Table of Contents
Trainer
Pokemon Info
Pokemon Description
Its jaws are terrifyingly powerful. It could eat Omastar and Omanyte whole and not be bothered in the slightest by their shells.
Stats
Pokemon Analysis
Overview
Carracosta is Offensively flexible, but a little limited in his Tank potential. This means he should be put in more rounded Teams so that everyone is compensating for their Allies’ weaknesses. His low Speed and somewhat average Attack may look bad, but in the right Team, slow and steady will win the Match.
Strengths
Twice the Advantage
With Water and Rock Type Moves, is more likely to have a Type advantage over Enemies. Each Move is effective in its own right, too.
Good Combo Potential
It’s best to use his Sync Move after all Defense Buffs have been applied, as it’s effectiveness increases based on Defense. And since His Passive Skill prevents Defense from being lowered, the Sync Move’s Damage can only get higher.
Weaknesses
Weak Spots
Despite “Rough Seas Ahead!” being a good Move for a Supportive Tank, his Health and Sp. DEF are quite low. This means Carracosta is only an effective Tank against Physical Attacks, which limits his viability.
Team Synergy
Covering All Bases
Since Caracosta is pretty effective in Physical Attack and Defense, he should be paired with Pokemon that are better at Special Attack and Defense. His X Defense All can increase their low Defense stat, and having Physical and Special Moves on the Team increases their Offense potential.
Moves
Type
|
Water
|
Category
|
|
Power
|
56
/
67
|
Accuracy
|
90
|
Target
|
An opponent
|
Cost
|
|
Category
|
|
Power
|
0
/
0
|
Accuracy
|
0
|
Target
|
All allies
|
Uses
|
2
|
Raises the Defense of all allied sync pairs by 2 stat ranks.
Category
|
|
Power
|
0
/
0
|
Accuracy
|
0
|
Target
|
Self
|
Uses
|
1
|
Makes opponents target the user for a short time. Applies the Enduring effect to the user.
Type
|
Rock
|
Category
|
|
Power
|
39
/
46
|
Accuracy
|
95
|
Target
|
An opponent
|
Cost
|
|
Lowers the target’s Speed by 1 stat rank.
Type |
Water |
Category |
|
Power |
200 / 240 |
Accuracy |
- |
Target |
An opponent |
Effect Tag |
- |
The more the user’s Defense is raised, the greater the power of this attack.
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
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: +6
- Lv2: +9
- Lv3: +12
- Lv4: +15
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: +6
- Lv2: +9
- Lv3: +12
- Lv4: +15
Sync Grid
Sync Grid for Marlon & Carracosta
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 |
|
(3,5) |
|
Attack
+5
|
24 |
2 |
|
(1,-3) |
|
HP
+10
|
5 |
0 |
|
(1,1) |
|
HP
+10
|
24 |
2 |
|
(-2,-4) |
|
HP
+10
|
24 |
2 |
|
(1,3) |
|
Speed
+5
|
5 |
0 |
|
(0,2) |
|
Speed
+5
|
24 |
2 |
|
(-3,-3) |
|
Speed
+5
|
24 |
2 |
|
(3,-5) |
|
Speed
+5
|
24 |
2 |
|
(-2,2) |
|
Defense
+5
|
5 |
0 |
|
(0,-2) |
|
Defense
+5
|
24 |
2 |
|
(1,-5) |
|
Defense
+10
|
48 |
4 |
2 |
(3,9) |
|
Sp. Def
+5
|
5 |
0 |
|
(-1,1) |
|
Sp. Def
+5
|
24 |
2 |
|
(-1,-3) |
|
Sp. Def
+30
|
120 |
10 |
3 |
(1,-9) |
|
Oversplash Aqua Tail
:
Power
+25
|
60 |
5 |
3 |
(0,6) |
|
Oversplash Aqua Tail
:
Power
+25
|
60 |
5 |
3 |
(0,-6) |
|
Rock Tomb
:
Move Gauge Refresh 2
- Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
|
84 |
7 |
2 |
(-2,6) |
|
Aqua Tail
:
Move Gauge Refresh 2
- Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
|
84 |
7 |
2 |
(2,8) |
|
Aqua Tail
:
Move Gauge Refresh 9
- Charges the user’s move gauge by one when its move is successful.
|
120 |
10 |
3 |
(1,9) |
|
Rough Seas Ahead!
:
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,-6) |
|
X Defense 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 |
(2,-8) |
|
X Defense All
:
Barricade Buddies 1
- Raises the Sp. Def of all allied sync pairs by 1 stat rank when the user’s move is successful.
|
120 |
10 |
3 |
(2,-10) |
|
Stalwart
- Sp. Def cannot be lowered.
|
60 |
5 |
|
(2,-4) |
|
Racing Rain 2
- Quickly charges the move gauge when the weather is rainy.
|
108 |
9 |
2 |
(3,-9) |
|
Flameproof
- Prevents the user from getting burned.
|
60 |
5 |
|
(-2,-2) |
|
Antitoxin
- Prevents the user from getting poisoned or badly poisoned.
|
60 |
5 |
|
(2,4) |
|
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) |
|
Rain Gear 2
- Reduces damage when the user is hit by an attack move while the weather is rainy.
|
96 |
8 |
2 |
(1,-7) |
|
Unyielding 2
- Except in certain circumstances, when the user’s Enduring effect activates and the user has 1 HP remaining, has a chance (30%) of applying the Enduring effect to the user again.
|
108 |
9 |
3 |
(-1,-7) |
|
Recuperation 1
- Restores the user’s HP by approximately 20% of its maximum HP after using its sync move.
|
120 |
10 |
3 |
(-3,7) |
|
Hunter’s Instinct
- The more the target’s Speed is lowered, the more it powers up the user’s moves.
|
120 |
10 |
2 |
(-3,5) |
|
Team Pinpoint Entry 1
- Raises the accuracy of all allied sync pairs by 1 stat rank when the user enters a battle.
|
108 |
9 |
3 |
(-1,7) |
|
Team Sync Cure 9
- Removes all status conditions from all allied sync pairs after using the user’s sync move.
|
120 |
10 |
3 |
(2,10) |
|
Starting Node
|
0 |
0 |
|
(0,0) |
|
Aqua Tail
:
Accuracy
+10
|
60 |
5 |
2 |
(1,7) |
|
Aqua Tail
:
Power
+4
|
36 |
3 |
|
(3,7) |
|
Aqua Tail
:
Power
+4
|
36 |
3 |
|
(1,5) |
|
Aqua Tail
:
Power
+4
|
36 |
3 |
|
(2,-6) |
|
Aqua Tail
:
Power
+4
|
36 |
3 |
|
(2,6) |
|
Aqua Tail
:
Power
+4
|
36 |
3 |
|
(3,-7) |
|
Rock Tomb
:
Accuracy
+5
|
36 |
3 |
2 |
(-1,5) |
|
Rock Tomb
:
Power
+4
|
36 |
3 |
|
(-3,3) |
|
Rock Tomb
:
Power
+4
|
36 |
3 |
|
(-2,4) |
|
Rock Tomb
:
Power
+4
|
36 |
3 |
2 |
(-3,-5) |
|
Rock Tomb
:
Power
+4
|
36 |
3 |
2 |
(-1,-5) |
|
Rock Tomb
:
Power
+4
|
36 |
3 |
|
(-1,3) |