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 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Sand Shelter |
Protects the user from damage from a sandstorm. |
5 |
60 |
1 |
Gyro Ball: Power 4 |
Gyro Ball: Power Up 4 |
3 |
36 |
1 |
Gyro Ball: Power 4 |
Gyro Ball: Power Up 4 |
3 |
36 |
2 |
Gyro Ball: Power 4 |
Gyro Ball: Power Up 4 |
3 |
36 |
1 |
Gyro Ball: Move Gauge Refresh 3 |
Move: Gyro Ball Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Terrify 1 |
Lowers the Attack of all opposing sync pairs by 1 stat rank when the user enters a battle. |
9 |
108 |
3 |
Gyro Ball: Power 4 |
Gyro Ball: Power Up 4 |
3 |
36 |
2 |
En Garde!: MP Refresh 3 |
Move: En Garde! Has a chance (40%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
3 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Iron Head: Power 3 |
Iron Head: Power Up 3 |
3 |
36 |
1 |
Iron Head: Power 3 |
Iron Head: Power Up 3 |
3 |
36 |
1 |
Iron Head: Power 3 |
Iron Head: Power Up 3 |
3 |
36 |
2 |
Iron Head: Power 3 |
Iron Head: Power Up 3 |
3 |
36 |
1 |
Iron Head: Move Gauge Refresh 3 |
Move: Iron Head Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Iron Head: Power 3 |
Iron Head: Power Up 3 |
3 |
36 |
2 |
Iron Head: Aggravation 1 |
Move: Iron Head Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. |
9 |
108 |
3 |
Iron Head: Harry 3 |
Move: Iron Head Powers up the user's moves when the move's target or targets are flinching. |
8 |
96 |
3 |
Attack 5 |
Attack 5 |
2 |
24 |
1 |
Attack 5 |
Attack 5 |
2 |
24 |
1 |
Headstrong |
Attack cannot be lowered. |
5 |
60 |
1 |
Attack 10 |
Attack 10 |
4 |
48 |
1 |
Attack 10 |
Attack 10 |
4 |
48 |
2 |
Superduper Effective 3 |
Powers up moves that are super effective. |
9 |
108 |
2 |
Critical Strike 2 |
Powers up the user's attacks when they become critical hits. |
10 |
120 |
3 |
Sharp Entry 1 |
Raises the user's critical-hit rate by 1 stat rank when it enters a battle. |
9 |
108 |
2 |
Double Down 5 |
Powers up sync moves that are super effective. |
10 |
120 |
3 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
King's Shield: Move Gauge Refresh 3 |
Move: King's Shield Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Defense 10 |
Defense 10 |
4 |
48 |
1 |
Sp. Def 10 |
Sp. Def 10 |
4 |
48 |
1 |
King's Shield: Inspire Ire |
Move: King's Shield Makes opponents target the user for a short time when a move is successful. |
8 |
96 |
2 |
En Garde!: Shielding Strikes 1 |
Move: En Garde! Raises the user's Defense by 1 stat rank when its move is successful. |
8 |
96 |
2 |
En Garde!: Barricade 1 |
Move: En Garde! Raises the user's Sp. Def by 1 stat rank when its move is successful. |
8 |
96 |
2 |
King's Shield: MP Refresh 3 |
Move: King's Shield Has a chance (40%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
3 |
Block and Lunge 1 |
Has a chance (20%) 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 |
Shining Knight Iron Head: Power 25 |
Shining Knight Iron Head: Power Up 25 |
5 |
60 |
3 |
Shining Knight Iron Head: Power 25 |
Shining Knight Iron Head: Power Up 25 |
5 |
60 |
3 |