat Increases effect applies to the opponents’ field of play. Field effect (No Stat Increases) Increases the duration of a field effect
Bug Daunt N 1-9 X% = (N+1) * 10 Has a chance (X%) of lowering the target’s Sp. Atk by 1 stat rank when the user’s Bug-type move against the target is successful.


Lowers the target’s Sp. Atk by 1 stat rank when the user’s Bug-type move against the target is successful.

Attack move (Bug-type) Lowers the target's Sp. Atk stat rank by 1
Bug Enigma N 1-9 X% = (N+1) * 10 Has a chance (X%) of lowering the target’s Sp. Def by 1 stat rank when the user’s Bug-type move against the target is successful.


Lowers the target’s Sp. Def by 1 stat rank when the user’s Bug-type move against the target is successful.

Attack move (Bug-type) Lowers the target's Sp. Def stat rank by 1
Bug Guard Reduces damage when the user is attacked by Bug-type moves. Always active Reduces damage from Bug-type attack moves by 30%
Bug Shift Normal-type moves become Bug-type moves. Always active Changes the type of the user's Normal-type moves
Build Up Applies the Critical Hit Next effect to the user after using its sync move. Sync move Applies Critical Hit Next to the user
Bulk Buster N 1-5 X = N The larger the target’s percentage of remaining HP, the more it powers up the user’s moves. Target's % of HP Increases the power of the user's moves
Burn Boost (Special) N 1-9 X% = (N+1) * 10 Has a chance (X%) of increasing the user’s Special Moves ↑ Next effect by 1 rank when its attack move is successful while the target is burned.


Increases the user’s Special Moves ↑ Next effect by 1 rank when its attack move is successful while the target is burned.

Attack move (Burned Target) Increases the user's Special Moves ↑ Next by 1
Burn Synergy N 1-5 X% = N * 10 Powers up the user’s moves when the target is burned. Target's status condition (Burned) Increases power of user's moves by X%
Burned Down (Attack ↓, Sp. Def ↓) N 1-9 X% = (N+1) * 10 Has a chance (X%) of lowering the target’s Attack and Sp. Def by 1 stat rank when the user’s attack move is successful against a burned opponent.


Lowers the target’s Attack and Sp. Def by 1 stat rank when the user’s attack move is successful against a burned opponent.

Attack move (Burned Target) Lowers the target's Attack and Sp. Def stat ranks by 1
Burst In Applies the Critical Hit Next effect to the user when it enters a battle. Entering a battle Applies Critical Hit Next to the user
Cakewalk The more the target’s Speed is lowered, the more it powers up the user’s sync move. Target's stat rank is lowered Increases power of the user's sync move the more the target's stat is lowered
Calm Fighter Water Transformation Replaces some of the user’s passive skills and sync move with different passive skills and a sync move just before using its Water-type moves. Always active Character-Specific
Carry On N 1-6 X = N Raises the user’s Attack by X stat rank(s) when another Pokémon on the field of play faints. A Pokémon faints Raises the user's Attack stat rank(s) by X
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. Sync move (first time) Sets Move Gauge Acceleration effect to the allied field of play
Catalytic Cure N 1-5,9 X% = (N+1) * 10 Has a chance (X%) of restoring the user’s HP by approximately 20% of its maximum HP when its move is successful.


Restors the user’s HP by approximately 20% of its maximum HP when its move is successful.

User's move Heals the user for 20% of their maximum HP
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. Pokémon status move (first time) Sets Move Gauge Acceleration effect to the allied field of play
Catalytic Kick N 1-9 X% = (N+1) * 10 Has a chance (X%) of applying the Move Gauge Acceleration effect to the allied field of play when the user’s move is successful.


Applies the Move Gauge Acceleration effect to the allied field of play when the user’s move is successful.

