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. Atk + 5 |
Sp. Atk + 5 |
2 |
24 |
1 |
Solar Beam: Power 3 |
Solar Beam: Power Up 3 |
4 |
48 |
1 |
Solar Beam: Power 3 |
Solar Beam: Power Up 3 |
4 |
48 |
1 |
Defense + 5 |
Defense + 5 |
2 |
24 |
1 |
Sp. Atk + 5 |
Sp. Atk + 5 |
2 |
24 |
1 |
Solar Beam: Power 3 |
Solar Beam: Power Up 3 |
4 |
48 |
1 |
Speed + 10 |
Speed + 10 |
4 |
48 |
2 |
Solar Beam: Move Gauge Refresh 2 |
Move: Solar Beam Has a moderate chance of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Solar Beam: Power 5 |
Solar Beam: Power Up 5 |
5 |
60 |
2 |
Solar Beam: Charging Sun 3 |
Move: Solar Beam Powers up moves when the weather is sunny. |
10 |
120 |
3 |
Power Reserves 4 |
Powers up moves in a pinch. |
10 |
120 |
3 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
Sp. Atk + 5 |
Sp. Atk + 5 |
2 |
24 |
1 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
Sacred Fire: Power 3 |
Sacred Fire: Power Up 3 |
4 |
48 |
1 |
Sacred Fire: Accuracy 5 |
Sacred Fire: Accuracy Up 5 |
5 |
60 |
1 |
Sacred Fire: Power 3 |
Sacred Fire: Power Up 3 |
4 |
48 |
1 |
Sacred Fire: Move Gauge Refresh 2 |
Move: Sacred Fire Has a moderate chance of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Sacred Fire: Power 5 |
Sacred Fire: Power Up 5 |
5 |
60 |
2 |
Sacred Fire: Power 5 |
Sacred Fire: Power Up 5 |
5 |
60 |
2 |
Sacred Fire: Move Gauge Refresh 3 |
Move: Sacred Fire Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
8 |
96 |
3 |
Sacred Fire: Hostile Environment 1 |
Move: Sacred Fire Raises the chance of inflicting status conditions with the additional effects of moves. |
8 |
96 |
3 |
Overheat: Power 3 |
Overheat: Power Up 3 |
4 |
48 |
1 |
Sp. Atk + 5 |
Sp. Atk + 5 |
2 |
24 |
1 |
I'll Show You!: MP Refresh 2 |
Move: I'll Show You! Has a moderate chance of restoring one MP of the move used if the move is successful. |
7 |
84 |
1 |
Sp. Atk + 5 |
Sp. Atk + 5 |
2 |
24 |
1 |
Ramming Speed |
The more the user's Speed has been raised, the more it powers up moves. |
8 |
96 |
2 |
Fast-Track 3 |
Has a moderately good chance of raising the Pokémon's Speed after it uses a move. |
4 |
48 |
2 |
Overheat: Accuracy 5 |
Overheat: Accuracy Up 5 |
5 |
60 |
2 |
Inertia |
The higher the user's Speed, the more it powers up sync moves. |
8 |
96 |
3 |
Solar Flare 5 |
Powers up sync moves when the weather is sunny. |
10 |
120 |
3 |
Overheat: Accuracy 5 |
Overheat: Accuracy Up 5 |
5 |
60 |
1 |
Sp. Atk + 5 |
Sp. Atk + 5 |
2 |
24 |
1 |
Overheat: Power 3 |
Overheat: Power Up 3 |
4 |
48 |
1 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
Overheat: Power 5 |
Overheat: Power Up 5 |
5 |
60 |
2 |
Overheat: Move Gauge Refresh 3 |
Move: Overheat Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
2 |
24 |
2 |
Overheat: Power 5 |
Overheat: Power Up 5 |
5 |
60 |
2 |
Overheat: Mind Swell 2 |
Move: Overheat Has a moderate chance of raising the user's Sp. Atk when the user's Pokémon uses a move. |
10 |
120 |
3 |
Sacred Fire: Burn Synergy 3 |
Move: Sacred Fire Powers up moves when the target is burned. |
10 |
120 |
3 |
Power-Hungry Sacred Fire: Power 25 |
Power-Hungry Sacred Fire: Power Up 25 |
5 |
60 |
3 |
Power-Hungry Sacred Fire: Power 25 |
Power-Hungry Sacred Fire: Power Up 25 |
5 |
60 |
3 |
Attack 20 |
Attack 20 |
0 |
5 |
1 |
I'll Show You!: Berserker 2 |
Move: I'll Show You! Raises the user's Attack by 2 stat ranks when its move is successful. |
3 |
36 |
2 |
Solar Flare 9 |
Powers up the user's sync move when the weather is sunny. |
5 |
60 |
