![]() ![]() Finally, Glory of Tomorrow! is Serena’s single-MP trainer move, and it provides +2 Attack, +4 Special Attack, and +3 Critical Rate on use.Īll-in-all, this is a universally useful Tech unit with high potential utility across the board. ![]() When activated, this move will lower the target’s Defense and Special Defense by 2, lower the Water or Dark Rebuff level by 1 rank depending on which type Serena & Greninja currently reflect, reduce the Sync Move counter by 1, and raise the entire team’s Speed by 3. Note that the stipulation here is hits, meaning multi-hit attacks like Water Shuriken counts for 5 hits while Brutal Swing and other AoE attacks count for up to 3 depending on the number of targets. This move requires that the team’s attacks hit a total of ten times to activate. B Quick Attack is Serena & Greninja’s Buddy Move, and it has quite a bit going on. Next is Brutal Swing, which is a simple, 2-bar Dark Type move that hits all targets. This Water Type 2-bar move has low base power, and it hits from two-to-five times on use normally, but we already know that it will always hit 5x thanks to No Quarter. Starting in on their moves, the first on the list is Greninja’s signature Water Shuriken. Finally, Discombobulate 9 will lower the target’s Accuracy by 1 when hit by an attack. After that we have Staggering 2 to allow the user’s attacks to leave attacked targets stunned 30% of the time. When Serena & Greninja are Dark Type, they get Wondrous Water Transformation, as outlined above, to return to Water Type at will. When combined with No Quarter above, it should be pretty obvious where we’re going with this already. Finally we have Unfortunate Strike 2, which will drop the target’s Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, or Evasiveness by 1 with each successful hit. Next is No Quarter to ensure that Mukti-Strike attacks with a variable number of hits will always hit the maximum possible number of times. When Serena & Greninja are Water Type, they get the aforementioned Dashing Dark Transformation so that they can switch types when the need arises. So what are those passive skills, exactly? Let’s take a look: When using a Dark Type move, their Sync Move will be Dark Type and they will have an entirely different set of passive skills. In essence at the start of the battle/when using a Water Type move, Serena & Greninja’s Sync Move will be Water Type, and they will have one set of passive skills. While Serena & Greninja start out as Water Type, these skills, and as a result their type, actually change based on the move that they use in battle. Next is what is basically the same skill twice Wondrous Water Transformation and Dashing Dark Transformation. This is their Master Passive, which boosts the entire team’s Special Attack and Special Defense, with an even larger boost with more Kalos-based Sync Pairs in the team. Oh, and they also have a total of seven skills to get through! First up, we have the one passive skill that’s always available no matter what Kalos Spirit. So we’re going to go a bit out of order this time and cover Passive Skills before Attacks, because Serena & Greninja’s passives have a pretty strong effect on how their moves actually work. ![]() They sport high offensive stats, middling bulk, and decently high Speed. Serena & Greninja comprise a Water Type Tech Sync Pair with a weakness to Electric Type attacks. ![]() Her pairing with Greninja now makes her a scourge on the opposing team and a boon for her own team, as she seeks to simultaneously enable her team to do great things and keep the opposing team from doing the same. Now she’s back, and as usual she is not satisfied with being anything short of outstanding. First she shut down opposing teams via Sleep with Delphox, then she took control of move gauge management for both her team and the opposing team with Whimsicott, and then she took the offensive meta by storm with the overwhelming Dragon power of Zygarde. Serena is easily one of the most consistently great Trainers in all of Pokemon Masters. ![]()
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