| Anchors | Will | Will |
Will | |||
| Picture | Name | Role | Base Rarity |
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Will | Tech | ☆☆☆☆ |
Obtaining Methods
| Summon Location | |
| Sync Pair Scouting | Alder Arc Suit Scout (March 28th 2026 - March 30th 2026) - 1.052% N Arc Suit Scout (March 26th 2026 - March 28th 2026) - 1.052% Triple Feature Master Fair (March 25th 2026 - May 2nd 2026) - 1.052% Leon Arc Suit Scout (March 24th 2026 - March 26th 2026) - 1.052% Steven Arc Suit Scout (March 22nd 2026 - March 24th 2026) - 1.052% and more... |
Pokédex Entry
| Flavor Text | |
| Will | This stoic, masked Trainer has traveled the world and trained constantly in his pursuit of strength, rising to become one of Kanto's Elite Four. |
| Mindscape |
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Will's Pokémon
Will & Xatu | |||||||||||||
| Picture | Name | Focal Move Type | Weakness | ||||||||||
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| Passive Skills | |||||||||||||
| Impervious: Stats cannot be lowered. | |||||||||||||
| Theme Skills | |||||||||||||
| Psychic Tech - Raises allies's Attack and Sp. Atk by 12 when using Psychic-type attacks. Raises the maximum HP of all allied sync pairs by 12 Johto: Raises allies's Attack and Sp. Atk by 1. Raises the maximum HP of all allied sync pairs by 1 Elite Four: Raises allies's Attack and Sp. Atk by 1. Raises the maximum HP of all allied sync pairs by 1 Masked: Raises allies's Attack and Sp. Atk by 1. Raises the maximum HP of all allied sync pairs by 1. | |||||||||||||
| Expedition Skills | |||||||||||||
| Soothing + 3 Wistful -1 | |||||||||||||
| Standard Max Level (Lv. 200) Stats | |||||
| HP | Attack | Defense | Sp. Atk | Sp. Def | Speed |
| 665 | 260 | 298 | 353 | 298 | 542 |
| 5 Star Stats | |||||
| 705 | 280 | 318 | 373 | 318 | 562 |
| 5 Star Max Potential Stats | |||||
| 745 | 300 | 338 | 393 | 338 | 582 |
| Sync Moves | ||||||
| Name | Type | Category | Max Power | Target | ||
| Mystery Masquerade Psychic | ![]() | ![]() |
200-240 | Opponent | ||
| Its power increases if the target is confused | ||||||
Sync Grid
| 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 |
Will (BP) | |||
| Picture | Name | Role | Base Rarity |
|
Will | Tech | ☆☆☆☆ |
| Mindscape |
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Will & Slowbro | |||||||||||||
| Picture | Name | Focal Move Type | Weakness | ||||||||||
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| Passive Skills | |||||||||||||
| Aggravation 9: Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. On a Roll 9: Raises the chance of lowering stat values with the additional effects of moves. Confusion Synergy 5: Powers up the user's moves when the target is confused. | |||||||||||||
| Theme Skills | |||||||||||||
| Psychic Tech: Raises allies's Attack and Sp. Atk by 12 when using Psychic-type attacks. Raises the maximum HP of all allied sync pairs by 12 Johto: Raises allies's Attack and Sp. Atk by 1. Raises the maximum HP of all allied sync pairs by 1 Elite Four: Raises allies's Attack and Sp. Atk by 1. Raises the maximum HP of all allied sync pairs by 1 Masked: Raises allies's Attack and Sp. Atk by 1. Raises the maximum HP of all allied sync pairs by 1 | |||||||||||||
| Expedition Skills | |||||||||||||
| Soothing + 3 Wistful -1 | |||||||||||||
| Standard Max Level (Lv. 200) Stats | |||||
| HP | Attack | Defense | Sp. Atk | Sp. Def | Speed |
| 779 | 480 | 209 | 536 | 205 | 308 |
| 5 Star Stats | |||||
| 819 | 500 | 229 | 556 | 225 | 328 |
| 5 Star Max Potential Stats | |||||
| 859 | 520 | 249 | 576 | 245 | 348 |
| Sync Moves | ||||||
| Name | Type | Category | Max Power | Target | ||
| Stand Above All Psychic Beam | ![]() | ![]() |
200-240 | Opponent | ||
| The more the target's Sp. Def is lowered, the greater the power of this attack. | ||||||
Sync Grid
| 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 |











