Table of Contents
Calem & Meowstic
A standard status spreader backed up by excellent speed, satisfactory healing, and even decent damage, Meowstic is just a solid all around sideman and a great option for pretty much any team with space for it.
Other Forms
Trainer
Pokemon Info
Pokemon Description
When in danger, it raises its ears and releases enough psychic power to grind a 10-ton truck into dust.
Table of Contents
Stats
Table of Contents
Moves
Type |
Psychic |
Category |
 |
Power |
48 / 57
|
Accuracy |
100 |
Target |
An opponent |
Cost |
|
Has a very small chance of leaving the target confused.
Category |
 |
Power |
0 / 0
|
Accuracy |
0 |
Target |
Self |
Uses |
2 |
Sharply raises the user’s Speed.
Type |
Electric |
Category |
 |
Power |
0 / 0
|
Accuracy |
90 |
Target |
An opponent |
Cost |
|
Leaves the target paralyzed.
Category |
 |
Power |
0 / 0
|
Accuracy |
0 |
Target |
Self |
Uses |
2 |
Restores a bit of the user’s HP. The lower the user’s HP is, the more this move raises the user’s Sp. Atk.
Hide Info
HP
|
100%
|
99%
|
50%
|
33%
|
Sp. Atk
|
1
|
2
|
3
|
4
|
Type |
Psychic |
Category |
|
Power |
200 / 240 |
Accuracy |
- |
Target |
An opponent |
Effect Tag |
- |
This move’s power increases if the target is paralyzed.
Acuity
Accuracy cannot be lowered.
Aggravation 1
Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
Team Skills
Condition
Form a team with two or more sync pairs that share the same type.
Effect
Raises the maximum HP of all allied sync pairs by [Value].
- Lv1: +12
- Lv2: +16
- Lv3: +20
- Lv4: +24
Raises allies’ Attack and Sp. Atk by [Value] when using Psychic-type attacks.
- Lv1: +12
- Lv2: +16
- Lv3: +20
- Lv4: +24
Condition
Form a team with two or more sync pairs that share the same theme.
Effect
Raises the maximum HP of all allied sync pairs by [Value].
- Lv1: +1
- Lv2: +3
- Lv3: +5
- Lv4: +7
Raises the Attack and Sp. Atk of all allied sync pairs by [Value].
- Lv1: +1
- Lv2: +2
- Lv3: +3
- Lv4: +4
Sync Grid
Sync Grid for Calem & Espurr
Link to Sync Grid Planner Tool
Icon |
Bonus |
Sync Orb Cost |
Energy Cost |
Req Sync Level |
Grid Pos (X,Y) |
|
HP
+10
|
5 |
0 |
|
(1,1) |
|
HP
+10
|
24 |
2 |
|
(-1,3) |
|
HP
+10
|
36 |
3 |
|
(-1,5) |
|
HP
+20
|
48 |
4 |
2 |
(-2,-4) |
|
HP
+20
|
48 |
4 |
3 |
(-1,9) |
|
HP
+20
|
48 |
4 |
|
(-3,7) |
|
Sp. Atk
+5
|
5 |
0 |
|
(1,-1) |
|
Sp. Atk
+5
|
5 |
0 |
|
(-1,-1) |
|
Sp. Atk
+5
|
24 |
2 |
|
(1,3) |
|
Sp. Atk
+5
|
24 |
2 |
|
(-3,-1) |
|
Sp. Atk
+5
|
24 |
2 |
2 |
(-3,-3) |
|
Sp. Atk
+5
|
24 |
2 |
|
(-3,5) |
|
Sp. Atk
+10
|
48 |
4 |
2 |
(3,-3) |
|
Speed
+5
|
5 |
0 |
|
(0,2) |
|
Speed
+5
|
24 |
2 |
|
(1,-3) |
|
Speed
+5
|
24 |
2 |
|
(2,0) |
|
Defense
+5
|
5 |
0 |
|
(0,-2) |
|
Defense
+10
|
48 |
4 |
2 |
(-1,7) |
|
Defense
+10
|
48 |
4 |
2 |
(2,-4) |
|
Sp. Def
+5
|
5 |
0 |
|
(-1,1) |
|
Sp. Def
+10
|
48 |
4 |
|
(3,-1) |
|
Sp. Def
+10
|
48 |
4 |
|
(-1,-3) |
|
Mind-Bending Psychic
:
Power
+25
|
60 |
5 |
3 |
(0,6) |
|
Mind-Bending Psychic
:
Power
+25
|
60 |
5 |
3 |
(0,-6) |
|
X Speed
:
MP Refresh 3
- Has a moderately good chance of restoring one MP of the move used if the move is successful.
