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 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
Snarl: Power 2 |
Snarl: Power Up 2 |
2 |
24 |
1 |
Snarl: Power 2 |
Snarl: Power Up 2 |
2 |
24 |
1 |
Snarl: Power 3 |
Snarl: Power Up 3 |
3 |
36 |
1 |
Speed + 10 |
Speed + 10 |
4 |
48 |
1 |
Snarl: Power 3 |
Snarl: Power Up 3 |
3 |
36 |
1 |
Snarl: Power 4 |
Snarl: Power Up 4 |
3 |
36 |
2 |
Snarl: Move Gauge Refresh 3 |
Move: Snarl Has a moderately good chance of increasing the user's move gauge by one when a move is successful. |
6 |
72 |
2 |
Defense + 5 |
Defense + 5 |
3 |
36 |
2 |
Sp. Atk + 10 |
Sp. Atk + 10 |
5 |
60 |
3 |
HP + 20 |
HP + 20 |
5 |
60 |
3 |
Sp. Atk + 5 |
Sp. Atk + 5 |
2 |
24 |
1 |
Sp. Atk + 5 |
Sp. Atk + 5 |
2 |
24 |
1 |
Entertain Me!: MP Refresh 3 |
Move: Entertain Me! Has a moderately good chance of restoring one MP of the move used if the move is successful. |
7 |
84 |
1 |
HP + 10 |
HP + 10 |
2 |
24 |
1 |
Speed + 10 |
Speed + 10 |
4 |
48 |
1 |
Sp. Def + 10 |
Sp. Def + 10 |
4 |
48 |
1 |
Dire Hit +: MP Refresh 3 |
Move: Dire Hit + Has a moderately good chance of restoring one MP of the move used if the move is successful. |
7 |
84 |
2 |
Dark Pulse: Overpower |
Move: Dark Pulse The more the opponent's Sp. Atk has been lowered, the more it powers up moves. |
8 |
96 |
2 |
Speeding Sun 2 |
Quickly charges the move gauge when the weather is sunny. |
8 |
96 |
2 |
Defense + 20 |
Defense + 20 |
8 |
96 |
3 |
Bite: Critical Countdown 2 |
Move: Bite Occasionally reduces the sync move countdown by one when the user lands a critical hit. |
10 |
120 |
3 |
Snarl: Power 3 |
Snarl: Power Up 3 |
3 |
36 |
1 |
Snarl: Power 3 |
Snarl: Power Up 3 |
3 |
36 |
1 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
Dark Pulse: Power 6 |
Dark Pulse: Power Up 6 |
4 |
48 |
1 |
Dark Pulse: Power 6 |
Dark Pulse: Power Up 6 |
4 |
48 |
2 |
Dark Pulse: Move Gauge Refresh 4 |
Move: Dark Pulse Has a good chance of increasing the user's move gauge by one when a move is successful. |
6 |
72 |
2 |
Dark Pulse: Power 6 |
Dark Pulse: Power Up 6 |
4 |
48 |
2 |
Dark Pulse: Power 6 |
Dark Pulse: Power Up 6 |
4 |
48 |
3 |
Sp. Atk + 10 |
Sp. Atk + 10 |
5 |
60 |
3 |
Bite: Power 6 |
Bite: Power Up 6 |
3 |
36 |
1 |
Attack + 5 |
Attack + 5 |
2 |
24 |
1 |
Bite: Power 6 |
Bite: Power Up 6 |
3 |
36 |
1 |
Bite: Power 6 |
Bite: Power Up 6 |
3 |
36 |
1 |
Bite: Aggravation 1 |
Move: Bite Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. |
10 |
120 |
2 |
Bite: Toxic Chance 4 |
Move: Bite Has a good chance of leaving the target poisoned when a move targeting an opponent is successful. |
10 |
120 |
2 |
Attack + 5 |
Attack + 5 |
2 |
24 |
2 |
Dirty Fighting 5 |
Powers up moves when the move's target or targets are affected by a status condition. |
10 |
120 |
3 |
Foul Fighting 5 |
Powers up moves when the move's target or targets are flinching, confused, or trapped. |
10 |
120 |
3 |
Beguiling Dark Pulse: Power 25 |
Beguiling Dark Pulse: Power Up 25 |
5 |
60 |
3 |
Beguiling Dark Pulse: Power 25 |
Beguiling Dark Pulse: Power Up 25 |
5 |
60 |
3 |
Sp. Atk 20 |
Sp. Atk 20 |
0 |
5 |
Release Date: 25-09-2022 06:00:001 |
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 |
36 |
2 |
Devastation |
The more the target's Sp. Atk is lowered, the more it powers up the user's sync move. |
5 |
60 |
3 |
Speed 20 |
Speed 20 |
0 |
5 |
Release Date: 25-09-2022 06:00:001 |
Dark Pulse: Aggravation 2 |
Move: Dark Pulse Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. |
3 |
36 |
2 |
Satisfied Snarl 9 |
