Battle Rally |
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The Battle Rally was introduced on January 31st 2024 as the successor to the Battle Villa and takes what the Battle Villa did to whole new levels. Here, you can use a Battle Rally Pass in order to challenge against various stages in order to win points to exchange for rewards. You need the Battle Rally Pass to begin this and you can only hold one Battle Rally Pass a week, but you will receive a new Battle Rally Pass through missions every week There are 10 rounds of trainers you need to go through, with the trainers strength increasing each round until at Area 10 where it is double their base strength. The stages are randomised out of over 300 options and with each round you can select between three difficulties: Normal, Hard and Very Hard. The higher the challenge, the more points you will receive for completing it. You will only be able to see your next Area unless you use the See-all scope or See-All Binoculars which can be purchased in the Rally Shop. A special Lucky difficulty also has a 20% chance of appearing which will provide 600 points for completion. When you finish your campaign, any remaining points will be converted into Battle Rally Medals which can be exchanged for items in the Item Exchange. You will get 100% for completing all or 20% if you Retire mid-campaign. |
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Battle Rally Stage Bonuses |
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For each round, you will get two Roles which will be boosted. With this, there will be a 50% bonus to your rewards for each Role you match on your Pokémon. Both your Sync Pair's Standard Roles and EX Roles will count towards this. This means that you can get up to a x2.50 bonus to your rewards for completing the stages.
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Rally Shop |
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The Rally Shop will allow for you to exchange your Points for various items that can help you in the campaign. While you will always have one permanent item boost that is given at the start, these items can be used to boost up your Sync Pairs, heal them, or provide some extras such as permanent weather or zones. The items in the shop will change with each area completion and be randomised with different amounts of items from different groups being added.
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List of Battle Rally Item Exchange
These items reset monthly
Picture | Item Name | Quantity Received | Times Exchangeable | Necessary Items |
Roll Cake Coin Voucher | 1 | 20 | 1200 Battle Rally Medal | |
5 Star Power-Up | 1 | 20 | 500 Battle Rally Medal | |
Co-op Sync Orb | 10000 | 10 | 500 Battle Rally Medal | |
2 Star Red Skill Feather | 1 | 100 | 100 Battle Rally Medal | |
2 Star Pink Skill Feather | 1 | 100 | 100 Battle Rally Medal | |
2 Star Blue Skill Feather | 1 | 100 | 100 Battle Rally Medal | |
2 Star Green Skill Feather | 1 | 100 | 50 Battle Rally Medal | |
2 Star Purple Skill Feather | 1 | 100 | 50 Battle Rally Medal | |
2 Star White Skill Feather | 1 | 100 | 50 Battle Rally Medal | |
2 Star Yellow Skill Feather | 1 | 100 | 25 Battle Rally Medal | |
Yellow Skill Feather | 1 | 10 Battle Rally Medal |
List of Battle Rally Items
Item Name | Description | Purchase Amount | Amount Purchasable | Cost | ||||
Group 1 | ||||||||
Apple Cup | Raises Attack, Defense, Sp. Atk, and Sp. Def by 500%. The first time the user enters each battle, reduces the user's sync move countdown by three. Lowers the total number of moves the user needs to use before they can unleash a sync move by the number of allied sync pairs participating in battle. Restore one MP for all the moves of sync pairs that use a move successfully. Reduces damage by 50% when the user is hit by an attack. The move gauge charges very quickly. Lowers the Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, and evasiveness of all opposing sync pairs by six stat ranks. Raises the user's Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, and evasiveness by six stat ranks the first time the user enters each battle. When an allied sync pair uses a move successfully, reduces the sync move countdown by one. Applies the Supereffective ↑ Next effect to sync pairs that use a move successfully. Only the first time the user enters each battle, they are affected by the following: Enduring |
