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Pokemon Masters Sync Pairs Tier List

Tier List Overview

Tier Lists are inherently subjective by nature! This list should Not exist considered as the only source of information, and there are many players who have their own opinions on how to construct a Tier List. Nosotros strongly encourage players to discuss their opinions on Tier Lists and gameplay. Check out our Customs Lists for more than, and feel costless to first a Community Discussion or annotate on our latest Changelog commodity if you would like to discuss this Tier List in particular!

Criteria Overview

The goal is to rank the units on their own merits, regardless of the player'due south available roster, while still accounting for the overall metagame, therefore these are the chief criteria for our Tier Listing (not ordered as we're trying to residuum them together instead of focusing on specific aspects):

  • Team flexibility and versatility
  • Compositional force and relevancy
  • Summit performance in an optimal surroundings
  • Role compression and self-sufficiency

Annotation: All units are considered fully maxed and access to EX is as well taken into account (more often than not relevant for Supports and Sync Nukers or pairs with some incentives to Sync).

Content Priority

While keeping in mind the criteria in a higher place, the in-game content is weighted in the post-obit order:

  1. Champion Stadium Principal Mode
  2. Legendary Arena / Gauntlet
  3. Extreme Battles
  4. Battle Villa & Full-Force Battles

Categories

Sync Pairs are split into three categories (as opposed to their in-game role) to reflect the potential usage of their kits. Keep in mind the categories do not compare 1:1, everything is ranked within their categories and they are non meant to be compared with other categories. That being said, all Sync Pairs are ranked equally whole units and non just regarding their department (ie. all their facets are taken into account when ranking them, regardless of the category they belong in).

Sub-groups

Those are essentially "Tiers within the Tiers". Although Sync Pairs are already ordered inside of the Tiers individually, some units are close plenty to each other and then that they can be grouped and even take interchangeable places between themselves. The sub-groups are identified by the background color of their icon (ie. all units with the aforementioned background color on the same Tier are on the same sub-grouping). This is done then that we have an even clearer distinction between the units without being besides strict with the individual positions either.

All Tier Lists

Tier List Change Log

Latest Changes - 07/19/2022

💬 Desire to comment on our latest changes and help refining our ever-evolving Tier List? We're e'er looking for more than thoughts and constructive feedback to meliorate our assay and manufactures and then make sure to drib a comment in the latest Modify Log post linked below!

Impairment Dealer Tier Listing

This is the Tier List for Damage Dealers. Here, yous'll find Sync Pairs that focus on doing the heavy work of lowering the enemy's HP with their strong hits rather than trying to disrupt them or offer unlike kinds of support for the squad. Sync Pairs here are ofttimes Strikers (by their in-game role), although we also include other roles every bit they fit the description. Also, harm dealing hither is their primary part, just not theironlyone - characters like Classic Blue, for example, has virtually of his kit focused on striking, but still tin buff the team's disquisitional hit rate as a bonus, which is also weighted here.

Damage Dealer Tier 0

Lear and Hoopa take 1 of the strongest Sync Motion in the game against a neutral target, a very loftier DPS, and great cocky buffs, which by itself already is a recipe for a meridian tier Damage Dealer. What sets Lear apart, withal, is the fact that he'southward the single best Sync accelerator in the game, guaranteeing an early sync within the first bike just with his Trainer Movement and Head Start two, and with Adrenaline 2, he can get some other early Sync with a single Propulsion activation, all past himself! Lear tin likewise become a little defensive bonus with his trainer move giving the regeneration effect to everyone in the team, making him a unit that could easily exist argued for fifty-fifty the highest spot in the tier list.

Sygna Suit Red, simply put, has everything y'all would want on a striker. Extremely high DPS, one of the all-time AoE Sync Nukes in the entire game (if not the all-time), very good gauge, and good self buffs - and even its high HP ways it tin take hits better than most strikers provided you lot can bargain with his self defence debuffs. While Carmine doesn't do as many things as some other units can, he only does what he's supposed to do extremely well, earning him a spot at the elevation of the list.

