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 growth, experience, 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.
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.
Red bullets denote breakpoints at levels 1, 30, 45, and 100 respectively.
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:
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:
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 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 |