Anchors | Hop | Neo Champion | Hop | Hop |
Hop | |||
Picture | Name | Role | Base Rarity |
|
Hop | Support | ☆☆☆☆☆ |
Obtaining Methods
Summon Location | |
Events | Complete Howling Shield of Eternity |
Sync Pair Scouting | Lucas Mix Scout (January 1st 2025 - May 1st 2025) - 0.018% Triple Feature Variety Scout (December 10th 2024 - December 24th 2024) - 1.5% Hop Master Fair Scout (August 21st 2024 - August 28th 2024) - 1% Hop Master Fair Scout (March 2nd 2023 - April 9th 2023) - 1% |
Pokédex Entry
Flavor Text | |
Hop | This Trainer from the town of Postwick is Leon's little brother. His experience in the Gym Challenge inspired him to chase a new dream of becoming a Pokémon Professor. |
Hop Neo Champion | Hop is dressed in an outfit honoring his earned title: Neo Champion of Pasio. He's sprinting toward the future together with his Galarian Zapdos. |
Mindscape |
Hop's Pokémon
Hop & Zamazenta (Crowned Shield) | |||||||||||||
Picture | Name | Focal Move Type | Weakness | ||||||||||
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Passive Skills | |||||||||||||
Sentry Entry 2: Raises the user's Defense by 2 stat ranks when it enters a battle. Healthy Benefits 5: Reduces damage when the user is hit by an attack move or sync move when its HP is full. Freevenge 4: Has a chance (50%) of applying the Free Move Next effect to the user when it is hit by an attack move. | |||||||||||||
Theme Skills | |||||||||||||
Steel Support - Raises the maximum HP of all allied sync pairs by 30 Galar: Raises the maximum HP of all allied sync pairs by 4 Rival: Raises the maximum HP of all allied sync pairs by 4 Galar Adventurer: Raises the maximum HP of all allied sync pairs by 4 Researcher: Raises the maximum HP of all allied sync pairs by 4. | |||||||||||||
Expedition Skills | |||||||||||||
Rare + 2 Fiery -2 |
Standard Max Level (Lv. 150) Stats | |||||
HP | Attack | Defense | Sp. Atk | Sp. Def | Speed |
616 | 296 | 256 | 202 | 226 | 292 |
5 Star Max Potential Stats | |||||
716 | 336 | 296 | 242 | 266 | 332 |
Sync Grid
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 |
Attack 5 | Attack 5 | 0 | 5 | 1 |
Sp. Def 5 | Sp. Def 5 | 0 | 5 | 1 |
Speed 5 | Speed 5 | 0 | 5 | 1 |
Defense 5 | Defense 5 | 2 | 24 | 1 |
HP 10 | HP 10 | 2 | 24 | 1 |
Speed 5 | Speed 5 | 2 | 24 | 1 |
Speed 10 | Speed 10 | 4 | 48 | 1 |
Behemoth Bash: Power 2 | Behemoth Bash: Power Up 2 | 4 | 48 | 1 |
Sp. Def 5 | Sp. Def 5 | 2 | 24 | 2 |
Behemoth Bash: Power 2 | Behemoth Bash: Power Up 2 | 4 | 48 | 1 |
Behemoth Bash: Move Gauge Refresh 4 | Move: Behemoth Bash Has a chance (50%) of charging the user's move gauge by one when a move is successful. | 5 | 60 | 2 |
Sharp Entry 1 | Raises the user's critical-hit rate by 1 stat rank when it enters a battle. | 8 | 96 | 3 |
Behemoth Bash: Power 2 | Behemoth Bash: Power Up 2 | 4 | 48 | 2 |
Healthy Healing | Applies the Gradual Healing effect to the user when its HP is full when it enters a battle. | 10 | 120 | 3 |
Metal Claw: Accuracy 5 | Metal Claw: Accuracy Up 5 | 4 | 48 | 1 |
Metal Claw: Power 3 | Metal Claw: Power Up 3 | 4 | 48 | 1 |
Sp. Def 5 | Sp. Def 5 | 2 | 24 | 1 |
Metal Claw: Move Gauge Refresh 4 | Move: Metal Claw Has a chance (50%) of charging the user's move gauge by one when a move is successful. | 5 | 60 | 1 |
