Table of Contents
Rosa & Serperior
The most accessible six star ex form in the game unfortunately comes on a pair that has been ravaged by the passage of time, falling from one of the single most powerful supports in the game to a versatile but not particularly useful tank with decent enough utility to be used anywhere but nowhere near the power to compete.
Other Forms
Trainer
Pokemon Info
Pokemon Description
It only gives its all against strong opponents who are not fazed by the glare from Serperior’s noble eyes.
Table of Contents
Stats
Table of Contents
Pokemon Analysis
Overview
The cheerful fan favorites Rosa & Serperior fit well in most teams thanks to their impressive supportive and tanking abilities, which really improve their allies’ effectiveness against any content currently in the game. As a Sync Pair that can be obtained simply by story progression, they are very much worth investing in at this time due to how well they can boost the performance of any team.
Strengths
Teamwork
Serperior really shines by making her allies stronger. First things first, her “Time to Energize!” signature move is invaluable since refilling the Move Gauge is vital for both standard offense and running down the Sync Move countdown faster. Secondly, her X Sp. Atk All greatly magnifies most Strike (Special) Damage.
Tough Grass
Serperior’s very high Bulk allows her to “taunt” AI enemy attacks while brushing off most damage pretty easily. This means that, aside from making her Teammates much stronger offensively, Serperior even protects them from enemy aggro.
Weaknesses
Lack of Legs
Serperior is one of the best Supports in the game; however, her low Speed stat means she’s unable to quickly boost her Teammates at times. Pairing her with Pokèmon that Boost Speed can fix this problem.
Poor Damage / Short Term Support
Both of her support moves, "Time to Energize!" and X Sp. Atk All are limited to two uses, and once she uses them, there is little further contribution she provides to the party aside from soaking up damage. Her personal damage output is poor, even with Giga Drain. Furthermore, the effect of X Sp. Atk All will likely be removed the moment an opponent uses a Sync Move, as all Sync Moves currently apply the "Normalize All Stats on the Entire Field" effect.
Team Synergy
Special Strike
Serperior can make any Pokèmon better through her “Time to Energize!” Move, but she works best when paired with a Strike (Special) Pokèmon that can fully benefit from her Sp. Attack Boosts.
Table of Contents
Moves
Type |
Grass |
Category |
 |
Power |
49 / 58
|
Accuracy |
100 |
Target |
An opponent |
Cost |
|
Has a very small chance of lowering the target’s Sp. Def.
Category |
 |
Power |
0 / 0
|
Accuracy |
0 |
Target |
All allies |
Uses |
2 |
Sharply raises the Sp. Atk of all allied sync pairs.
Category |
 |
Power |
0 / 0
|
Accuracy |
0 |
Target |
All allies |
Uses |
2 |
Increases the move gauges of all allied sync pairs by three.
Type |
Grass |
Category |
 |
Power |
91 / 109
|
Accuracy |
100 |
Target |
An opponent |
Effect Tag |
Absorbs |
Cost |
|
Restores the user’s HP based on the amount of damage dealt to the target.
Type |
Grass |
Category |
|
Power |
250 / 300 |
Accuracy |
- |
Target |
An opponent |
Effect Tag |
- |
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 Rosa & Serperior
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
+20
|
60 |
5 |
2 |
(2,-8) |
|
HP
+20
|
72 |
6 |
2 |
(-2,6) |
|
Sp. Atk
+5
|
5 |
0 |
|
(1,-1) |
|
Sp. Atk
+5
|
5 |
0 |
|
(-1,-1) |
|
Sp. Atk
+5
|
24 |
2 |
|
(1,3) |
|
Sp. Atk
+10
|
48 |
4 |
|
(2,6) |
|
Sp. Atk
+20
|
120 |
10 |
2 |
(-2,-6) |
|
Speed
+5
|
5 |
0 |
|
(0,2) |
|
Speed
+10
|
36 |
3 |
|
(2,-6) |
|
Speed
+10
|
48 |
4 |
2 |
(-1,-5) |
|
Defense
+5
|
5 |
0 |
|
(0,-2) |
|
Defense
+5
|
24 |
2 |
|
(-2,-2) |
|
Defense
+5
|
24 |
2 |
|
(1,-3) |
|
Defense
+10
|
48 |
4 |
2 |
(-1,5) |
|
Defense
+10
|
48 |
4 |
2 |
(-3,5) |
|
Sp. Def
+5
|
5 |
0 |
|
(-1,1) |
|
Sp. Def
+5
|
24 |
2 |
|
(-1,3) |
|
Sp. Def
+5
|
24 |
2 |
|
(-1,-3) |
|
Sp. Def
+10
|
48 |
4 |
2 |
(-3,-5) |
|
Sp. Def
+10
|
72 |
6 |
2 |
(2,8) |
|
Shoot for the Stars Leaf Storm
:
Power
+25
|
60 |
5 |
3 |
(0,-6) |
|
Shoot for the Stars Leaf Storm
:
Power
+25
|
60 |
5 |
3 |
(0,6) |
|
Energy Ball
:
On a Roll 1
- Raises the chance of lowering stat values with the additional effects of moves.
