Name |
Effect |
Energy Requirement |
Sync Orb Requirement |
Sync Move Level Requirement |
Thunderbolt: Power +5 |
Thunderbolt Power Increased by 5 |
3 |
36 |
1 |
Potion: MP Refresh 3 |
Has a moderately good chance of restoring one MP of the move used if the move ius successful |
7 |
84 |
1 |
Thunder Shock: Power +4 |
Thunder Shock: Power +4 |
2 |
24 |
1 |
Defense + 10 |
Defense + 10 |
4 |
48 |
1 |
HP +20 |
HP +20 |
4 |
48 |
2 |
Unyielding 1 |
When the user has endured the most recent hit and has HP remaining, has a small chance of allowing the user to endure an additional hit |
11 |
132 |
2 |
Unyielding 1 |
When the user has endured the most recent hit and has HP remaining, has a small chance of allowing the user to endure an additional hit |
11 |
132 |
2 |
Potion: Master Heal 1 |
Increases the amount of HP restored by the user's healing moves |
10 |
120 |
3 |
Potion: Master Heal 1 |
Increases the amount of HP restored by the user's healing moves |
10 |
120 |
3 |
Thunder of a newfound Passion: Power + 25 |
Thunder of a newfound Passion: Power + 25 |
5 |
60 |
3 |
Sp. Atk + 5 |
Sp. Atk + 5 |
2 |
24 |
1 |
Thunder Shock: Power +3 |
Thunder Shock: Power +3 |
2 |
24 |
1 |
Thunderbolt: Power +4 |
Thunderbolt Power +4 |
2 |
24 |
1 |
Thunderbolt: Power +4 |
Thunderbolt Power +4 |
2 |
24 |
1 |
Thunderbolt: Power +6 |
Thunderbolt: Power +6 |
3 |
36 |
1 |
Sp. Atk + 10 |
Sp. Atk + 10 |
5 |
60 |
1 |
Thunder Shock: Power +3 |
Thunder Shock: Power +3 |
2 |
24 |
2 |
Jump start!: MP Refresh 3 |
Has a moderately good chance of restoring one MP of the move used if the move is successful |
7 |
84 |
2 |
Thunder Shock Power +5 |
Thunder Shock Power +5 |
2 |
24 |
3 |
Thunder Shock: Move Gauge Refresh 4 |
Has a good chance of increasing the user's move gauge by one when a move is successful |
6 |
72 |
3 |
Thunderbolt: Move Gauge Refresh 3 |
Has a good chance of increasing the user's move gauge by one when a move is successful |
6 |
72 |
3 |
Thundershock Power +4 |
Thundershock Power +4 |
2 |
24 |
1 |
Thunderbolt: Power +4 |
Thunderbolt: Power +4 |
3 |
36 |
1 |
Power Reserves 5 |
Powers up moves in a pinch |
10 |
120 |
1 |
Speed + 10 |
Speed +10 |
4 |
48 |
1 |
Paralysis Synergy 5 |
Powers up moves when the target is paralyzed |
10 |
120 |
2 |
Sp. Def + 10 |
Sp. Def + 10 |
4 |
48 |
2 |
Defense + 10 |
Defense + 10 |
4 |
48 |
2 |
HP +30 |
HP +30 |
6 |
72 |
3 |
Power Reserves 9 |
Powers up moves in a pinch |
12 |
144 |
3 |
Thunder of a newfound Passion: Power + 25 |
Thunder of a newfound Passion: Power + 25 |
5 |
60 |
3 |
Speed + 5 |
Speed +5 |
2 |
24 |
1 |
Thunder Shock: Power +4 |
Thunder Shock: Power +4 |
2 |
24 |
1 |
Thunder Shock: Power +5 |
Thunder Shock: Power +5 |
2 |
24 |
1 |
Thunderbolt: Power + 4 |
Thunderbolt: Power + 4 |
2 |
24 |
1 |
Sp. Atk + 10 |
Sp. Atk + 10 |
5 |
60 |
1 |
Thunder Shock: Hostile Environment 1 |
Raises the chance of inflicting status conditions with the additional effects of moves |
5 |
60 |
1 |
Thunderbolt: Power + 5 |
Thunderbolt: Power + 5 |
4 |
48 |
2 |
Sp. Atk +10 |
Sp. Atk +10 |
5 |
60 |
2 |
Thunderbolt: Hostile Environment 1 |
Raises the chance of inflicting status conditions with the additional effects of moves |
5 |
60 |
3 |
Thunder Shock: Hostile Environment 1 |
Raises the chance of inflicting status conditions with the additional effects of moves |
5 |
60 |
3 |
Thunder Shock: Hostile Environment 1 |
