Table of Contents
Trainer
Pokemon Info
Pokemon Description
These Pokémon live in herds. Their trunks have incredible grip strength, strong enough to crush giant rocks into powder.
Stats
Pokemon Analysis
Moves
Type
|
Steel
|
Category
|
|
Power
|
92
/
110
|
Accuracy
|
100
|
Target
|
An opponent
|
Cost
|
|
Has a chance (30%) of making the target flinch.
Type
|
Rock
|
Category
|
|
Power
|
100
/
120
|
Accuracy
|
80
|
Target
|
An opponent
|
Cost
|
|
Critical hits land more easily.
Type
|
Ground
|
Category
|
|
Power
|
106
/
127
|
Accuracy
|
95
|
Target
|
An opponent
|
Cost
|
|
Category
|
|
Power
|
0
/
0
|
Accuracy
|
0
|
Target
|
Self
|
Uses
|
1
|
Raises the user’s Attack by 6 stat ranks. Raises the user’s critical-hit rate by 3 stat ranks. Increases the user’s Physical Moves ↑ Next effect by 1 rank. Lowers the user’s Speed by 2 stat ranks.
Max Move
Type
|
Steel
|
Category
|
|
Power
|
400
/
480
|
Accuracy
|
0
|
Target
|
An opponent
|
Applies the Steel Damage Field effect to the opponents’ field of play. (Steel Damage Field: The sync pairs will take Steel-type damage whenever they take an action.)
Type
|
Rock
|
Category
|
|
Power
|
400
/
480
|
Accuracy
|
0
|
Target
|
An opponent
|
Type
|
Ground
|
Category
|
|
Power
|
400
/
480
|
Accuracy
|
0
|
Target
|
An opponent
|
Raises the Sp. Def of all allied sync pairs by 2 stat ranks.
Type |
Steel |
Category |
|
Power |
250 / 300 |
Accuracy |
- |
Target |
An opponent |
Effect Tag |
- |
P-Moves & Max Moves Expansion
When a move used by the user’s Pokémon that targets itself or an ally is successful, the target becomes all allied sync pairs. When a move used by the user’s Pokémon that targets an opponent is successful, the target becomes all opposing sync pairs. When the user’s max move attacks an opponent, the target becomes all opposing sync pairs. The power and chance of applying additional effects of moves and max moves affected by this passive skill are not lowered even if there are multiple targets.
Hit the Gas 5
Increases the amount of move gauge slots needed to use attack moves by one and powers up moves.
Rose’s Results
Powers up the user’s Steel-type moves. The user’s moves never miss.
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 Steel-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
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
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: +3
- Lv2: +5
- Lv3: +7
- Lv4: +9
Sync Grid
Sync Grid for Rose & Copperajah
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,-5) |
|
Attack
+5
|
24 |
2 |
|
(1,3) |
|
Attack
+10
|
48 |
4 |
2 |
(3,9) |
|
HP
+10
|
5 |
0 |
|
(1,1) |
|
HP
+10
|
24 |
2 |
|
(-3,1) |
|
HP
+10
|
24 |
2 |
|
(2,4) |
|
Speed
+5
|
5 |
0 |
|
(0,2) |
|
Speed
+5
|
24 |
2 |
|
(1,5) |
|
Speed
+5
|
24 |
2 |
|
(-1,-3) |
|
Defense
+5
|
5 |
0 |
|
(0,-2) |
|
Defense
+5
|
24 |
2 |
|
(2,0) |
|
Defense
+5
|
24 |
2 |
|
(-2,-4) |
|
Sp. Def
+5
|
5 |
0 |
|
(-1,1) |
|
Sp. Def
+5
|
24 |
2 |
|
(-3,-5) |
|
Sp. Def
+5
|
24 |
2 |
|
(3,-1) |
|
Millennium from Now Steel Impact
:
Power
+25
|
60 |
5 |
3 |
(0,6) |
|
Millennium from Now Steel Impact
:
Power
+25
|
60 |
5 |
3 |
(0,-6) |
|
High Horsepower
:
Move Gauge Refresh 3
- Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
|
84 |
7 |
2 |
(2,-4) |
|
Stone Edge
:
Move Gauge Refresh 3
- Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
|
84 |
7 |
2 |
(-2,4) |
|
Iron Head
:
Move Gauge Refresh 9
- Charges the user’s move gauge by one when its move is successful.
|
120 |
10 |
2 |
(-2,-8) |
|
Actions, Not Words!
