Name |
Effect |
Energy Requirement |
Sync Orb Requirement |
Sync Move Level Requirement |
HP + 10 |
HP + 10 |
0 |
|
1 |
Sp. Atk + 5 |
Sp. Atk + 5 |
0 |
|
1 |
Defense + 5 |
Defense + 5 |
0 |
|
1 |
Sp. Atk + 5 |
Sp. Atk + 5 |
0 |
|
1 |
Sp. Def + 5 |
Sp. Def + 5 |
0 |
|
1 |
Speed + 5 |
Speed + 5 |
0 |
|
1 |
Speed + 5 |
Speed + 5 |
2 |
|
1 |
Sp. Atk + 5 |
Sp. Atk + 5 |
2 |
|
1 |
Defense + 5 |
Defense + 5 |
2 |
|
1 |
Sp. Def + 5 |
Sp. Def + 5 |
2 |
|
1 |
Spacial Rend: Power Up 3 |
Spacial Rend: Power Up 3 |
4 |
|
1 |
Spacial Rend: Power Up 3 |
Spacial Rend: Power Up 3 |
4 |
|
1 |
Spacial Rend: Power Up 3 |
Spacial Rend: Power Up 3 |
4 |
|
2 |
Spacial Rend: Move Gauge Refresh 2 |
Has a moderate chance of charging the user's move gauge by one when a move is successful. |
7 |
|
2 |
Spacial Rend: Accuracy Up 5 |
Spacial Rend: Accuracy Up 5 |
5 |
|
2 |
Spacial Rend: Power Up 3 |
Spacial Rend: Power Up 3 |
4 |
|
3 |
Critastrophe 2 |
Powers up sync moves if they become critical hits. |
10 |
|
3 |
Speed + 5 |
Speed + 5 |
2 |
|
1 |
HP + 10 |
HP + 10 |
4 |
|
1 |
Water Pulse: Power Up 4 |
Water Pulse: Power Up 4 |
4 |
|
1 |
HP + 10 |
HP + 10 |
4 |
|
1 |
Water Pulse: Power Up 4 |
Water Pulse: Power Up 4 |
4 |
|
1 |
Water Pulse: Power Up 4 |
Water Pulse: Power Up 4 |
4 |
|
1 |
Water Pulse: Power Up 4 |
Water Pulse: Power Up 4 |
4 |
|
2 |
Water Pulse: Move Gauge Refresh 2 |
Has a moderate chance of charging the user's move gauge by one when a move is successful. |
7 |
|
2 |
Water Pulse: Confusion Synergy 3 |
Powers up moves when the target is confused. |
8 |
|
2 |
Critical Focus 2 |
Raises the Pokémon's critical-hit rate when it lands a critical hit. |
10 |
|
3 |
Water Pulse: Aggravation 1 |
Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. |
8 |
|
3 |
Speed + 5 |
Speed + 5 |
2 |
|
1 |
Sp. Atk + 5 |
Sp. Atk + 5 |
2 |
|
1 |
New World Order!: MP Refresh 2 |
Has a moderate chance of restoring one MP of the move used if the move is successful. |
7 |
|
1 |
Sp. Def + 5 |
Sp. Def + 5 |
2 |
|
1 |
Steady Aim |
Critical-hit rate cannot be lowered. |
5 |
|
2 |
HP + 20 |
HP + 20 |
4 |
|
2 |
Water Pulse: Power Up 4 |
Water Pulse: Power Up 4 |
4 |
|
2 |
Hydro Pump: Ramming Speed |
The more the user's Speed has been raised, the more it powers up moves. |
8 |
|
3 |
Healthy Healing |
Makes the user gradually heal itself if its HP is full when it enters a battle. |
10 |
|
3 |
Speed + 5 |
Speed + 5 |
2 |
|
1 |
Hydro Pump: Accuracy Up 5 |
Hydro Pump: Accuracy Up 5 |
5 |
|
1 |
Hydro Pump: Move Gauge Refresh 3 |
Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
7 |
|
1 |
Hydro Pump: Power Up 3 |
Hydro Pump: Power Up 3 |
4 |
|
1 |
Hydro Pump: Power Up 3 |
Hydro Pump: Power Up 3 |
4 |
|
2 |
Hydro Pump: Power Up 3 |
Hydro Pump: Power Up 3 |
4 |
|
2 |
Hydro Pump: Accuracy Up 10 |
Hydro Pump: Accuracy Up 10 |
10 |
|
2 |
Refreshing Rain 1 |
Restores the Pokémon's HP whenever it takes an action when the weather is rainy. |
8 |
|
3 |
Hydro Pump: Power Up 3 |
Hydro Pump: Power Up 3 |
4 |
|
3 |
Emotional Void Spacial Rend: Power Up 25 |
Emotional Void Spacial Rend: Power Up 25 |
5 |
|
3 |
Emotional Void Spacial Rend: Power Up 25 |
Emotional Void Spacial Rend: Power Up 25 |
5 |
|
3 |
Sp. Atk 20 |
Sp. Atk 20 |
0 |
5 |
1 |
Sharp Entry 1 |
Raises the user's critical-hit rate by 1 stat rank when it enters a battle. |
3 |
36 |
2 |
First Aid 4 |
Restores the user's HP by approximately 40% of its maximum HP the first time it is in a pinch each battle. |