Raises the chance of inflicting status conditions with the additional effects of moves |
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 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Flame Charge: Power 3 |
Flame Charge: Power Up 3 |
3 |
36 |
1 |
Flame Charge: Power 3 |
Flame Charge: Power Up 3 |
3 |
36 |
2 |
Flame Charge: Power 3 |
Flame Charge: Power Up 3 |
3 |
36 |
1 |
Toughen Up 2 |
Has a chance (30%) of raising the user's Defense by one stat rank when it is hit by an attack move. |
10 |
120 |
2 |
Defense 20 |
Defense 20 |
7 |
84 |
3 |
Flame Charge: Move Gauge Refresh 3 |
Move: Flame Charge Has a chance (40%) of charging the user's move gauge by one when a 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. |
10 |
120 |
3 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Escape Artist |
Prevents the user from becoming trapped. |
5 |
60 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Flamethrower: Power 3 |
Flamethrower: Power Up 3 |
3 |
36 |
1 |
Flamethrower: Power 3 |
Flamethrower: Power Up 3 |
3 |
36 |
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 |
2 |
Tighten Up 2 |
Has a chance (30%) of raising the user's Sp. Def by one stat rank when it is hit by an attack move. |
8 |
96 |
2 |
Fast-Track 9 |
Raises the user's Speed by one stat rank when its Pokémon uses a move. |
10 |
120 |
3 |
S-Move: Team HP Recovery (M) 1 |
Restores the HP of all allied sync pairs by approximately 20% of their maximum HP after using the user's sync move. |
10 |
120 |
3 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Attack 5 |
Attack 5 |
2 |
24 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Flamethrower: Move Gauge Refresh 3 |
Move: Flamethrower Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Flamethrower: Power 3 |
Flamethrower: Power Up 3 |
3 |
36 |
1 |
Flamethrower: Power 3 |
Flamethrower: Power Up 3 |
3 |
36 |
2 |
Flamethrower: Hostile Environment 5 |
Move: Flamethrower Raises the chance of inflicting status conditions with the additional effects of moves. |
10 |
120 |
3 |
Emergency Barrier |
Applies the Physical Damage Reduction effect to the allied field of play the first time the user is in a pinch each battle. |
9 |
108 |
2 |
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 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Sp. Atk 5 |
Sp. Atk 5 |
2 |
24 |
1 |
Flame Charge: Power 3 |
Flame Charge: Power Up 3 |
3 |
36 |
1 |
Flame Charge: Power 3 |
Flame Charge: Power Up 3 |
3 |
36 |
1 |
Defense 10 |
Defense 10 |
4 |
48 |
2 |
Quick Cure |
Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. |
7 |
84 |
2 |
Blazing Hope!: MP Refresh 2 |
Move: Blazing Hope! Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
2 |
Blazing Hope!: Hit and Heal 9 |
Move: Blazing Hope! Applies the Gradual Healing effect to the user when its move is successful. |
10 |
120 |
3 |
Sp. Def 20 |
Sp. Def 20 |
7 |
84 |
3 |
Fire Sync Impact: Power 25 |
Fire Sync Impact: Power Up 25 |
5 |
60 |
3 |
Fire Sync Impact: Power 25 |
Fire Sync Impact: 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. Atk + 5 |
Sp. Atk + 5 |
2 |
24 |
1 |
Sp. Atk + 5 |
Sp. Atk + 5 |
2 |
24 |
1 |
Sp. Atk + 10 |
Sp. Atk + 10 |
4 |
48 |
1 |
Focus Blast: Power 3 |
Focus Blast: Power Up 3 |
2 |
24 |
1 |
Sp. Atk + 5 |
Sp. Atk + 5 |
2 |
24 |
1 |
Focus Blast: Power 3 |
Focus Blast: Power Up 3 |
2 |
24 |
