Name |
Effect |
Energy Requirement |
Sync Orb Requirement |
Sync Move Level Requirement |
HP 10 |
HP 10 |
0 |
5 |
1 |
Attack 5 |
Attack 5 |
0 |
5 |
1 |
Defense 5 |
Defense 5 |
0 |
5 |
1 |
Sp. Atk 5 |
Sp. Atk 5 |
0 |
5 |
1 |
Sp. Def 5 |
Sp. Def 5 |
0 |
5 |
1 |
Speed 5 |
Speed 5 |
0 |
5 |
1 |
Attack 5 |
Attack 5 |
2 |
24 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Waterfall: Power 4 |
Waterfall: Power Up 4 |
3 |
36 |
1 |
Waterfall: Power 4 |
Waterfall: Power Up 4 |
3 |
36 |
1 |
Waterfall: Power 4 |
Waterfall: Power Up 4 |
3 |
36 |
2 |
Unflappable |
Prevents the user from flinching. |
5 |
60 |
1 |
Waterfall: Move Gauge Refresh 3 |
Move: Waterfall Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Foul Fighting 3 |
Powers up the user's moves against targets that are flinching, confused, or trapped. |
9 |
108 |
3 |
Attack 20 |
Attack 20 |
7 |
84 |
2 |
Shower Power 5 |
Powers up the user's sync move when the weather is rainy. |
9 |
108 |
3 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Haste |
Speed cannot be lowered. |
5 |
60 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Sp. Atk 5 |
Sp. Atk 5 |
2 |
24 |
2 |
Water Pulse: Power 4 |
Water Pulse: Power Up 4 |
3 |
36 |
1 |
Water Pulse: Power 4 |
Water Pulse: Power Up 4 |
3 |
36 |
2 |
CRASH!: Ramp Up 1 |
Move: CRASH! Raises the user's Sp. Atk by 1 stat rank when its move is successful. |
9 |
108 |
2 |
CRASH!: MP Refresh 2 |
Move: CRASH! Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
3 |
Sharp Entry 1 |
Raises the user's critical-hit rate by 1 stat rank when it enters a battle. |
10 |
120 |
3 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Flameproof |
Prevents the user from getting burned. |
5 |
60 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Waterfall: Power 4 |
Waterfall: Power Up 4 |
3 |
36 |
1 |
Attack 5 |
Attack 5 |
2 |
24 |
2 |
Waterfall: Power 4 |
Waterfall: Power Up 4 |
3 |
36 |
2 |
Racing Rain 1 |
Quickly charges the move gauge when the weather is rainy. |
8 |
96 |
3 |
Dire Hit +: MP Refresh 2 |
Move: Dire Hit + Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
2 |
Aggravation 1 |
Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. |
10 |
120 |
3 |
Sp. Atk 5 |
Sp. Atk 5 |
2 |
24 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Water Pulse: Power 4 |
Water Pulse: Power Up 4 |
3 |
36 |
1 |
Water Pulse: Power 4 |
Water Pulse: Power Up 4 |
3 |
36 |
1 |
Clearheaded |
Prevents the user from becoming confused. |
5 |
60 |
1 |
Water Pulse: Power 4 |
Water Pulse: Power Up 4 |
3 |
36 |
2 |
Water Pulse: Move Gauge Refresh 3 |
Move: Water Pulse Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Sp. Atk 20 |
Sp. Atk 20 |
7 |
84 |
2 |
Raging Rain 3 |
Powers up the user's moves when the weather is rainy. |
10 |
120 |
3 |
Interference Sync 5 |
Powers up the user's sync move against targets that are flinching, confused, or trapped. |
7 |
84 |
3 |
Crashdown Aqua Jet: Power 25 |
Crashdown Aqua Jet: Power Up 25 |
5 |
60 |
3 |
Crashdown Aqua Jet: Power 25 |
Crashdown Aqua Jet: Power Up 25 |
5 |
60 |
3 |