Pokémon Masters EX: Best Karen Sync Grid Builds

Even before sync grids, Karen & Houndoom were a premier sync pair for their self-sufficiency in boosting their Sp. Atk and critical-hit rate with a powerful move in their Mega form. Their grid only improved what they did and it would be remiss to leave this sync pair at 60 energy for too long, even at sync level 2.

The best sync grid build for Karen & Houndoom would be to go for Dark Pulse Power, Dark Pulse Move Gauge Refresh, and Dark Pulse Overpower.

Sync Grid Builds

Mega Growl (2/5) picks up all the essential tiles that make Karen & Houndoom an excellent Striker. With the full grid unlocked, Overpowered Pulse (3/5) improves upon Mega Growl with more access to Dark Pulse power boosts and a sync move tile.

Finally, Embrace the Dark Side (3/5) picks up some dirty and foul tricks to leave foes trembling at Houndoom’s sheer power.

Universal Upgrades

  • HP +10
  • Attack +5
  • Defense +5
  • Sp. Atk +5
  • Sp. Def +5
  • Speed +5
  • Dark Pulse Power +12
  • Dark Pulse Move Gauge Refresh 4
  • Dark Pulse Overpower

Universal Lucky Skill Recommendation:
Critical Strike 2

All builds need Karen & Houndoom to have at least one sync move for the Mega Houndoom forme change because of the increased Sp. Atk and the move Dark Pulse. Since it is always part of the endgame, Dark Pulse gains +12 power and a Move Gauge Refresh 4. Dark Pulse Overpower increases damage against an opponent whose Sp. Atk has been lowered, which Snarl will do for all opponents in play.

With the sync pair able to max their own critical-hit rate and looking to deal damage, the only lucky skill that is recommended is Critical Strike 2. It will boost damage for both moves and sync moves.

Mega Growl Build (Sync Level 2/5)

(build link)

Total Sync Orb Cost: 738
Total Energy Used: 59
Unique Upgrades:

  • Sp. Atk +10
  • Speed +15
  • Snarl Power +18
  • Snarl Move Gauge Refresh 3
  • Dark Pulse Power +6

Even at sync level 2, Karen & Houndoom have access to most of the relevant tiles, namely the refresh tiles and Dark Pulse’s Overpower. This straightforward build uses Snarl to lower the opponents’ Sp. Atk and then Overpower after Houndoom’s sync move.

Snarl gains a significant boost with +18 power as well as a Move Gauge Refresh 3 to help decrease its cost to the move gauge. It also gains a modest +6 power to Dark Pulse. To round out the build, a few tiles to +Sp. Atk and +Speed are picked up to reach Overpower.

Overpowered Pulse Build (Sync Level 3/5)

(build link)

Total Sync Orb Cost: 750
Total Energy Used: 60
Unique Upgrades:

  • Speed +5
  • Snarl Power +11
  • Snarl Move Gauge Refresh 3
  • Dark Pulse Power +12
  • Dire Hit + MP Refresh 3
  • Beguiling Dark Pulse Power +25

As an expansion to the sync level 2 build, Karen & Houndoom are able to focus more on Dark Pulse and add in a boost to their sync move and a refresh.

Snarl gains +11 power and a Move Gauge Refresh 3 to more quickly allow the team to use moves to count down the sync move gauge. Beguiling Dark Pulse has +25 power but the more important boost to move power is an additional +12 power to Dark Pulse

Picking up Dire Hit + MP Refresh 3 to reach Overpower, this allows Karen & Houndoom a chance to be used repeatedly in Battle Villa. Alternatively, even if Houndoom is able to reach max critical-hit rate in two uses, the third use can be used when the bar gauge is empty and only one more move is needed to be able to sync.

Embrace the Dark Side Build (Sync Level 3/5)

(build link)

Total Sync Orb Cost: 738
Total Energy Used: 59
Unique Upgrades:

  • Attack +5
  • Bite Power +6
  • Dire Hit + MP Refresh 3
  • Beguiling Dark Pulse Power +25
  • Dirty Fighting 5
  • Foul Fighting 5

2/5 Variation:
Not recommended

Giving up the Refresh and power of Snarl, Karen & Houndoom embrace their Dark typing with two fighting tiles to give them the upper edge. Pair the duo with another sync pair to inflict a status condition or flinching, confused, or trapped conditions rather than rely on Bite or Dark Pulse.

Both Beguiling Dark Pulse Power +25 and Dire Hit + MP Refresh 3 are used to reach Overpower, but can help in damage and counting down the sync move gauge. Rather than gain meager boosts to Sp. Atk and Speed, the build aims for bigger and better choices.

The real key skills to this build are in Dirty Fighting 5 and Foul Fighting 5. Dirty Fighting 5 powers up moves against a target that is affected by a status condition. Foul Fighting 5 powers up moves against a target that is flinching, confused, or trapped. Paired with Dark Pulse’s Overpower powering up the move against opponents with lowered Sp. Atk, the attack deals incredible amounts of damage.

Deric Kwok

Games are a longtime passion of mine starting from childhood when my mother bought me my very own Gameboy Color. I’ve been gaming ever since. I’m a self-proclaimed jack of all trades, with what I consider a wide skill set ranging from programming to photography. As the saying goes, a master of none is oftentimes better than a master of one.

Recent Posts