User's move Sets Move Gauge Acceleration effect to the allied field of play
Catalyzing Infliction Applies the Move Gauge Acceleration effect to the allied field of play when the user’s Pokémon uses a status move. Pokémon status move Sets Move Gauge Acceleration effect to the allied field of play
Catalyzing Recovery Applies the Move Gauge Acceleration effect to the allied field of play when the user uses a move that has the heals effect tag. User's move (heal effect tag) Sets Move Gauge Acceleration effect to the allied field of play
Charged Immunity Status conditions cannot be inflicted on the user when the terrain is Electric Terrain. Field effect (Electric Terrain) Prevents the user from being afflicted by a status condition
Charging Confusion N 1-9 X% = (N+1) * 10 Has a chance (X%) of charging the user’s move gauge by 2 when its attack move is successful against a confused opponent.

Charges the user’s move gauge by 2 when its attack move is successful against a confused opponent.

Attack move (Confused target) Charges the move gauge by 2
Charging Infliction N 1-6 X = N Charges the user’s move gauge by X when its Pokémon uses a status move. Pokémon status move Charges the move gauge by X
Charging Sun N 1-9 X% = N * 10 Powers up the user’s moves when the weather is sunny. Field effect (Sunny Weather) Increases power of user's moves by X%
Chase Down N 1-9 X% = N * 10 Powers up the user’s moves when the target’s Speed is lowered. Target's stat rank is lowered Increases power of user's moves by X%
Clean Slate Removes all status conditions from the user after using its sync move. Removes the confused and trapped conditions from the user after using its sync move. Returns the user’s lowered stats to normal after using its sync move. Sync move NPC Only
Clear as Day Prevents the user from flinching, becoming confused, or becoming trapped when weather conditions are not in effect. Field of play (No Weather) Prevents the user from being afflicted an interference condition
Clear Power-Up N 1-9 X% = N * 10 Powers up the user’s moves when weather conditions are not in effect. Field effect (No Weather) Increases power of user's moves by X%
Clear Sync-Up N 1-9 X% = N * 10 Powers up the user’s sync move when weather conditions are not in effect. Field effect (No Weather) Increases power of user's sync move by X%
Clear View N 1 X = N Lowers the evasiveness of the currently targeted opponent by X stat rank(s) when Defog is successful. Pokémon move (Defog) Lowers the target's Evasion stat rank(s) by X
Clearheaded Prevents the user from becoming confused. Always active Prevents the user from being afflicted by Confusion
Clever Friend N 1-9 X% = (N+1) * 10 When the user’s move targeting an allied sync pair (excluding field effects) is successful, has a chance (X%) of increasing the Special Moves ↑ Next effect of the allied sync pair affected by the move by 1 rank.


When the user’s move targeting an allied sync pair (excluding field effects) is successful, increases the Special Moves ↑ Next effect of the allied sync pair affected by the move by 1 rank.

User's move (targeting ally) Increases the ally's Special Moves ↑ Next by 1
Clock Out Puts the target to sleep when a sync move targeting an opponent is successful. Sync move Puts the target to sleep
Clutch Critical Except in certain circumstances, successful hits with the user’s following attacks become critical hits: Pokémon’s moves, sync move, or max moves. Always active User's attacks become critical hits
Cold Front Causes a hailstorm the first time the user enters the battle each battle. Entering a battle (first time) Sets a weather condition into the field of play
Cold Snap N 1-9 X% = (N+1) * 10 Has a chance (X%) of leaving the target frozen when the user’s move targeting that opponent is successful.


Leaves the target frozen when the user’s move targeting that opponent is successful.

User's move (targeting opponent) Leaves the target frozen
Combo Freebie N 1-9 X% = (N+1) * 10 Has a chance (X%) of applying the Free Move Next effect to the user when its attack move is successful.


Applies the Free Move Next effect to the user when its attack move is successful.

Attack move Applies Free Move Next to the user
Comforting Hail The user’s stats cannot be lowered during a hailstorm. Field of play (Hailstorm) Prevents user's stat ranks from being lowered
Commanded Freebie N 1-9 X% = (N+1) * 10 Has a chance (X%) of applying the Free Move Next effect to the user when its Trainer uses a move.


Applies the Free Move Next effect to the user when its Trainer uses a move.

