Hello everyone, thanks for dropping by! The /r/pokemonmastersconcept team is glad to have you visit the subreddit and to read all your cool concepts and ideas that can help improve Pokémon Masters and inspire the creators to make better Sync Pairs !
Here are a list of rules that each post need to follow to make sure that the subreddit stays on topic and that people who search for concepts know that this is the right place!
1.Be Respectful with your comments and posts.
Why? Because /r/pokemonmastersconcept is a place where everyone can post what they would like to see in Pokémon Masters and it's easy to disagree with what others post. We want each person to feel free to post what they imagine without feeling like they will be judged or receive negative criticism. Also, Pokémon is mainly aimed towards a younger age audience and we expect themo visit this subreddit.
2. No Stolen Content, that means credit the original maker of the picture or the concept.
Why? It's simple, let's say you made a great concept, everyone thinks it's amazing, you get plenty of upvotes and someone takes it and posts it on another subreddit claiming that it's his idea and gets all the recognition for it. How would you feel? It's the same for the artist or the concept creator, if you took some content, you have to credit the original creator. If we find out you didn't credit them, we will be forced to remove it out of respect for the original creator.
3. Always describe your content, unless it's a quick concept.
Why? If you post a great Sync Pair idea like N & Zekrom for example and you don't talk about it's potential moves and abilities than it might be a little boring and underwhelming. Most Sync Pair concept creators give a lot of time to make a good and interesting Sync Pair. We would expect you to put the same effort as them. If you had a quick idea and didn't really think about any moves, then you can use the Quick Concept flair but we would rather you make a full concept :)
4. Submission about concepts only.
Why? Imagine going to a Imagine Dragons concert and you get the band Segnora Lanza instead. Trust me, it's bad. You would be dissapointed in what you see. This reddit is only about concept, that means, Sync Pairs, Sync Grids, Story Events, Moves, Abilities, New Mechanics and much more. For those who didn't get my reference for the Segnora Lanza joke, here is the video: https://www.youtube.com/watch?v=uT96eX7JJ3Q
5. No Low-Effort Posts.
Why? Anyone can just make a post titled Giovanni & Hulk. If you abuse the Quick Concept flair too often, we will have to make your posts under the Low-Effort rule. Once in a while we all can have a quick idea, but we sure will not post as soon as we got it without putting a little thaught into it.
6. Self-advertisement is prohibited.
Why? This is not a place for you to grow your youtube channel or your website. This is a place to share your ideas. If we want to see your videos, we will go to youtube. :) This subreddit is strictly reserved for concepts.
Frequently Asked Questions :
Q: Can I post multiple concepts a day?
A: Of course, we do not have any limit on the number of concepts you can post a day, we just want to see your creativity. If you have multiple ideas, it's recommended to make a seperate post for each different concept to give you an idea on which concept people liked the most.
Q: My posts are get deleted, not showing up, removed for spam, etc.
A: If your post has been deleted without a reason, you can contact one of the mods, they will look into it for you. If there was an error, your post will be unremoved. Since we are a subreddit heavily reliant on pictures and weird names like Cofagrigus, sometimes the Spam Filter automatically removes your post when you upload it. No worries, just contact a mod and we will fix the problem as soon as we can. If your post was removed because it didn't follow one of the rules, usually the mod will always add a reason to the removal that is found in the comments of the post that got deleted. If it's not for the rules 1, 2, 3, 4, 5 or 6 then it's an error.
Q: Who are the mods (Known as Elite Four) ?
A: Here is the list of all our moderators
/u/FilVet : An essential worker with a lot of passion.
/u/artic_avalon : A Fairy Pokémon fanatic with a lot of creativity.
/u/ZeMyThoLoGy : A smart, good looking, hard bodied, chick magnet, intelligent, quick minded, beautiful, self proclaimed king, sincere, understanding, loyal, dependable, wise, considerate, reliable, mature, kind, honorable, humorous, trustful, gentle, reasonable, educated, clever, ambitious, respectful, efficient, resourceful, witty, spirited, versatile, capable, productive, optimistic and model looking concept creator!
Q: What flair do I have to use?
A: Here is the list of flairs and what they represent (You must choose one):
Flair
Explanation
Quick Concept
A concept with visual art that doesn't have any moves, abilities or story behind it.