1 |
Focus Blast: Power 3 |
Focus Blast: Power Up 3 |
2 |
24 |
2 |
Focus Blast: Power 3 |
Focus Blast: Power Up 3 |
2 |
24 |
2 |
Focus Blast: Power 3 |
Focus Blast: Power Up 3 |
2 |
24 |
2 |
Focus Blast: On a Roll 2 |
Move: Focus Blast Raises the chance of lowering stat values with the additional effects of moves. |
8 |
96 |
3 |
Brainteaser |
The more the target's Sp. Def has been lowered, the more it powers up moves. |
10 |
120 |
3 |
Defense + 5 |
Defense + 5 |
2 |
24 |
1 |
Defense + 5 |
Defense + 5 |
2 |
24 |
1 |
Sp. Def + 5 |
Sp. Def + 5 |
2 |
24 |
1 |
Metal Claw: Power 4 |
Metal Claw: Power Up 4 |
2 |
24 |
1 |
Sunsteel Strike: Power 3 |
Sunsteel Strike: Power Up 3 |
2 |
24 |
1 |
HP + 20 |
HP + 20 |
4 |
48 |
1 |
Focus Blast: Power 3 |
Focus Blast: Power Up 3 |
2 |
24 |
2 |
Metal Claw: Move Gauge Refresh 3 |
Move: Metal Claw Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
6 |
72 |
2 |
Power Reserves 5 |
Powers up moves in a pinch. |
10 |
120 |
2 |
Focus Rush 1 |
Raises the user's critical-hit rate after using a sync move. |
7 |
84 |
3 |
Endurance |
If the Pokémon enters battle with full HP, allows it to endure the next hit it takes that would reduce it to 0 HP. |
6 |
72 |
3 |
Metal Claw: Power 4 |
Metal Claw: Power Up 4 |
2 |
24 |
1 |
Focus Blast: Move Gauge Refresh 2 |
Move: Focus Blast Has a moderate chance of charging the user's move gauge by one when a move is successful. |
5 |
60 |
1 |
Speed + 10 |
Speed + 10 |
4 |
48 |
1 |
Sunsteel Strike: Move Gauge Refresh 2 |
Move: Sunsteel Strike Has a moderate chance of charging the user's move gauge by one when a move is successful. |
5 |
60 |
1 |
Attack + 10 |
Attack + 10 |
4 |
48 |
2 |
Bright As the Sun!: MP Refresh 2 |
Move: Bright As the Sun! Has a moderate chance of restoring one MP of the move used if the move is successful. |
6 |
72 |
2 |
Attack + 10 |
Attack + 10 |
4 |
48 |
2 |
Sync Freebie |
Applies the Free Move Next effect to the user after using a sync move. |
8 |
96 |
3 |
Superduper Effective 2 |
Powers up moves that are super effective. |
9 |
108 |
3 |
Speed + 10 |
Speed + 10 |
4 |
48 |
1 |
Sunsteel Strike: Power 3 |
Sunsteel Strike: Power Up 3 |
2 |
24 |
1 |
Sunsteel Strike: Power 3 |
Sunsteel Strike: Power Up 3 |
2 |
24 |
1 |
Sunsteel Strike: Power 3 |
Sunsteel Strike: Power Up 3 |
2 |
24 |
1 |
Attack + 10 |
Attack + 10 |
4 |
48 |
2 |
Sunsteel Strike: Power 3 |
Sunsteel Strike: Power Up 3 |
2 |
24 |
2 |
Sunsteel Strike: Power 3 |
Sunsteel Strike: Power Up 3 |
2 |
24 |
2 |
Sharp Entry 1 |
Raises the user's critical-hit rate when the Pokémon enters a battle. |
10 |
120 |
3 |
Sunsteel Strike: Move Gauge Refresh 3 |
Move: Sunsteel Strike Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
6 |
72 |
3 |
Shining Friendship Sunraze Smash: Power 25 |
Shining Friendship Sunraze Smash: Power Up 25 |
5 |
60 |
3 |
Shining Friendship Sunraze Smash: Power 25 |
Shining Friendship Sunraze Smash: Power Up 25 |
5 |
60 |
3 |
Attack 20 |
Attack 20 |
0 |
5 |
Power Boost |
Bright As the Sun!: Critical Eye 1 |
Move: Bright As the Sun! Raises the user's critical-hit rate by 1 stat rank when its move is successful. |
3 |
36 |
2 |
Haymaker |
The more the user's Attack is raised, the more it powers up the user's sync move. |
5 |
60 |
3 |
Sp. Atk 20 |
Sp. Atk 20 |
0 |
5 |
Power Boost |
Bright As the Sun!: BOGO 9 |
