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 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Dark Pulse: Power 2 |
Dark Pulse: Power Up 2 |
3 |
36 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Dark Pulse: Power 2 |
Dark Pulse: Power Up 2 |
3 |
36 |
1 |
Dark Pulse: Move Gauge Refresh 3 |
Move: Dark Pulse Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
6 |
72 |
1 |
Sp. Atk 5 |
Sp. Atk 5 |
2 |
24 |
2 |
Dark Pulse: Power 2 |
Dark Pulse: Power Up 2 |
3 |
36 |
1 |
Dark Pulse: Move Gauge Refresh 3 |
Move: Dark Pulse Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
6 |
72 |
2 |
Dark Pulse: Aggravation 1 |
Move: Dark Pulse Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. |
8 |
96 |
3 |
Flag Bearer 1 |
Has a chance (20%) of raising the Attack of all allied sync pairs by one stat rank when the user's Pokémon uses a move. |
9 |
108 |
2 |
Hype Up 1 |
Has a chance (20%) of raising the Sp. Atk of all allied sync pairs by one stat rank when the user's Pokémon uses a move. |
9 |
108 |
3 |
Attack 5 |
Attack 5 |
2 |
24 |
1 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Dire Hit All: Move Gauge Refresh 4 |
Move: Dire Hit All Has a chance (50%) of charging the user's move gauge by one when a move is successful. |
6 |
72 |
1 |
HP 20 |
HP 20 |
4 |
48 |
2 |
Speed 5 |
Speed 5 |
2 |
24 |
2 |
Dire Hit All: MP Refresh 3 |
Move: Dire Hit All Has a chance (40%) of restoring one MP of the user's move when that move is successful. |
6 |
72 |
2 |
Quick Cure |
Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. |
10 |
120 |
3 |
Sync Burst 1 |
Restores 1 MP for the user the first time its sync move is used each battle. |
10 |
120 |
3 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Night Slash: Power 3 |
Night Slash: Power Up 3 |
4 |
48 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Night Slash: Power 3 |
Night Slash: Power Up 3 |
4 |
48 |
1 |
Night Slash: Power 3 |
Night Slash: Power Up 3 |
4 |
48 |
1 |
Sp. Atk 10 |
Sp. Atk 10 |
4 |
48 |
2 |
Night Slash: Power 3 |
Night Slash: Power Up 3 |
4 |
48 |
1 |
Night Slash: Move Gauge Refresh 3 |
Move: Night Slash Has a chance (40%) 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 its sync move. |
10 |
120 |
3 |
Endurance |
When the user enters battle with full HP, applies the Enduring effect to it. |
8 |
96 |
2 |
Synchro Healing 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 |
Dark Pulse: Power 2 |
Dark Pulse: Power Up 2 |
3 |
36 |
1 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Dark Pulse: Power 2 |
Dark Pulse: Power Up 2 |
3 |
36 |
1 |
Forever Loyal!: Move Gauge Refresh 4 |
Move: Forever Loyal! Has a chance (50%) of charging the user's move gauge by one when a move is successful. |
6 |
72 |
1 |
Defense 10 |
Defense 10 |
4 |
48 |
2 |
Dark Pulse: Power 2 |
Dark Pulse: Power Up 2 |
3 |
36 |
2 |
Sp. Def 10 |
Sp. Def 10 |
4 |
48 |
2 |
Healthy Healing |
Applies the Gradual Healing effect to the user when its HP is full when it enters a battle. |
9 |
108 |
3 |
Forever Loyal!: MP Refresh 2 |
Move: Forever Loyal! Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
6 |
72 |
3 |
Staunch Ally Night Slash: Power 25 |
Staunch Ally Night Slash: Power Up 25 |
5 |
60 |
3 |
Staunch Ally Night Slash: Power 25 |
Staunch Ally Night Slash: Power Up 25 |
5 |
60 |
3 |