Table of Contents
Lear & Hoopa
Lear and Hoopa have one of the strongest Sync Move in the game against a neutral target, a very high DPS, and great self buffs, which by itself already is a recipe for a top tier Damage Dealer. What sets Lear apart, however, is the fact that he's the single best Sync accelerator in the game, guaranteeing an early sync within the first cycle just with his Trainer Move and Head Start 2, and with Adrenaline 2, he can get another early Sync with a single Propulsion activation, all by himself! Lear can also get a little defensive bonus with his trainer move giving the regeneration effect to everyone in the team, making him a unit that could easily be argued for even the highest spot in the tier list.
Trainer
Pokemon Info
Pokemon Description
In its true form, it possess a huge amount of power. Legends of its avarice tell how it once carried off an entire castle to gain the treasure hidden within.
Stats
Pokemon Analysis
Tier List Explanation
Lear and Hoopa have one of the strongest Sync Move in the game against a neutral target, a very high DPS, and great self buffs, which by itself already is a recipe for a top tier Damage Dealer. What sets Lear apart, however, is the fact that he's the single best Sync accelerator in the game, guaranteeing an early sync within the first cycle just with his Trainer Move and Head Start 2, and with Adrenaline 2, he can get another early Sync with a single Propulsion activation, all by himself! Lear can also get a little defensive bonus with his trainer move giving the regeneration effect to everyone in the team, making him a unit that could easily be argued for even the highest spot in the tier list.
Moves
Type
|
Dark
|
Category
|
|
Power
|
0
/
0
|
Accuracy
|
0
|
Target
|
An opponent
|
Uses
|
2
|
Cost
|
|
Returns the target’s raised stats to normal, then raises the user’s same stats by the same amount.
Category
|
|
Power
|
0
/
0
|
Accuracy
|
0
|
Target
|
Self
|
Uses
|
2
|
Raises the user’s Sp. Atk by 2 stat ranks.
Type
|
Psychic
|
Category
|
|
Power
|
144
/
172
|
Accuracy
|
0
|
Target
|
An opponent
|
Cost
|
|
Category
|
|
Power
|
0
/
0
|
Accuracy
|
0
|
Target
|
Allied side
|
Uses
|
1
|
Applies the Stat Reduction Defense effect to the allied field of play. Reduces the user’s sync move countdown by 1. Raises the user’s critical-hit rate by 3 stat ranks. Applies the Gradual Healing effect to all allied sync pairs.
Type |
Psychic |
Category |
|
Power |
200 / 240 |
Accuracy |
- |
Target |
An opponent |
Effect Tag |
- |
This attack’s power increases when none of the target’s stats are raised.
Head Start 2
Reduces the user’s sync move countdown by 2 the first time it enters a battle each battle.
Propulsion 1
Has a chance (20%) of reducing the user’s sync move countdown by one when the user’s move is successful.
Adrenaline 2
Reduces the sync move countdown by 2 the first time the user’s sync move is used 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: +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
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: +2
- Lv2: +4
- Lv3: +6
- Lv4: +8
Raises the Attack and Sp. Atk of all allied sync pairs by [Value].