Move: Bright As the Sun! Applies the Free Move Next effect to the user when its move is successful. |
3 |
36 |
2 |
Furious Brain |
The more the user's Sp. Atk is raised, the more it powers up the user's moves. |
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 |
Sp. Def + 5 |
Sp. Def + 5 |
2 |
24 |
1 |
Sacred Sword: Power 3 |
Sacred Sword: Power Up 3 |
4 |
48 |
1 |
Attack + 5 |
Attack + 5 |
2 |
24 |
1 |
Sacred Sword: Power 3 |
Sacred Sword: Power Up 3 |
4 |
48 |
1 |
Sacred Sword: Move Gauge Refresh 1 |
Move: Sacred Sword Has a small chance of charging the user's move gauge by one when a move is successful. |
5 |
60 |
1 |
Endurance |
If the Pokémon enters battle with full HP, allows it to endure the next hit it takes that would reduce it to 0 HP. |
10 |
120 |
2 |
Sacred Sword: Power 3 |
Sacred Sword: Power Up 3 |
4 |
48 |
1 |
Sacred Sword: Move Gauge Refresh 3 |
Move: Sacred Sword Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
6 |
72 |
2 |
Healthy Healing |
Makes the user gradually heal itself if its HP is full when it enters a battle. |
10 |
120 |
3 |
Toughen Up 1 |
Has a small chance of raising the user's Defense when the user is hit by an attack move. |
9 |
108 |
2 |
S-Move: Team HP Recovery (M) 1 |
Restores the HP of all allied sync pairs after using a sync move. |
10 |
120 |
3 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
HP + 10 |
HP + 10 |
2 |
24 |
1 |
Sp. Def + 5 |
Sp. Def + 5 |
2 |
24 |
1 |
Attack + 5 |
Attack + 5 |
2 |
24 |
1 |
Defense + 10 |
Defense + 10 |
4 |
48 |
2 |
Stalwart |
Sp. Def + cannot be lowered. |
8 |
96 |
2 |
Dire Hit All +: Move Gauge Refresh 3 |
Move: Dire Hit All + Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
6 |
72 |
2 |
Dire Hit All +: MP Refresh 3 |
Move: Dire Hit All + Has a moderately good chance of restoring one MP of the move used if the move is successful. |
7 |
84 |
3 |
Unbending |
Defense + cannot be lowered. |
8 |
96 |
3 |
Defense + 5 |
Defense + 5 |
2 |
24 |
1 |
Rock Smash: Power 3 |
Rock Smash: Power Up 3 |
4 |
48 |
1 |
Sp. Def + 5 |
Sp. Def + 5 |
2 |
24 |
1 |
Rock Smash: Power 3 |
Rock Smash: Power Up 3 |
4 |
48 |
1 |
HP + 10 |
HP + 10 |
2 |
24 |
1 |
Speed + 10 |
Speed + 10 |
4 |
48 |
2 |
Rock Smash: Power 3 |
Rock Smash: Power Up 3 |
4 |
48 |
1 |
Rock Smash: Move Gauge Refresh 3 |
Move: Rock Smash Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
6 |
72 |
2 |
Sync Cure |
Removes all status conditions from the user after using a sync move. |
8 |
96 |
3 |
Tighten Up 1 |
Has a small chance of raising the user's Sp. Def when the user is hit by an attack move. |
9 |
108 |
2 |
Rock Smash: Ripple Effect 4 |
Move: Rock Smash When a move used by the Pokémon lowers an opponent's stat, has a good chance of lowering the same stat for all opposing sync pairs. |
10 |
120 |
3 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
Defense + 5 |
Defense + 5 |
2 |
24 |
1 |
Defense + 5 |
Defense + 5 |
2 |
24 |
1 |
HP + 10 |
HP + 10 |
2 |
24 |
1 |
Quick Cure |
Removes the confused, flinching, and trapped conditions from the user once during battle. |
8 |
96 |
2 |
Sp. Def + 10 |
Sp. Def + 10 |
4 |
48 |
2 |
Justice for All!: Move Gauge Refresh 3 |
Move: Justice for All! Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
6 |
72 |
2 |
Justice for All!: Shielded Squad 1 |
Move: Justice for All! Raises the Defense of all allied sync pairs when a move is successful. |
10 |
120 |
3 |