Metal Claw: Power 3 | Metal Claw: Power Up 3 | 4 | 48 | 2 |
Speed 5 | Speed 5 | 2 | 24 | 2 |
Metal Claw: Swag Bag 1 | Move: Metal Claw Raises the chance of raising stat values with the additional effects of moves. | 8 | 96 | 2 |
Metal Claw: Stoic 3 | Move: Metal Claw Has a chance (40%) of raising the user's Defense by one stat rank after its Pokémon uses a move. | 10 | 120 | 3 |
Emergency Huddle 1 | Raises the Defense of all allied sync pairs by 1 stat rank the first time the user is in a pinch each battle. | 8 | 96 | 3 |
Speed 5 | Speed 5 | 2 | 24 | 1 |
Attack 5 | Attack 5 | 2 | 24 | 1 |
HP 10 | HP 10 | 2 | 24 | 1 |
Defense 10 | Defense 10 | 4 | 48 | 1 |
Behemoth Bash: Power 2 | Behemoth Bash: Power Up 2 | 4 | 48 | 1 |
Unbending | Defense cannot be lowered. | 7 | 84 | 2 |
Sp. Def 10 | Sp. Def 10 | 4 | 48 | 1 |
Behemoth Bash: Power 2 | Behemoth Bash: Power Up 2 | 4 | 48 | 2 |
Potion: Master Healer 1 | Move: Potion Increases the amount of HP restored by the user's healing moves. | 10 | 120 | 3 |
Potion: Master Healer 1 | Move: Potion Increases the amount of HP restored by the user's healing moves. | 10 | 120 | 2 |
Potion: MP Refresh 3 | Move: Potion Has a chance (40%) of restoring one MP of the user's move when that move is successful. | 7 | 84 | 3 |
Metal Claw: Power 3 | Metal Claw: Power Up 3 | 4 | 48 | 1 |
Attack 5 | Attack 5 | 2 | 24 | 1 |
Metal Claw: Power 3 | Metal Claw: Power Up 3 | 4 | 48 | 1 |
Defense 5 | Defense 5 | 2 | 24 | 1 |
HP 10 | HP 10 | 2 | 24 | 2 |
Metal Claw: Power 3 | Metal Claw: Power Up 3 | 4 | 48 | 2 |
Hop to It!: MP Refresh 3 | Move: Hop to It! Has a chance (40%) of restoring one MP of the user's move when that move is successful. | 7 | 84 | 2 |
Adrenaline 1 | Reduces the sync move countdown by 1 the first time the user's sync move is used each battle. | 8 | 96 | 3 |
Wise Entry 1 | Raises the user's Sp. Def by 1 stat rank when it enters a battle. | 8 | 96 | 3 |
Big Dreams Behemoth Bash: Power 25 | Big Dreams Behemoth Bash: Power Up 25 | 5 | 60 | 3 |
Big Dreams Behemoth Bash: Power 25 | Big Dreams Behemoth Bash: Power Up 25 | 5 | 60 | 3 |
Sp. Def 20 | Sp. Def 20 | 0 | 5 | 1 |
Take Hit: Supereffective Up Next 4 | Has a chance (50%) of applying the Supereffective Up Next effect to the user when it is hit by an attack move. | 3 | 36 | 2 |
Natural Remedy | Removes all status conditions from the user the first time it is inflicted by any status condition each battle. | 5 | 60 | 3 |
Defense 20 | Defense 20 | 0 | 5 | 1 |
Quick Cure | Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. | 3 | 36 | 2 |
First Aid 4 | Restores the user's HP by approximately 40% of its maximum HP the first time it is in a pinch each battle. | 5 | 60 | 3 |
Hop Neo Champion | |||||||
Picture | Name | Role | Base Rarity | ||||
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Hop |
|
☆☆☆☆☆ |
Mindscape |
Hop & Zapdos (Galarian Form) | |||||||||||||
Picture | Name | Focal Move Type | Weakness | ||||||||||
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Passive Skills | |||||||||||||