Trainer move Applies Free Move Next to the user
Conductive Sync Turns the field of play’s terrain into Electric Terrain the first time the user’s sync move is used each battle. Sync move (first time) Sets a terrain into the field of play
Confusion Boon N 1-5 X% = N * 10 Powers up the user’s moves when it is confused. User's status change (Confused) Increases power of user's moves by X%
Confusion Synergy N 1-9 X% = N * 10 Powers up the user’s moves when the target is confused. Target's status change (Confused) Increases power of user's moves by X%
Conniving Wings Reduces the user’s sync move countdown by 1 the first time it enters a battle each battle. Raises the Speed of all allied sync pairs by 2 stat ranks the first time the user enters a battle each battle. Entering a battle (first time) Character-Specific
Consolation Prize N 1-6 X = N Charges the user’s move gauge by X when its attack move misses. User's move (misses target) Charges the move gauge by X
Crisis Countdown N 1-9 X% = (N+1) * 10 Has a chance (X%) of reducing the user’s sync move countdown by one when its HP drops to half or below. This effect can activate only once per battle.


Reduces the user’s sync move countdown by one when its HP drops to half or below. This effect can activate only once per battle.

User's HP reaches threshold (once) Reduces the sync move countdown by 1
Critastrophe N 1-9 X% = N * 10 Powers up the user’s sync move when it becomes a critical hit. Sync move (critical hit) Increases power of the user's sync move by X%
Critical Affliction N 1-9 X% = (N+1) * 10 Has a chance (X%) of raising the user’s critical-hit rate by 1 stat rank when the user’s Pokémon or Trainer uses a status move.


Raises the user’s critical-hit rate by 1 stat rank when the user’s Pokémon or Trainer uses a status move.

Status move Raises the user's critical-hit rate by 1 stat rank
Critical Charge N 1-9 X% = (N+1) * 10 Has a chance (X%) of charging the user’s move gauge by one when the user lands a critical hit.


Charges the user’s move gauge by one when it lands a critical hit.

Attacks (critical hit) Charges the move gauge by 1
Critical Clock N 1 X% = (N+1) * 10 Has a chance (X%) of reducing the user’s sync move countdown by one when the user lands a critical hit. Attacks (critical hit) Reduces the sync move countdown by 1
Critical Countdown N 1-4 X% = (N+1) * 10 Has a chance (X%) of reducing the sync move countdown by one when the user’s move is a critical hit. Attack move (critical hit) Reduces the sync move countdown by 1
Critical Crit N 1-9 X% = (N+1) * 10 Has a chance (X%) of applying the Critical Hit Next effect to the user when it lands a critical hit.


Applies the Critical Hit Next effect to the user when it lands a critical hit.

Attacks (critical hit) Apples Critical Hit Next to the user
Critical Eye N 1-2 X = N Raises the user’s critical-hit rate by X stat rank(s) when its move is successful. User's move Raises the user's critical-hit rate by X stat rank(s)
Critical Ferocity N 1-9 X% = (N+1) * 10 Has a chance (X%) of raising the user’s Attack by one stat rank when its move is a critical hit.


Raises the user’s Attack by 1 stat rank when its move is a critical hit.

Attack move (critical hit) Raises the user's Attack stat rank by 1
Critical Focus N 1-3 X = N Raises the user’s critical-hit rate by X stat rank(s) when it lands a critical hit. Attacks (critical hit) Raises the user's critical-hit rate stat rank(s) by X
Critical Fortification N 6 X% = (N+1) * 10 Has a chance (X%) of raising the user’s Defense by one stat rank when its move is a critical hit. Attack move (critical hit) Raises the user's Defense stat rank by 1
Critical Freebie N 4 X% = (N+1) * 10 Has a chance (50%) of applying the Free Move Next effect to the user when it lands a critical hit. Attacks (critical hit) Applies Free Move Next to the user
Critical Healing N 1-9 X% = (N+1) * 10 Has a chance (X%) of restoring the user’s HP when its move is a critical hit.