Similar to May & Swampert, Sygna Arrange Erika is some other damage dealer with hybrid-similar qualities, providing sun over rain this time. Although Erika is not every bit tanky as May, she does stand out by being even more impressive offensively: Solar Blade is an incredible move that gets 200 BP (higher than Steel Beam!) for only 3 gauges and having its drawback negated with sunny weather itself, but on meridian of that, Erika has a good single target sync motility and a spectacular Trainer Move that gives her +2 Assault and +i Disquisitional Striking charge per unit - if that wasn't enough, using information technology while the sunny weather condition is active transforms it into a whooping +4 Attack and +two Critical Hitting rate with Gradual Healing on top of it. Overall, SS Erika feels like a mix betwixt Brendan and May that creates one more summit tier unit of measurement.

Harm Dealer Tier ane

Diantha & Keldeo have a lot going for them: a good weatherless DPS, a trainer movement that gives her +iv SpA and +3 critical hit and gear up to set on on turn 2, a sync nuke that can reach comparable damage to Iris (Champion) & Hydreigon, and one of her main selling points: for every successful assail against an opponent, she drains one stage of Defense, Special Defense, and Speed to herself, making herself bulkier and faster on the proccess while the opponent keeps getting more vulnerable. Fantastic stats all around finish this kit, with none of them being truly lacking, especially considering her self buffs, putting her very loftier on our list.

Archie & Kyogre have an unbelievably practiced kit overall. Origin Pulse is one of the highest BP moves in the entire game that tin can be further boosted past rain, which Kyogre not merely summons on entry, simply also extends its elapsing every time it is summoned to almost double its fourth dimension. Shower Surge 3 likewise means that Kyogre's damage is farther boosted on pelting and makes its gauge considerably faster. Hoenn Spirit is an amazing Master Passive that boosts the unabridged team'south special moves by xx% by default and tin be further boosted to a whooping 50% with two more than Hoenn units, which is not actually hard to do considering Kyogre'due south self sufficiency and the general quality of the Hoenn units, like May, Roxanne, and Zinnia, with it also providing a reduction to special harm taken. Finally, Kyogre's Trainer Movement gives it +3 critical hit rate, +2 Special Attack, and +ii accuracy to make Origin Pulse fully authentic, and gradual healing all in a single turn at the cost of -two to both defenses, which can exist a fleck harsh due to Kyogre's natural frailty, but is more than compensated by the advantages. Although Kyogre does lack a stiff Sync Nuke, the combined offensive and utility capabilities it offers to the squad is unmatched past almost everyone except very few select units in the entire game.

Damage Dealer Tier 2

While it'south classified as a Dragon-type Sync Pair due to its Sync Movement, Cyrus & Palkia merely show their true potential while using Hydro Pump. Being one of the premier choices for rain teams, Cyrus matches the damage of the high-cease damage dealers like Red & Mega Charizard X, Ant & Archeops, and Lear & Hoopa despite using merely iii gauges instead of 4! An excellent trainer move that boosts both Special Assail and Speed by three stages with a drawback that can hands be commencement by its (multiple) regeneration options also makes Cyrus very good and fast at setting upwards granted information technology has critical hit rate support. Cyrus also notably is arguably the best striker to pair with Professor Sycamore on the Boxing Villa, getting critical hit rate buffs without using MP via Spacial Rend: Critical Focus 2 and Good for you Healing maintaing its HP high. All in all, if you demand a unit with high DPS that sets upwardly fast, Cyrus might exist your guy.

At first glance, Sygna Suit Leon may await similar he has everything going for him: he'southward fast, has a good Sync Movement multiplier, he tin can buff all of his relevant stats, has a iv gauge move, a Max Motion, and an incredible debuffing passive with Lucky Seven 4. However, upon a closer look, SS Leon does reveal some flaws: his low SpA combined with Dynamax Cannon's low BP for a 4 gauge move means that neither his nuke or his DPS are achieving any new levels of damage, and while his self buffs ways he tin choose what blazon of supports he'll want to bring, completely cocky buffing is not very realistic due to the time it takes. Eternatus' main claim to fame is the burst damage it can make between a AoE Sync Nuke followed by a Max Move, dishing out a great corporeality of harm in a brusk span of time, but this harm decays considerably after that up to the indicate where the opponent gets a Sync buff, where his DPS gets to a respectable level again.