Galar Pride (Master): Powers up the physical attack moves of all allied sync pairs by 20%. Reduces physical attack move damage taken by all allied sync pairs by 25%. The more allied sync pairs with the Galar theme you have on your team, the higher these percentages are. (Each additional sync pair powers up moves by 15% and reduces damage by 3%. The maximum power-up is 50%, and the maximum damage reduction is 31%.) Lightning Legs: Reduces the user's sync move countdown by 1 the first time it enters a battle each battle. Raises the user's Attack by 6 stat ranks the first time it enters a battle each battle. Postwick Perseverance: When an opponent's Defense is lowered by the additional effects of the user's moves, lowers the opponent's Sp. Def by the same amount. Down for a Freebie 9: Applies the Free Move Next effect to the user when any of its stats are lowered. | |||||||||||||
Theme Skills | |||||||||||||
Fighting Tech: Raises allies's Attack and Sp. Atk by 12 when using Fighting-type attacks. Raises the maximum HP of all allied sync pairs by 12 Galar: Raises allies's Attack and Sp. Atk by 1. Raises the maximum HP of all allied sync pairs by 1 Champion: Raises allies's Attack and Sp. Atk by 1. Raises the maximum HP of all allied sync pairs by 1 Cape: Raises allies's Attack and Sp. Atk by 1. Raises the maximum HP of all allied sync pairs by 1 Galar Adventurer: Raises allies's Attack and Sp. Atk by 1. Raises the maximum HP of all allied sync pairs by 1 | |||||||||||||
Expedition Skills | |||||||||||||
Soothing + 3 Wistful -1 |
Standard Max Level (Lv. 150) Stats | |||||
HP | Attack | Defense | Sp. Atk | Sp. Def | Speed |
608 | 374 | 212 | 351 | 212 | 333 |
5 Star Max Potential Stats | |||||
708 | 414 | 252 | 391 | 252 | 373 |
5 Star Max Potential EX Role Stats | |||||
768 | 414 | 292 | 391 | 292 | 373 |
Sync Grid
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 |
Attack 5 | Attack 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 |
Speed 5 | Speed 5 | 2 | 24 | 1 |
Defense 5 | Defense 5 | 2 | 24 | 1 |
Sp. Def 5 | Sp. Def 5 | 2 | 24 | 1 |
Thunderous Kick: Power 2 | Thunderous Kick: Power Up 2 | 3 | 36 | 1 |
Thunderous Kick: Power 2 | Thunderous Kick: Power Up 2 | 3 | 36 | 2 |
Thunderous Kick: Power 2 | Thunderous Kick: Power Up 2 | 3 | 36 | 1 |
Thunderous Kick: Move Gauge Refresh 3 | Move: Thunderous Kick Has a chance (40%) of charging the user's move gauge by one when a move is successful. | 7 | 84 | 2 |
Chase Down 3 | Powers up the user's moves when the target's Speed is lowered. | 8 | 96 | 3 |
Ready for a Brawl 2 | Reduces damage when the user is hit by an attack move while the zone is a Fighting Zone. | 8 | 96 | 2 |
Brainteaser | The more the target's Sp. Def is lowered, the more it powers up the user's moves. | 10 | 120 | 3 |
HP 10 | HP 10 | 2 | 24 | 1 |
B Thunderous Kick: Power 2 | B Thunderous Kick: Power Up 2 | 3 | 36 | 1 |
B Thunderous Kick: Power 2 | B Thunderous Kick: Power Up 2 | 3 | 36 | 1 |
Brawling Healing 1 | Restores the user's HP whenever its Pokémon takes an action when the zone is a Fighting Zone. | 8 | 96 | 2 |
B Thunderous Kick: Power 2 | B Thunderous Kick: Power Up 2 | 3 | 36 | 1 |
Dire Hit All +: MP Refresh 3 | Move: Dire Hit All + Has a chance (40%) of restoring one MP of the user's move when that move is successful. | 7 | 84 | 2 |