Justice for All!: MP Refresh 3 |
Move: Justice for All! Has a moderately good chance of restoring one MP of the move used if the move is successful. |
7 |
84 |
3 |
Cobalt Justice Fighting Impact: Power 25 |
Cobalt Justice Fighting Impact: Power Up 25 |
5 |
60 |
3 |
Cobalt Justice Fighting Impact: Power 25 |
Cobalt Justice Fighting Impact: 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 |
Attack + 5 |
Attack + 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 |
Rock Tomb: Power 3 |
Rock Tomb: Power Up 3 |
4 |
48 |
1 |
Defense + 5 |
Defense + 5 |
2 |
24 |
1 |
Rock Tomb: Power 3 |
Rock Tomb: Power Up 3 |
4 |
48 |
1 |
Rock Tomb: Accuracy 5 |
Rock Tomb: Accuracy Up 5 |
3 |
36 |
1 |
Power Reserves 5 |
Powers up moves in a pinch. |
8 |
96 |
2 |
Rock Tomb: Power 3 |
Rock Tomb: Power Up 3 |
4 |
48 |
1 |
Rock Tomb: Move Gauge Refresh 3 |
Move: Rock Tomb Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
6 |
72 |
2 |
First Aid 4 |
Once per battle, restores the user's HP when in a pinch. |
10 |
120 |
3 |
Toughen Up 1 |
Has a small chance of raising the user's Defense when the user is hit by an attack move. |
9 |
108 |
2 |
Rock Tomb: Ripple Effect 4 |
Move: Rock Tomb When a move used by the Pokémon lowers an opponent's stat, has a good chance of lowering the same stat for all opposing sync pairs. |
10 |
120 |
3 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
HP + 10 |
HP + 10 |
2 |
24 |
1 |
Sp. Def + 5 |
Sp. Def + 5 |
2 |
24 |
1 |
Attack + 5 |
Attack + 5 |
2 |
24 |
1 |
Defense + 10 |
Defense + 10 |
4 |
48 |
2 |
Unyielding 2 |
When the user has endured the most recent hit and has 1 HP remaining, has a moderate chance of allowing the user to endure an additional hit that would reduce it to 0 HP. |
8 |
96 |
2 |
X Attack All: Move Gauge Refresh 3 |
Move: X Attack All Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
6 |
72 |
2 |
X Attack All: MP Refresh 3 |
Move: X Attack All Has a moderately good chance of restoring one MP of the move used if the move is successful. |
7 |
84 |
3 |
Sand Shelter |
Protects the Pokémon from damage from a sandstorm. |
5 |
60 |
3 |
Defense + 5 |
Defense + 5 |
2 |
24 |
1 |
Rock Throw: Power 3 |
Rock Throw: Power Up 3 |
4 |
48 |
1 |
Sp. Def + 5 |
Sp. Def + 5 |
2 |
24 |
1 |
Rock Throw: Power 3 |
Rock Throw: Power Up 3 |
4 |
48 |
1 |
Attack + 5 |
Attack + 5 |
2 |
24 |
1 |
Quick Cure |
Removes the confused, flinching, and trapped conditions from the user once during battle. |
8 |
96 |
2 |
Rock Throw: Power 3 |
Rock Throw: Power Up 3 |
4 |
48 |
1 |
Rock Throw: Move Gauge Refresh 3 |
Move: Rock Throw Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
6 |
72 |
2 |
Sync Cure |
Removes all status conditions from the user after using a sync move. |
8 |
96 |
3 |
Tighten Up 1 |
Has a small chance of raising the user's Sp. Def when the user is hit by an attack move. |
9 |
108 |
2 |
S-Move: Team HP Recovery (M) 1 |
Restores the HP of all allied sync pairs after using a sync move. |
10 |
120 |
3 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
Defense + 5 |
Defense + 5 |
2 |
24 |
1 |
HP + 10 |
HP + 10 |
2 |
24 |
1 |
Ready to Rock!: Move Gauge Refresh 3 |
Move: Ready to Rock! Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
6 |
72 |
1 |
HP + 10 |
HP + 10 |
2 |
24 |
2 |
Sp. Def + 10 |
Sp. Def + 10 |
4 |
48 |
2 |
Ready to Rock!: Master Healer 1 |