1 | 1 | 500 Rally Points | ||||
Hearty Stew | Fully restores the HP of all allied sync pairs. | 1 | 100 | 300 Rally Points | ||||
Replenishing Patty | Recovers all MP of all allied sync pairs. | 1 | 100 | 300 Rally Points | ||||
See-all-scope | Makes all areas visible. | 1 | 1 | 300 Rally Points | ||||
See-noculars | Makes the closest unseen area visible. | 1 | 100 | 50 Rally Points | ||||
Group 2 | ||||||||
Alola Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Alola |
1 | 100 | 100 Rally Points | ||||
Battle Facility Foe Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Battle Facility Foe |
1 | 100 | 100 Rally Points | ||||
Bug Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Bug |
1 | 100 | 100 Rally Points | ||||
Champion Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Champion |
1 | 100 | 100 Rally Points | ||||
Dark Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Dark |
1 | 100 | 100 Rally Points | ||||
Dragon Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Dragon |
1 | 100 | 100 Rally Points | ||||
Electric Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Electric |
1 | 100 | 100 Rally Points | ||||
Elite Four Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Elite Four |
1 | 100 | 100 Rally Points | ||||
Fairy Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Fairy |
1 | 100 | 100 Rally Points | ||||
Fighting Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Fighting |
1 | 100 | 100 Rally Points | ||||
Fire Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Fire |
1 | 100 | 100 Rally Points | ||||
Flying Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Flying |
1 | 100 | 100 Rally Points | ||||
Galar Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Galar |
1 | 100 | 100 Rally Points | ||||
Ghost Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Ghost |
1 | 100 | 100 Rally Points | ||||
Grass Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Grass |
1 | 100 | 100 Rally Points | ||||
Ground Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Ground |
1 | 100 | 100 Rally Points | ||||
Gym Leader Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Gym Leader |
1 | 100 | 100 Rally Points | ||||
Hoenn Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Hoenn |
1 | 100 | 100 Rally Points | ||||
Ice Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Ice |
1 | 100 | 100 Rally Points | ||||
Johto Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Johto |
1 | 100 | 100 Rally Points | ||||
Kalos Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Kalos |
1 | 100 | 100 Rally Points | ||||
Kanto Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Kanto |
1 | 100 | 100 Rally Points | ||||
Main Character Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Main Character |
1 | 100 | 100 Rally Points | ||||
Normal Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Normal |
1 | 100 | 100 Rally Points | ||||
Poison Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Poison |
1 | 100 | 100 Rally Points | ||||
Psychic Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Psychic |
1 | 100 | 100 Rally Points | ||||
Rival Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Rival |
1 | 100 | 100 Rally Points | ||||
Rock Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Rock |
1 | 100 | 100 Rally Points | ||||
Sinnoh Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Sinnoh |
1 | 100 | 100 Rally Points | ||||
Steel Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Steel |
1 | 100 | 100 Rally Points | ||||
Trial Giver Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Trial Giver |
1 | 100 | 100 Rally Points | ||||
Unova Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Unova |
1 | 100 | 100 Rally Points | ||||
Villain Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Villain |
1 | 100 | 100 Rally Points | ||||
Water Upgrade | When there are one or more sync pairs with the following theme on the user's team, raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 100%. Water |
1 | 100 | 100 Rally Points | ||||
Group 3 | ||||||||
Accuracy ↑: Power ↑ | Sync pairs with the following stats raised have their attacks powered up by 100%. Accuracy |
1 | 100 | 50 Rally Points | ||||