|
84 |
7 |
|
(-2,2) |
|
Energy Ball
:
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 |
3 |
(2,10) |
|
X Sp. Atk All
:
MP Refresh 2
- Has a moderate chance of restoring one MP of the move used if the move is successful.
|
84 |
7 |
3 |
(1,-9) |
|
X Sp. Atk All
:
MP Refresh 2
- Has a moderate chance of restoring one MP of the move used if the move is successful.
|
84 |
7 |
2 |
(1,-7) |
|
Time to Energize!
:
MP Refresh 2
- Has a moderate chance of restoring one MP of the move used if the move is successful.
|
84 |
7 |
|
(3,-5) |
|
Time to Energize!
:
MP Refresh 2
- Has a moderate chance of restoring one MP of the move used if the move is successful.
|
84 |
7 |
|
(3,-7) |
|
Time to Energize!
:
Selfless
- Makes opponents target the user for a short time when a move is successful in a pinch.
|
60 |
5 |
2 |
(3,-9) |
|
Giga Drain
:
Master Healer 2
- Increases the amount of HP restored by the user’s healing moves.
|
120 |
10 |
3 |
(-3,-7) |
|
Giga Drain
:
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 |
(3,9) |
|
Power Flux 5
- The fuller the move gauge, the more this powers up moves.
|
120 |
10 |
|
(-2,-4) |
|
Speeding Sun 2
- Quickly charges the move gauge when the weather is sunny.
|
120 |
10 |
3 |
(-1,7) |
|
On the Ropes 3
- Reduces damage when the Pokémon is in a pinch and is hit by a physical attack move.
|
120 |
10 |
3 |
(2,-10) |
|
Solar Shield
- The Pokémon is not affected by status conditions when the weather is sunny.
|
84 |
7 |
3 |
(-3,7) |
|
Solar Flare 5
- Powers up sync moves when the weather is sunny.
|
60 |
5 |
3 |
(-1,-7) |
|
Solar Flare 5
- Powers up sync moves when the weather is sunny.
|
60 |
5 |
|
(-2,4) |
|
Starting Node
|
0 |
0 |
|
(0,0) |
|
Energy Ball
:
Power
+4
|
24 |
2 |
|
(-3,-3) |
|
Energy Ball
:
Power
+4
|
24 |
2 |
|
(1,5) |
|
Energy Ball
:
Power
+4
|
36 |
3 |
3 |
(1,9) |
|
Energy Ball
:
Power
+4
|
36 |
3 |
2 |
(1,7) |
|
Energy Ball
:
Power
+4
|
36 |
3 |
|
(2,-4) |
|
Giga Drain
:
Power
+3
|
24 |
2 |
|
(-3,3) |
|
Giga Drain
:
Power
+3
|
24 |
2 |
|
(2,4) |
|
Giga Drain
:
Power
+3
|
36 |
3 |
|
(3,5) |
|
Giga Drain
:
Power
+3
|
36 |
3 |
|
(1,-5) |
|
Giga Drain
:
Power
+3
|
36 |
3 |
|
(3,7) |