Move: Ready to Rock! Increases the amount of HP restored by the user's healing moves. |
10 |
120 |
2 |
Ready to Rock!: MP Refresh 3 |
Move: Ready to Rock! Has a moderately good chance of restoring one MP of the move used if the move is successful. |
7 |
84 |
3 |
Ready to Rock!: Master Healer 1 |
Move: Ready to Rock! Increases the amount of HP restored by the user's healing moves. |
10 |
120 |
3 |
Ancient Megalith Rock Impact: Power 25 |
Ancient Megalith Rock Impact: Power Up 25 |
5 |
60 |
3 |
Ancient Megalith Rock Impact: Power 25 |
Ancient Megalith Rock Impact: Power Up 25 |
5 |
60 |
3 |
Name |
Effect |
Energy Requirement |
Sync Orb Requirement |
Sync Move Level Requirement |
HP 10 |
HP 10 |
0 |
5 |
1 |
Sp. Atk 5 |
Sp. Atk 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 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Unbending |
Defense cannot be lowered. |
5 |
60 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Confusion: Power 4 |
Confusion: Power Up 4 |
3 |
36 |
1 |
Confusion: Power 4 |
Confusion: Power Up 4 |
3 |
36 |
2 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Confusion: Move Gauge Refresh 3 |
Move: Confusion Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Confusion: Aggravation 4 |
Move: Confusion Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. |
8 |
96 |
3 |
Toughen Up 3 |
Has a chance (40%) of raising the user's Defense by one stat rank when it is hit by an attack move. |
9 |
108 |
2 |
Confusion: Team Fast-Track 4 |
Move: Confusion Has a chance (50%) of raising the Speed of all allied sync pairs by one stat rank when the user's Pokémon uses a move. |
10 |
120 |
3 |
Stalwart |
Sp. Def cannot be lowered. |
5 |
60 |
1 |
Sp. Atk 5 |
Sp. Atk 5 |
2 |
24 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Sp. Def 10 |
Sp. Def 10 |
4 |
48 |
2 |
Precognition 1 |
Quickly charges the user's move gauge when the terrain is Psychic Terrain. |
8 |
96 |
2 |
Light Screen: Move Gauge Refresh 3 |
Move: Light Screen Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Light Screen: MP Refresh 2 |
Move: Light Screen Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
3 |
Light Screen: Barricade Buddies 1 |
Move: Light Screen Raises the Sp. Def of all allied sync pairs by 1 stat rank when the user's move is successful. |
10 |
120 |
3 |
HP 10 |
HP 10 |
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 |
Confusion: Power 4 |
Confusion: Power Up 4 |
3 |
36 |
1 |
HP 20 |
HP 20 |
4 |
48 |
2 |
Confusion: Power 4 |
Confusion: Power Up 4 |
3 |
36 |
1 |
Curious Empathy!: MP Refresh 2 |
Move: Curious Empathy! Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
2 |
Team Inflict and Heal 3 |
Has a chance (40%) of restoring the HP of all allied sync pairs when a status move used by the user's Pokémon is successful. |
10 |
120 |
3 |
Tighten Up 3 |
Has a chance (40%) of raising the user's Sp. Def by one stat rank when it is hit by an attack move. |
9 |
108 |
2 |
Curious Empathy!: All Ramped Up 1 |
Move: Curious Empathy! Raises the Sp. Atk of all allied sync pairs by 1 stat rank when the user's move is successful. |
10 |
120 |
3 |
Confusion: Power 4 |
Confusion: Power Up 4 |
3 |
36 |
1 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Confusion: Power 4 |
Confusion: Power Up 4 |
3 |
36 |
1 |
Sync Wall |
Applies the Critical-Hit Defense effect to the allied field of play the first time the user's sync move is used each battle. |
