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 |
Unbending |
Defense + cannot be lowered. |
4 |
48 |
1 |
Shout My Name!: MP Refresh 3 |
Has a moderately good chance of restoring one MP of the move used if the move is successful. |
7 |
84 |
1 |
Speed + 10 |
Speed + 10 |
4 |
48 |
2 |
Sp. Def + 5 |
Sp. Def + 5 |
2 |
24 |
1 |
Attack + 10 |
Attack + 10 |
4 |
48 |
2 |
Outrun 3 |
Quickly charges the move gauge when the Pokémon is affected by a status condition. |
7 |
84 |
3 |
On the Ropes 3 |
Reduces damage when the Pokémon is in a pinch and is hit by a physical attack move. |
10 |
120 |
2 |
Unyielding 3 |
When the user has endured the most recent hit and has 1 HP remaining, has a moderately good chance of allowing the user to endure an additional hit. |
10 |
120 |
3 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
Night Slash: Power Up 3 |
Night Slash: Power Up 3 |
4 |
48 |
1 |
Sp. Def + 5 |
Sp. Def + 5 |
2 |
24 |
1 |
Night Slash: Move Gauge Refresh 3 |
Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
7 |
84 |
1 |
Night Slash: Power Up 3 |
Night Slash: Power Up 3 |
4 |
48 |
2 |
Night Slash: Power Up 3 |
Night Slash: Power Up 3 |
4 |
48 |
2 |
HP + 20 |
HP + 20 |
4 |
48 |
2 |
Critical Strike 1 |
Powers up attacks if they become critical hits. |
10 |
120 |
3 |
Sp. Def + 20 |
Sp. Def + 20 |
7 |
84 |
3 |
Defense + 5 |
Defense + 5 |
2 |
24 |
1 |
Attack + 5 |
Attack + 5 |
2 |
24 |
1 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
Sp. Def + 5 |
Sp. Def + 5 |
2 |
24 |
1 |
Obstruct: MP Refresh 2 |
Has a moderate chance of restoring one MP of the move used if the move is successful. |
7 |
84 |
1 |
Speed + 10 |
Speed + 10 |
4 |
48 |
2 |
Night Slash: Power Up 3 |
Night Slash: Power Up 3 |
4 |
48 |
1 |
Obstruct: Move Gauge Refresh 3 |
Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Block and Heal 1 |
Has a small chance of restoring the user's HP when the user nullifies an opponent's move while in a defensive posture. |
8 |
96 |
3 |
Obstruct: MP Refresh 2 |
Has a moderate chance of restoring one MP of the move used if the move is successful. |
7 |
84 |
2 |
Block and Lunge 1 |
Has a small chance of reducing the user's sync move countdown by one when the user nullifies an opponent's move while in a defensive posture. |
10 |
120 |
3 |
HP + 10 |
HP + 10 |
2 |
24 |
1 |
Defense + 5 |
Defense + 5 |
2 |
24 |
1 |
Stalwart |
Sp. Def + cannot be lowered. |
4 |
48 |
1 |
Dire Hit All +: MP Refresh 2 |
Has a moderate chance of restoring one MP of the move used if the move is successful. |
7 |
84 |
1 |
Defense + 20 |
Defense + 20 |
4 |
48 |
2 |
Speed + 10 |
Speed + 10 |
4 |
48 |
2 |
Defense + 10 |
Defense + 10 |
4 |
48 |
2 |
Gritty 5 |
Powers up moves if the Pokémon is affected by a status condition. |
10 |
120 |
3 |
Power Reserves 3 |
Powers up moves in a pinch. |
8 |
96 |
3 |
No Encores Throat Chop: Power Up 25 |
No Encores Throat Chop: Power Up 25 |
5 |
60 |
3 |
No Encores Throat Chop: Power Up 25 |
No Encores Throat Chop: Power Up 25 |
5 |
60 |
3 |