Table of Contents
Kris & Totodile
Kris & Feraligatr are doing an excellent job, all things considered. Usually, they would be hated because Feraligatr has a Normal Move but because of their Passive Skill, the Move counts as a Water Type. Sadly, this is still not enough.
Since Feraligatr is very Bulky, they might have been more successful as a Support Pair. An Offense Sync Pair is meant to focus on damage dealing, and Feraligatr just doesn't. This Sync Pair is like a student in the wrong classroom.
Other Forms
Trainer
Pokemon Info
Pokemon Description
Despite the smallness of its body, Totodile’s jaws are very powerful. While the Pokémon may think it is just playfully nipping, its bite has enough power to cause serious injury.
Table of Contents
Stats
Table of Contents
Moves
Type |
Water |
Category |
 |
Power |
45 / 54
|
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 |
Sharply raises the user’s Attack.
Type |
Normal |
Category |
 |
Power |
167 / 200
|
Accuracy |
75 |
Target |
An opponent |
Cost |
|
Category |
 |
Power |
0 / 0
|
Accuracy |
0 |
Target |
Self |
Uses |
2 |
Sharply raises the user’s Speed. Makes the user’s next attack a sure hit and a critical hit.
Type |
Water |
Category |
|
Power |
200 / 240 |
Accuracy |
- |
Target |
An opponent |
Effect Tag |
- |
Endurance
If the Pokémon enters battle with full HP, allows it to endure the next hit it takes that would reduce it to 0 HP.
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 Water-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 Kris & Feraligatr
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) |
|
Attack
+5
|
24 |
2 |
|
(-2,-4) |
|
Attack
+5
|
24 |
2 |
|
(-1,-3) |
|
Attack
+5
|
36 |
3 |
|
(3,5) |
|
HP
+10
|
5 |
0 |
|
(1,1) |
|
HP
+10
|
24 |
2 |
|
(1,5) |
|
HP
+20
|
48 |
4 |
2 |
(-1,-7) |
|
HP
+20
|
48 |
4 |
|
(1,-3) |
|
Speed
+5
|
5 |
0 |
|
(0,2) |
|
Speed
+5
|
24 |
2 |
|
(2,4) |
|
Speed
+5
|
24 |
2 |
|
(-2,0) |
|
Speed
+10
|
48 |
4 |
|
(-1,-5) |
|
Defense
+5
|
5 |
0 |
|
(0,-2) |
|
Defense
+5
|
24 |
2 |
|
(1,3) |
|
Defense
+20
|
84 |
7 |
2 |
(-1,5) |
|
Sp. Def
+5
|
5 |
0 |
|
(-1,1) |
|
Sp. Def
+10
|
48 |
4 |
|
(-1,3) |
|
Sp. Def
+10
|
48 |
4 |
2 |
(3,9) |
|
Crystalline Aqua Tail
:
Power
+25
|
60 |
5 |
3 |
(0,6) |
|
Crystalline Aqua Tail
:
Power
+25
|
60 |
5 |
3 |
(0,-6) |
|
Waterfall
:
Aggravation 1
- Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
|
84 |
7 |
3 |
(3,-5) |
|
Waterfall
:
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) |
|
Waterfall
:
Ramming Speed
- The more the user’s Speed has been raised, the more it powers up moves.
|
120 |
10 |
3 |
(2,-6) |
|
X Attack
:
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) |
|
Mega Kick
:
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 |
|
(2,6) |
|
Pick Up the Pace!
:
MP Refresh 2
- Has a moderate chance of restoring one MP of the move used if the move is successful.
|
84 |
7 |
|
(-2,2) |
|
Pick Up the Pace!
:
MP Refresh 2
- Has a moderate chance of restoring one MP of the move used if the move is successful.
|
84 |
7 |
2 |
(-2,4) |
|
Pick Up the Pace!
:
Fleet Feet 1
- Raises the user’s Speed when a move is successful.
|
84 |
7 |
2 |
(2,-4) |
|
Power Reserves 2
- Powers up moves in a pinch.
|
120 |
10 |
3 |
(-2,6) |
|
First Aid 4
- Once per battle, restores the user’s HP when in a pinch.
|
120 |
10 |
3 |
(-2,-10) |
|
Unyielding 2
- When the user has endured the most recent hit and has 1 HP remaining, has a moderate chance of allowing the user to endure an additional hit that would reduce it to 0 HP.
|
144 |
12 |
3 |
(-3,5) |
|
Haymaker
- The more the user’s Attack has been raised, the more it powers up sync moves.
|
84 |
7 |
2 |
(-2,-8) |
|
Build Up
- Ensures that the user’s next attack will be a critical hit after using a sync move.
|
96 |
8 |
3 |
(1,9) |
|
Dynamic Entry
- Makes the user’s next attack a sure hit when the Pokémon enters a battle.
|
120 |
10 |
2 |
(1,-5) |
|
Starting Node
|
0 |
0 |
|
(0,0) |
|
Mega Kick
:
Accuracy
+5
|
96 |
8 |
2 |
(-3,-9) |
|
Mega Kick
:
Accuracy
+5
|
96 |
8 |
3 |
(2,10) |
|
Waterfall
:
Power
+5
|
36 |
3 |
|
(3,-1) |
|
Waterfall
:
Power
+5
|
36 |
3 |
2 |
(-3,3) |
|
Waterfall
:
Power
+5
|
36 |
3 |
2 |
(3,-3) |
|
Waterfall
:
Power
+5
|
36 |
3 |
|
(-3,1) |
|
Waterfall
:
Power
+5
|
36 |
3 |
|
(2,0) |
|
Mega Kick
:
Power
+3
|
48 |
4 |
2 |
(2,8) |
|
Mega Kick
:
Power
+3
|
48 |
4 |
|
(-3,-5) |
|
Mega Kick
:
Power
+3
|
48 |
4 |
3 |
(-1,-9) |
|
Mega Kick
:
Power
+3
|
48 |
4 |
|
(3,7) |
|
Mega Kick
:
Power
+3
|
48 |
4 |
|
(-3,-7) |
|
Mega Kick
:
Power
+3
|
48 |
4 |
2 |
(1,7) |