Attack ↑: Power ↑ | Sync pairs with the following stats raised have their attacks powered up by 100%. Attack |
1 | 100 | 50 Rally Points | ||||
Bug Moves ↑ | Attacks of the following type are powered up by 100%. Bug |
1 | 100 | 50 Rally Points | ||||
Bug Zone: Power ↑ | When the following field effect is in place, powers up attacks by 100%. Bug Zone |
1 | 100 | 50 Rally Points | ||||
Crit: Power ↑ | Powers up attacks by 100% when they are critical hits. | 1 | 100 | 50 Rally Points | ||||
Dark Moves ↑ | Attacks of the following type are powered up by 100%. Dark |
1 | 100 | 50 Rally Points | ||||
Dark Zone: Power ↑ | When the following field effect is in place, powers up attacks by 100%. Dark Zone |
1 | 100 | 50 Rally Points | ||||
Defense ↑: Power ↑ | Sync pairs with the following stats raised have their attacks powered up by 100%. Defense |
1 | 100 | 50 Rally Points | ||||
Dragon Moves ↑ | Attacks of the following type are powered up by 100%. Dragon |
1 | 100 | 50 Rally Points | ||||
Dragon Zone: Power ↑ | When the following field effect is in place, powers up attacks by 100%. Dragon Zone |
1 | 100 | 50 Rally Points | ||||
Electric Moves ↑ | Attacks of the following type are powered up by 100%. Electric |
1 | 100 | 50 Rally Points | ||||
Electric Terrain: Power ↑ | When the following field effect is in place, powers up attacks by 100%. Electric Terrain |
1 | 100 | 50 Rally Points | ||||
Evasiveness ↑: Power ↑ | Sync pairs with the following stats raised have their attacks powered up by 100%. Evasiveness |
1 | 100 | 50 Rally Points | ||||
Fairy Moves ↑ | Attacks of the following type are powered up by 100%. Fairy |
1 | 100 | 50 Rally Points | ||||
Fairy Zone: Power ↑ | When the following field effect is in place, powers up attacks by 100%. Fairy Zone |
1 | 100 | 50 Rally Points | ||||
Fighting Moves ↑ | Attacks of the following type are powered up by 100%. Fighting |
1 | 100 | 50 Rally Points | ||||
Fighting Zone: Power ↑ | When the following field effect is in place, powers up attacks by 100%. Fighting Zone |
1 | 100 | 50 Rally Points | ||||
Fire Moves ↑ | Attacks of the following type are powered up by 100%. Fire |
1 | 100 | 50 Rally Points | ||||
Flying Moves ↑ | Attacks of the following type are powered up by 100%. Flying |
1 | 100 | 50 Rally Points | ||||
Flying Zone: Power ↑ | When the following field effect is in place, powers up attacks by 100%. Flying Zone |
1 | 100 | 50 Rally Points | ||||
Ghost Moves ↑ | Attacks of the following type are powered up by 100%. Ghost |
1 | 100 | 50 Rally Points | ||||
Ghost Zone: Power ↑ | When the following field effect is in place, powers up attacks by 100%. Ghost Zone |
1 | 100 | 50 Rally Points | ||||
Grass Moves ↑ | Attacks of the following type are powered up by 100%. Grass |
1 | 100 | 50 Rally Points | ||||
Grassy Terrain: Power ↑ | When the following field effect is in place, powers up attacks by 100%. Grassy Terrain |
1 | 100 | 50 Rally Points | ||||
Ground Moves ↑ | Attacks of the following type are powered up by 100%. Ground |
1 | 100 | 50 Rally Points | ||||
Ground Zone: Power ↑ | When the following field effect is in place, powers up attacks by 100%. Ground Zone |
1 | 100 | 50 Rally Points | ||||
Hail: Power ↑ | When the following field effect is in place, powers up attacks by 100%. Hail |
1 | 100 | 50 Rally Points | ||||
Half HP: Power ↑ | Attacks of allied sync pairs with half or less remaining HP are powered up by 100%. | 1 | 100 | 50 Rally Points | ||||
Ice Moves ↑ | Attacks of the following type are powered up by 100%. Ice |
1 | 100 | 50 Rally Points | ||||
Ice Zone: Power ↑ | When the following field effect is in place, powers up attacks by 100%. Ice Zone |
1 | 100 | 50 Rally Points | ||||
Inter Opp: Power ↑ | When the opponent is affected by the following, powers up attacks by 100%. • Interference | 1 | 100 | 50 Rally Points | ||||
Normal Moves ↑ | Attacks of the following type are powered up by 100%. Normal |
1 | 100 | 50 Rally Points | ||||
Normal Zone: Power ↑ | When the following field effect is in place, powers up attacks by 100%. Normal Zone |
1 | 100 | 50 Rally Points | ||||
Opp Accuracy ↓: Power ↑ | When the opponent is affected by the following, powers up attacks by 100%. Accuracy Down |
1 | 100 | 50 Rally Points | ||||
Opp Asleep: Power ↑ | When the opponent is affected by the following, powers up attacks by 100%. Sleep |
