Rika & Great Tusk
Explore move, passive and sync grid effects. Switch forms to compare them.
Sync pair database · Search moves, passives and sync grids· Data date 2026-10-16
Stats
Initial stars, Lv. 200, no potential increases or grid, EX role locked, superawakening Lv. 0. Form multipliers included.
Move
Headlong Rush
Lowers the user’s Defense and Sp. Def by one stat rank.
Booster Energy
Increases the user’s Physical Moves ↑ Next effect and Special Moves ↑ Next effect by one rank.
Ancient Times Earth Power
Activation Condition: When the user’s Sp. Atk is raised. Deactivation Condition: When the user’s Sp. Atk is not raised. Lowers the target’s Defense and Sp. Def by two stat ranks. Has a chance (50%) of making the target flinch. The power and chance of applying additional effects of this move are not lowered even if there are multiple targets. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by one rank.
Finish This!
Applies the Move Gauge Acceleration effect to the allied field of play. Increases the Physical Moves ↑ Next effect of an ally by three ranks. Increases the Sync Move ↑ Next effect of an ally by five ranks.
Rumbling Ground Impact
No additional effect.
Master passive skill
This form has no master passive skill.
Lucky skills from exclusive cookies
Effects obtainable from exclusive lucky cookies. Choose your lucky skill in the game. Catalog date 2026-10-07 ·Catalog and guide
Exclusive lucky-cookie data is not available for this form.
Passives and Superawakening
Great Ancient Tusks
Grants all of the following effects when the user uses Booster Energy or an ally turns the weather sunny: Reduces the user’s sync move countdown by one. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by one rank.
On the House!
Grants all of the following effects the first time the user’s Trainer uses a move each battle: Turns the field of play’s zone into an EX Ground Zone. (An EX Ground Zone powers up Ground-type attacks.) Raises the user’s Attack and Sp. Atk by four stat ranks. Raises the user’s critical-hit rate by three stat ranks.
Impervious
The user’s stats cannot be lowered.
Sync Grid (BSB) 48 tiles
| Tile and effect | Move Lv. | Energy |
|---|---|---|
| Finish This!: Move on Ally: Physical Boost ↑2 9 When the user’s move targeting an allied sync pair (excluding field effects) is successful, increases the Physical Moves ↑ Next effect of the allied sync pair affected by the move by two ranks. | 3 | 10 |
| Furious Brawn The more the user’s Attack is raised, the more it powers up the user’s moves. | 3 | 10 |
| Ground Zone Extension 3 Extends the duration of the Ground Zone when the zone turns into a Ground Zone while the user is on the field. | 3 | 10 |
| Interference Immunity Prevents the user from flinching, becoming confused, or becoming trapped. | 3 | 10 |
| Headlong Rush: Hit: Attack ↓& Sp. Atk ↓ 9 Lowers the target’s Attack and Sp. Atk by one stat rank when the user’s attack move is successful. | 3 | 10 |
| Ground Zone Hit: Free Move Next 9 Applies the Free Move Next effect to the user when its attack move is successful while the zone is a Ground Zone. | 3 | 10 |
| Ferocious Entry 2 Raises the user’s Attack and Sp. Atk by two stat ranks when it enters a battle. | 3 | 10 |
| Opp Defense ↓: S-Moves ↑ 9 Powers up the user’s sync move when the target’s Defense is lowered. | 3 | 10 |
| Rumbling Ground Impact: Power +25 | 3 | 5 |
| Rumbling Ground Impact: Power +25 | 3 | 5 |
| Finish This!: MP Refresh 2 Has a chance (30%) of restoring one MP of the user’s move when that move is successful. | 2 | 7 |
| Headlong Rush: Move Gauge Refresh 3 Has a chance (40%) of charging the user’s move gauge by one when its move is successful. | 2 | 7 |
| Headlong Rush: Power +2 | 2 | 3 |
| Ancient Times Earth Power: Power +3 | 2 | 3 |
| Booster Energy: MP Refresh 2 Has a chance (30%) of restoring one MP of the user’s move when that move is successful. | 2 | 7 |
| Ground Zone: MG → 2 Quickly charges the move gauge when the zone is a Ground Zone. | 2 | 8 |
| Headlong Rush: Power +2 | 2 | 3 |
| Headlong Rush: Attack Trap 9 Leaves the target trapped when the user’s attack move against it is successful. | 2 | 8 |
| Ground Zone: HP Recovery 1 Restores the user’s HP whenever its Pokémon takes an action when the zone is a Ground Zone. | 2 | 8 |
| Ancient Times Earth Power: Power +3 | 2 | 3 |
| Ancient Times Earth Power: Move Gauge Refresh 3 Has a chance (40%) of charging the user’s move gauge by one when its move is successful. | 2 | 7 |
| Attack +10 | 2 | 4 |
| HP +10 | 1 | 0 |
| Attack +5 | 1 | 0 |
| Defense +5 | 1 | 0 |
| Sp. Atk +5 | 1 | 0 |
| Sp. Def +5 | 1 | 0 |
| Speed +5 | 1 | 0 |
| Speed +5 | 1 | 2 |
| Sand Shelter Protects the user from damage from a sandstorm. | 1 | 5 |
| Sp. Def +5 | 1 | 2 |
| Headlong Rush: Power +2 | 1 | 3 |
| Sp. Def +5 | 1 | 2 |
| HP +10 | 1 | 2 |
| Sp. Atk +5 | 1 | 2 |
| Speed +5 | 1 | 2 |
| Ancient Times Earth Power: Power +3 | 1 | 3 |
| Ancient Times Earth Power: Power +3 | 1 | 3 |
| Speed +5 | 1 | 2 |
| Attack +5 | 1 | 2 |
| Sp. Atk +5 | 1 | 2 |
| Defense +5 | 1 | 2 |
| Headlong Rush: Power +2 | 1 | 3 |
| Headlong Rush: Power +2 | 1 | 3 |
| Defense +5 | 1 | 2 |
| Antitoxin Prevents the user from getting poisoned or badly poisoned. | 1 | 5 |
| Sp. Atk +5 | 1 | 2 |
| Ancient Times Earth Power: Power +3 | 1 | 3 |