Restores the user’s HP when its move is a critical hit.

Attack move (critical hit) Heals the user for 6.3% of their maximum HP
Critical Infliction N 9 X% = (N+1) * 10 Raises the user’s critical-hit rate by one stat rank when its Pokémon uses a status move. Pokémon status move Raises the user's critical-hit rate stat rank by 1
Critical Intellect N 1 X = N Raises the user’s Sp. Atk by X stat rank(s) when it lands a critical hit. Attacks (critical hit) Raises the user's Sp. Atk stat rank(s) by X
Critical Might N 1 X = N Raises the user’s Attack by X stat rank(s) when it lands a critical hit. Attacks (critical hit) Raises the user's Attack stat rank(s) by X
Critical Odds+ N 1-9 X% = (N+1) * 10 Has a chance (X%) of raising the user’s critical-hit rate by 2 stat ranks when its Trainer uses a move.

Raises the user's critical-hit rate by 2 stat ranks when its Trainer uses a move.

Trainer Move Raises the user's critical-hit rate stat rank by 2
Critical Propulsion N 3 X% = (N+1) * 10 Has a chance (X%) of charging the user’s move gauge by one when its move is a critical hit. Attack moves (critical hit) Charges the move gauge by 1
Critical Refresh N 9 X% = (N+1) * 10 Restores one MP for the user when it lands a critical hit. Attack moves (critical hit) Restores 1 MP for the user's moves
Critical Speed N 4-5 X% = (N+1) * 10 Has a chance (X%) of raising the user’s Speed by one stat rank when its move is a critical hit. Attack moves (critical hit) Raises the user's Speed stat rank by 1
Critical Squad N 1-3 X = N Raises the critical-hit rate of all allied sync pairs by X stat rank(s) when the user’s move is successful. User's move Raises the critical-hit stat rank of all allied sync pairs by X
Critical Sting N 1-9 X% = Base Chance * (N+1) When critical hits land, raises the chance of making the target flinch, become confused, or become trapped with the additional effect of the attack. Attack moves Raises the base chance of inflicting the additional effects of moves
Critical Strike N 1-9 X% = N * 10 Powers up the user’s attacks when they become critical hits. Attacks Increases power of user's attacks by X%
Critical Sync Except in certain circumstances, the user’s sync move lands as a critical hit. Sync move Guarantees a critical hit
Critical Will N 6 X% = (N+1) * 10 Has a chance (X%) of raising the user’s Sp. Def by one stat rank when its move is a critical hit. Attack moves (critical hit) Raises the user's Sp. Def stat rank by 1
Critconfuse N 9 X% = (N+1) * 10 Leaves the target confused when the user’s move is a critical hit. Attack moves (critical hit) Leaves the target confused
Curative Confusion N 1-9 X = N Restores the user’s HP when its attack move is successful against a confused opponent. Attack moves (confused target) Heals the user for approx. X/16 of their maximum HP
Cynthia's Aura Turns the field of play’s zone into a Fighting Zone the first time the user enters a battle each battle. Turns the field of play’s zone into a Fighting Zone after using the user’s sync move. (A Fighting Zone powers up Fighting-type attacks.) Always active Character-Specific
Danger Damage Guard Applies the Damage Guard Next effect to the user the first time its HP drops to half or below each battle. User's HP reaches threshold (first) Applies Damage Guard Next to the user
Danger Dodge N 1-6 X = N Raises the user’s evasiveness by X stat rank(s) the first time its HP drops to half or below each battle. User's HP reaches threshold (first) Raises the user's Evasion stat rank(s) by X
Dangerous Mind N 1-6 X = N Raises the user’s Sp. Atk by X stat rank(s) the first time its HP drops to half or below each battle. User's HP reaches threshold (first) Raises the user's Sp. Atk stat rank(s) by X
Dark Guard Reduces damage when the user is attacked by Dark-type moves. Always active Reduces damage from Dark-type attack moves by 30%
Dark Power N 1-9 X% = N * 10 Powers up the user’s Dark-type moves. Always active Increases power of user's moves by X%
Dark Shift Normal-type moves become Dark-type moves. Always active Changes the type of the user's Normal-type moves
Dashing Dark Transformation Replaces some of the user’s passive skills and sync move with different passive skills and a sync move just before using its Dark-type moves. Always active Character-specific
Dashing Team N 1-9 X% = (N+1) * 10 Has a chance (X%) of raising the Speed of all allied sync pairs by one stat rank when the user’s attack move is successful.