1 | 100 | 50 Rally Points | ||||
Opp Attack ↓: Power ↑ | When the opponent is affected by the following, powers up attacks by 100%. Attack Down |
1 | 100 | 50 Rally Points | ||||
Opp Burned: Power ↑ | When the opponent is affected by the following, powers up attacks by 100%. Burning |
1 | 100 | 50 Rally Points | ||||
Opp Confused: Power ↑ | When the opponent is affected by the following, powers up attacks by 100%. Confusion |
1 | 100 | 50 Rally Points | ||||
Opp Defense ↓: Power ↑ | When the opponent is affected by the following, powers up attacks by 100%. Defense Down |
1 | 100 | 50 Rally Points | ||||
Opp Evasiveness ↓: Power ↑ | When the opponent is affected by the following, powers up attacks by 100%. Evasiveness Down |
1 | 100 | 50 Rally Points | ||||
Opp Flinching: Power ↑ | When the opponent is affected by the following, powers up attacks by 100%. Flinching |
1 | 100 | 50 Rally Points | ||||
Opp Frozen: Power ↑ | When the opponent is affected by the following, powers up attacks by 100%. Freezing |
1 | 100 | 50 Rally Points | ||||
Opp Paralyzed: Power ↑ | When the opponent is affected by the following, powers up attacks by 100%. Paralysis |
1 | 100 | 50 Rally Points | ||||
Opp Poisoned: Power ↑ | When the opponent is affected by the following, powers up attacks by 100%. Poison |
1 | 100 | 50 Rally Points | ||||
Opp Rebuff ↓: Power ↑ | When the opponent is affected by the following, powers up attacks by 100%. Type Rebuff ↓ |
1 | 100 | 50 Rally Points | ||||
Opp Restrained: Power ↑ | When the opponent is affected by the following, powers up attacks by 100%. Restrained |
1 | 100 | 50 Rally Points | ||||
Opp Sp. Atk ↓: Power ↑ | When the opponent is affected by the following, powers up attacks by 100%. Sp. Atk Down |
1 | 100 | 50 Rally Points | ||||
Opp Sp. Def ↓: Power ↑ | When the opponent is affected by the following, powers up attacks by 100%. Sp. Def Down |
1 | 100 | 50 Rally Points | ||||
Opp Speed ↓: Power ↑ | When the opponent is affected by the following, powers up attacks by 100%. Speed Down |
1 | 100 | 50 Rally Points | ||||
Opp Stat ↓: Power ↑ | When the opponent is affected by the following, powers up attacks by 100%. • Any stat lowered | 1 | 100 | 50 Rally Points | ||||
Opp Status Cond: Power ↑ | When the opponent is affected by the following, powers up attacks by 100%. • Status conditions | 1 | 100 | 50 Rally Points | ||||
Opp Trapped: Power ↑ | When the opponent is affected by the following, powers up attacks by 100%. Trapped |
1 | 100 | 50 Rally Points | ||||
Poison Moves ↑ | Attacks of the following type are powered up by 100%. Poison |
1 | 100 | 50 Rally Points | ||||
Poison Zone: Power ↑ | When the following field effect is in place, powers up attacks by 100%. Poison Zone |
1 | 100 | 50 Rally Points | ||||
Psychic Moves ↑ | Attacks of the following type are powered up by 100%. Psychic |
1 | 100 | 50 Rally Points | ||||
Psychic Terrain: Power ↑ | When the following field effect is in place, powers up attacks by 100%. Psychic Terrain |
1 | 100 | 50 Rally Points | ||||
Rainy: Power ↑ | When the following field effect is in place, powers up attacks by 100%. Rain |
1 | 100 | 50 Rally Points | ||||
Rock Moves ↑ | Attacks of the following type are powered up by 100%. Rock |
1 | 100 | 50 Rally Points | ||||
Rock Zone: Power ↑ | When the following field effect is in place, powers up attacks by 100%. Rock Zone |
1 | 100 | 50 Rally Points | ||||
Sandstorm: Power ↑ | When the following field effect is in place, powers up attacks by 100%. Sandstorm |
1 | 100 | 50 Rally Points | ||||
Sp. Atk ↑: Power ↑ | Sync pairs with the following stats raised have their attacks powered up by 100%. Sp. Atk |
1 | 100 | 50 Rally Points | ||||
Sp. Def ↑: Power ↑ | Sync pairs with the following stats raised have their attacks powered up by 100%. Sp. Def |
1 | 100 | 50 Rally Points | ||||
Speed ↑: Power ↑ | Sync pairs with the following stats raised have their attacks powered up by 100%. Speed |
1 | 100 | 50 Rally Points | ||||
Steel Moves ↑ | Attacks of the following type are powered up by 100%. Steel |
1 | 100 | 50 Rally Points | ||||
Steel Zone: Power ↑ | When the following field effect is in place, powers up attacks by 100%. Steel Zone |
1 | 100 | 50 Rally Points | ||||
Sunny: Power ↑ | When the following field effect is in place, powers up attacks by 100%. Sunny |
