Name |
Effect |
Energy Requirement |
Sync Orb Requirement |
Sync Move Level Requirement |
HP 10 |
HP 10 |
0 |
5 |
1 |
Sp. Atk 5 |
Sp. Atk 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 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Wide Awake |
Prevents the user from falling asleep. |
5 |
60 |
1 |
Stored Power: Power 1 |
Stored Power: Power Up 1 |
4 |
48 |
1 |
Stored Power: Power 1 |
Stored Power: Power Up 1 |
4 |
48 |
2 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Stored Power: Move Gauge Refresh 3 |
Move: Stored Power Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Fortuitous 4 |
Has a chance (50%) of raising one of the user's following stats by one stat rank at random when its attack move is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. |
10 |
120 |
3 |
Sp. Atk 10 |
Sp. Atk 10 |
4 |
48 |
2 |
Stored Power: Confusion Synergy 2 |
Move: Stored Power Powers up the user's moves when the target is confused. |
10 |
120 |
3 |
Unflappable |
Prevents the user from flinching. |
5 |
60 |
1 |
Air Slash: Power 4 |
Air Slash: Power Up 4 |
3 |
36 |
1 |
Air Slash: Power 4 |
Air Slash: Power Up 4 |
3 |
36 |
1 |
Defense 10 |
Defense 10 |
4 |
48 |
2 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Precognition 2 |
Quickly charges the user's move gauge when the terrain is Psychic Terrain. |
9 |
108 |
2 |
Weird Recovery 1 |
Restores the user's HP whenever its Pokémon takes an action when the terrain is Psychic Terrain. |
9 |
108 |
2 |
Stop Hitting Yourself 5 |
Raises the chance that an opponent will attack themselves due to being confused. |
10 |
120 |
3 |
Confuse Ray: Move Gauge Refresh 9 |
Move: Confuse Ray Charges the user's move gauge by one when its move is successful. |
9 |
108 |
3 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Stored Power: Power 1 |
Stored Power: Power Up 1 |
4 |
48 |
1 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Stored Power: Power 1 |
Stored Power: Power Up 1 |
4 |
48 |
2 |
Our Power Is Limitless!: MP Refresh 2 |
Move: Our Power Is Limitless! Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
2 |
Interference Sync 5 |
Powers up the user's sync move against targets that are flinching, confused, or trapped. |
8 |
96 |
3 |
Sync Regen |
Applies the Gradual Healing effect to the user after using its sync move. |
9 |
108 |
2 |
Sync Power Flux |
The fuller the move gauge when the user's sync move is selected, the more this powers up the sync move. |
10 |
120 |
3 |
Sp. Atk 5 |
Sp. Atk 5 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Air Slash: Power 4 |
Air Slash: Power Up 4 |
3 |
36 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Air Slash: Power 4 |
Air Slash: Power Up 4 |
3 |
36 |
1 |
Air Slash: Accuracy 5 |
Air Slash: Accuracy Up 5 |
3 |
36 |
2 |
Air Slash: Move Gauge Refresh 3 |
Move: Air Slash Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Sp. Def 10 |
Sp. Def 10 |
4 |
48 |
2 |
Mutually Assured |
Whenever the user becomes poisoned, badly poisoned, paralyzed, or burned from an opponent's move, the same status condition is also applied to that opponent. |
10 |
120 |
3 |
Air Slash: Aggravation 1 |
Move: Air Slash Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. |
10 |
120 |
3 |
Mystery Masquerade Psychic: Power 25 |
Mystery Masquerade Psychic: Power Up 25 |
5 |
60 |
3 |
Mystery Masquerade Psychic: Power 25 |
Mystery Masquerade Psychic: Power Up 25 |
5 |
60 |
3 |
Name |
Effect |
Energy Requirement |
Sync Orb Requirement |
Sync Move Level Requirement |
