Table of Contents
Karen & Mega Houndoom
Far above average lategame dps combined with total self-sufficiency would already make Houndoom more than viable in its role as a Mega Striker, but what keeps the pair so relevant to the meta are the synergies between its sync grid and the various Techs it's generally partnered with. While it can proc skills like Overpower and the "Fighting" skills on its own, it's only when Houndoom is paired with a disruption or status user like Pallosand or Crobat that its full power is unveiled, gaining massive damage boosts against the enemies its partners will keep permanently debuffed.
Other Forms
Trainer
Pokemon Info
Table of Contents
Stats
Table of Contents
Moves
Type |
Dark |
Category |
 |
Power |
39 / 46
|
Accuracy |
95 |
Target |
All opponents |
Cost |
|
Lowers the target’s Sp. Atk.
Category |
 |
Power |
0 / 0
|
Accuracy |
0 |
Target |
Self |
Uses |
2 |
Sharply raises the user’s critical-hit rate.
Type |
Dark |
Category |
 |
Power |
95 / 114
|
Accuracy |
100 |
Target |
An opponent |
Cost |
|
Has a small chance of making the target flinch.
Category |
 |
Power |
0 / 0
|
Accuracy |
0 |
Target |
Self |
Uses |
2 |
The lower the user’s HP is, the more this move raises the user’s Sp. Atk.
Hide Info
HP
|
100%
|
99%
|
50%
|
33%
|
Attack
|
3
|
4
|
5
|
6
|
Type |
Dark |
Category |
|
Power |
160 / 192 |
Accuracy |
- |
Target |
An opponent |
Effect Tag |
- |
Become Mega Houndoom until the end of battle.
Flameproof
Prevents the Pokémon from getting burned.
Wide Awake
Prevents the Pokémon from falling asleep.
Team Skills
Condition
Form a team with two or more sync pairs that share the same type.
Effect
Raises allies’ Attack and Sp. Atk by [Value] when using Dark-type attacks.
- Lv1: +15
- Lv2: +20
- Lv3: +25
- Lv4: +30
Condition
Form a team with two or more sync pairs that share the same theme.
Effect
Raises the Attack and Sp. Atk of all allied sync pairs by [Value].
- Lv1: +2
- Lv2: +4
- Lv3: +6
- Lv4: +8
Sync Grid
Sync Grid for Karen & Houndoom
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
|
24 |
2 |
|
(-3,1) |
|
Attack
+5
|
24 |
2 |
2 |
(-1,5) |
|
HP
+10
|
5 |
0 |
|
(1,1) |
|
HP
+10
|
24 |
2 |
|
(-1,-5) |
|
HP
+20
|
60 |
5 |
3 |
(2,10) |
|
Sp. Atk
+5
|
5 |
0 |
|
(-1,-1) |
|
Sp. Atk
+5
|
24 |
2 |
|
(-1,-3) |
|
Sp. Atk
+5
|
24 |
2 |
|
(-2,-4) |
|
Sp. Atk
+10
|
60 |
5 |
3 |
(2,-6) |
|
Sp. Atk
+10
|
60 |
5 |
3 |
(1,9) |
|
Speed
+5
|
5 |
0 |
|
(0,2) |
|
Speed
+5
|
24 |
2 |
|
(1,3) |
|
Speed
+5
|
24 |
2 |
|
(2,-2) |
|
Speed
+10
|
48 |
4 |
|
(2,6) |
|
Speed
+10
|
48 |
4 |
|
(-2,-6) |
|
Defense
+5
|
5 |
0 |
|
(0,-2) |
|
Defense
+5
|
36 |
3 |
2 |
(3,9) |
|
Defense
+20
|
96 |
8 |
3 |
(-1,-9) |
|
Sp. Def
+5
|
5 |
0 |
|
(-1,1) |
|
Sp. Def
+10
|
48 |
4 |
|
(-3,-7) |
|
Beguiling Dark Pulse
:
Power
+25
|
60 |
5 |
3 |
(0,6) |
|
Beguiling Dark Pulse
:
Power
+25
|
60 |
5 |
3 |
(0,-6) |
|
Bite
:
Aggravation 1
- Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
|
120 |
10 |
2 |
(-3,3) |
|
Bite
:
Critical Countdown 2
- Has a moderate chance of reducing the sync move countdown by one when the user lands a critical hit.
|
120 |
10 |
3 |
(-2,-10) |
|
Bite
:
Toxic Chance 4
- Has a good chance of leaving the target poisoned when a move targeting an opponent is successful.
|
120 |
10 |
2 |
(-2,4) |
|
Snarl
:
Move Gauge Refresh 3
- Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
|
72 |
6 |
2 |
(2,8) |
|
Entertain Me!
:
MP Refresh 3
- Has a moderately good chance of restoring one MP of the move used if the move is successful.
|
84 |
7 |
|
(-3,-5) |
|
Dark Pulse
:
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 |
(2,-4) |
|
Dark Pulse
:
Overpower
- The more the opponent’s Sp. Atk has been lowered, the more it powers up moves.
|
96 |
8 |
2 |
(-2,-8) |
|
Dire Hit +
:
MP Refresh 3
- Has a moderately good chance of restoring one MP of the move used if the move is successful.
|
84 |
7 |
2 |
(-1,-7) |
|
Speeding Sun 2
- Quickly charges the move gauge when the weather is sunny.
|
96 |
8 |
2 |
(-3,-9) |
|
Dirty Fighting 5
- Powers up moves when the move’s target or targets are affected by a status condition.
|
120 |
10 |
3 |
(-3,5) |
|
Foul Fighting 5
- Powers up moves when the move’s target or targets are flinching, confused, or trapped.
|
120 |
10 |
3 |
(-2,6) |
|
Starting Node
|
0 |
0 |
|
(0,0) |
|
Bite
:
Power
+6
|
36 |
3 |
|
(-2,2) |
|
Bite
:
Power
+6
|
36 |
3 |
|
(-1,3) |
|
Bite
:
Power
+6
|
36 |
3 |
|
(-2,0) |
|
Snarl
:
Power
+2
|
24 |
2 |
|
(3,5) |
|
Snarl
:
Power
+2
|
24 |
2 |
|
(2,4) |
|
Snarl
:
Power
+3
|
36 |
3 |
|
(3,-1) |
|
Snarl
:
Power
+3
|
36 |
3 |
|
(1,5) |
|
Snarl
:
Power
+3
|
36 |
3 |
|
(3,7) |
|
Snarl
:
Power
+4
|
36 |
3 |
2 |
(1,7) |
|
Snarl
:
Power
+3
|
36 |
3 |
|
(2,0) |
|
Dark Pulse
:
Power
+6
|
48 |
4 |
|
(1,-3) |
|
Dark Pulse
:
Power
+6
|
48 |
4 |
2 |
(3,-3) |
|
Dark Pulse
:
Power
+6
|
48 |
4 |
2 |
(1,-5) |
|
Dark Pulse
:
Power
+6
|
48 |
4 |
3 |
(3,-5) |