1 | 100 | 50 Rally Points | ||||
Supereffective: Power ↑ | Powers up attacks by 100% when they are supereffective. | 1 | 100 | 50 Rally Points | ||||
Sync Move Power ↑ | Powers up sync moves by 100%. | 1 | 100 | 50 Rally Points | ||||
Water Moves ↑ | Attacks of the following type are powered up by 100%. Water |
1 | 100 | 50 Rally Points | ||||
Group 4 | ||||||||
Accuracy ↑4 | The first time the user enters each battle, raises the following stat by four stat ranks. Accuracy |
1 | 1 | 250 Rally Points | ||||
All ↓ Nullification | All of the user's stats can’t be lowered. | 1 | 1 | 250 Rally Points | ||||
Attack ↑4 | The first time the user enters each battle, raises the following stat by four stat ranks. Attack |
1 | 1 | 250 Rally Points | ||||
Crit Immunity | Protects the user against critical hits. | 1 | 1 | 150 Rally Points | ||||
Critical-hit Rate ↑3 | Error: 128 | 1 | 1 | 250 Rally Points | ||||
Defense ↑4 | The first time the user enters each battle, raises the following stat by four stat ranks. Defense |
1 | 1 | 250 Rally Points | ||||
Endure | Only the first time the user enters each battle, they are affected by the following: Enduring |
1 | 1 | 250 Rally Points | ||||
Evasiveness ↑4 | The first time the user enters each battle, raises the following stat by four stat ranks. Evasiveness |
1 | 1 | 250 Rally Points | ||||
Gradual Healing | Only the first time the user enters each battle, they are affected by the following: Gradual Healing |
1 | 1 | 150 Rally Points | ||||
Move: HP Recovery | Sync pairs that use a move successfully recover about 6% of their total HP. | 1 | 1 | 150 Rally Points | ||||
Move: MG ↑2 | When the user's move is successful, charges the user's move gauge by two. | 1 | 1 | 150 Rally Points | ||||
Move: Physical Boost | The Physical Moves ↑ Next effect of sync pairs that use a move successfully is raised by one rank. | 1 | 1 | 150 Rally Points | ||||
Move: Special Boost | The Special Moves ↑ Next effect of sync pairs that use a move successfully is raised by one rank. | 1 | 1 | 150 Rally Points | ||||
Move: Stats ↑ | Either the Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness of sync pairs that use a move successfully is raised by one rank. | 1 | 1 | 150 Rally Points | ||||
Move: Stats ↓ | When the user's move is successful, either the opponent’s Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness is lowered by one rank. | 1 | 1 | 150 Rally Points | ||||
Physical Damage Reduction | Reduces damage taken from physical attacks by 50%. | 1 | 1 | 250 Rally Points | ||||
Sp. Atk ↑4 | The first time the user enters each battle, raises the following stat by four stat ranks. Sp. Atk |
1 | 1 | 250 Rally Points | ||||
Sp. Def ↑4 | The first time the user enters each battle, raises the following stat by four stat ranks. Sp. Def |
1 | 1 | 250 Rally Points | ||||
Special Damage Reduction | Reduces damage taken from special attacks by 50%. | 1 | 1 | 250 Rally Points | ||||
Speed ↑4 | The first time the user enters each battle, raises the following stat by four stat ranks. Speed |
1 | 1 | 250 Rally Points | ||||
Group 5 | ||||||||
Countdown Ice Cream | Lowers the total number of moves the user needs to use before they can unleash a sync move by the number of allied sync pairs participating in battle. | 1 | 100 | 100 Rally Points | ||||
Double Countdown Gelato | When an allied sync pair uses a move successfully, reduces the sync move countdown by one. | 1 | 100 | 100 Rally Points | ||||
Drastic Parfait | Raises the user's Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, and evasiveness by six stat ranks the first time the user enters each battle. | 1 | 100 | 100 Rally Points | ||||
Four-Hit Combo Dango | Only the first time a sync move is used, reduces the sync move countdown by nine. | 1 | 100 | 100 Rally Points | ||||
Free Lollipop | Applies the Free Move Next effect to sync pairs that use a move successfully. | 1 | 100 | 100 Rally Points | ||||
Guard Chocolat | Applies the Damage Guard Next effect to sync pairs that use a move successfully. | 1 | 100 | 100 Rally Points | ||||
Half Cake | Reduces damage by 50% when the user is hit by an attack. | 1 | 100 | 100 Rally Points | ||||
Max Countdown Sandwich | The first time the user enters each battle, reduces the user's sync move countdown by three. | 1 | 100 | 100 Rally Points | ||||
