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. Def 5 |
Sp. Def 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 |
Vine Whip: Power 4 |
Vine Whip: Power ↑ 4 |
3 |
36 |
1 |
Vine Whip: Power 4 |
Vine Whip: Power ↑ 4 |
3 |
36 |
2 |
Vine Whip: Power 4 |
Vine Whip: Power ↑ 4 |
3 |
36 |
1 |
Vine Whip: Move Gauge Refresh 3 |
Move: Vine Whip Has a chance (40%) of charging the user’s move gauge by one when its move is successful. |
7 |
84 |
2 |
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 |
Dragon Guard |
Reduces damage when the user is attacked by Dragon-type moves. |
9 |
108 |
2 |
Team Sharp Entry 1 |
Raises the critical-hit rate of all allied sync pairs by one stat rank when the user enters a battle. |
10 |
120 |
3 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Unflappable |
Prevents the user from flinching. |
5 |
60 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Disarming Voice: Power 4 |
Disarming Voice: Power ↑ 4 |
3 |
36 |
1 |
Disarming Voice: Power 4 |
Disarming Voice: Power ↑ 4 |
3 |
36 |
2 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
2 |
Stalwart |
Sp. Def cannot be lowered. |
5 |
60 |
2 |
Sp. Def 20 |
Sp. Def 20 |
7 |
84 |
3 |
Brain Brawn 2 |
Reduces damage when the user is hit by a special attack move. |
9 |
108 |
3 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Sp. Atk 5 |
Sp. Atk 5 |
2 |
24 |
1 |
Disarming Voice: Power 4 |
Disarming Voice: Power ↑ 4 |
3 |
36 |
1 |
Disarming Voice: Power 4 |
Disarming Voice: Power ↑ 4 |
3 |
36 |
2 |
Disarming Voice: Power 4 |
Disarming Voice: Power ↑ 4 |
3 |
36 |
1 |
Disarming Voice: Move Gauge Refresh 3 |
Move: Disarming Voice Has a chance (40%) of charging the user’s move gauge by one when its move is successful. |
7 |
84 |
2 |
Keep It Low-Key!: All Ramped Up 1 |
Move: Keep It Low-Key! Raises the Sp. Atk of all allied sync pairs by one stat rank when the user’s move is successful. |
9 |
108 |
3 |
Keep It Low-Key!: MP Refresh 2 |
Move: Keep It Low-Key! Has a chance (30%) of restoring one MP of the user’s move when that move is successful. |
7 |
84 |
2 |
Keep It Low-Key!: Team Hit and Heal |
Move: Keep It Low-Key! Applies the Gradual Healing effect to all allied sync pairs when the user’s move is successful. |
10 |
120 |
3 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Vine Whip: Power 4 |
Vine Whip: Power ↑ 4 |
3 |
36 |
1 |
Vine Whip: Power 4 |
Vine Whip: Power ↑ 4 |
3 |
36 |
1 |
Quick Cure |
Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. |
7 |
84 |
2 |
HP 20 |
HP 20 |
4 |
48 |
2 |
Synthesis: Move Gauge Refresh 4 |
Move: Synthesis Has a chance (50%) of charging the user’s move gauge by one when its move is successful. |
7 |
84 |
2 |
Synthesis: Master Healer 1 |
Move: Synthesis Increases the amount of HP restored by the user’s healing moves. |
10 |
120 |
3 |
Synthesis: MP Refresh 2 |
Move: Synthesis Has a chance (30%) of restoring one MP of the user’s move when that move is successful. |
7 |
84 |
3 |
Perfect Test Scores Fairy Beam: Power 25 |
Perfect Test Scores Fairy Beam: Power ↑ 25 |
5 |
60 |
3 |
Perfect Test Scores Fairy Beam: Power 25 |
Perfect Test Scores Fairy Beam: Power ↑ 25 |
5 |
60 |
3 |