Brawling Acceleration 2 | Quickly charges the move gauge when the zone is a Fighting Zone. | 7 | 84 | 2 |
Dire Hit All +: Catalytic Kick 9 | Move: Dire Hit All + Applies the Move Gauge Acceleration effect to the allied field of play when the user's move is successful. | 10 | 120 | 3 |
Brawling Opening Sync | Turns the field of play's zone into a Fighting Zone the first time the user's sync move is used each battle. (A Fighting Zone powers up Fighting-type attacks.) | 10 | 120 | 3 |
Defense 5 | Defense 5 | 2 | 24 | 1 |
Sp. Def 5 | Sp. Def 5 | 2 | 24 | 1 |
Flameproof | Prevents the user from getting burned. | 5 | 60 | 1 |
HP 10 | HP 10 | 2 | 24 | 1 |
Trained Mind 9 | When the user's Sp. Def is lowered, mitigates the reduction of Sp. Def. | 6 | 72 | 2 |
Attack 10 | Attack 10 | 4 | 48 | 2 |
Inertia | The more user's Speed is raised, the more it powers up the user's sync move. | 10 | 120 | 3 |
Sharp Entry 1 | Raises the user's critical-hit rate by 1 stat rank when it enters a battle. | 10 | 120 | 2 |
Triumphant Research!: MP Refresh 2 | Move: Triumphant Research! Has a chance (30%) of restoring one MP of the user's move when that move is successful. | 7 | 84 | 3 |
Attack 5 | Attack 5 | 2 | 24 | 1 |
Unflappable | Prevents the user from flinching. | 5 | 60 | 1 |
Speed 5 | Speed 5 | 2 | 24 | 1 |
Defense 5 | Defense 5 | 2 | 24 | 1 |
Thunderous Kick: Power 2 | Thunderous Kick: Power Up 2 | 3 | 36 | 1 |
Sp. Def 5 | Sp. Def 5 | 2 | 24 | 1 |
Thunderous Kick: Power 2 | Thunderous Kick: Power Up 2 | 3 | 36 | 2 |
Sync Freebie | Applies the Free Move Next effect to the user after using its sync move. | 9 | 108 | 2 |
Adrenaline 1 | Reduces the sync move countdown by 1 the first time the user's sync move is used each battle. | 10 | 120 | 2 |
Slo-pponent Sync 5 | Powers up the user's sync move when the target's Speed is lowered. | 9 | 108 | 3 |
Smarty-Pants | The more the target's Sp. Def is lowered, the more it powers up the user's sync move. | 10 | 120 | 3 |
Strongest Professor Thunderous Kick: Power 25 | Strongest Professor Thunderous Kick: Power Up 25 | 5 | 60 | 3 |
Strongest Professor Thunderous Kick: Power 25 | Strongest Professor Thunderous Kick: Power Up 25 | 5 | 60 | 3 |
Hop (Variety) | |||||||
Picture | Name | Role | Base Rarity | ||||
Hop |
|
☆☆☆☆☆ |
Mindscape |
Hop & Rillaboom | |||||||||||||
Picture | Name | Focal Move Type | Weakness | ||||||||||
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Passive Skills | |||||||||||||
Gentle Combo: Raises the user's Attack by six stat ranks when it enters a battle. Raises the user's critical-hit rate by three stat ranks when it enters a battle. User Sets Grassy Terrain: Galar C (Phys) on Field: Applies Galar Circle (Physical) to the allied field of play when the user turns the field of play's terrain into Grassy Terrain. Grassy Terrain Hit: Free Move Next 9: Applies the Free Move Next effect to the user when its attack move is successful while the terrain is Grassy Terrain. | |||||||||||||
Theme Skills | |||||||||||||