Blueish & Aerodactyl come to shake up things as a striker that offers squad support with Dire Hit All +, both hastening the setup speed for its partners and working as a legitimate support for units like May & Lopunny. Beingness another Hyper Beam user, Blueish also provides very solid damage per plough, and despite being a mixed unit with its chief movement beingness special simply its sync being physical, Bonjour! makes it so he has no problem self buffing. A very loftier Speed stat and a strong Sync Move (especially notable due to Aerodactyl being a Pokémon with a Mega Evolution) closes off the kit. Overall, despite not having field result multipliers like most top damage dealers practise, Blue & Aerodatyl show as the best weatherless strikers in the game with a solid supportive option with crit buffs for the squad, earning it a very solid spot on Tier 1.

Leon & Charizard is a pretty polarizing Sync Pair: on one hand, they have the single highest realistic damage per turn, with Inferno on sun already matching behemoths similar Mega Charizard X and Palkia, while Burn Synergy 3 puts him on a level of his own. On the other hand, Leon is pretty reliant on his teammates to excel, needing gauge support alongside Special Set on and crit buffs, with sunny weather condition allowing him to attain his max potential. Leon also offers a Sync Move that does adept harm, and despite the set up being based on the opponent condition rather than his own, Inferno makes it easy to reach the condition at least for the main target. MP Rekindle as well makes Leon superb in Battle Villa by existence capable of refreshing his trainer moves at whatsoever time. Although Leon lacks the versatility mutual to the other top tier impairment dealers and often sees difficult competition with other strong sun sync pairs, his sheer impairment output gives him a spot at the lower terminate of Tier 1.

Pismire & Archeops appears as a high damaging unit that excels on the sandstorm weather, which offers them a respectable Sync Nuke besides. Capable of getting +half-dozen Assault and +ii accuracy (which already maxes out Rock Edge'southward accuracy against an opponent that hasn't raised their evasion) in a single turn, Emmet is a monster in terms of buffing fast. High Speed and dual MGR3 also makes him a unit that won't have many problems with estimate. As a bonus, Emmet also is not as dependent on sandstorm as most other weather strikers are, retaining his skillful impairment and self sufficiency on a variety of teams.

With one of the best AoE moves in the game, a potent Sync Move, decent self buffs, skilful judge during the rain weather, and admission to the motility Pelting Trip the light fantastic toe, May shows herself as a great damage dealer that can also make her Water-type partners stronger. Beingness a Hoenn unit also grants her a superb synergy with Archie & Kyogre, both activating Theme Skills and boosting Hoenn Spirit. May has a good enough bulk to too work as a tank in a compression, and is but held dorsum a bit due to a lack of a stronger single target option, which is non enough to take her out from the highest tier.

Raihan is the most powerful Steel-type in the game, having an extremely high output for a type oftentimes bemoaned for its poor move BP due to his 4-bar Steel Beam. His combination of loftier Special Attack, high BP complemented by scaling, equally well as extremely robust entry passives brand him very explosive early in battles. When paired with Ingo and Excadrill, he becomes the unmarried fastest sync pair in the game in terms of dishing out full damage, being able to dish out maximized damage immediately with Outburst In builds, and his unprecedentedly generous sync grid gives him a variety of options to choose from, ranging from entry passives to steroids of choice. Raihan'southward more than pronounced flaws that preclude him from sitting on the higher tiers include an unimpressive sync motility and rather questionable approximate without the assist of specific passives or support.

Damage Dealer Tier three

Marnie & Morpeko are another versatile Damage Dealer on Tier 2. Power Trip provides skilful impairment by an extremely cheap price at 2 gauges while beingness easy to cap in impairment. Marnie besides doesn't inquire for much support, seeing every bit the standard Speed buffs that most teams take today allows Marnie to max her Attack by herself, while some smaller cocky crit buffs as well. One thing that Marnie excels at is her Sync Move: rivaling even Palentine Serena as a Sync Nuker, Marnie gets an piece of cake to setup nuke that tin can fifty-fifty i shot Chief Mode centers with no prior damage and neutral damage. Although Marnie's output can exist a bit inconsistent due to Hunger Switch, she still earns a spot at the higher finish of Tier two.

