Table of Contents
Agatha & Gengar
One of the strongest Special Strike Tech Sync Pairs in the game, it’s good to Mega Gengar and Mega Houndoom to illustrate how strong the former actually is. Mega Gengar has 339 Special Attack compared to Mega Houndoom’s 336 and Shadow Ball has 118 Power compared to Mega Houndoom's 114 Dark Pulse.
By merit of numbers, Mega Gengar has more Offensive capabilities. The main reason Mega Gengar isn’t as favored over Karen & Houndoom is that Agatha & Mega Gengar don’t have a Critical Hit Rate Buff. If they Team up with a Support Pair with “Dire Hit All”, Gengar will still only get a 50% Critical Hit Rate Buff instead of 100%. Otherwise, They’re still a strong Sync Pair and can hold their ground.
Other Forms
Trainer
Pokemon Info
Pokemon Description
You can hear tales told all over the world about how Gengar will pay a visit to children who are naughty.
Stats
Pokemon Analysis
Strengths
Gengar’s strength is on par with amazing Striker Sync Pairs; it has more Special Attack and a higher base Power move than Mega Houndoom, allowing it to potentially deal more damage. Especially when considering that Shadow Ball has a chance to reduce the target's Sp.Def and open them up to additional damage, it’s easy to see how much of a punch Gengar packs.
When further comparing Gengar to other Mega Evolutions, one will realize that Gengar also deals double damage via Hex and even Tried-And-True Hex doing increased damage when the target is fast asleep. This enables Gengar to deal good damage even pre-Mega Evolution with some luck when using Hypnosis to put enemies to sleep.
Can CC Enemies during Build-Up
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A special, conditional element of Gengar’s kit is the Passive Wide Awake, which prevents Gengar from falling asleep. During a specific encounter which might use Sleep a lot as a battle mechanic, Gengar would be extremely useful. Definitely a niche Passive, but potentially a very strong one.
Weaknesses
Just like any other Mega Evolution, the full brunt of Mega Gengar’s devastating offense is delayed until we can use the very first Sync Move. As mentioned above, this weakness is less pronounced in Gengar’s case compared to some of its fellow Megas.
Lacks Offensive Self-Buffs |
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While it is true that Mega Gengar has the potential to do more damage than Karen & Houndoom, we can’t look past the issue of lacking offensive buffs. Gengar doesn’t have access to Sp.Atk buffs or Dire Hit, which means it will depend on buffs from allies to get closer to the in-practice damage output of Strikers. Lacking self-buffs as a Special damage dealing Sync Pair also makes it harder to reach the coveted +6 Sp.Atk /+3 Dire Hit combination.
Team Synergy
Mega Gengar has both a powerful moveset and the stats to do devastating damage, but it lacks proper buffs; teaming up with Sp.Atk All or Dire Hit All supports will be very handy for Mega Gengar, allowing him to properly terrorize its foes.
Tier List Explanation
One of the strongest Special Strike Tech Sync Pairs in the game, it’s good to Mega Gengar and Mega Houndoom to illustrate how strong the former actually is. Mega Gengar has 339 Special Attack compared to Mega Houndoom’s 336 and Shadow Ball has 118 Power compared to Mega Houndoom's 114 Dark Pulse.
By merit of numbers, Mega Gengar has more Offensive capabilities. The main reason Mega Gengar isn’t as favored over Karen & Houndoom is that Agatha & Mega Gengar don’t have a Critical Hit Rate Buff. If they Team up with a Support Pair with “Dire Hit All”, Gengar will still only get a 50% Critical Hit Rate Buff instead of 100%. Otherwise, They’re still a strong Sync Pair and can hold their ground.
Moves
Type
|
Ghost
|
Category
|
|
Power
|
12
/
14
|
Accuracy
|
100
|
Target
|
An opponent
|
Cost
|
|
Has a chance (30%) of leaving the target paralyzed.
Type
|
Psychic
|
Category
|
|
Power
|
0
/
0
|
Accuracy
|
75
|
Target
|
An opponent
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Cost
|
|
Puts the target to sleep.
Category
|
|
Power
|
0
/
0
|
Accuracy
|
0
|
Target
|
Self
|
Effect Tag
|
Recoil
|
Uses
|
2
|
Raises the user’s Speed by 6 stat ranks. The user takes damage equal to 25% of its maximum HP.
Type
|
Ghost
|
Category
|
|
Power
|
99
/
118
|
Accuracy
|
100
|
Target
|
An opponent
|
Cost
|
|
Has a chance (20%) of lowering the target’s Sp. Def by 1 stat rank.
Type |
Ghost |
Category |
|
Power |
160 / 192 |
Accuracy |
- |
Target |
An opponent |
Effect Tag |
- |
Become Mega Gengar until the end of battle. This attack’s power increases when the target is asleep.