Grass Field: Raises the maximum HP of all allied sync pairs by 12. Raises the Speed of all allied sync pairs by 12 Galar: Raises the maximum HP of all allied sync pairs by 1. Raises the Speed of all allied sync pairs by 1 Rival: Raises the maximum HP of all allied sync pairs by 1. Raises the Speed of all allied sync pairs by 1 Galar Adventurer: Raises the maximum HP of all allied sync pairs by 1. Raises the Speed of all allied sync pairs by 1 Researcher: Raises the maximum HP of all allied sync pairs by 1. Raises the Speed of all allied sync pairs by 1 | |||||||||||||
Expedition Skills | |||||||||||||
Standard Max Level (Lv. 150) Stats | |||||
HP | Attack | Defense | Sp. Atk | Sp. Def | Speed |
675 | 354 | 195 | 210 | 182 | 310 |
5 Star Max Potential Stats | |||||
775 | 394 | 235 | 250 | 222 | 350 |
5 Star Max Potential EX Role Stats | |||||
835 | 434 | 235 | 290 | 222 | 350 |
Sync Grid
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 |
Attack 5 | Attack 5 | 0 | 5 | 1 |
Sp. Def 5 | Sp. Def 5 | 0 | 5 | 1 |
Speed 5 | Speed 5 | 0 | 5 | 1 |
Speed 5 | Speed 5 | 2 | 24 | 1 |
Attack 5 | Attack 5 | 2 | 24 | 1 |
Drum Beating: Power 3 | Drum Beating: Power ↑ 3 | 3 | 36 | 1 |
Drum Beating: Power 3 | Drum Beating: Power ↑ 3 | 3 | 36 | 1 |
Trip Wire 1 | Lowers the Speed of all opposing sync pairs by one stat rank when the user enters a battle. | 8 | 96 | 2 |
Drum Beating: Move Gauge Refresh 3 | Move: Drum Beating Has a chance (40%) of charging the user’s move gauge by one when its move is successful. | 7 | 84 | 2 |
Drum Beating: Power 3 | Drum Beating: Power ↑ 3 | 3 | 36 | 2 |
Chase Down 3 | Powers up the user’s moves when the target’s Speed is lowered. | 10 | 120 | 3 |
Attack 20 | Attack 20 | 7 | 84 | 3 |
Defense 5 | Defense 5 | 2 | 24 | 1 |
Sp. Def 5 | Sp. Def 5 | 2 | 24 | 1 |
HP 10 | HP 10 | 2 | 24 | 1 |
Speed 5 | Speed 5 | 2 | 24 | 1 |
Scattershot Drum Beating: Power 2 | Scattershot Drum Beating: Power ↑ 2 | 3 | 36 | 1 |
Scattershot Drum Beating: Power 2 | Scattershot Drum Beating: Power ↑ 2 | 3 | 36 | 1 |
Scattershot Drum Beating: Power 2 | Scattershot Drum Beating: Power ↑ 2 | 3 | 36 | 2 |
Natural Remedy | Removes all status conditions from the user the first time it is inflicted by any status condition each battle. | 7 | 84 | 2 |
Max Move: Allied Field MG → | Applies the Move Gauge Acceleration effect to the allied field of play after using the user’s max move. | 8 | 96 | 2 |
MAX Countdown 2 | Reduces the user’s sync move countdown by two after using its max move. | 10 | 120 | 3 |
Max Overgrowth: Power 100 | Max Overgrowth: Power ↑ 100 | 8 | 96 | 3 |
Sp. Def 5 | Sp. Def 5 | 2 | 24 | 1 |
Attack 5 | Attack 5 | 2 | 24 | 1 |
Speed 5 | Speed 5 | 2 | 24 | 1 |
Defense 5 | Defense 5 | 2 | 24 | 1 |
Scattershot Drum Beating: Power 2 | Scattershot Drum Beating: Power ↑ 2 | 3 | 36 | 1 |
Scattershot Drum Beating: Power 2 | Scattershot Drum Beating: Power ↑ 2 | 3 | 36 | 1 |
Turbo Turf 2 | Quickly charges the move gauge when the terrain is Grassy Terrain. | 8 | 96 | 2 |
Grassy Terrain: Move Gauge Refresh 4 | Move: Grassy Terrain Has a chance (50%) of charging the user’s move gauge by one when its move is successful. | 7 | 84 | 2 |
Grassy Cushion 2 | Reduces damage when the user is hit by an attack move while the terrain is Grassy Terrain. | 7 | 84 | 2 |
Verdant Immunity | Status conditions cannot be inflicted on the user when the terrain is Grassy Terrain. | 9 | 108 | 3 |
