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 |
Fly: Power 2 |
Fly: Power Up 2 |
3 |
36 |
1 |
Sp. Atk 5 |
Sp. Atk 5 |
2 |
24 |
1 |
Fly: Power 2 |
Fly: Power Up 2 |
3 |
36 |
1 |
Fly: Power 2 |
Fly: Power Up 2 |
3 |
36 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
2 |
Fly: Power 2 |
Fly: Power Up 2 |
3 |
36 |
1 |
Fly: MP Refresh 1 |
Move: Fly Has a chance (20%) of restoring one MP of the user's move when that move is successful. |
5 |
60 |
2 |
Fly: MP Refresh 2 |
Move: Fly Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
3 |
Group Spectacle 9 |
Raises the accuracy of all allied sync pairs by one stat rank when an opponent's attack move targeting the user misses. |
8 |
96 |
2 |
Group Gloat 9 |
Raises the Attack, Sp. Atk—or both—of all allied sync pairs by one stat rank when an opponent's attack move targeting the user misses. |
10 |
120 |
3 |
Air Slash: Power 3 |
Air Slash: Power Up 3 |
4 |
48 |
1 |
Air Slash: Power 3 |
Air Slash: Power Up 3 |
4 |
48 |
1 |
Attack 5 |
Attack 5 |
2 |
24 |
1 |
Air Slash: Move Gauge Refresh 4 |
Move: Air Slash Has a chance (50%) of charging the user's move gauge by one when a move is successful. |
5 |
60 |
1 |
HP 20 |
HP 20 |
4 |
48 |
2 |
Air Slash: Accuracy 5 |
Air Slash: Accuracy Up 5 |
5 |
60 |
2 |
Air Slash: Foul Fighting 5 |
Move: Air Slash Powers up the user's moves when the move's target or targets are flinching, confused, or trapped. |
7 |
84 |
2 |
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 |
Sync Cure |
Removes all status conditions from the user after using its sync move. |
8 |
96 |
3 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Fly: Power 2 |
Fly: Power Up 2 |
3 |
36 |
1 |
Soar!: Move Gauge Refresh 4 |
Move: Soar! Has a chance (50%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
1 |
Inertia |
The more user's Speed is raised, the more it powers up the user's sync moves. |
8 |
96 |
2 |
Fly: Power 2 |
Fly: Power Up 2 |
3 |
36 |
1 |
Soar!: MP Refresh 2 |
Move: Soar! Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
2 |
Sync Quickening 1 |
Restores 1 MP of the user's moves with a quick move effect tag after using its sync move. |
7 |
84 |
3 |
Speed 20 |
Speed 20 |
7 |
84 |
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 |
Air Slash: Power 3 |
Air Slash: Power Up 3 |
4 |
48 |
1 |
Attack 5 |
Attack 5 |
2 |
24 |
1 |
Air Slash: Power 3 |
Air Slash: Power Up 3 |
4 |
48 |
1 |
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. |
7 |
84 |
1 |
HP 10 |
HP 10 |
2 |
24 |
2 |
Defense 10 |
Defense 10 |
4 |
48 |
2 |
Quick Cure |
Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. |
8 |
96 |
2 |
Quick Tempo |
Applies the Move Gauge Acceleration effect to the allied field of play the first time the user enters a battle each battle. |
9 |
108 |
3 |
Haste |
Speed cannot be lowered. |
10 |
120 |
3 |
Magnificent Winds Aerial Ace: Power 25 |
Magnificent Winds Aerial Ace: Power Up 25 |
5 |
60 |
3 |
Magnificent Winds Aerial Ace: Power 25 |
Magnificent Winds Aerial Ace: Power Up 25 |
5 |
60 |
3 |