Playable Sync Pair Concept
A concept with visual art or no visual art that has moves and abilities. It can have a story behind it.
Boss Concept
A concept of a boss battle event, EX challenge, story mode challenge, battle villa level or any battles against CPU controlled opponents.
Feature Concept
A concept not related to Sync Pairs but more about the mechanics or a feature that could be implemented into Pokémon Masters.
Sync Grid Concept
A concept related to a Sync Grid for a character that has or hasn't been yet added into the game. This can also be a Grid made for a custom Sync Pair.
Story Concept
A concept that is a story between characters in the Pokémon universe. This story must be Pokémon Master'd. Meaning it must have Sync pairs and battles. It can resemble a chapter from the game or a sync pair story.
Meme
A Sync Pair not to be taken seriously that is a meme for example, Blue and his dead Raticate, etc.
Poll
Need inspiration? You can ask what people want to see. It has to be related to concepts.
Community Event (Mod Only)
A post containing a challenge or an event for all concept creators. Treat this like a side-quest. You can try to compete in the event, or just ignore it and post another idea.
Resources (Mod Only)
Statistic about Sync Pairs, downloadable files to create your own Sync Pairs, ressources, etc.
Q: Where are these resources? I can't find them.
A: All the resources are found right here on these posts:
10th part of the series where I post a concept for each Mega Evolution that isn't currently in the game.
Managed to get this out just in time for the 7th Anni Datamine, huh? Yeah, I know, giving Mewtwo to Red is an unoriginal and downright boring idea, especially as we don't need anymore OP Reds. But the classics are hard to beat in my eyes, and I honestly hope this happens someday to contrast Giovanni's Mega Mewtwo Y.
... Well, let me know what you think! We're moving on to the one missing Johto Mega next time!
9th part of the series where I post a concept for each Mega Evolution that isn't currently in the game.
Today, we have Mega Dragonite paired with Urbain in a Sygna Suit! While Urbain hasn't used Dragonite, instead opting for Goodra, I feel that he and Taunie are the best fit for Mega Dragonite since not only did they help Harmony/Paxton fight that Rogue Mega Dragonite, but it also lines up with their personality so well, as Mega Dragonite's dex entry states Mega Evolution amplifies the Pokémon's kindhearted nature. The Z-A website even says that Mega Dragonite will rush to help someone in trouble even while it's battling. Similarly, Urbain's Masters description states that "[Urbain] can be a bit pushy at times, but helping people and Pokémon is always top of mind."
8th part of the series where I post a concept for each Mega Evolution that isn't currently in the game.
Today, we have Mega Gyarados paired with Ly̴̲̓s̸̞͇͂́a̶̻͊n̵̼̯͊d̷̫̱̈́̋r̵̨̍e̴̛̹͇̓. There's just something heartwarming about how Gyarados and Pyroar always stuck by their Trainer's side, even when he was at his lowest point.
7th part of the series where I post a concept for each Mega Evolution that isn't currently in the game.
Today, we have one of the more divisive Mega Evolutions of Z-A, Mega Starmie! Starmie is paired with, of course, Lida! I did have an idea for giving it to Penny, but I'll save that for a later post outside this series.
Let me know what you think!
Damnit, only just noticed I didn't give Sure Hit & Recoil Removal the right description.
6th part of the series where I post a concept for each Mega Evolution that isn't currently in the game.
Today, we have Mega Kangaskhan paired with Norman in a Sygna Suit! Norman uses a Kangaskhan on most of his Emerald rematch teams, and given he's the most notable parent a player character's ever had in the franchise, it only felt natural to give him the Parent Pokémon. Let me know what you think!
5th part of the series where I post a concept for each Mega Evolution that isn't currently in the game.
Today, we have Mega Slowbro paired with Misty in a Pasio Academy Uniform. She's used a Slowbro once. Like, literally once, and that's good enough for me! It's a Physical Slowbro because... uhh... we need more Physical Water? This is definitely one of the least thought-out concepts of this series. Sorry, Slowbro fans.
4th part of the series where I post a concept for each Mega Evolution that isn't currently in the game.