A plethora of contempo buffs from a rather generous sync grid to being the first Legendary free-to-play sync pair with both EX and a Mega Evolution has in contempo times won the hearts of many fans of the original villain and the original pop Legendary Pokemon. Despite the overall lack of consistent Special Defense force debuffers that can pair with Giovanni due to his reliance Psychic Terrain and Special Attack support, Critical Strike iii lone is enough to put Giovanni'due south output to virtually N and Zekrom's levels with his sync move, which lacks the BP penalisation that other Mega pairs typically possess. Smarty-Pants makes his nuke even more devastating, though it requires Palentine's Dawn to reliably be maxed out, and faces contest with compositions that adopt to raise Bianca's critical-hit-rate for more than overall value. Despite these newfound qualities, Giovanni retains the flaw of being reliant on an outside source to maximize his Special Attack despite having an extremely robust innate stat himself, making his compositions very stunted in comparison to the more flexible nature of the sync pairs in college tiers.

Harm Dealer Tier 4

One of the few precedents of powercreep in the normal sentinel pool, Hala and Crabominable are a luxury Ice-type pair defined by a combination of excellent Trainer Moves, access to decent DPS, a sync nuke, and uniquely for a Striker, unusually loftier bulk and admission to First Assistance half-dozen and the Enduring effect. While oft eschewed over Ghetsis and Kyurem due to their increased accessibility, Hala's access to Super Training Haymaker often results in an easier lights out for Ice-weak content over the Legendary Sync Pair, while he as well possesses strong, single-target Ice Hammers to whack away at the opposition with. Hala does struggle with estimate due to low Speed and Water ice Hammer lowering it even further to actuate Dull Windup, and recent pairs accept also made his DPS and, to a lesser extent, his nuke insufficiently substandard.

Impairment Dealer Tier 5

Impairment Dealer Tier 6

Damage Dealer Tier vii

Damage Dealer Tier 8

Harm Dealer Tier 9

Impairment Dealer Tier 10

Damage Dealer Tier xi

Hybrid Tier List

This is the Tier Listing for Hybrid units. Hither, you'll notice Sync Pairs that provide a mix of supportive and hit capabilities for the squad, with both their damage and the utility they provide for the squad existence fundamental components of what defines their niche. Sync Pairs here are often Techs (by their in-game role), although we also include other roles as they fit the description. Also, while pairs here offer both striking capabilities and supportive ones in a relatively balanced manner, information technology does not mean they can't be more geared to one side or another - for case, Dawn & Torterra are a Hybrid unit that are closer to the supportive end of the spectrum, while Lysandre & Yveltal are a hybrid unit of measurement that have more offensive aspects. This classification is not black and white, and then some pairs from other lists also can have valid arguments to be moved to Hybrids.

Hybrid Tier 0

Sharing similarities with Kyogre, Groudon also is another Pokémon that excels both at offensives and supportive capabilities. Although not the offensive behemoth that Kyogre is with its better Trainer Move and stronger move in rain-additional Origin Pulse, Groudon ends upwardly beingness even more versatile in terms of helping other units, with its Primary Passive helping a multitude of concrete assailant, like Leap May, Ceremony Steven, and Zinnia, and the dominicus summon on entry and extension being perfect for Fire and multiple Grass units, like Sygna Suit Red and Brendan. Groudon's Solar Beam also is an excellent move at 3/5, not only giving Groudon a skillful damaging single target choice that's gauge efficient, only additionally debuffing the enemy'due south Special Defense with Listen Games ix, further boosting not but its own, but besides the damage for its partners.

Hybrid Tier 1

Anniversary N & Reshiram is a interesting and powerful pair in the game with high versatility. While a kickoff wait at its stats and lack of multipliers may make one retrieve that its damage output is low, this doesn't tell whole story: Even if Blueish Flare does non get close to the likes of Nail Burn or Inferno confronting a unmarried opponent, its high BP, admission to a field boost in Sun, and unique to him, the passive Extend Range means that Reshiram has the strongest AoE motility in the game, surpassing even Kyogre'southward Origin Pulse. On summit of that, Northward has loftier self sufficiency with fast buffs, innate Mind Games 9 for a guaranteed AoE Sp. Def debuffs against the opponent, can work equally a guess support to the squad with Movement Gauge Acceleration and Pep Rally on the grid, and has one of the strongest Sync Nukes in the game, surpassing even the likes of Champion Iris. Although less used, Northward tin also debuff the opponent offensively via Noble Roar, which can exist useful to improve the team'southward less longevity alongside his Master Passive, with his unimpressive damage output against a single target and the need of less than ideal supports for maxing out his Sync Nuke being his only weakness, creates this top tier Sync Pair.

