Table of Contents
Giovanni (Classic) & Persian
Trainer
Pokemon Info
Pokemon Description
This Pokémon is popular with rich people. It’s also targeted by hunters who are after the jewel in its forehead.
Stats
Moves
Type
|
Normal
|
Category
|
|
Power
|
50
/
60
|
Accuracy
|
100
|
Target
|
An opponent
|
Cost
|
|
Critical hits land more easily.
Category
|
|
Power
|
0
/
0
|
Accuracy
|
0
|
Target
|
All allies
|
Uses
|
2
|
Raises the critical-hit rate of all allied sync pairs by 2 stat ranks.
Type
|
Dark
|
Category
|
|
Power
|
42
/
50
|
Accuracy
|
100
|
Target
|
An opponent
|
Cost
|
|
Has a chance (30%) of making the target flinch.
Category
|
|
Power
|
0
/
0
|
Accuracy
|
0
|
Target
|
All allies
|
Uses
|
1
|
Raises the Attack and Sp. Atk of all allied sync pairs by 3 stat ranks. Applies the Gradual Healing effect to all allied sync pairs.
Type |
Normal |
Category |
|
Power |
300 / 360 |
Accuracy |
- |
Target |
An opponent |
Effect Tag |
- |
Speedy Entry 2
Raises the user’s Speed by 2 stat ranks when it enters a battle.
Panic Button
Applies the Move Gauge Acceleration effect to the allied field of play the first time the user is in a pinch each battle.
Natural Remedy
Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
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: +30
- Lv2: +40
- Lv3: +50
- Lv4: +60
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: +4
- Lv2: +7
- Lv3: +10
- Lv4: +13
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: +4
- Lv2: +7
- Lv3: +10
- Lv4: +13
Sync Grid
Sync Grid for Giovanni (Classic) & Persian
Link to Sync Grid Planner Tool
Icon |
Bonus |
Sync Orb Cost |
Energy Cost |
Req Sync Level |
Grid Pos (X,Y) |
|
Attack
+5
|
5 |
0 |
|
(1,-1) |
|
Attack
+5
|
5 |
0 |
|
(-1,-1) |
|
HP
+10
|
5 |
0 |
|
(1,1) |
|
HP
+10
|
24 |
2 |
|
(3,-5) |
|
HP
+10
|
24 |
2 |
|
(3,5) |
|
HP
+10
|
24 |
2 |
|
(-2,2) |
|
HP
+30
|
60 |
5 |
2 |
(3,-9) |
|
Speed
+5
|
5 |
0 |
|
(0,2) |
|
Speed
+5
|
24 |
2 |
|
(-2,-2) |
|
Speed
+5
|
24 |
2 |
|
(1,-3) |
|
Speed
+5
|
24 |
2 |
|
(1,3) |
|
Speed
+5
|
24 |
2 |
|
(-1,3) |
|
Defense
+5
|
5 |
0 |
|
(0,-2) |
|
Defense
+5
|
24 |
2 |
|
(1,-5) |
|
Defense
+5
|
24 |
2 |
|
(2,4) |
|
Defense
+5
|
24 |
2 |
2 |
(-1,-5) |
|
Sp. Def
+5
|
5 |
0 |
|
(-1,1) |
|
Sp. Def
+5
|
24 |
2 |
|
(1,5) |
|
Sp. Def
+5
|
24 |
2 |
|
(-1,-3) |
|
Sp. Def
+5
|
24 |
2 |
|
(2,-4) |
|
Perfectly Evil Normal Impact
:
Power
+25
|
60 |
5 |
3 |
(0,6) |
|
Perfectly Evil Normal Impact
:
Power
+25
|
60 |
5 |
3 |
(0,-6) |
|
Bite
:
Move Gauge Refresh 3
- Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
|
84 |
7 |
2 |
(2,-8) |
|
Dire Hit All +
:
MP Refresh 2
- Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
|
84 |
7 |
2 |
(-3,5) |
|
Slash
:
Move Gauge Refresh 3
- Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
|
84 |
7 |
2 |
(2,8) |
|
Enough!
:
MP Refresh 2
- Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
|
84 |
7 |
3 |
(-3,-7) |
|
Enough!
:
Berserk Bunch 1
- Raises the Attack of all allied sync pairs by 1 stat rank when the user’s move is successful.
|
120 |
10 |
3 |
(1,9) |
|
Enough!
:
Slippery 1
- Raises the user’s evasiveness by 1 stat rank when its move is successful.
|
84 |
7 |
2 |
(-2,-6) |
|
Enough!
:
All Ramped Up 1
- Raises the Sp. Atk of all allied sync pairs by 1 stat rank when the user’s move is successful.
|
120 |
10 |
3 |
(1,-9) |
|
First Aid 4
- Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
|
120 |
10 |
3 |
(-3,7) |
|
Amped Up 1
- Raises the user’s Speed by 1 stat rank when it lands a critical hit.
|
120 |
10 |
2 |
(-1,5) |
|
Stamina Reserves 2
- Charges the user’s move gauge by 2 the first time it is in a pinch each battle.
|
96 |
8 |
2 |
(-3,-5) |
|
Quick Cure
- Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
|
84 |
7 |
2 |
(-2,6) |
|
Ramming Speed
- The more the user’s Speed is raised, the more it powers up the user’s moves.
|
120 |
10 |
2 |
(3,9) |
|
On the Run 2
- Raises the user’s evasiveness by 2 stat ranks the first time it is in a pinch each battle.
|
120 |
10 |
3 |
(2,10) |
|
Safety Tether
- Applies the Enduring effect to the user the first time its sync move is used each battle.
|
120 |
10 |
3 |
(-1,7) |
|
Team Sync Regen
- Applies the Gradual Healing effect to all allied sync pairs after the user uses a sync move.
|
84 |
7 |
3 |
(-1,-7) |
|
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.
|
120 |
10 |
3 |
(2,-10) |
|
Starting Node
|
0 |
0 |
|
(0,0) |
|
Bite
:
Power
+3
|
36 |
3 |
|
(-3,-3) |
|
Bite
:
Power
+3
|
36 |
3 |
|
(2,-6) |
|
Bite
:
Power
+3
|
36 |
3 |
|
(-2,-4) |
|
Bite
:
Power
+3
|
36 |
3 |
2 |
(1,-7) |
|
Bite
:
Power
+3
|
36 |
3 |
|
(3,-7) |
|
Slash
:
Power
+3
|
36 |
3 |
|
(3,7) |
|
Slash
:
Power
+3
|
36 |
3 |
|
(-3,3) |
|
Slash
:
Power
+3
|
36 |
3 |
|
(-2,4) |
|
Slash
:
Power
+3
|
36 |
3 |
|
(2,6) |
|
Slash
:
Power
+3
|
36 |
3 |
2 |
(1,7) |