Sabi | |||||||
| Picture | Name | Role | Base Rarity | ||||
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Sabi |
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☆☆☆☆☆ |
Obtaining Methods
| Summon Location |
| Mindscape |
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Sabi's Pokémon
Sabi & Rhyperior | |||||||||||||
| Picture | Name | Focal Move Type | Weakness | ||||||||||
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| Passive Skills | |||||||||||||
| Sinnoh Rush (Master): Reduces the user's sync move countdown by one the first time it enters a battle each battle. When used in a co-op battle, reduces the user's sync move countdown by one the first time your team enters a battle each battle instead. The more allied sync pairs with the Sinnoh theme you have on your team, the greater the reduction is. (Each additional sync pair increases the reduction by one, and the maximum reduction is three.) The effects do not stack if you have more than one sync pair on your team with passive skills of the same name. You Got Cold Feet?: Grants all of the following effects the first time the user enters a battle each battle: Applies Sinnoh Circle (Physical) to the allied field of play. Raises the user's Attack by six stat ranks. Increases the user's Physical Moves ↑ Next effect by two ranks. Try and Catch Me!: Applies the Free Move Next effect to the user when its attack move (except its buddy move) is successful while the remaining MP for its buddy move is zero. Increases the Physical Moves ↑ Next effect of all allied sync pairs by one rank when the user's attack move (except its buddy move) is successful while the remaining MP for its buddy move is zero. Soften Up 1: Critical hits land more easily when the user attacks with a sync move. Carefree Clairvoyance (Superawakened): Reduces the user's sync move countdown by one the first time its sync move is used each battle. Turns the field of play's zone into a Ground Zone the first time the user's sync move is used each battle. (A Ground Zone powers up Ground-type attacks.) Extends the duration of the Ground Zone when the zone turns into a Ground Zone while the user is on the field. Guaranteed Cookie Skill Superduper Effective 3: Powers up moves that are super effective. | |||||||||||||
| Theme Skills | |||||||||||||
| Ground Tech - Raises allies's Attack and Sp. Atk by 12 when using Ground-type attacks. Raises the maximum HP of all allied sync pairs by 12 Sinnoh: Raises allies's Attack and Sp. Atk by 1. Raises the maximum HP of all allied sync pairs by 1 Pigtails: Raises allies's Attack and Sp. Atk by 1. Raises the maximum HP of all allied sync pairs by 1 Supernatural: Raises allies's Attack and Sp. Atk by 1. Raises the maximum HP of all allied sync pairs by 1. | |||||||||||||
| Expedition Skills | |||||||||||||
| Soothing + 2 | |||||||||||||
| Standard Max Level (Lv. 200) Stats | |||||
| HP | Attack | Defense | Sp. Atk | Sp. Def | Speed |
| 906 | 592 | 261 | 168 | 243 | 364 |
| 5 Star Max Potential Stats | |||||
| 1006 | 632 | 301 | 208 | 283 | 404 |
| 5 Star Max Potential EX Role Stats | |||||
| 1066 | 672 | 301 | 248 | 283 | 404 |
| 5 Star Max Potential EX Role & Superawakened Stats | |||||
| 1172 | 739 | 331 | 272 | 311 | 444 |
| Sync Moves | ||||||
| Name | Type | Category | Max Power | Target | ||
| Clairvoyant Drill Run | ![]() | ![]() |
200-240 | Opponent | ||
| The more the user's Attack is raised, the greater the power of this attack. | ||||||
Sync Grid
| 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 |
| Poison Guard | Reduces damage when the user is attacked by Poison-type moves. | 8 | 96 | 2 |
| Sinnoh C (Phys) Extension 3 | Extends the duration of Sinnoh Circle (Physical) when Sinnoh Circle (Physical) is applied to the allied field of play. | 10 | 120 | 4 |
| User Sets Sinnoh C (Phys): Sync CD ↓ 1 | Reduces the user’s sync move countdown by one when it applies Sinnoh Circle (Physical) to the allied field of play. | 10 | 120 | 5 |