- Lv1: +2
- Lv2: +3
- Lv3: +4
- Lv4: +5
Sync Grid
Sync Grid for Lear & Hoopa
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 |
|
(2,4) |
|
HP
+10
|
24 |
2 |
|
(-1,-3) |
|
HP
+10
|
24 |
2 |
|
(-1,5) |
|
Sp. Atk
+5
|
5 |
0 |
|
(1,-1) |
|
Sp. Atk
+5
|
5 |
0 |
|
(-1,-1) |
|
Sp. Atk
+5
|
24 |
2 |
|
(-3,-1) |
|
Sp. Atk
+5
|
24 |
2 |
|
(-1,3) |
|
Sp. Atk
+5
|
24 |
2 |
|
(3,5) |
|
Speed
+5
|
5 |
0 |
|
(0,2) |
|
Speed
+5
|
24 |
2 |
|
(-2,0) |
|
Speed
+5
|
24 |
2 |
|
(1,5) |
|
Speed
+20
|
84 |
7 |
2 |
(-3,9) |
|
Defense
+5
|
5 |
0 |
|
(0,-2) |
|
Defense
+5
|
24 |
2 |
|
(1,3) |
|
Defense
+5
|
24 |
2 |
|
(-2,4) |
|
Defense
+5
|
24 |
2 |
|
(3,-1) |
|
Sp. Def
+5
|
5 |
0 |
|
(-1,1) |
|
Sp. Def
+5
|
24 |
2 |
|
(2,0) |
|
Sp. Def
+5
|
24 |
2 |
2 |
(1,7) |
|
Sp. Def
+10
|
48 |
4 |
|
(3,7) |
|
Singularity Hyperspace Hole
:
Power
+25
|
60 |
5 |
3 |
(-1,9) |
|
Singularity Hyperspace Hole
:
Power
+25
|
60 |
5 |
3 |
(1,9) |
|
Singularity Hyperspace Hole
:
Power
+25
|
60 |
5 |
3 |
(0,6) |
|
Singularity Hyperspace Hole
:
Power
+25
|
60 |
5 |
3 |
(0,-6) |
|
X Sp. Atk
:
MP Refresh 3
- Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
|
84 |
7 |
|
(-3,7) |
|
X Sp. Atk
:
Ramp Up 1
- Raises the user’s Sp. Atk by 1 stat rank when its move is successful.
|
120 |
10 |
3 |
(-1,-5) |
|
Snatch
:
Move Gauge Refresh 5
- Has a chance (60%) of charging the user’s move gauge by one when a move is successful.
|
60 |
5 |
|
(2,6) |
|
Snatch
:
Move Gauge Refresh 5
- Has a chance (60%) of charging the user’s move gauge by one when a move is successful.
|
60 |
5 |
2 |
(-2,8) |
|
Snatch
:
MP Refresh 2
- Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
|
60 |
5 |
2 |
(2,8) |
|
Snatch
:
MP Refresh 2
- Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
|
60 |
5 |
3 |
(-2,10) |
|
Snatch
:
Catalytic Cure 4
- Has a chance (50%) of restoring the user’s HP by approximately 20% of its maximum HP when its move is successful.
|
84 |
7 |
2 |
(3,9) |
|
Hyperspace Hole
:
Superduper Effective 1
- Powers up moves that are super effective.
|
84 |
7 |
3 |
(1,-5) |
|
Hyperspace Hole
:
Move Gauge Refresh 3
- Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
|
60 |
5 |
|
(2,-2) |
|
Hyperspace Hole
:
Move Gauge Refresh 3
- Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
|
60 |
5 |
2 |
(2,-4) |
|
Hyperspace Hole
:
Furious Brain
- The more the user’s Sp. Atk is raised, the more it powers up the user’s moves.
|
96 |
8 |
3 |
(2,-6) |
|
Follow My Lead!
:
Move Gauge Refresh 4
- Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
|
60 |
5 |
|
(-2,-2) |
|
Follow My Lead!
:
MP Refresh 2
- Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
|
84 |
7 |
2 |
(-2,-4) |
|
Fast-Track 2
- Has a chance (30%) of raising the user’s Speed by one stat rank when its Pokémon uses a move.
|
96 |
8 |
2 |
(-3,-5) |
|
Rejuvenate 6
- Charges the user’s move gauge by 6 after using a sync move.
|
120 |
10 |
3 |
(2,10) |
|
Rising Tide
- The more the user’s stats are raised, the more it powers up the user’s sync move.
|
120 |
10 |
3 |
(-2,-6) |
|
Soften Up 1
- Critical hits land more easily when the user attacks with a sync move.
|
96 |
8 |
2 |
(-3,-3) |
|
Starting Node
|
0 |
0 |
|
(0,0) |
|
Hyperspace Hole
:
Power
+2
|
36 |
3 |
|
(-3,5) |
|
Hyperspace Hole
:
Power
+2
|
36 |
3 |
2 |
(3,-5) |
|
Hyperspace Hole
:
Power
+2
|
36 |
3 |
|
(-2,6) |
|
Hyperspace Hole
:
Power
+2
|
36 |
3 |
|
(1,-3) |
|
Hyperspace Hole
:
Power
+2
|
36 |
3 |
2 |
(3,-3) |
|
Hyperspace Hole
:
Power
+2
|
36 |
3 |
2 |
(-1,7) |