:
MP Refresh 2
- Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
|
84 |
7 |
|
(-3,-7) |
|
Impervious
- The user’s stats cannot be lowered.
|
120 |
10 |
5 |
(1,-7) |
|
Sand Shelter
- Protects the user from damage from a sandstorm.
|
60 |
5 |
|
(-2,0) |
|
Surging Sand 3
- Powers up the user’s moves during a sandstorm.
|
108 |
9 |
3 |
(-3,5) |
|
Superduper Effective 1
- Powers up moves that are super effective.
|
84 |
7 |
2 |
(0,4) |
|
Defense Crush 9
- Lowers the target’s Defense by one stat rank when the user’s attack move against it is successful.
|
96 |
8 |
4 |
(0,8) |
|
Haymaker
- The more the user’s Attack is raised, the more it powers up the user’s sync move.
|
120 |
10 |
3 |
(1,9) |
|
Sands of Time 2
- Quickly charges the move gauge during a sandstorm.
|
108 |
9 |
2 |
(-1,5) |
|
Double Down 2
- Powers up the user’s sync moves that are super effective.
|
84 |
7 |
2 |
(0,-4) |
|
Furious Brawn
- The more the user’s Attack is raised, the more it powers up the user’s moves.
|
120 |
10 |
3 |
(2,10) |
|
Interference Immunity
- Prevents the user from flinching, becoming confused, or becoming trapped.
|
84 |
7 |
2 |
(2,8) |
|
Sync Freebie
- Applies the Free Move Next effect to the user after using its sync move.
|
108 |
9 |
2 |
(1,-5) |
|
MAX Countdown 1
- Reduces the user’s sync move countdown by 1 after using its max move.
|
120 |
10 |
3 |
(3,-5) |
|
MAX Super Preparation
- Applies the Supereffective ↑ Next effect to the user after using its max move.
|
84 |
7 |
2 |
(-3,-9) |
|
Steel DF on Opp: Sync Power ↑ 5
- Powers up the user’s sync move when Steel Damage Field is applied to the opponent’s field of play.
|
108 |
9 |
3 |
(-1,-9) |
|
Steel DF on Opp & Hit: Free Move Next 9
- Applies the Free Move Next effect to the user when its attack move is successful while Steel Damage Field is applied to the opponent’s field of play.
|
120 |
10 |
5 |
(-1,7) |
|
Starting Node
|
0 |
0 |
|
(0,0) |
|
High Horsepower
:
Power
+3
|
36 |
3 |
|
(2,-2) |
|
High Horsepower
:
Power
+3
|
36 |
3 |
|
(1,-3) |
|
High Horsepower
:
Power
+6
|
60 |
5 |
2 |
(3,-3) |
|
Max Quake
:
Power
+100
|
96 |
8 |
3 |
(2,-6) |
|
Stone Edge
:
Power
+3
|
36 |
3 |
|
(-1,3) |
|
Stone Edge
:
Power
+3
|
36 |
3 |
|
(-2,2) |
|
Stone Edge
:
Power
+6
|
60 |
5 |
2 |
(-3,3) |
|
Max Rockfall
:
Power
+100
|
96 |
8 |
3 |
(-2,6) |
|
Iron Head
:
Power
+3
|
36 |
3 |
|
(2,6) |
|
Iron Head
:
Power
+3
|
36 |
3 |
|
(-2,-6) |
|
Iron Head
:
Power
+3
|
36 |
3 |
|
(3,7) |
|
Iron Head
:
Power
+3
|
36 |
3 |
2 |
(1,7) |
|
Iron Head
:
Power
+3
|
36 |
3 |
2 |
(-1,-7) |
|
G-Max Steelsurge
:
Power
+100
|
60 |
5 |
4 |
(0,-8) |
|
G-Max Steelsurge
:
Power
+100
|
96 |
8 |
3 |
(-2,-10) |