Grassy Terrain: S-Moves ↑ 9 | Powers up the user’s sync move when the terrain is Grassy Terrain. | 10 | 120 | 3 |
HP 10 | HP 10 | 2 | 24 | 1 |
Unflappable | Prevents the user from flinching. | 5 | 60 | 1 |
Drum Beating: Power 3 | Drum Beating: Power ↑ 3 | 3 | 36 | 1 |
Drum Beating: Power 3 | Drum Beating: Power ↑ 3 | 3 | 36 | 1 |
Trip Up 9 | Lowers the target’s Speed by one stat rank when the user’s attack move against it is successful. | 10 | 120 | 2 |
Defense 10 | Defense 10 | 4 | 48 | 2 |
Show What We Know!: MP Refresh 2 | Move: Show What We Know! Has a chance (30%) of restoring one MP of the user’s move when that move is successful. | 7 | 84 | 2 |
Show What We Know!: Move on Ally: Sync Move Boost ↑4 9 | Move: Show What We Know! When the user’s move targeting an allied sync pair (excluding field effects) is successful, increases the Sync Move ↑ Next effect of the allied sync pair affected by the move by four ranks. | 10 | 120 | 3 |
Super Sync 9 | Applies the Supereffective ↑ Next effect to the user after using its sync move. | 9 | 108 | 3 |
Valuing Team Harmony Grass Impact: Power 25 | Valuing Team Harmony Grass Impact: Power ↑ 25 | 5 | 60 | 3 |
Valuing Team Harmony Grass Impact: Power 25 | Valuing Team Harmony Grass Impact: Power ↑ 25 | 5 | 60 | 3 |
Hop (Damage Challenge) | |||
Picture | Name | Role | Base Rarity |
Hop | Field | ☆☆☆☆☆ |
Mindscape |
Hop & Pincurchin | |||||||||||||
Picture | Name | Focal Move Type | Weakness | ||||||||||
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Passive Skills | |||||||||||||
Debut: Electric Terrain: Turns the field of play's terrain into Electric Terrain the first time the user enters a battle each battle. Turbo Charge 3: Quickly charges the move gauge when the field is Electric Terrain. Disheartening Shock 9: Lowers the target's Attack and Defense by 1 stat rank when the user's attack move is successful against a paralyzed opponent. | |||||||||||||
Theme Skills | |||||||||||||
Electric Field: Raises the maximum HP of all allied sync pairs by 12. Raises the Speed of all allied sync pairs by 12 Galar: Raises the maximum HP of all allied sync pairs by 1. Raises the Speed of all allied sync pairs by 1 Rival: Raises the maximum HP of all allied sync pairs by 1. Raises the Speed of all allied sync pairs by 1 Galar Adventurer: Raises the maximum HP of all allied sync pairs by 1. Raises the Speed of all allied sync pairs by 1 Researcher: Raises the maximum HP of all allied sync pairs by 1. Raises the Speed of all allied sync pairs by 1 | |||||||||||||
Expedition Skills | |||||||||||||
Rare + 2 Wistful -2 |
Standard Max Level (Lv. 150) Stats | |||||
HP | Attack | Defense | Sp. Atk | Sp. Def | Speed |
664 | 426 | 185 | 308 | 180 | 237 |
5 Star Max Potential Stats | |||||
764 | 466 | 225 | 348 | 220 | 277 |
Sync Grid
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 |
Attack 5 | Attack 5 | 0 | 5 | 1 |
Sp. Def 5 | Sp. Def 5 | 0 | 5 | 1 |
Speed 5 | Speed 5 | 0 | 5 | 1 |
HP 10 | HP 10 | 2 | 24 | 1 |
Attack 5 | Attack 5 | 2 | 24 | 1 |
Zing Zap: Power 4 | Zing Zap: Power ↑ 4 | 3 | 36 | 1 |
Zing Zap: Power 4 | Zing Zap: Power ↑ 4 | 3 | 36 | 1 |
Zing Zap: Power 4 | Zing Zap: Power ↑ 4 | 3 | 36 | 2 |
