Name |
Effect |
Energy Requirement |
Sync Orb Requirement |
Sync Move Level Requirement |
HP 10 |
HP 10 |
|
|
1 |
Attack 5 |
Attack 5 |
|
|
1 |
Defense 5 |
Defense 5 |
|
|
1 |
Attack 5 |
Attack 5 |
|
|
1 |
Sp. Def 5 |
Sp. Def 5 |
|
|
1 |
Speed 5 |
Speed 5 |
|
|
1 |
Attack 5 |
Attack 5 |
|
|
1 |
Headstrong |
Attack cannot be lowered. |
|
|
1 |
Speed 5 |
Speed 5 |
|
|
1 |
Defense 5 |
Defense 5 |
|
|
1 |
Head Charge: Power 3 |
Head Charge: Power Up 3 |
|
|
1 |
Head Charge: Power 3 |
Head Charge: Power Up 3 |
|
|
1 |
Head Charge: Power 3 |
Head Charge: Power Up 3 |
|
|
2 |
Head Charge: Move Gauge Refresh 3 |
Move: Head Charge Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
|
|
2 |
HP 30 |
HP 30 |
|
|
2 |
Furious Brawn |
The more the user's Attack is raised, the more it powers up the user's moves. |
|
|
3 |
Sync Power Flux |
The fuller the move gauge when the user's sync move is selected, the more this powers up the sync move. |
|
|
3 |
Speed 5 |
Speed 5 |
|
|
1 |
Sp. Def 5 |
Sp. Def 5 |
|
|
1 |
Escape Artist |
Prevents the user from becoming trapped. |
|
|
1 |
Attack 5 |
Attack 5 |
|
|
1 |
Headbutt: Power 4 |
Headbutt: Power Up 4 |
|
|
1 |
Headbutt: Power 4 |
Headbutt: Power Up 4 |
|
|
1 |
Headbutt: Power 4 |
Headbutt: Power Up 4 |
|
|
2 |
Headbutt: Move Gauge Refresh 3 |
Move: Headbutt Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
|
|
2 |
Grass Guard |
Reduces damage when the user is attacked by Grass-type moves. |
|
|
2 |
Recuperation 2 |
Restores the user's HP by approximately 40% of its maximum HP after using its sync move. |
|
|
3 |
Headbutt: Aggravation 1 |
Move: Headbutt Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. |
|
|
3 |
Speed 5 |
Speed 5 |
|
|
1 |
Defense 5 |
Defense 5 |
|
|
1 |
Head Charge: Power 3 |
Head Charge: Power Up 3 |
|
|
1 |
Attack 5 |
Attack 5 |
|
|
1 |
Head Charge: Power 3 |
Head Charge: Power Up 3 |
|
|
2 |
I'll Take You On!: MP Refresh 2 |
Move: I'll Take You On! Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
|
|
2 |
Natural Remedy |
Removes all status conditions from the user the first time it is inflicted by any status condition each battle. |
|
|
2 |
I'll Take You On!: Mighty Physical Boost 9 |
Move: I'll Take You On! Increases the user's Physical Moves Up Next effect by 2 ranks when its move is successful. |
|
|
3 |
Initial Pinch Physical Boost 5 |
Increases the user's Physical Moves Up Next effect by 5 ranks the first time it is in a pinch each battle. |
|
|
3 |
Sp. Def 5 |
Sp. Def 5 |
|
|
1 |
HP 10 |
HP 10 |
|
|
1 |
Headbutt: Power 4 |
Headbutt: Power Up 4 |
|
|
1 |
Headbutt: Power 4 |
Headbutt: Power Up 4 |
|
|
1 |
Attack 5 |
Attack 5 |
|
|
2 |
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. |
|
|
2 |
Healthy Healing |
Applies the Gradual Healing effect to the user when its HP is full when it enters a battle. |
|
|
2 |
Sharp Entry 1 |
Raises the user's critical-hit rate by 1 stat rank when it enters a battle. |
|
|
3 |
Haymaker |
The more the user's Attack is raised, the more it powers up the user's sync move. |
|
|
3 |
Trusted Partners Head Charge: Power 25 |
Trusted Partners Head Charge: Power Up 25 |
|
|
3 |
Trusted Partners Head Charge: Power 25 |
Trusted Partners Head Charge: Power Up 25 |
|
|
3 |