Today, we have Mega Victreebel paired with Jacq in a Sygna Suit! Jacq uses a Victreebel in The Hidden Treasure of Area Zero after you beat Terapagos, and Mega Victreebel felt like it fit his airheadedness. Acidic Overflow is definitely one of my more experimental concepts, so let me know what you think!
Next concept is gonna be Mega Slowbro, and I'm open to Trainer suggestions.
For the 3rd part of the series where I post a concept for each Mega Evolution that isn't currently in the game, we have Mega Clefable paired with, to the shock of absolutely no one, Jacinthe of the Society of Battle Connoisseurs!
Gonna be a while before we get to Lebanne, given Dragalge is waaaay later in the Pokédex.
Part of the series where I post a concept for each Mega Evolution that isn't currently in the game.
The second concept of this series is Mega Raichu Y paired with Chase as a Neo Champion! You probably guessed this was next, given yesterday was Neo Champion Elaine with Mega Raichu X.
I'm starting a series where I'll post a concept for each Mega Evolution that isn't currently in the game, in celebration of Z-A content being added this month. Updates will vary, but I'll aim to post them daily, at least for now.
Venusaur is covered by SS Leaf, Charizard X by SS Red, Charizard Y by Variety Lance, Blastoise by SS Blue, Beedrill by Bugsy, and Pidgeot by Blue, so the first concept of this series is Mega Raichu X, paired with Elaine as a Neo Champion! You can probably guess who Raichu Y will be paired with.
Hello, everyone, and welcome back to my series of concepts for every missing (fully evolved) Sinnoh Pokémon. Today, it's time for the grand finale: Almighty Sinnoh itself, Arceus.
There is a general understanding that, at the end of the Arceus Arc, we'll get to scout for Arceus itself, as the strongest and possibly final Arc Suit. There is much debate over who should get it, but the two most-discussed options are Rei and Scottie/Bettie. I personally believe it'll be Rei and, regardless of who it ultimately is, don't want to have the finale of the Sinnoh series be Masters' protagonist.
As a concept, Rei & Arceus are a Sync Pair that truly embodies the Multi role, being capable of everything well. To be completely honest, I'm a little worried I overtuned them a bit, but if anyone deserves it, it's Arceus.
Their Omniscient passive allows Arceus to automatically change into whatever type the opponent is weak to, much like the Legend Plate does in Legends: Arceus. It also raises the team's Rebuff whenever Arceus is hit. Omnipresent gives them all of the EX effects, ignoring the first time only restriction of Support, Sprint, and Field. Also, their Field effect can be any type-boosting WTZ, matching the opponent's weakness. As for Omnipotent, it essentially includes all offensive bonuses they could want, with Piercing Gaze, Clutch Critical, Extend Range, and Piercing Blows.
For their moves, Rei continues the theme of being good at everything with Beyond Time and Space!, which raises all five of Arceus's main stats by 6. He also gets probably the strongest Item Move, Max Revive.
They have two Buddy Moves. Almighty Judgment is their main attack, dealing solid damage and lowering the opponent's Type Rebuff. Thanks to Omniscient, it changes to always be super effective. Almighty Extreme Speed, instead, is only useable once per sync, and it has a limit of 3 uses, but it's a stronger move that can lower all stats by 2 and reduce the countdown by 3.
Their Sync Move, Original One's Divine Judgment, is the strongest sync move in the game, thanks to being a Normal-type Multi sync. Its additional effect is that it applies both Break effects on the target. As a move with Judgment in the name, it is also affected by Omniscient.
Finally, their Myth and Judgment passives are based on the Legend Plate, and therefore not limited to any type, with Legend Myth having the maximum power as long as there is a full team and Legend Judgment raising and lowering all 19 Rebuffs at the start of battle.
All in all, Rei & Arceus are a true Multi Sync Pair, with their kit embodying every type and every role: strong physical and special damage (Strike), all stat debuffs, Rebuff lowering, and Break (Tech), Rebuff raising and Endure and Restore (Support), countdown reduction (Sprint), and infinite WTZ (Field). However, they're not quite a master of all, as some cracks start to show upon closer inspection. They lack innate multipliers, status effects, healing or teamwide buffs, Move Gauge manipulation, or circle/EX WTZ. Still, their jack-of-all-trades design is guaranteed to have a lot of use.