The unit with the well-nigh compression in the game, Bianca & Musharna has the ability to tank, requite regeneration to allies, bargain good harm, support the gauge, and set a Terrain all at once. With units similar Lear & Hoopa and Giovanni & Mewtwo, Bianca's supportive capabilities truly shine, as she gives a free 1.5x damage heave to their Psychic moves while dishing out powerful Stored Power of her own. Between all of those qualities and the lack of whatever true weakness except for maybe lack of critical striking buffs, Bianca & Musharna is 1 the primary reasons for Psychic Terrain's ascension to the elevation and forms another of the game'southward finest pairs.

Amongst an ever-increasing pool of tech sync pairs that lower Attack, Totally Not Kukui sticks out from the remainder due to its unique ability to debuff Defense in addition to Attack, which makes him more compressible in compositions beyond his Attack drops. Moreover, his Trainer Move's ability to buff the speed of the entire team in 2 turns without MPRs farther solidifies his placement in teams every bit a debuffer over traditional, more self-serving counterparts. Kukui's sync nuke is also peculiarly strong in proportion to its cost, allowing him to back up teams as another source of offensive pressure if needed despite his disappointing DPS with Darkest Lariat.

Hybrid Tier 2

Ghetsis & Kyurem are a pair that tin can do quite a few things, but not exactly everything at once. Beginning, he provides a valuable Ice-type that doesn't have many strong accessible options, with the main ane, Pryce, merely achieving his highest potential when paired with Ghetsis himself. Starting on the offensive role, Ghetsis has a iv gauge AoE Ice motility in Glaciate, which also guarantees a Speed drop for the opponent. Due to it beingness a 4 judge movement on a slow Pokémon, this ways that Ghetsis tends to desire strong estimate support, but it also ways that his DPS will accomplish a decent number, as information technology besides has multipliers such as Hunter'southward Intinct and Paralysis Synergy. Ghetsis can also Sync Nuke with his innate Sync multiplier and Pecking Guild - while Speed drops doesn't tend to exist a proficient condition to have, Ghetsis dropping information technology in area while using information technology as a best move and having partners that also tin drop Speed makes him an exception. Cold Snap 2 also allows Glaciate to freeze all opponents at the same time with a decent charge per unit, working as a pseudo-Go Viral Hypnosis that does damage simply with less accuracy. Finally, Ghetsis' Double Drop Noble Roar makes him the premier support for units that accept both Devastation and Pecking Club, such as Anniversary North and Champion Iris, and can likewise exist useful to accept on end-game contents that might hit difficult, such every bit Extreme Battles. Although Ghetsis can't do everything at once, those multiple niches with their own utility makes him a valuable unit of measurement to have.

Hybrid Tier 3

Hybrid Tier 4

Hybrid Tier 5

Hybrid Tier 6

Hybrid Tier 7

Utility Tier List

This is the Tier List for Utility units. Hither, y'all'll detect Sync Pairs that focus on helping the squad by providing buffs and making your partners stronger or disrupting the enemy with debuffs and condition rather than straight inflicting damage. Sync Pairs here are ofttimes Supports (past their in-game role), although we as well include other roles as they fit the description. Also, supporting here is their chief function, but not theironlyone - characters similar Hop & Zamazenta, for instance, have most of their kit focused on supporting the team with buffs and heals, but tin can however do decent damage with Behemoth Bash, which is also weighted here.

Utility Tier 0

Utility Tier 1

As arguably the most universal Sync Pair in the game, Sygna Suit Blue & Mega Blastoise does almost everything equally a back up: he buffs both attacks, he buffs both defenses, he buffs critical striking rate, he makes the approximate, he can tank, and even do harm with Hydro Cannon on pelting. Although Sygna Arrange Blue doesn't specialize in anything in particular, with nigh of its buffs being fairly slow and not very reliable as a unit of measurement to fully buff your striker by itself, the sheer corporeality of thing he does makes him at to the lowest degree a decent choice for almost every team and never a deadweight, earning him a spot as one of the top utility units in the game.

Utility Tier 2

Utility Tier 3

Utility Tier 4

Utility Tier 5

Utility Tier 6

Utility Tier seven

Utility Tier 8

Utility Tier 9

Useful Links

Source: https://gamepress.gg/pokemonmasters/guide/pokemon-masters-tier-list

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