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 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Attack 5 |
Attack 5 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
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 |
Defense 5 |
Defense 5 |
2 |
24 |
2 |
Gyro Ball: Move Gauge Refresh 2 |
Move: Gyro Ball Has a chance (30%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
3 |
Gyro Ball: Inspire Ire |
Move: Gyro Ball Makes opponents target the user for a short time when a move is successful. |
6 |
72 |
2 |
Clearheaded |
Prevents the user from becoming confused. |
5 |
60 |
3 |
Gyro Ball: Defense Crush 4 |
Move: Gyro Ball Has a chance (50%) of lowering the target's Defense by one stat rank when the user's attack move against it is successful. |
10 |
120 |
1 |
Zen Headbutt: Accuracy 10 |
Zen Headbutt: Accuracy Up 10 |
5 |
60 |
1 |
Zen Headbutt: Power 4 |
Zen Headbutt: Power Up 4 |
3 |
36 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
2 |
Zen Headbutt: Power 4 |
Zen Headbutt: Power Up 4 |
3 |
36 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
2 |
Zen Headbutt: Move Gauge Refresh 2 |
Move: Zen Headbutt Has a chance (30%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Relentless |
The more the target's Defense is lowered, the more it powers up the user's sync moves. |
10 |
120 |
3 |
Catalyst |
Applies the Move Gauge Acceleration effect to the allied field of play the first time the user's sync move is used each battle. |
10 |
120 |
3 |
Zen Headbutt: Aggravation 1 |
Move: Zen Headbutt Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. |
10 |
120 |
1 |
Antitoxin |
Prevents the user from getting poisoned or badly poisoned. |
5 |
60 |
1 |
Speed 10 |
Speed 10 |
4 |
48 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Sp. Atk 5 |
Sp. Atk 5 |
2 |
24 |
2 |
Gyro Ball: Power 4 |
Gyro Ball: Power Up 4 |
3 |
36 |
2 |
Analysis Complete!: MP Refresh 2 |
Move: Analysis Complete! Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
3 |
Analysis Complete!: Shielding Strikes 1 |
Move: Analysis Complete! Raises the user's Defense by 1 stat rank when its move is successful. |
9 |
108 |
2 |
Gyro Ball: Power 4 |
Gyro Ball: Power Up 4 |
3 |
36 |
3 |
Analysis Complete!: Barricade 1 |
Move: Analysis Complete! Raises the user's Sp. Def by 1 stat rank when its move is successful. |
9 |
108 |
1 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Sand Shelter |
Protects the user from damage from a sandstorm. |
5 |
60 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Zen Headbutt: Power 4 |
Zen Headbutt: Power Up 4 |
3 |
36 |
1 |
Zen Headbutt: Power 4 |
Zen Headbutt: Power Up 4 |
3 |
36 |
2 |
Zen Headbutt: Power 4 |
Zen Headbutt: Power Up 4 |
3 |
36 |
2 |
Telekinesis: Move Gauge Refresh 4 |
Move: Telekinesis Has a chance (50%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
HP 40 |
HP 40 |
7 |
84 |
3 |
Guarded Entry 1 |
Raises the user's Defense and Sp. Def by 1 stat rank when it enters a battle. |
10 |
120 |
3 |
Endurance |
When the user enters battle with full HP, applies the Enduring effect to it. |
9 |
108 |
3 |
Post-analysis Flash Cannon: Power 25 |
Post-analysis Flash Cannon: Power Up 25 |
5 |
60 |
3 |
Post-analysis Flash Cannon: Power 25 |
Post-analysis Flash Cannon: Power Up 25 |
5 |
60 |
1 |