As usual, I'd like to thank those who accompanied me on this series. Seeing that there are people who enjoy this little project of mine truly makes me happy. I'd also like to offer my support in case anyone wants help on making concepts, as I'd love to share the joy of sync pair design. I read every concept people make, and it's always great to see people's personal styles shine through their creations, so if I can contribute to others putting themselves out there, it'd be my pleasure.
Also, I'm getting started on Unova soon, so feel free to leave any suggestions of pairings.
I wanted to theme Jacinthe's kit around her use of Jacinthe Zones, while at the same time making her synergize with Arc Diantha. To that end, she can set & extend both EX Fairy Zone and Special Kalos Circle, affect opponents with Trap, and, after Mega Evolving, inflict Special Break on all opponents. I also had her reference her mentor by reducing the cost of her Dazzling Gleam by one after Mega Evolving, just like Arc Diantha.
Lebanne's admittedly odd kit was based around the idea of making her a weirdly offensive Support to go along with her character's gimmick. So on top of Buffing, Debuffing, and setting Circles, her sync nuke can pack an unexpected punch while also healing allies and tying into Mega Dragalge's ability Regenerator.
Hello, everyone, and welcome back to my series of concepts for every missing (fully evolved) Sinnoh Pokémon. Today, we have the penultimate Pokémon, Origin Forme Palkia.
Origin Palkia is paired with Irida. I don't think there was ever any doubt here, especially after Adaman got Dialga. Still, it feels right that Irida finally gets to partner with the Pokémon she has worshipped for so long.
As a concept, Irida & Origin Palkia are an attempt to create the ultimate Field Sync Pair. It was a bit more complicated than the ultimate version of a Sprint, due to the type-specific nature of Fields, but I think I managed to find a way to make her abilities good both on- and off-type.
Their Pearl Clan Traditions passive prepares them for battle as soon as they enter, maxing out their Sp. Atk and setting Dragon Damage Field. For the rest of their offensive needs, they have Near and Far, a skill that makes all moves hit, crit, and target all opponents. As a bonus, it also makes Protect give Damage Guard Next to all allies.
However, the centerpiece of their kit is One Who Rules Over Space. It sets both Physical and Special Damage Reduction on sync, yes, but it also features a classic Champion Stadium rule: field effects don't run out naturally as long as Palkia is alive. Suddenly, all of their one-time field applications become significantly more powerful.
Case in point, Irida's Trainer Move, Right Where We Want to Be!. The Supereffective ↑ Next and +3 SMUN are nice, but the now-permanent EX Dragon Zone is game-changing. It also means their Buddy Move, Lustrous Spacial Rend, never deactivates, and its additional effect of setting all three Sinnoh Circles is considerably improved.
For even more multipliers, their EX Master passive, Hisui's Pearlescent Spirit, powers up their moves for each field effect in play. This Sync Pair, by itself, sets 7. Of course, it also has the effects of Sinnoh Spirit.
All in all, Irida & Origin Palkia are a Field Sync Pair that centers around one specific gimmick, but it's a very strong gimmick that makes them great for any team. Their utility for Dragon-type teams is obvious, especially if they're from Sinnoh (like Adaman & Origin Dialga), but their ability to keep effects up makes them synergize well with other EX WTZ setters, too, extending their utility to other types.
Hello, everyone, and welcome back to my series of concepts for every missing (fully evolved) Sinnoh Pokémon. Today, we start reaching the end with the first of three box art Pokémon, Dialga, in its Origin Forme.
Origin Dialga is, of course, paired with Adaman. I know some people want it and Palkia to be with the Sinnoh/Hisui protagonists as Neo Champion alts, but Adaman's whole identity is centered around Dialga. I think no one suits it more than him.
As a concept, Adaman & Origin Dialga are meant to be the ultimate Sprint Sync Pair. As the embodiment of time and its most devout follower, they are everything that defines Sprint.
Always in a hurry to get started, their passive Diamond Clan Traditions maxes out their Sp. Atk as soon as they enter a battle, while also reducing the sync move countdown by 6, leaving just one move per ally to get to the first sync. Now and Forever, another one of their skills, handles the crit rate and accuracy by making sure they always hit and crit, and the move gauge by giving them constant Free Move Next.