5 |
60 |
3 |
Speed 20 |
Speed 20 |
0 |
5 |
1 |
Critastrophe 2 |
Powers up the user's sync moves when they become critical hits. |
3 |
36 |
2 |
Spacial Rend: Ramming Speed |
Move: Spacial Rend The more the user's Speed is raised, the more it powers up the user's moves. |
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 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Dark Pulse: Power 3 |
Dark Pulse: Power Up 3 |
3 |
36 |
1 |
Dark Pulse: Power 3 |
Dark Pulse: Power Up 3 |
3 |
36 |
2 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Dark Void: Fast-Track 4 |
Move: Dark Void Has a chance (50%) of raising the user's Speed by one stat rank after its Pokémon uses a move. |
7 |
84 |
2 |
Super Preparation 1 |
Has a chance (20%) of applying the Supereffective Up Next effect to the user when its move is successful. |
10 |
120 |
3 |
Dark Void: Move Gauge Refresh 4 |
Move: Dark Void Has a chance (50%) of charging the user's move gauge by one when a move is successful. |
8 |
96 |
2 |
Good Night-mare 5 |
Powers up the user's moves when the target is asleep. |
10 |
120 |
3 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Dark Wish: Move Gauge Refresh 2 |
Move: Dark Wish Has a chance (30%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
1 |
Pinpoint Entry 1 |
Raises the user's accuracy by 1 stat rank when it enters a battle. |
7 |
84 |
2 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Sp. Atk 20 |
Sp. Atk 20 |
7 |
84 |
2 |
Umbral Acceleration 2 |
Quickly charges the move gauge when the zone is Dark Zone. |
10 |
120 |
2 |
Dark Wish: MP Refresh 2 |
Move: Dark Wish Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
3 |
Umbral Power 3 |
Powers up the user's moves when the zone is Dark Zone. |
10 |
120 |
3 |
Sp. Atk 5 |
Sp. Atk 5 |
2 |
24 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Dark Pulse: Power 3 |
Dark Pulse: Power Up 3 |
3 |
36 |
1 |
Dark Pulse: Power 3 |
Dark Pulse: Power Up 3 |
3 |
36 |
1 |
Dark Pulse: Aggravation 1 |
Move: Dark Pulse Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. |
7 |
84 |
2 |
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. |
7 |
84 |
2 |
Dark Pulse: Good Night-mare 5 |
Move: Dark Pulse Powers up the user's moves when the target is asleep. |
10 |
120 |
3 |
Dark Pulse: Power 3 |
Dark Pulse: Power Up 3 |
3 |
36 |
2 |
Dark Pulse: Critical Strike 2 |
Move: Dark Pulse Powers up the user's attacks when they become critical hits. |
10 |
120 |
3 |
Speed 5 |
Speed 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 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Speed 10 |
Speed 10 |
4 |
48 |
1 |
Grand Entry 2 |
Raises the user's Sp. Atk by 2 stat ranks when it enters a battle. |
10 |
120 |
2 |
Perpetual Nightmare!: MP Refresh 2 |
Move: Perpetual Nightmare! Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
2 |
Acuity |
Accuracy cannot be lowered. |
7 |
84 |
2 |
Power Play |
The more the target's stats are lowered, the more it powers up the user's sync move. |
10 |
120 |
3 |
Bad Break 1 |
Has a chance (20%) of lowering one of the following stats of all opposing sync pairs by one stat rank at random when the user's Pokémon uses a status move: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. |
10 |
120 |
3 |
Perfect World Dark Pulse: Power 25 |
Perfect World Dark Pulse: Power Up 25 |
5 |
60 |
3 |
Perfect World Dark Pulse: Power 25 |
Perfect World Dark Pulse: Power Up 25 |
5 |
60 |
3 |