Lowers the target's Sp. Atk by one stat rank when a move targeting that opponent is successful. |
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 |
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 |
Double-Edge: Power 3 |
Double-Edge: Power Up 3 |
4 |
48 |
1 |
Double-Edge: Power 3 |
Double-Edge: Power Up 3 |
4 |
48 |
1 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
Double-Edge: Move Gauge Refresh 1 |
Move: Double-Edge Has a small chance of charging the user's move gauge by one when a move is successful. |
5 |
60 |
1 |
Double-Edge: Power 3 |
Double-Edge: Power Up 3 |
4 |
48 |
1 |
Double-Edge: Standfast 3 |
Move: Double-Edge Reduces recoil damage received from using moves that have recoil in the effect tag. |
7 |
84 |
2 |
Double-Edge: Move Gauge Refresh 3 |
Move: Double-Edge Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
6 |
72 |
2 |
Critastrophe 2 |
Powers up sync moves if they become critical hits. |
9 |
108 |
2 |
Critical Strike 2 |
Powers up attacks if they become critical hits. |
10 |
120 |
3 |
Double-Edge: Standfast 5 |
Move: Double-Edge Reduces recoil damage received from using moves that have recoil in the effect tag. |
10 |
120 |
3 |
Sp. Def + 5 |
Sp. Def + 5 |
2 |
24 |
1 |
Feint Attack: Power 3 |
Feint Attack: Power Up 3 |
4 |
48 |
1 |
Feint Attack: Power 3 |
Feint Attack: Power Up 3 |
4 |
48 |
1 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
Attack + 5 |
Attack + 5 |
2 |
24 |
1 |
Feint Attack: Power 3 |
Feint Attack: Power Up 3 |
4 |
48 |
1 |
Feint Attack: Fortuitous 1 |
Move: Feint Attack Has a very small chance of raising the user's Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness at random when an attack move is successful. |
6 |
72 |
2 |
Feint Attack: Move Gauge Refresh 3 |
Move: Feint Attack Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
6 |
72 |
2 |
Double Down 2 |
Powers up sync moves that are super effective. |
9 |
108 |
2 |
Superduper Effective 2 |
Powers up moves that are super effective. |
10 |
120 |
3 |
First Aid 4 |
Once per battle, restores the user's HP when in a pinch. |
10 |
120 |
3 |
Sp. Def + 5 |
Sp. Def + 5 |
2 |
24 |
1 |
Defense + 5 |
Defense + 5 |
2 |
24 |
1 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
Defense + 5 |
Defense + 5 |
2 |
24 |
1 |
HP + 20 |
HP + 20 |
4 |
48 |
2 |
Go Wild!: Move Gauge Refresh 3 |
Move: Go Wild! Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
6 |
72 |
2 |
Power Reserves 2 |
Powers up moves in a pinch. |
8 |
96 |
2 |
Adorably Wild Dark Impact: Power 25 |
Adorably Wild Dark Impact: Power Up 25 |
5 |
60 |
3 |
Go Wild!: MP Refresh 3 |
Move: Go Wild! Has a moderately good chance of restoring one MP of the move used if the move is successful. |
7 |
84 |
3 |
Defense + 5 |
Defense + 5 |
2 |
24 |
1 |
Sp. Def + 5 |
Sp. Def + 5 |
2 |
24 |
1 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
Sp. Def + 5 |
Sp. Def + 5 |
7 |
84 |
1 |
Attack + 10 |
Attack + 10 |
4 |
48 |
2 |
Dire Hit: Move Gauge Refresh 3 |
Move: Dire Hit Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
6 |
72 |
2 |
Attack + 5 |
Attack + 5 |
2 |
24 |
2 |
Adorably Wild Dark Impact: Power 25 |
Adorably Wild Dark Impact: Power Up 25 |
5 |
60 |
3 |
Dire Hit: MP Refresh 3 |
Move: Dire Hit Has a moderately good chance of restoring one MP of the move used if the move is successful. |
7 |
84 |
3 |
Adorably Wild Dark Impact: Power 25 |
Adorably Wild Dark Impact: Power Up 25 |
5 |
60 |
3 |
Adorably Wild Dark Impact: Power 25 |
Adorably Wild Dark Impact: Power Up 25 |
5 |
60 |
3 |