Raises the Speed of all allied sync pairs by one stat rank when the user’s attack move is successful.

Attack moves Raises the Speed stat rank by 1 for all allies
Dauntless Sp. Atk cannot be lowered. Always active Prevents the user's stat rank from being lowered
Debut Damage Reduction (Physical) Applies the Physical Damage Reduction effect to the allied field of play the first time the user enters a battle each battle. Entering a battle (first time) Applies the Physical Damage Reduction effect to the field of play
Debut Regen Applies the Gradual Healing effect to the user the first time the user enters a battle each battle. Entering a battle (first time) Applies the Gradual Healing effect to the user
Defense Crush N 1-9 X% = (N+1) * 10 Has a chance (X%) of lowering the target’s Defense by one stat rank when the user’s attack move against it is successful.

Lowers the target’s Defense by one stat rank when the user’s attack move against it is successful.

Attack move Lowers the target's Defense stat rank by 1
Defense Destroyer N 1-9 X% = (N+1) * 10 Has a chance (X%) of lowering the target’s Defense by 2 stat ranks when the user’s attack move against the target is successful.

Lowers the target’s Defense by 2 stat ranks when the user’s attack move against the target is successful.

Attack moves Lowers the target's Defense stat rank by 2
Defense Rush N 1 X = N Raises the user’s Defense by X stat rank(s) after using its sync move. Sync move Raises the user's Defense stat rank by X
Demobilize N 1-6 X = N Lowers the evasiveness of all opposing sync pairs by X stat rank(s) after using the user’s sync move. Sync move Lowers the Evasion stat rank of all opposing sync pairs by X
Demoralize N 1-4 X = N Lowers the Attack of all opposing sync pairs by X stat rank(s) after using the user’s sync move. Sync move Lowers the Attack stat rank of all opposing sync pairs by X
Demoralizing Sync N 1-9 X% = N * 10 Powers up the user’s sync move when the target’s Sp. Atk is lowered. Target's Sp. Atk stat rank is lowered Powers up the user's sync move by X%
Desperate Measures N 1-3 X = N Raises the user’s critical-hit rate by X stat rank(s) the first time it is in a pinch each battle. Threshold (pinch) Raises the user's critical-hit rate by X stat rank(s)
Desperate Team Freebie N 1-9 X% = (N+1) * 10 Has a chance (X%) of applying the Free Move Next effect to all allied sync pairs when the user’s HP drops to half or below. This effect can activate only once per battle.

Applies the Free Move Next effect to all allied sync pairs when the user’s HP drops to half or below. This effect can activate only once per battle.

Threshold (pinch) [first time] Applies the Free Move Next effect to all allied sync pairs
Destructive Touch N 1-9 X% = (N+1) * 10 Has a chance (X%) of leaving an opponent that attacked the user poisoned, paralyzed, or asleep when the user is hit by an attack move.

Leaves an opponent that attacked the user poisoned, paralyzed, or asleep when the user is hit by an attack move.