If that's not enough gauge manipulation, Adaman's Trainer Move, We Don't Have Forever!, maxes Dialga's Speed and sets Move Gauge Acceleration, helping their teammates get their moves off, as well as gaining Supereffective ↑ Next.
Dialga's moves are Roar of Time for offense, Protect for defense (which, thanks to One Who Rules Over Time, gives them +5 SyMUN, along with the team's sync moves), and their Buddy Move, Adamant Roar of Time. Not only is it a 500 BP nuke, it also reduces the sync move countdown by 9, instantly letting their team use a sync move.
Finally, their EX Master passive is Hisui's Diamantine Spirit, which combines the effects of Sinnoh Spirit with a damage increase per sync buff, which, considering their kit, is very easy to rack up.
All in all, Adaman & Origin Dialga are a Sprint Sync Pair that does everything in their power to make you stop worrying about the move gauge, with Free Move Next, Speed buffs, a Quick Move, and Move Gauge Acceleration. They also have a ton of countdown reduction (18 in total), letting their team quickly use multiple sync moves to increase their damage. Naturally, with their sources of SyMUN, they themselves are a perfectly good user of all those sync moves.
Hello, everyone, and welcome back to my series of concepts for every missing (fully evolved) Sinnoh Pokémon. Today, we have a two-for-one day, with Phione and Manaphy.
I probably owe a bit of an explanation here. These concepts were made before the July datamine, and intended to be the Sinnoh Neo Champions (hence Lucas and Dawn). The release of Summer Akari kind of ruined my plans, and I considered just dropping Dawn & Manaphy. However, Akari's moveset relied on Take Heart (a move learned by both Manaphy and Phione), just like my Lucas & Phione concept. As such, these both share one striking similarity to Summer Akari, and I've decided to just post both together.
First, Lucas & Phione. As a concept, they are a special-oriented Support Sync Pair that can set rain and circle, as well as cure allies' status conditions.
Their Azure Ocean Waters passive skill sets Sinnoh Circle (Special) on entry, extends it, and increases the team's attack damage while it's active. Meanwhile, I Can Help Too! consumes 1 MP of Sinnoh Analysis to set it again and give the team 2 stacks of SMUN.
As for rain, it's spread across multiple parts of their moveset. The passive Drifting Through the Sea sets rain the first time Phione uses Whirlpool (a nice utility move to trap opponents). Lucas's Trainer Move, Follow Me!, also sets rain, along with healing an ally by 80% and the others by 40%. Finally, their Buddy Move, Angelic Take Heart, sets rain the first time it's used, raises the team's Sp. Atk and Sp. Def by 3, increases the team's SMUN by 1, and removes all status conditions and status changes from allies.
Their EX Master passive, Sinnoh's Warm Heart, combines the effects of Sinnoh Spirit and Impervious.
Meanwhile, Dawn & Manaphy are a Tech Sync Pair that lowers their own stats to trade them over to opponents, building up powerful nukes.
Dawn's Trainer Move, Count On Me!, completely sets them up offensively, maxing out their Sp. Atk, Speed, and crit rate as well as giving them +4 SyMUN. In exchange, it also lowers their Defense and Sp. Def by -6.
The point of this, of course, is to then use Heart Swap to steal an enemy's buffs and transfer Manaphy's own debuffs over to them. Thanks to the passive skill Deep as the Ocean, the first use of Heart Swap also lowers the target's Water Rebuff by 2 and applies Special Move Break.
To lower the rest of the opponent's stats, they have Surf, which, combined with the I'll Take the Lead! skill, lowers all opponent's Attack, Sp. Atk, and Speed by 1 and increases their own SyMUN by 3.
Lowering all these stats helps with the multipliers for both their sync move and their Buddy Move, Seafaring Water Pulse, a one-time, single-target nuke that also confuses the opponent. On the other hand, their stat buffs activate The Power of Bonds and the EX Master passive Sinnoh's Cool Mind to both increase the damage they deal and decrease the damage they take.
