| 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 |
| HP 10 |
HP 10 |
2 |
24 |
1 |
| Attack 5 |
Attack 5 |
2 |
24 |
1 |
| Cross Poison: Power 3 |
Cross Poison: Power Up 3 |
3 |
36 |
1 |
| Cross Poison: Power 3 |
Cross Poison: Power Up 3 |
3 |
36 |
2 |
| Cross Poison: Power 3 |
Cross Poison: Power Up 3 |
3 |
36 |
1 |
| Cross Poison: Move Gauge Refresh 3 |
Move: Cross Poison Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
| Hostile Environment 5 |
Raises the chance of inflicting status conditions with the additional effects of moves. |
9 |
108 |
3 |
| Hostile Environment 3 |
Raises the chance of inflicting status conditions with the additional effects of moves. |
7 |
84 |
2 |
| Cross Poison: Discombobulate 2 |
Move: Cross Poison Has a chance (30%) of lowering the target's accuracy by one stat rank when the user's attack move against it is successful. |
9 |
108 |
3 |
| HP 10 |
HP 10 |
2 |
24 |
1 |
| Defense 5 |
Defense 5 |
2 |
24 |
1 |
| Venom Drench: Move Gauge Refresh 2 |
Move: Venom Drench Has a chance (30%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
1 |
| Quick Cure |
Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. |
7 |
84 |
2 |
| Cross Poison: Power 3 |
Cross Poison: Power Up 3 |
3 |
36 |
1 |
| Venom Drench: Move Gauge Refresh 4 |
Move: Venom Drench Has a chance (50%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
| Defense 20 |
Defense 20 |
7 |
84 |
2 |
| Virulent Toxin 5 |
Powers up the user's sync move when the target is poisoned or badly poisoned. |
10 |
120 |
3 |
| Safety Tether |
Applies the Enduring effect to the user the first time its sync move is used each battle. |
10 |
120 |
3 |
| Speed 5 |
Speed 5 |
2 |
24 |
1 |
| Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
| Wide Awake |
Prevents the user from falling asleep. |
5 |
60 |
1 |
| Cross Poison: Power 3 |
Cross Poison: Power Up 3 |
3 |
36 |
1 |
| Move Like the Wind!: Hit and Heal 9 |
Move: Move Like the Wind! Applies the Gradual Healing effect to the user when its move is successful. |
9 |
108 |
2 |
| Move Like the Wind!: MP Refresh 2 |
Move: Move Like the Wind! Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
2 |
| Ninja Spirit Cross Poison: Power 25 |
Ninja Spirit Cross Poison: Power Up 25 |
5 |
60 |
3 |
| Sp. Def 20 |
Sp. Def 20 |
7 |
84 |
2 |
| Move Like the Wind!: Pep Rally 1 |
Move: Move Like the Wind! Raises the Speed of all allied sync pairs by 1 stat rank when the user's move is successful. |
10 |
120 |
3 |
| Attack 5 |
Attack 5 |
2 |
24 |
1 |
| Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
| Defense 5 |
Defense 5 |
2 |
24 |
1 |
| Speed 5 |
Speed 5 |
2 |
24 |
1 |
| HP 10 |
HP 10 |
2 |
24 |
1 |
| Antitoxin |
Prevents the user from getting poisoned or badly poisoned. |
5 |
60 |
1 |
| Critical Strike 1 |
Powers up the user's attacks when they become critical hits. |
7 |
84 |
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. |
7 |
84 |
2 |
| Agile Entry 1 |
Raises the user's evasiveness by 1 stat rank when it enters a battle. |
7 |
84 |
2 |
| Ninja Spirit Cross Poison: Power 25 |
Ninja Spirit Cross Poison: Power Up 25 |
5 |
60 |
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 |
| Ninja Spirit Cross Poison: Power 25 |
Ninja Spirit Cross Poison: Power Up 25 |
5 |
60 |
3 |
| Ninja Spirit Cross Poison: Power 25 |
Ninja Spirit Cross Poison: Power Up 25 |
5 |
60 |
3 |
| 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 |
| Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
| Fast Runner |
Evasiveness cannot be lowered. |
5 |
60 |
1 |
| Defense 5 |
Defense 5 |
2 |
24 |
1 |
| Attack 5 |
Attack 5 |
2 |
24 |
1 |
| Poison Fang: Move Gauge Refresh 1 |
Move: Poison Fang Has a chance (20%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
1 |
| Poison Fang: Power 4 |
Poison Fang: Power Up 4 |
3 |
36 |
2 |
| Poison Fang: Power 4 |
Poison Fang: Power Up 4 |
3 |
36 |
1 |
| Poison Fang: Move Gauge Refresh 3 |
Move: Poison Fang Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
| Ground Guard |
Reduces damage when the user is attacked by Ground-type moves. |
9 |
108 |
3 |
| Offensive Defense 2 |
Has a chance (30%) of raising the user's Defense by one stat rank when its attack move is successful. |
10 |
120 |
2 |
| Team Sharp Entry 1 |
Raises the critical-hit rate of all allied sync pairs by 1 stat rank when the user enters a battle. |
10 |
120 |
3 |
| Antitoxin |
Prevents the user from getting poisoned or badly poisoned. |
5 |
60 |
1 |
| Poison Fang: Power 4 |
Poison Fang: Power Up 4 |
3 |
36 |
1 |
| Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
| Poison Fang: Power 4 |
Poison Fang: Power Up 4 |
3 |
36 |
1 |
| Sp. Def 10 |
Sp. Def 10 |
4 |
48 |
2 |
| Haste |
Speed cannot be lowered. |
5 |
60 |
2 |
| X Attack All: Move Gauge Refresh 3 |
Move: X Attack All Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
| X Attack All: MP Refresh 2 |
Move: X Attack All Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
3 |
| 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. |
10 |
120 |
3 |
| Sp. Atk 5 |
Sp. Atk 5 |
2 |
24 |
1 |
| Venoshock: Power 4 |
Venoshock: Power Up 4 |
3 |
36 |
1 |
| Defense 5 |
Defense 5 |
2 |
24 |
1 |
| Speed 5 |
Speed 5 |
2 |
24 |
1 |
| Venoshock: Move Gauge Refresh 1 |
Move: Venoshock Has a chance (20%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
1 |
| Unbending |
Defense cannot be lowered. |
5 |
60 |
2 |
| Venoshock: Power 4 |
Venoshock: Power Up 4 |
3 |
36 |
1 |
| Venoshock: Move Gauge Refresh 3 |
Move: Venoshock Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
| Ramming Speed |
The more the user's Speed is raised, the more it powers up the user's moves. |
8 |
96 |
3 |
| Speedy Entry 1 |
Raises the user's Speed by 1 stat rank when it enters a battle. |
9 |
108 |
2 |
| Shifty Squad 2 |
Has a chance (30%) of raising the evasiveness of all allied sync pairs by one stat rank when the user's Pokémon uses a move. |
10 |
120 |
3 |
| Venoshock: Power 4 |
Venoshock: Power Up 4 |
3 |
36 |
1 |
| HP 10 |
HP 10 |
2 |
24 |
1 |
| Speed 5 |
Speed 5 |
2 |
24 |
1 |
| Venoshock: Power 4 |
Venoshock: Power Up 4 |
3 |
36 |
1 |
| Quick Cure |
Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. |
7 |
84 |
2 |
| Defense 10 |
Defense 10 |
4 |
48 |
2 |
| See Through THIS!: Move Gauge Refresh 3 |
Move: See Through THIS! Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
| Catalyst |
Applies the Move Gauge Acceleration effect to the allied field of play the first time the user's sync move is used each battle. |
10 |
120 |
3 |
| See Through THIS!: MP Refresh 3 |
Move: See Through THIS! Has a chance (40%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
3 |
| Shadow-Slinking Poison Beam: Power 25 |
Shadow-Slinking Poison Beam: Power Up 25 |
5 |
60 |
3 |
| Shadow-Slinking Poison Beam: Power 25 |
Shadow-Slinking Poison Beam: Power Up 25 |
5 |
60 |
3 |