| Electric Guard | Reduces damage when the user is attacked by Electric-type moves. | 8 | 96 | 2 |
| Hit: Physical Boost ↑1 9 | Increases the user’s Physical Moves ↑ Next effect by one rank when its attack move is successful. | 10 | 120 | 4 |
| 1st Use S-Move: S-Moves ×2 | The power of the user’s sync move is doubled the first time its sync move is used each battle. | 10 | 120 | 5 |
| Attack 5 | Attack 5 | 2 | 24 | 1 |
| Defense 5 | Defense 5 | 2 | 24 | 1 |
| Sp. Def 5 | Sp. Def 5 | 2 | 24 | 1 |
| Speed 5 | Speed 5 | 2 | 24 | 1 |
| Earthquake: Power 3 | Earthquake: Power ↑ 3 | 3 | 36 | 1 |
| Earthquake: Power 3 | Earthquake: Power ↑ 3 | 3 | 36 | 2 |
| Earthquake: Power 3 | Earthquake: Power ↑ 3 | 3 | 36 | 1 |
| Earthquake: Move Gauge Refresh 3 | Move: Earthquake Has a chance (40%) of charging the user’s move gauge by one when its move is successful. | 7 | 84 | 2 |
| Sharpened Body 3 | Powers up the user’s moves when its Attack is raised. | 10 | 120 | 3 |
| Earthquake: Superduper Effective 5 | Move: Earthquake Powers up moves that are super effective. | 8 | 96 | 2 |
| Earthquake: Unfortuitous 9 | Move: Earthquake Lowers one of the target’s following stats by one stat rank at random when the user’s attack move against it is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. | 10 | 120 | 3 |
| HP 10 | HP 10 | 2 | 24 | 1 |
| Attack 5 | Attack 5 | 2 | 24 | 1 |
| Earth-Smashing Drill Run: Power 2 | Earth-Smashing Drill Run: Power ↑ 2 | 3 | 36 | 1 |
| Earth-Smashing Drill Run: Power 2 | Earth-Smashing Drill Run: Power ↑ 2 | 3 | 36 | 2 |
| Earth-Smashing Drill Run: Power 2 | Earth-Smashing Drill Run: Power ↑ 2 | 3 | 36 | 1 |
| Attack 10 | Attack 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 |
| Entry: Physical Boost 1 | Increases the user’s Physical Moves ↑ Next effect by one rank when it enters a battle. | 10 | 120 | 3 |
| Enfeeble 2 | Lowers the Defense of all opposing sync pairs by two stat ranks when the user enters a battle. | 10 | 120 | 3 |
| Sp. Def 5 | Sp. Def 5 | 2 | 24 | 1 |
| Speed 5 | Speed 5 | 2 | 24 | 1 |
| Earth-Smashing Drill Run: Power 2 | Earth-Smashing Drill Run: Power ↑ 2 | 3 | 36 | 1 |
| Earth-Smashing Drill Run: Power 2 | Earth-Smashing Drill Run: Power ↑ 2 | 3 | 36 | 1 |
| Earth-Smashing Drill Run: Move Gauge Refresh 3 | Move: Earth-Smashing Drill Run Has a chance (40%) of charging the user’s move gauge by one when its move is successful. | 7 | 84 | 2 |
| The Real Question!: MP Refresh 2 | Move: The Real Question! Has a chance (30%) of restoring one MP of the user’s move when that move is successful. | 7 | 84 | 2 |
| Adrenaline 1 | Reduces the sync move countdown by one the first time the user’s sync move is used each battle. | 10 | 120 | 3 |
| Sinnoh Passion: Hit and Heal 9 | Move: Sinnoh Passion Applies the Gradual Healing effect to the user when its move is successful. | 7 | 84 | 2 |
| Vigilance | Protects the user against critical hits. | 10 | 120 | 3 |
| Attack 5 | Attack 5 | 2 | 24 | 1 |
| Lithe | Prevents the user from getting paralyzed. | 5 | 60 | 1 |
| Speed 5 | Speed 5 | 2 | 24 | 1 |
| HP 10 | HP 10 | 2 | 24 | 1 |
| Earthquake: Power 3 | Earthquake: Power ↑ 3 | 3 | 36 | 1 |
| Earthquake: Power 3 | Earthquake: Power ↑ 3 | 3 | 36 | 1 |
| Sinnoh Passion: MP Refresh 2 | Move: Sinnoh Passion Has a chance (30%) of restoring one MP of the user’s move when that move is successful. | 7 | 84 | 2 |
| Gobsmack 4 | Has a chance (50%) of leaving the target confused when the user’s attack move against it is successful. | 8 | 96 | 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 |
| Haymaker | The more the user’s Attack is raised, the more it powers up the user’s sync move. | 10 | 120 | 3 |
| 1st Hit: Supereffective ↑ Next | Applies the Supereffective ↑ Next effect to the user the first time its attack move is successful each battle. | 7 | 84 | 3 |
| Clairvoyant Drill Run: Power 25 | Clairvoyant Drill Run: Power ↑ 25 | 5 | 60 | 3 |
| Clairvoyant Drill Run: Power 25 | Clairvoyant Drill Run: Power ↑ 25 | 5 | 60 | 3 |