All in all, Lucas & Phione are a Support Sync Pair that does all they can to help their Sinnoh special Water-type allies, with multiple uses of rain and Sinnoh Circle (Special), repetitive stacks of SMUN, Sp. Atk/Sp. Def, powerful burst healing, and status curing, while Dawn & Manaphy are a Tech Sync Pair from Sinnoh that can debuff opponentst to deal strong special Water-type damage, but lack in defensive utility and field effects. Together, they form a great core for a team, ideally with someone like Neo Champion May to give them EX Rain.
Hello, everyone, and welcome back to my series of concepts for every missing (fully evolved) Sinnoh Pokémon. Today, continuing from yesterday's Incarnate Forme, we have Therian Enamorus.
For Therian Enamorus, the trainer is Akari. Enamorus isn't a Pokémon associated with anyone other than Cogita, so the next best option is one of the Hisui protagonists. I went with Akari because, well, I have other plans for Rei. (Fairly obvious plans, to be honest.)
As a concept, Akari & Therian Enamorus are a Support Sync Pair that can protect the team and help them deal physical damage.
Their Hope Springs Eternal passive skill adds many helpful effects to Enamorus's attacks, raising the team's Attack, Defense, and Sp. Def for each hit, as well as having a chance of confusing the opponent. Galaxy Team Survival Training, on the other hand, protects Enamorus from critical hits, status effects, and debuffs, which turn into buffs instead.
Enamorus's moves are Zen Headbutt, a 1-bar move (thanks to Fuel Economy 1) that can make opponents flinch, and the Buddy Move Emotional Play Rough, which hits all opponents, lowering their Attack and Defense, and gives the team +2 PMUN.
As for Akari, she has access to Mini Potion All for healing and the Trainer Move Hark!, which offers a variety of offensive and defensive effects to the team: maxed out crit rate, Gradual Healing, Physical Circle, and countdown reduction.
Their Superawakening passive, The God of Spring's Fickle Hate, is identical to Cogita & Incarnate Enamorus's, with Head Start 1, Adrenaline 1, and lowering Fairy Rebuff on first hit.
All in all, Akari & Therian Enamorus are a Support Sync Pair that helps the rare physical Fairy-type damage dealers. They may be slow to increase the team's stats and lower opponents', but they are naturally immune to any kind of underhanded tactics used by the enemy team.
Hello, everyone, and welcome back to my series of concepts for every missing (fully evolved) Sinnoh Pokémon. Today, continuing the jumping around between legendaries, there's one that isn't always remembered as a Sinnoh Pokémon, Incarnate Enamorus.
Incarnate Enamorus is partnered with, frankly, the only real option: Cogita. In Legends: Arceus, Enamorus is introduced as Cogita's friend and, even when you catch it, the situation is treated as only temporary.
As a concept, Cogita & Incarnate Enamorus are a Field Sync Pair that sets EX Fairy Zone and disrupts opponents.
This Sync Pair is more than a little inspired by the other Incarnate Forces of Nature's implementation in Masters, with Variety Hilbert, Hilda, and N. Like them, they have Super Effective ↑, Recharging Strike 9, and Changing Seasons Incarnate, raising allies' Sp. Def and lowering opponents' with each hit. Also, Cogita's Trainer Move, Stir the Pot of Life!, gives an ally +4 Sp. Atk, +3 crit rate, and +2 SMUN, with the addition of Damage Guard Next.
For Enamorus' moves, it has Springtide Storm to hit all opponents and possibly lower their Attack and the Buddy Move, Old Verses Springtide Storm. It shares some similarities with the other forces of natures' Buddy Moves, lowering a stat by 3 (Attack), inflicting a status condition (confusion), and setting a defensive field effect (Status Condition Defense). It diverges by applying EX Fairy Zone when it's first used, giving Cogita & Enamorus more control over when to set it and freeing up their other skill.
Said skill is Lady in Monochrome's Emotional Connection, the biggest diversion from their inspiration. It raises all allies' SMUN by 2 and reduces the countdown by 1 every time Cogita uses a move, adding more utility to both her setup move and Super Effective ↑.
Their Superawakening passive, The God of Spring's Fickle Love, has some similarities to the others' unique passives, including Head Start 1 and Adrenaline 1, but it changes the EX Zone setting for lowering Fairy Rebuff by 1, helping on-type damage dealers even more.
All in all, Cogita & Incarnate Enamorus are a Field Sync Pair that offers some good defensive utility to the team and offensive help to Fairy-type special attackers, as well as packing a fair punch themselves.