8 |
96 |
2 |
Defense 10 |
Defense 10 |
4 |
48 |
2 |
Reflect: Move Gauge Refresh 3 |
Move: Reflect Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Reflect: Shielded 1 |
Move: Reflect Raises the Defense of all allied sync pairs by 1 stat rank when the user's move is successful. |
10 |
120 |
3 |
Reflect: MP Refresh 2 |
Move: Reflect Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
3 |
Every Emotion Psychic Beam: Power 25 |
Every Emotion Psychic Beam: Power Up 25 |
5 |
60 |
3 |
Every Emotion Psychic Beam: Power 25 |
Every Emotion Psychic Beam: 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 |
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 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Metal Claw: Power 4 |
Metal Claw: Power Up 4 |
3 |
36 |
1 |
Metal Claw: Power 4 |
Metal Claw: Power Up 4 |
3 |
36 |
2 |
Metal Claw: Power 4 |
Metal Claw: Power Up 4 |
3 |
36 |
1 |
Metal Claw: Move Gauge Refresh 3 |
Move: Metal Claw Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Sync Move: Team Speed Up 2 |
Raises the Speed of all allied sync pairs by 2 stat ranks after using the user's sync move. |
10 |
120 |
3 |
Metal Claw: Accuracy 5 |
Metal Claw: Accuracy Up 5 |
3 |
36 |
2 |
Metal Claw: Flag Bearer 9 |
Move: Metal Claw Raises the Attack of all allied sync pairs by one stat rank when the user's Pokémon uses a move. |
10 |
120 |
3 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Metal Claw: Power 4 |
Metal Claw: Power Up 4 |
3 |
36 |
1 |
Defense 10 |
Defense 10 |
4 |
48 |
2 |
Escape Artist |
Prevents the user from becoming trapped. |
5 |
60 |
2 |
Mini Potion All: Move Gauge Refresh 9 |
Move: Mini Potion All Charges the user's move gauge by one when its move is successful. |
10 |
120 |
2 |
Sync Heal Refill 1 |
Restores 1 MP for the user's moves that have the heals effect tag the first time its sync move is used each battle. |
10 |
120 |
3 |
Mini Potion All: Master Healer 1 |
Move: Mini Potion All Increases the amount of HP restored by the user's healing moves. |
10 |
120 |
3 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Sand Shelter |
Protects the user from damage from a sandstorm. |
5 |
60 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Iron Armor!: Hit and Heal 9 |
Move: Iron Armor! Applies the Gradual Healing effect to the user when its move is successful. |
7 |
84 |
2 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Iron Armor!: MP Refresh 2 |
Move: Iron Armor! Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
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 |
Revenge Boost 4 |
Has a chance (50%) of charging the user's move gauge by one when the user is hit by an attack move. |
9 |
108 |
2 |
Impervious |
The user's stats cannot be lowered. |
10 |
120 |
3 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Metal Claw: Power 4 |
Metal Claw: Power Up 4 |
3 |
36 |
1 |
Unflappable |
Prevents the user from flinching. |
5 |
60 |
2 |
Sp. Def 10 |
Sp. Def 10 |
4 |
48 |
2 |
Catalytic Acceleration |
Applies the Move Gauge Acceleration effect to the allied field of play after using the user's sync move. |
10 |
120 |
2 |
Potion: Friend Mend 9 |
Move: Potion When a move targeting an allied sync pair (excluding field effects) is successful, removes all status conditions from the allied sync pair affected by the move. |
10 |
120 |
3 |
Potion: Master Healer 1 |