Hit by an attack move Leaves the opponent with a status condition
Devastation The more the target’s Sp. Atk is lowered, the more it powers up the user’s sync move. User's stat rank is raised Increases power of the user's sync move the more its target's stat is lowered
Dire Hail N 1-3 X = N Critical hits land more easily when the user’s attack move is used during a hailstorm. Field effect (hailstorm) Increases the base critical-hit rate of attack moves
Dire Rain N 1-3 X = N Critical hits land more easily when the user’s attack move is used while the weather is rainy. Field effect (rainy) Increases the base critical-hit rate of attack moves
Dire Straits N 1-2 X = N Critical hits land more easily when the user attacks with a move while its remaining HP is at half or below. Threshold (half or below) Increases the base critical-hit rate of attack moves
Dirty Fighting N 1-5 X% = N * 10 Powers up the user’s moves against targets that are affected by a status condition. Target's status condition Powers up the user's moves by X%
Dirty Sync N 1-9 X% = N * 10 Powers up the user’s sync move against targets that are affected by a status condition. Target's status condition Powers up the user's sync move by X%
Disarm N 1-9 X% = (N+1) * 10 Has a chance (X%) of lowering the target’s Attack and Sp. Atk by one stat rank when the user’s attack move is successful against a flinching, confused, or trapped opponent.

Lowers the target’s Attack and Sp. Atk by one stat rank when the user’s attack move is successful against a flinching, confused, or trapped opponent.

Attack move (interfered target) Lowers the target's Attack & Sp.Atk stat rank by 1
Disarmoring Retaliation N 1-9 X% = (N+1) * 10 Has a chance (X%) of lowering 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.

Hit by attack move Lowers an opponent's Defense stat rank by 1
Discombobulate N 1-9 X% = (N+1) * 10 | X% = N * 10 Has a chance (X%) of lowering the target’s accuracy by one stat rank when the user’s attack move against it is successful.

Lowers the target’s accuracy by one stat rank when the user’s attack move against it is successful.

Attack move Lowers the target's accuracy stat rank by 1
Discourage N 1-4 X = N Lowers the Sp. Atk of all opposing sync pairs by X stat rank when the user enters a battle. Entering a battle Lowers the Sp. Atk stat rank(s) of all opposing sync pairs by X
Disenchanting Strike N 1-9 X% = (N+1) * 10 | X% = N * 10 Has a chance (X%) of lowering the target’s Sp. Atk by 1 stat rank when the user’s Pokémon uses a move targeting that opponent. Has a chance (X%) of lowering the target’s Sp. Atk by 1 stat rank after using the user’s sync move targeting that opponent.

Lowers the target’s Sp. Atk by 1 stat rank when the user’s Pokémon uses a move targeting that opponent. Lowers the target’s Sp. Atk by 1 stat rank after using the user’s sync move targeting that opponent.

Pokémon move or sync move Lowers the target's Sp.Atk stat rank by 1
Disguise Protects the user from damage from a single attack move. After this passive skill takes effect, its Pokémon shifts from Disguised Form to Busted Form. Always active Character-specific
Dishearten N 9 X% = (N+1) * 10 Lowers the target’s Attack or Defense—or both—by one stat rank when the user’s move targeting that opponent is successful. Moves (targeting opponent) Lowers the target's Attack or Defense-or both stat ranks by 1
Disheartening Shock N 1-9 X% = (N+1) * 10 Has a chance (X%) of lowering the target’s Attack and Defense by 1 stat rank when the user’s attack move is successful against a paralyzed opponent.

Lowers the target’s Attack and Defense by 1 stat rank when the user’s attack move is successful against a paralyzed opponent.

Attack moves (paralyzed target) Lowers the target's Attack and Defense stat ranks by 1
Dismay N 1-6 X = N Lowers the Sp. Atk of all opposing sync pairs by X stat rank(s) the first time the user enters a battle each battle. Entering a battle (first) Lowers the Sp. Atk stat rank(s) of all opposing sync pairs by X


Skills with no official description

Some skills have no official description as they are unavailable to Sync Pair Scouts and are abilities reserved for NPCs.

