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Serena & Fennekin

Table of Contents

Other Forms

Trainer

Pokemon Info

Type Fire
Weak Vs Ground
Role Tech
Base Potential
Gender Male

Pokemon Description

Eating a twig fills it with energy, and its roomy ears give vent to air hotter than 390 degrees Fahrenheit.

Table of Contents

Stats

5★
HP 106
ATK 9
DEF 12
Sp. ATK 13
Sp. DEF 14
Speed 19
HP 582
ATK 120
DEF 126
Sp. ATK 240
Sp. DEF 146
Speed 306
Bulk 483

Table of Contents

Moves

Type Fire
Category
Power
38 / 45
Accuracy 85
Target An opponent
Cost
Leaves the target trapped.
Unlock Requirements
Unlocked by Default
Type Psychic
Category
Power
0 / 0
Accuracy 75
Target An opponent
Cost
Puts the target to sleep.
Unlock Requirements
Unlocked by Default
Category
Power
0 / 0
Accuracy 0
Target Self
Uses 2
Removes all status conditions from the user. Sharply raises the user’s Sp. Atk. Raises the user’s accuracy.
Unlock Requirements
Unlocked by Default
Type Fire
Category
Power
136 / 163
Accuracy 90
Target An opponent
Cost
Sharply lowers the user’s Sp. Atk.
Unlock Requirements
Unlocked by Default

Sync Move

Type Fire
Category
Power
200 / 240
Accuracy -
Target An opponent
Effect Tag -

No additional effect.

Passive Skills

Stat Leech 4

Has a good chance of lowering the target’s Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness at random when an attack is successful. Raises the user’s stat by the same amount.

Go Viral 9

When a status move is used to inflict a status condition on an opponent, inflicts the same status condition on all opposing sync pairs.

Sync Grid

Link to Sync Grid Planner Tool
Icon Bonus Sync Orb Cost Energy Cost Req Sync Level Grid Pos (X,Y)
Fire Spin : Power +5 36 3 2 (-3,-3)
Fire Spin : Power +5 36 3 (-2,4)
Fire Spin : Power +4 36 3 2 (-3,9)
Fire Spin : Power +5 36 3 (-2,0)
Fire Spin : Power +5 36 3 2 (-3,-5)
Fire Spin : Power +5 36 3 (-3,7)
Overheat : Power +3 48 4 2 (3,9)
Overheat : Power +3 48 4 (2,0)
Overheat : Power +3 48 4 2 (3,-5)
Overheat : Power +3 48 4 (3,7)
Overheat : Power +3 48 4 (2,4)
Overheat : Power +3 48 4 2 (3,-3)
HP +10 5 0 (1,1)
HP +10 24 2 2 (1,7)
HP +10 24 2 (-1,3)
HP +20 48 4 3 (1,-5)
HP +30 84 7 3 (-1,9)
Sp. Atk +5 5 0 (1,-1)
Sp. Atk +5 5 0 (-1,-1)
Sp. Atk +5 24 2 (1,3)
Sp. Atk +5 36 3 (2,6)
Sp. Atk +20 84 7 3 (1,9)
Speed +5 5 0 (0,2)
Speed +5 24 2 (1,5)
Speed +10 48 4 2 (-1,7)
Defense +5 5 0 (0,-2)
Defense +5 24 2 (-1,5)
Defense +10 48 4 (1,-3)
Sp. Def +5 5 0 (-1,1)
Sp. Def +10 48 4 (-1,-3)
Sp. Def +20 84 7 3 (-1,-5)
Mystical Fire of Positivity : Power +25 60 5 3 (0,-6)
Mystical Fire of Positivity : Power +25 60 5 3 (0,6)
Fire Spin : 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,-1)
Fire Spin : Mind Games 4 - Has a good chance of lowering the target’s Sp. Def when an attack is successful. 84 7 2 (-2,8)
Hypnosis : 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 (3,5)
Overheat : 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,-1)
Can’t Stop Us! : MP Refresh 3 - Has a moderately good chance of restoring one MP of the move used if the move is successful. 84 7 (-3,5)
Impervious - Stats cannot be lowered. 120 10 3 (2,-6)
HP Advantage 4 - The more HP the user has remaining, the more it powers up moves. 96 8 2 (2,-4)
On the Run 2 - Once per battle, sharply raises the user’s evasiveness in a pinch. 84 7 (-2,6)
Stationary Target 5 - Powers up moves when the target is trapped. 120 10 2 (-2,-4)
Pokey Trap 3 - Increases the amount of damage the target takes from being trapped. 120 10 3 (-2,-6)
Good Night-mare 2 - Powers up moves when the target is asleep. 96 8 3 (2,10)
Good Night-mare 2 - Powers up moves when the target is asleep. 96 8 3 (-2,10)
Rude Awakening 5 - Powers up sync moves when the target is asleep. 96 8 (-2,-2)
Dynamic Entry - Makes the user’s next attack a sure hit when the Pokémon enters a battle. 72 6 (2,-2)
Bedazzle 1 - Lowers the accuracy of all opposing sync pairs when the Pokémon enters a battle. 96 8 2 (2,8)
Starting Node 0 0 (0,0)