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Sync Pair Leveling and Stat Growth

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Introduction

Pokémon Masters is in many ways similar to the main series games, but brings some unique twists to its leveling and stat growth systems due to its nature as a gacha-based mobile game. Let's take a quick look at how stat growthexperience, and level caps work in Pokémon Masters!

Sync Pair Stats

Pokémon Masters uses the same six major stats as the main series games: HP, Atk, Def, Sp.Atk, Sp.Def, and Speed. Each Sync Pair has a base value for these stats, which grows as the pair levels up.

Basic Stats
Stat Description
HP Hit Points. Pokémon faint when their hit points are reduced to zero.
Attack Power level of physical attacks
Defense Reduces incoming damage from physical attacks
Special Attack Power level of special attacks
Special Defense Reduces incoming damage from special attacks
Speed Increases the recovery rate of the Move Gauge, allowing the player to refill it faster.

The game’s other combat stats are relatively straightforward, and are explained in further detail in our Basics and Game Mechanics guide. The only big difference from the stats of the main series is that Speed doesn’t affect turn order, but rather how fast a team’s Move Gauge fills up.

Sync Pair Stat Growth

Sync Pairs gain stats whenever they level up, with stats growing linearly between two level breakpoints at a time. At levels 1, 30, 45, and 100, stat growth changes to a new, still linear value until the next breakpoint is reached.

(Note that stat growths per level can decrease at a new breakpoint)

For example, here is the HP stat growth for Rosa and Snivy from level 1 to level 100.

Rosa and Snivy HP growth

Red bullets denote breakpoints at levels 1, 30, 45, and 100 respectively.

Stat Growth Formula

What if you want to calculate the stats for a Pokémon at a given level? 

Stats at any level (L) can be calculated using the following formula:

Let a, b be level breakpoints such that a < L < b:

stats_L  = stats_a + (L-a) *  (stats_b - stats_a) / (b-a)

For example, Snivy’s HP breakpoints are as follows:

Level 1 Level 30 Level 45 Level 100
82 177 237 512

Therefore, Snivy’s HP at level 40 can be determined by:

L = 40, a = 30, b = 45
 

177 + (40 - 30) *  (237 - 177) / (45 - 30) 


= 217 HP at Level 40

The above formula holds true for calculating any stat for any Sync Pair at any level.

Stats and Evolution

Since some Pokémon are able to evolve after reaching level 30 (or level 45 for stage 2 to stage 3 evolutions), it might seem like calculating the stats while accounting for evolution is difficult. Thankfully, it’s still just as straightforward, as evolution is a fairly rigid game system that doesn’t introduce much in the way of variance. 

Higher evolution stage Pokémon have higher stats at breakpoints compared to their pre-evolved selves, and as a result the evolved Pokémon will gain additional stats immediately upon evolution to match. This applies regardless of what level a Pokémon has reached when it evolves.

A comparison chart of Rosa’s HP at Snivy’s evolution stages:

Rosa and Snivy Evolutions

If Rosa’s Snivy evolved to Servine at level 40, Servine would immediately gain 27 HP, going from 217 to 244.

Sync Pairs and Levels

Currently, Sync Pairs can gain experience in two ways: taking part in successful battles (even if that Sync Pair faints, as long as you win the fight), or having Level-Up Manuals used on them. Crossing certain experience thresholds will increase the Sync Pair’s level, just like the main series games. However, the amount of experience required to level up increases exponentially as your level increases. The following graph shows the steep nature of leveling once you hit high levels:

XP per level

Experience Required per Level

Level Required Exp
1 0
2 2
3 5
4 9
5 14
6 21
7 36
8 58
9 87
10 119
11 154
12 193
13 236
14 283
15 335
16 392
17 455
18 524
19 600
20 684
21 776
22 877
23 988
24 1110
25 1244
26 1391
27 1553
28 1731
29 1927
30 2143
31 2381
32 2643
33 2931
34 3248
35 3597
36 3981
37 4403
38 4867
39 5377
40 5938
41 6555
42 7234
43 7981
44 8803
45 9707
46 10701
47 11745
48 12841
49 13992
50 15201
51 16470
52 17802
53 19201
54 20670
55 22212
56 23831
57 25531
58 27316
59 29190
60 31083
61 32995
62 34926
63 36876
64 38846
65 40836
66 42846
67 44876
68 46926
69 48997
70 51089
71 53202
72 55442
73 57816
74 60332
75 62999
76 65826
77 68823
78 72000
79 75368
80 78938
81 82722
82 86809
83 91182
84 95861
85 100868
86 106225
87 111957
88 118090
89 124652
90 131673
91 139185
92 147223
93 155824
94 165027
95 174874
96 185410
97 196684
98 208747
99 221654
100 235464
Sync Pair Level Caps

Sync Pairs have different natural maximum level caps based on their stars (rarity). These caps can be raised by improving the Sync Pair to the next rarity with the rare and valuable Promotion Tickets. (Note that this is not the same as breaking a Sync Pair's normal level cap.)

Level Caps 3* 4* 5*
Initial level cap 30 35 40
Second level cap 45 50 55
Third level cap 60 65 70
Fourth level cap 75 80 85
Max level cap 90 95 100
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About the Author(s)

Kritaarth Mahankali is a Content Director at GamePress. He has been a writer, manager, editor, and site lead for various GamePress projects since 2018. Native Texan, fond of egg rolls, and lover of all RPGs.