Skill name Value range N Parameter X affected by range Known Effects Trigger condition Effect(s) applied
Acute Senses N 4,8 X% = N * 10 Reduces the damage taken by the user from attack moves and sync moves while the user is not affected by a status condition. User's status condition Reduces damage from attack moves & sync moves by X%
Amped Up N 7,8,9 formula known effect trigger result
Brain Barrier N 1-9 X% = N * 10 Reduces special attack move damage taken by the user. Reduces special sync move damage taken by the user. Always active Reduces special damage from attack moves & sync moves by X%
Brawn Barrier N 1-9 X% = N * 10 Reduces physical attack move damage taken by the user. Reduces physical sync move damage when by the user. Always active Reduces physical damage from attack moves & sync moves by X%
Chronic Slowdown N 2 X% = (N+1) * 10 Has a chance (X%) of lowering the user's speed by 1 stat rank when its user is hit by an attack move while the user is affected by a status condition. Hit by attack move (user's status condition) Lowers the user's stat rank by 1
Chronic Slowdown 2 formula known effect trigger result
Clear Advantage N 4,5,8 X% = N * 10 Reduces damage from attacks when the user is hit while the field of play has no weather, terrain or zone active. Field of play (no effect affecting both fields) Reduces damage from attacks by X%
Critical Focus N 4,5,6,7,8,9 formula known effect trigger result
Double Trouble N 2 formula known effect trigger result
Healthy Advantage N 4,8 formula known effect trigger result
Hemmed In N 9 formula known effect trigger result
Hostile Environment N 10 formula known effect trigger result
Invulnerable formula known effect trigger result
Iron Wall formula known effect trigger result
Lessen Affliction N 1,2 formula known effect trigger result
Lessen Interference N 3 formula known effect trigger result
Lessen Poison N 10 formula known effect trigger result
MAX Tough Skin N 5 formula known effect trigger result
Metal Fortitude N 8 formula known effect trigger result
Opening Shake-Up formula known effect trigger result
Overexposure N 1 formula known effect trigger result
Perfect Debut Smarts N 1,2,3,4,5,6 formula known effect trigger result
Perfect Debut Strength N 1,2,3,4,5,6 formula known effect trigger result
Physical Fortitude N 8 formula known effect trigger result
Reinforced formula known effect trigger result
Resilient N 1 formula known effect trigger result
Robust Physique formula known effect trigger result
Seeing Double N 2 formula known effect trigger result
Sentry Entry xN 2, 3 formula known effect trigger result
Shrug Off formula known effect trigger result
Soaring Countdown N 1 formula known effect trigger result
Sunburn N 9 formula known effect trigger result
Sunny Daze N 1 formula known effect trigger result
Sync Victory Lap formula known effect trigger result
Sync Victory Wall formula known effect trigger result
Tactical Shake-Up formula known effect trigger result
Terra Firma N 10 formula known effect trigger result
Terrify N 7,8,9 formula known effect trigger result
Tough Skin N 1,2,3,4,5,6,7,8,9 formula known effect trigger result
Tranquil Fury N 2 formula known effect trigger result
Unbound N 3 formula known effect trigger result
Unimpeded N 1m2 formula known effect trigger result
Unnerving Leer N 1 formula known effect trigger result
Victory Wall formula known effect trigger result
Viral Speed N 4 formula known effect trigger result
Vulnerable formula known effect trigger result
Weakened formula known effect trigger result
Wise Entry xN 2,3 formula known effect trigger result

Skills with similarities from the main-series games

Some skills in Pokémon Masters are based on existing abilities or effects from the main-series games. This table here showcases which ones have corresponding links.

Skill name Skill description Main series similarity
Acuity Accuracy cannot be lowered. Keen Eye

Sync pairs skills list:

In the "Sync pair(s)" section, characters with hexagons (⬣) can only acquire the their skills through the sync grid, and characters with triangles (▲) partner with Egg Pokémon. Characters without a special marking means its one of their base skills.

Skill name Skill description Sync pair(s)
Acuity Accuracy cannot be lowered. Blue & Pidgeot
Blue & Mega Pidgeot
Calem & Espurr/Meowstic
▲Scottie/Bettie & Machop/Machoke/Machamp
⬣Olivia & Lycanroc (Midnight Form)
⬣Nate & Braviary
⬣Morty (Fall 2021) & Banette
⬣Morty (Fall 2021) & Mega Banette
⬣Sygna Suit Cyrus & Darkrai
⬣Winona & Pelipper