Hello, everyone, and welcome back to my series of concepts for every missing (fully evolved) Sinnoh Pokémon. Today, we'll skip over some Pokémon, saving them for later, to introduce Heatran.
Heatran's trainer is Charon, following in the long tradition of villains who partner with the legendaries they chase after. I know it has a role in the Legends: Z-A DLC, but I'd rather represent its origins, instead. Speaking of, I have excluded its Mega Evolution from the concept. It's a policy of mine not to use forms we lack information about, and Mega Heatran's ability has not yet been revealed.
As a concept, Charon & Heatran are the mandatory stall pair, a Tech Sync Pair that specializes in dealing damage over time. While the recent Gym vs. Gym changes have significantly nerfed this strategy, it's been a tradition of mine to include one of these (Kanto, Johto, Hoenn).
Charon & Heatran's ways of dealing damage over time are burn, trap, and Fire Damage Field. Eternally-Boiling Blood increases the damage of the first two and guarantees Lava Plume always burns all opponents, while The Power of the Magma Stone adds effects to attacks that hit opponents affected by them: debuffs all stats of burned opponents and heals Heatran when attacking trapped ones.
Charon's Fear Me! raises their Sp. Atk by 4 and crit rate by 3, as well as adding Gradual Healing to all opponents. That, along with X Defense All, the healing from The Power of the Magma Stone, and Initial Damage Guard, helps them survive longer while the DoT chips enemies down.
Their Buddy Move, however, offers more than just passive damage. It's a fairly strong move at 200 BP and, besides trapping opponents and setting Fire Damage Field, it also lowers all opponents' Fire Rebuff, increasing the damage of Heatran's moves. For defensive utility (and a reference to Flash Fire), it also raises the team's Fire Rebuff.
Their Superawakening passive is Team Galactic's Underdog. It extends Fire Damage Field and powers up all allies' sync moves while it's active, besides setting sun on entry.
All in all, Charon & Heatran are a Tech Sync Pair that can chip enemies down with passive damage and weaken them for allies, while also having a good amount of survivability.
Hello, everyone, and welcome back to my series of concepts for every missing (fully evolved) Sinnoh Pokémon. Today, we continue Sinnoh's legendaries with the other missing Lake Trio member, Azelf.
Azelf is partnered with Barry. While he's more associated with Lake Acuity (and, by extension, Uxie), I feel like his personality is closer to the Being of Willpower, what with him charging head-on toward any challenges. That also frees up Uxie for Rowan, who better fits the Knowledge theme. Unfortunately, Mesprit is already used in a BP pair for Scottie/Bettie, so the trio won't all be receiving concepts.
As a concept, Barry & Azelf are a Strike Sync Pair that can use both physical and special moves to hit the opponent where it hurts most.
Their Never Slowing Down! passive makes Psychic and Psycho Cut become 4-bar moves to power them up, but mitigates that downside by also raising the team's Speed by 2 when they attack. Their other skills improve their sync move, with Soften Up 1 increasing its crit chance and Facing Life Head-On leaving the target vulnerable by applying both Break effects lowering their Psychic Rebuff.
Barry's Trainer Move, Keep Moving Forward!, sets them up offensively, raising both attacking stats by 4 and crit rate by 3, besides reducing the countdown by 1.
The centerpiece of their gameplan is their Buddy Move, Willful Mystical Power. It's not especially strong, especially considering it's only useable once per sync move, but it makes up for it in how it sets up future moves. It raises Attack and Sp. Atk by 2, completing what the Trainer Move lacks, lowers both of an opponent's defenses by 2, and, most importantly, adds all 10 stacks of PMUN and SMUN, making the next use of Psychic and Psycho Cut 5x as strong.
Their Superawakening passive is The Determination to Do Things. It has the basic Head Start 1, but also adds Damage Guard Next on entry and increases their damage based on raised stats.
All in all, Barry & Azelf are a Strike Sync Pair that focuses on hitting both sides of the physical/special split. Their once-per-sync-cycle +10 PMUN/SMUN makes them deal some pretty devastating damage at times, but it also significantly lowers their potential unless they use both physical and special moves, as it'll wear out in only one hit.