Pokémon Masters EX: Best May & Lopunny Sync Grid Builds

May & Lopunny hop into the fray as a Fighting-type Striker sync pair to add to your team. Lopunny starts out with Headbutt and a Normal-type sync move, but after the first, she becomes Mega Lopunny with High Jump Kick and a Fighting-type sync move. 

A likely ally will be Hilbert & Samurott who can buff her Attack, Defense, Speed and critical-hit rate with the proper build. Sabrina & Alakazam could buff Lopunny’s Speed, accuracy, and critical hit rate, plus Lopunny’s X Defense All and Alakazam’s Reflect will make the team much more difficult for physical opponents to take out. Until a lucky critical hit, that is.

The best May and Lopunny sync grid builds are, Sync Level 2, High Jump Kick (MGR), and High Jump Kick (No MGR).

MGR = Move Gauge Refresh

Universal Upgrades

HP +10

Attack +15

Defense +5

Sp. Def +5

Speed +5

High Jump Kick Power +9

Hippity Hoppity! MP Refresh 2

Universal Recommended Lucky Skill:

Critical Strike 2

Your goal with Lopunny is to reach her Mega Form by using her sync move. This transforms her sync move into Fighting-type and she gains High Jump Kick in place of Headbutt. High Jump Kick gains +9 power across all builds and Hippity Hoppity! MP Refresh 2 gives you a 30% chance to regain one MP for the move. 

If Hippity Hoppity! is used before her first sync move, the Trainer move gives +2 Speed to all allies and +2 evasiveness to Lopunny. Once she becomes Mega Lopunny, it will raise her accuracy by +1 and increase evasiveness by +3. High Jump Kick has 90 accuracy, so either using the Trainer move or having another ally increase it will be important since she will lose 50% of her max HP if she misses.

As with any Striker, Critical Strike 2 is the recommended lucky skill since it will increase critical-hit damage by 20%. Lopunny has no way of increasing it on her own, so help from an ally will be necessary.

Sync Grid Builds

Sync Level 2

Total Sync Orb Cost: 750

Total Energy Used: 60

(Build Link)

Unique Upgrades:

HP +10

Attack +15

Defense +10

Speed +5

Headbutt Power +4

High Jump Kick Power +6

High Jump Kick Move Gauge Refresh 2

Potion MP Refresh 2

Without access to powerful passive skills unlocked at sync level 3, Lopunny loses much of her damage output, but she isn’t rendered useless without it. High Jump Kick gains +6 additional power and a Move Gauge Refresh 2.

You’re left with plenty of energy after getting +power tiles and the MGR/MPR tiles for High Jump Kick and Hippity Hoppity! respectively. This build spent it reaching down to Potion MP Refresh 2 but you could opt for more stat buff or picking up another MP Refresh tile instead.

High Jump Kick (MGR) Build (Sync Level 3/5)

Total Sync Orb Cost: 750

Total Energy Used: 60

(Build Link)

Unique Upgrades:

HP +10

Attack +10

Defense +5

Speed +10

High Jump Kick Move Gauge Refresh 2

HP Advantage 3

Ramming Speed

If you’re struggling with getting the correct timing for energy on your move gauge bar, High Jump Kick with its Move Gauge Refresh 2 may help alleviate your problems. It grants the move a 30% chance of returning one bar to the move gauge after a successful attack.

While Lopunny has the ability to raise her own Speed by +2 with each use of Hippity Hoppity! before she becomes Mega, you may need to save at least one for after her sync move for the accuracy buff. An ally is best used to supplement her Speed because Ramming Speed increases the amount of damage dealt by attacking moves based on how high her Speed stat has been raised. 

Similarly, Lopunny can heal herself with her Potions, but having a more dedicated ally to keep her healthy will help HP Advantage 3 increase the amount of damage she deals with attacking moves.

High Jump Kick (No MGR) Build (Sync Level 3/5)

Total Sync Orb Cost: 750

Total Energy Used: 60

(Build Link)

Unique Upgrades:

HP +10

Speed +10

High Jump Kick Power +6

Heart-Thumping Fighting Impact Power +25

HP Advantage 3

Ramming Speed

If your team is sufficiently speedy or has other means of refilling the move gauge bar, Lopunny can skip taking High Jump Kick’s refresh tile to focus in on more damage. High Jump Kick gains an additional +6 power and Heart-Thumping Fighting Impact gains +25 power. Her first sync move is Normal Impact and won’t benefit from the increased power, but any subsequent one will.

HP Advantage 3 and Ramming Speed are where  Lopunny gets her biggest increase to her damage potential. HP Advantage 3 will increase her moves’ power by up to 30% when she is at full health. Ramming Speed will scale an attacking move’s power based on how levels her Speed stat has been raised. 

While she can use her Potion or Trainer move to raise her own damage output, having another ally to supplement or take over the buffing will let her get to taking down foes with every attack.

James Chow

My goal is to tell you everything you need to know about the topic at hand. Hope that the guides/information help! Feel free to msg me any questions or thoughts.

Recent Posts