3 |
Sp. Atk 20 |
Sp. Atk 20 |
0 |
5 |
1 |
I'll Show You!: Ramp Up 2 |
Move: I'll Show You! Raises the user's Sp. Atk by 2 stat ranks when its move is successful. |
3 |
36 |
2 |
I'll Show You!: Super Command 9 |
Move: I'll Show You! Applies the Supereffective Up Next effect to the user when its Trainer uses a move. |
5 |
60 |
3 |
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 |
Attack 5 |
Attack 5 |
2 |
24 |
1 |
Headstrong |
Attack cannot be lowered. |
5 |
60 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Waterfall: Power 4 |
Waterfall: Power Up 4 |
3 |
36 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Waterfall: Power 4 |
Waterfall: Power Up 4 |
3 |
36 |
2 |
Waterfall: Power 4 |
Waterfall: Power Up 4 |
3 |
36 |
1 |
Waterfall: Move Gauge Refresh 3 |
Move: Waterfall Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Interference Sync 5 |
Powers up the user's sync move against targets that are flinching, confused, or trapped. |
10 |
120 |
3 |
Power Reserves 2 |
Powers up the user's moves when in a pinch. |
8 |
96 |
2 |
Whirls of Solitude Water Impact: Power 25 |
Whirls of Solitude Water Impact: Power Up 25 |
5 |
60 |
3 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Attack 5 |
Attack 5 |
2 |
24 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
2 |
Attack 5 |
Attack 5 |
2 |
24 |
1 |
You'll See!: Move Gauge Refresh 3 |
Move: You'll See! Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Double Down 3 |
Powers up sync moves that are super effective. |
9 |
108 |
2 |
Ramming Speed |
The more the user's Speed is raised, the more it powers up the user's moves. |
10 |
120 |
3 |
You'll See!: MP Refresh 2 |
Move: You'll See! Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
3 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Ice Punch: Power 4 |
Ice Punch: Power Up 4 |
3 |
36 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Ice Punch: Power 4 |
Ice Punch: Power Up 4 |
3 |
36 |
1 |
Ice Punch: Power 4 |
Ice Punch: Power Up 4 |
3 |
36 |
2 |
Ice Punch: Move Gauge Refresh 3 |
Move: Ice Punch Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Safety Tether |
Applies the Enduring effect to the user the first time its sync move is used each battle. |
9 |
108 |
3 |
Dirty Fighting 2 |
Powers up the user's moves against targets that are affected by a status condition. |
9 |
108 |
2 |
Hostile Environment 1 |
Raises the chance of inflicting status conditions with the additional effects of moves. |
8 |
96 |
3 |
Attack 5 |
Attack 5 |
2 |
24 |
1 |
Liquidation: Power 3 |
Liquidation: Power Up 3 |
3 |
36 |
1 |
Attack 5 |
Attack 5 |
2 |
24 |
1 |
Liquidation: Power 3 |
Liquidation: Power Up 3 |
3 |
36 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Liquidation: Power 3 |
Liquidation: Power Up 3 |
3 |
36 |
1 |
Liquidation: Power 3 |
Liquidation: Power Up 3 |
3 |
36 |
2 |
Liquidation: Move Gauge Refresh 3 |
Move: Liquidation Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
On a Roll 1 |
Raises the chance of lowering stat values with the additional effects of moves. |
8 |
96 |
2 |
Enfeeble 1 |
Lowers the Defense of all opposing sync pairs by 1 stat rank when the user enters a battle. |
10 |
120 |
3 |
Whirls of Solitude Water Impact: Power 25 |
Whirls of Solitude Water Impact: Power Up 25 |
5 |
60 |
3 |
Whirls of Solitude Water Impact: Power 25 |
Whirls of Solitude Water Impact: Power Up 25 |
5 |
60 |
3 |
Whirls of Solitude Water Impact: Power 25 |
Whirls of Solitude Water Impact: Power Up 25 |
5 |
60 |
3 |