Move: Potion Increases the amount of HP restored by the user's healing moves. |
10 |
120 |
3 |
Ancient Iron Steel Impact: Power 25 |
Ancient Iron Steel Impact: Power Up 25 |
5 |
60 |
3 |
Ancient Iron Steel Impact: Power 25 |
Ancient Iron Steel Impact: 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 |
HP 10 |
HP 10 |
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 |
Tackle: Power 3 |
Tackle: Power ? 3 |
3 |
36 |
1 |
Tackle: Power 3 |
Tackle: Power ? 3 |
3 |
36 |
2 |
Tackle: Power 3 |
Tackle: Power ? 3 |
3 |
36 |
1 |
Tackle: Move Gauge Refresh 2 |
Move: Tackle Has a chance (30%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Dazzling Gleam: Move Gauge Refresh 9 |
Move: Dazzling Gleam Charges the user's move gauge by one when its move is successful. |
10 |
120 |
3 |
Tackle: Trip Up 4 |
Move: Tackle Has a chance (50%) of lowering the target's Speed by one stat rank when the user's attack move against it is successful. |
7 |
84 |
2 |
Whip It Up!: Berserk Bunch 1 |
Move: Whip It Up! Raises the Attack of all allied sync pairs by 1 stat rank when the user's move is successful. |
10 |
120 |
3 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Sp. Atk 5 |
Sp. Atk 5 |
2 |
24 |
1 |
Dazzling Gleam: Power 4 |
Dazzling Gleam: Power ? 4 |
3 |
36 |
1 |
Dazzling Gleam: Power 4 |
Dazzling Gleam: Power ? 4 |
3 |
36 |
1 |
Dazzling Gleam: Power 4 |
Dazzling Gleam: Power ? 4 |
3 |
36 |
2 |
Healthy Healing |
Applies the Gradual Healing effect to the user when its HP is full when it enters a battle. |
7 |
84 |
2 |
Whip It Up!: MP Refresh 2 |
Move: Whip It Up! Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
2 |
Whip It Up!: All Ramped Up 1 |
Move: Whip It Up! Raises the Sp. Atk of all allied sync pairs by 1 stat rank when the user's move is successful. |
10 |
120 |
3 |
Dazzling Gleam: Gobsmack 4 |
Move: Dazzling Gleam Has a chance (50%) of leaving the target confused when the user's attack move against it is successful. |
10 |
120 |
3 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Dazzling Gleam: Power 4 |
Dazzling Gleam: Power ? 4 |
3 |
36 |
1 |
Dazzling Gleam: Power 4 |
Dazzling Gleam: Power ? 4 |
3 |
36 |
1 |
Defense 10 |
Defense 10 |
4 |
48 |
2 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Dragon Guard |
Reduces damage when the user is attacked by Dragon-type moves. |
9 |
108 |
2 |
Mini Potion All: MP Refresh 2 |
Move: Mini Potion All Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
3 |
HP 20 |
HP 20 |
4 |
48 |
2 |
Mini Potion All: Master Healer 1 |
Move: Mini Potion All Increases the amount of HP restored by the user's healing moves. |
10 |
120 |
3 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Tackle: Power 3 |
Tackle: Power ? 3 |
3 |
36 |
1 |
Wide Awake |
Prevents the user from falling asleep. |
5 |
60 |
1 |
Tackle: Power 3 |
Tackle: Power ? 3 |
3 |
36 |
1 |
Stalwart |
Sp. Def cannot be lowered. |
5 |
60 |
2 |
Sp. Def 10 |
Sp. Def 10 |
4 |
48 |
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 |
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 |
First Aid 2 |
Restores the user's HP by approximately 20% of its maximum HP the first time it is in a pinch each battle. |
8 |
96 |
3 |
Favorite Flavor Fairy Beam: Power 25 |
Favorite Flavor Fairy Beam: Power ? 25 |
5 |
60 |
3 |
Favorite Flavor Fairy Beam: Power 25 |
Favorite Flavor Fairy Beam: Power ? 25 |
5 |
60 |
3 |