|
84 |
7 |
|
(-2,6) |
|
X Speed
:
Pep Rally 1
- Raises the Speed of all allied sync pairs when a move is successful.
|
84 |
7 |
2 |
(-3,9) |
|
Psybeam
:
Move Gauge Refresh 2
- Has a moderate chance of charging the user’s move gauge by one when a move is successful.
|
72 |
6 |
2 |
(2,8) |
|
Psybeam
:
Move Gauge Refresh 2
- Has a moderate chance of charging the user’s move gauge by one when a move is successful.
|
72 |
6 |
|
(2,6) |
|
Thunder Wave
:
Move Gauge Refresh 4
- Has a good chance of charging the user’s move gauge by one when a move is successful.
|
72 |
6 |
|
(-2,0) |
|
Thunder Wave
:
Move Gauge Refresh 4
- Has a good chance of charging the user’s move gauge by one when a move is successful.
|
72 |
6 |
|
(-2,4) |
|
Thunder Wave
:
Satisfied Snarl 9
- Lowers the target’s Sp. Atk when a move targeting that opponent is successful.
|
108 |
9 |
2 |
(-3,-5) |
|
We’re Not Done Yet!
:
Master Healer 2
- Increases the amount of HP restored by the user’s healing moves.
|
96 |
8 |
2 |
(3,-5) |
|
We’re Not Done Yet!
:
MP Refresh 3
- Has a moderately good chance of restoring one MP of the move used if the move is successful.
|
84 |
7 |
|
(-2,-2) |
|
Aggravation 1
- Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
|
96 |
8 |
3 |
(-2,-6) |
|
Paralysis Synergy 5
- Powers up moves when the target is paralyzed.
|
96 |
8 |
3 |
(-2,10) |
|
Confusion Synergy 5
- Powers up moves when the target is confused.
|
96 |
8 |
3 |
(-1,-5) |
|
Grand Entry 1
- Raises the user’s Sp. Atk when the Pokémon enters a battle.
|
96 |
8 |
|
(2,-2) |
|
Pump Up 2
- Charges the move gauges of all allied sync pairs by two after using a sync move.
|
120 |
10 |
2 |
(-2,8) |
|
Fuzzy Strike 5
- Powers up sync moves when the target is confused.
|
96 |
8 |
3 |
(1,-5) |
|
Emergency Huddle 1
- Once per battle, raises the Defense of all allied sync pairs when in a pinch.
|
96 |
8 |
3 |
(2,-6) |
|
Starting Node
|
0 |
0 |
|
(0,0) |
|
Psybeam
:
Power
+4
|
24 |
2 |
|
(3,7) |
|
Psybeam
:
Power
+4
|
24 |
2 |
2 |
(1,7) |
|
Psybeam
:
Power
+4
|
24 |
2 |
|
(2,4) |
|
Psybeam
:
Power
+4
|
24 |
2 |
|
(3,5) |
|
Psybeam
:
Power
+4
|
24 |
2 |
|
(1,5) |
|
Psybeam
:
Power
+4
|
36 |
3 |
3 |
(2,10) |
|
Psybeam
:
Power
+4
|
36 |
3 |
2 |
(3,9) |
|
Psybeam
:
Power
+4
|
36 |
3 |
3 |
(1,9) |