HP 10 |
HP 10 |
0 |
5 |
1 |
Sp. Atk 5 |
Sp. Atk 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. Atk 5 |
Sp. Atk 5 |
2 |
24 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Confusion: Power 4 |
Confusion: Power ↑ 4 |
3 |
36 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Confusion: Power 4 |
Confusion: Power ↑ 4 |
3 |
36 |
2 |
Confusion: Power 4 |
Confusion: Power ↑ 4 |
3 |
36 |
1 |
Confusion: Move Gauge Refresh 3 |
Move: Confusion Has a chance (40%) of charging the user’s move gauge by one when its move is successful. |
7 |
84 |
2 |
Brainteaser |
The more the target’s Sp. Def is lowered, the more it powers up the user’s moves. |
10 |
120 |
3 |
Sp. Def 10 |
Sp. Def 10 |
4 |
48 |
2 |
Stand Above All Psychic Beam: Power 25 |
Stand Above All Psychic Beam: Power ↑ 25 |
5 |
60 |
3 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Psychic: Power 3 |
Psychic: Power ↑ 3 |
3 |
36 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Psychic: Power 3 |
Psychic: Power ↑ 3 |
3 |
36 |
2 |
Psychic: Power 3 |
Psychic: Power ↑ 3 |
3 |
36 |
1 |
Psychic: Move Gauge Refresh 3 |
Move: Psychic Has a chance (40%) of charging the user’s move gauge by one when its move is successful. |
7 |
84 |
2 |
Double Down 3 |
Powers up the user’s sync moves that are super effective. |
9 |
108 |
2 |
Hit Inter Opp: Supereffective ↑ Next 4 |
Has a chance (50%) of applying the Supereffective ↑ Next effect to the user when its attack move is successful against a flinching, confused, or trapped opponent. |
10 |
120 |
3 |
Easy Pickings 4 |
Has a chance (50%) of lowering one of the target’s following stats by one stat rank at random when the user’s attack move is successful against a confused opponent: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. |
10 |
120 |
3 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Clearheaded |
Prevents the user from becoming confused. |
5 |
60 |
1 |
Psychic: Power 3 |
Psychic: Power ↑ 3 |
3 |
36 |
1 |
Psychic: Power 3 |
Psychic: Power ↑ 3 |
3 |
36 |
1 |
Sp. Atk 10 |
Sp. Atk 10 |
4 |
48 |
2 |
Losing Is Not an Option!: Hit and Heal 9 |
Move: Losing Is Not an Option! Applies the Gradual Healing effect to the user when its move is successful. |
9 |
108 |
2 |
Fuzzy Strike 5 |
Powers up the user’s sync move when the target is confused. |
10 |
120 |
3 |
Losing Is Not an Option!: MP Refresh 2 |
Move: Losing Is Not an Option! Has a chance (30%) of restoring one MP of the user’s move when that move is successful. |
7 |
84 |
2 |
Losing Is Not an Option!: Ramp Up 2 |
Move: Losing Is Not an Option! Raises the user’s Sp. Atk by two stat ranks when its move is successful. |
10 |
120 |
3 |
Sp. Atk 5 |
Sp. Atk 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 |
Confusion: Power 4 |
Confusion: Power ↑ 4 |
3 |
36 |
1 |
Dauntless |
Sp. Atk cannot be lowered. |
5 |
60 |
1 |
Confusion: Power 4 |
Confusion: Power ↑ 4 |
3 |
36 |
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 |
Dire Hit +: MP Refresh 2 |
Move: Dire Hit + Has a chance (30%) of restoring one MP of the user’s move when that move is successful. |
7 |
84 |
2 |
Stop Hitting Yourself 5 |
Raises the chance that an opponent will attack themselves due to being confused. |
10 |
120 |
3 |
Stand Above All Psychic Beam: Power 25 |
Stand Above All Psychic Beam: Power ↑ 25 |
5 |
60 |
3 |
Stand Above All Psychic Beam: Power 25 |
Stand Above All Psychic Beam: Power ↑ 25 |
5 |
60 |
3 |
Stand Above All Psychic Beam: Power 25 |
Stand Above All Psychic Beam: Power ↑ 25 |
5 |
60 |
3 |