Zing Zap: Move Gauge Refresh 3 | Move: Zing Zap Has a chance (40%) of charging the user’s move gauge by one when its move is successful. | 7 | 84 | 2 |
Faint: Ally HP Recovery (M) 1 | Restores the HP of all allied sync pairs other than the user by approximately 20% of their maximum HP just before the user faints. | 7 | 84 | 2 |
Unfortuitous 9 | Lowers one of the target’s following stats by one stat rank at random when the user’s attack move against it is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. | 10 | 120 | 3 |
Aggravation 1 | Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. | 10 | 120 | 3 |
Defense 5 | Defense 5 | 2 | 24 | 1 |
Sp. Def 5 | Sp. Def 5 | 2 | 24 | 1 |
Speed 5 | Speed 5 | 2 | 24 | 1 |
Attack 5 | Attack 5 | 2 | 24 | 1 |
Defense 5 | Defense 5 | 2 | 24 | 1 |
Sp. Def 5 | Sp. Def 5 | 2 | 24 | 1 |
Quick Cure | Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. | 7 | 84 | 2 |
Electric Guard | Reduces damage when the user is attacked by Electric-type moves. | 8 | 96 | 2 |
Shock Recovery 1 | Restores the user’s HP whenever its Pokémon takes an action when the terrain is Electric Terrain. | 8 | 96 | 2 |
Recover: MP Refresh 2 | Move: Recover Has a chance (30%) of restoring one MP of the user’s move when that move is successful. | 7 | 84 | 3 |
Recover: Master Healer 1 | Move: Recover Increases the amount of HP restored by the user’s healing moves. | 10 | 120 | 3 |
HP 10 | HP 10 | 2 | 24 | 1 |
Speed 5 | Speed 5 | 2 | 24 | 1 |
Defense 5 | Defense 5 | 2 | 24 | 1 |
Sp. Def 5 | Sp. Def 5 | 2 | 24 | 1 |
Attack 5 | Attack 5 | 2 | 24 | 1 |
Thunder Wave: Accuracy 5 | Thunder Wave: Accuracy ↑ 5 | 3 | 36 | 1 |
Thunder Wave: Accuracy 5 | Thunder Wave: Accuracy ↑ 5 | 3 | 36 | 2 |
Thunder Wave: Move Gauge Refresh 3 | Move: Thunder Wave Has a chance (40%) of charging the user’s move gauge by one when its move is successful. | 7 | 84 | 2 |
Agile Entry 1 | Raises the user’s evasiveness by one stat rank when it enters a battle. | 7 | 84 | 2 |
Test This Out!: Move on Ally: Attack ↑ 1 | Move: Test This Out! When the user’s move targeting an allied sync pair (excluding field effects) is successful, raises the Attack of the allied sync pair affected by the move by one stat rank. | 10 | 120 | 3 |
Sync Induction 5 | Powers up sync moves when the field is Electric Terrain. | 10 | 120 | 3 |
Defense 5 | Defense 5 | 2 | 24 | 1 |
Sp. Def 5 | Sp. Def 5 | 2 | 24 | 1 |
Zing Zap: Power 4 | Zing Zap: Power ↑ 4 | 3 | 36 | 1 |
Zing Zap: Power 4 | Zing Zap: Power ↑ 4 | 3 | 36 | 1 |
Lithe | Prevents the user from getting paralyzed. | 5 | 60 | 2 |
Speed 10 | Speed 10 | 4 | 48 | 2 |
Electrorepulsion 2 | Reduces damage when the user is hit by an attack move while the terrain is Electric Terrain. | 9 | 108 | 2 |
Paralysis Synergy 5 | Powers up the user’s moves when the target is paralyzed. | 10 | 120 | 3 |
Quick Tempo | Applies the Move Gauge Acceleration effect to the allied field of play the first time the user enters a battle each battle. | 10 | 120 | 3 |
Pin It Down Electric Impact: Power 25 | Pin It Down Electric Impact: Power ↑ 25 | 5 | 60 | 3 |
Pin It Down Electric Impact: Power 25 | Pin It Down Electric Impact: Power ↑ 25 | 5 | 60 | 3 |