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 Ghost-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: +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
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 Agatha & Gengar
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) |
|
HP
+10
|
5 |
0 |
|
(1,1) |
|
HP
+10
|
24 |
2 |
|
(3,-1) |
|
HP
+10
|
24 |
2 |
|
(3,5) |
|
Sp. Atk
+5
|
5 |
0 |
|
(-1,-1) |
|
Sp. Atk
+5
|
24 |
2 |
|
(1,3) |
|
Sp. Atk
+5
|
24 |
2 |
|
(1,-3) |
|
Sp. Atk
+5
|
24 |
2 |
|
(-2,4) |
|
Sp. Atk
+10
|
48 |
4 |
|
(-3,7) |
|
Speed
+5
|
5 |
0 |
|
(0,2) |
|
Speed
+5
|
24 |
2 |
|
(2,0) |
|
Speed
+5
|
24 |
2 |
|
(-1,5) |
|
Speed
+5
|
24 |
2 |
|
(2,4) |
|
Defense
+5
|
5 |
0 |
|
(0,-2) |
|
Defense
+5
|
24 |
2 |
|
(-1,3) |
|
Sp. Def
+5
|
5 |
0 |
|
(-1,1) |
|
Sp. Def
+5
|
24 |
2 |
|
(-2,0) |
|
Sp. Def
+10
|
48 |
4 |
2 |
(-3,-3) |
|
Tried-and-True Hex
:
Power
+25
|
60 |
5 |
3 |
(0,6) |
|
Tried-and-True Hex
:
Power
+25
|
60 |
5 |
3 |
(0,-6) |
|
Lick
:
Hostile Environment 1
- Raises the chance of inflicting status conditions with the additional effects of moves.
|
84 |
7 |
2 |
(-3,-5) |
|
Lick
:
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) |
|
Hypnosis
:
Move Gauge Refresh 9
- Charges the user’s move gauge by one when its move is successful.
|
120 |
10 |
3 |
(-1,9) |
|
Run Along Now!
:
MP Refresh 2
- Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
|
84 |
7 |
2 |
(3,-5) |
|
Run Along Now!
:
Ramp Up 2
- Raises the user’s Sp. Atk by 2 stat ranks when its move is successful.
|
120 |
10 |
3 |
(2,-6) |
|
Shadow Ball
:
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 |
(2,8) |
|
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 |
(-2,-6) |
|
On a Roll 1
- Raises the chance of lowering stat values with the additional effects of the user’s moves.
|
84 |
7 |
2 |
(3,9) |
|
On a Roll 2
- Raises the chance of lowering stat values with the additional effects of the user’s moves.
|
96 |
8 |
3 |
(2,10) |
|
Ramming Speed
- The more the user’s Speed is raised, the more it powers up the user’s moves.
|
120 |
10 |
3 |
(-1,-5) |
|
Grand Entry 1
- Raises the user’s Sp. Atk by 1 stat rank when it enters a battle.
|
108 |
9 |
2 |
(2,-4) |
|
Healthy Healing
- Applies the Gradual Healing effect to the user when its HP is full when it enters a battle.
|
108 |
9 |
2 |
(1,7) |
|
Rude Awakening 5
- Powers up the user’s sync move when the target is asleep.
|
120 |
10 |
2 |
(-3,9) |
|
HP Trade-Off 5
- The smaller the user’s percentage of remaining HP, the more it powers up the user’s moves.
|
120 |
10 |
3 |
(1,-5) |
|
Brainteaser
- The more the target’s Sp. Def is lowered, the more it powers up the user’s moves.
|
120 |
10 |
3 |
(1,9) |
|
Pinpoint Entry 1
- Raises the user’s accuracy by 1 stat rank when it enters a battle.
|
96 |
8 |
2 |
(-2,8) |
|
Starting Node
|
0 |
0 |
|
(0,0) |
|
Lick
:
Power
+4
|
36 |
3 |
|
(-1,-3) |
|
Lick
:
Power
+4
|
36 |
3 |
|
(2,-2) |
|
Lick
:
Power
+4
|
36 |
3 |
|
(-3,-1) |
|
Lick
:
Power
+4
|
36 |
3 |
|
(-2,-2) |
|
Lick
:
Power
+4
|
36 |
3 |
2 |
(3,-3) |
|
Shadow Ball
:
Power
+3
|
36 |
3 |
|
(2,6) |
|
Shadow Ball
:
Power
+3
|
36 |
3 |
|
(-3,5) |
|
Shadow Ball
:
Power
+3
|
36 |
3 |
|
(3,7) |
|
Shadow Ball
:
Power
+3
|
36 |
3 |
|
(1,5) |
|
Shadow Ball
:
Power
+3
|
36 |
3 |
2 |
(-1,7) |
|
Hypnosis
:
Accuracy
+5
|
36 |
3 |
|
(-2,6) |
|
Hypnosis
:
Accuracy
+10
|
60 |
5 |
3 |
(-2,10) |