MPizza | Restore one MP for all the moves of sync pairs that use a move successfully. | 1 | 100 | 100 Rally Points | ||||
Quick Cookies | The move gauge charges very quickly. | 1 | 100 | 100 Rally Points | ||||
Severe Sundae | Lowers the Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, and evasiveness of all opposing sync pairs by six stat ranks. | 1 | 100 | 100 Rally Points | ||||
Supereffective Popcorn | Applies the Supereffective ↑ Next effect to sync pairs that use a move successfully. | 1 | 100 | 100 Rally Points | ||||
Group 6 | ||||||||
Attack Jelly | Raises the following stats of all allied sync pairs by 200%. Attack |
1 | 100 | 100 Rally Points | ||||
Defense Jelly | Raises the following stats of all allied sync pairs by 200%. Defense |
1 | 100 | 100 Rally Points | ||||
Sp. Atk Jelly | Raises the following stats of all allied sync pairs by 200%. Sp. Atk |
1 | 100 | 100 Rally Points | ||||
Sp. Def Jelly | Raises the following stats of all allied sync pairs by 200%. Sp. Def |
1 | 100 | 100 Rally Points | ||||
Speed Jelly | Raises the following stats of all allied sync pairs by 200%. Speed |
1 | 100 | 100 Rally Points | ||||
Ultra Jelly | Raises the following stats of all allied sync pairs by 300%. Attack Defense Sp. Atk Sp. Def Speed |
1 | 100 | 100 Rally Points | ||||
Group 7 | ||||||||
Permanent Bug Zone | The first time the user enters each battle, activates the following field effect. Each time this field effect is activated, it will be permanent. Bug Zone |
1 | 1 | 250 Rally Points | ||||
Permanent Dark Zone | The first time the user enters each battle, activates the following field effect. Each time this field effect is activated, it will be permanent. Dark Zone |
1 | 1 | 250 Rally Points | ||||
Permanent Dragon Zone | The first time the user enters each battle, activates the following field effect. Each time this field effect is activated, it will be permanent. Dragon Zone |
1 | 1 | 250 Rally Points | ||||
Permanent Electric Terrain | The first time the user enters each battle, activates the following field effect. Each time this field effect is activated, it will be permanent. Electric Terrain |
1 | 1 | 250 Rally Points | ||||
Permanent Fairy Zone | The first time the user enters each battle, activates the following field effect. Each time this field effect is activated, it will be permanent. Fairy Zone |
1 | 1 | 250 Rally Points | ||||
Permanent Fighting Zone | The first time the user enters each battle, activates the following field effect. Each time this field effect is activated, it will be permanent. Fighting Zone |
1 | 1 | 250 Rally Points | ||||
Permanent Flying Zone | The first time the user enters each battle, activates the following field effect. Each time this field effect is activated, it will be permanent. Flying Zone |
1 | 1 | 250 Rally Points | ||||
Permanent Ghost Zone | The first time the user enters each battle, activates the following field effect. Each time this field effect is activated, it will be permanent. Ghost Zone |
1 | 1 | 250 Rally Points | ||||
Permanent Grassy Terrain | The first time the user enters each battle, activates the following field effect. Each time this field effect is activated, it will be permanent. Grassy Terrain |
1 | 1 | 250 Rally Points | ||||
Permanent Ground Zone | The first time the user enters each battle, activates the following field effect. Each time this field effect is activated, it will be permanent. Ground Zone |
1 | 1 | 250 Rally Points | ||||
Permanent Hail | The first time the user enters each battle, activates the following field effect. Each time this field effect is activated, it will be permanent. Hail |
1 | 1 | 250 Rally Points | ||||
Permanent Ice Zone | The first time the user enters each battle, activates the following field effect. Each time this field effect is activated, it will be permanent. Ice Zone |
1 | 1 | 250 Rally Points | ||||
Permanent Normal Zone | The first time the user enters each battle, activates the following field effect. Each time this field effect is activated, it will be permanent. Normal Zone |
1 | 1 | 250 Rally Points | ||||
Permanent Poison Zone | The first time the user enters each battle, activates the following field effect. Each time this field effect is activated, it will be permanent. Poison Zone |
1 | 1 | 250 Rally Points | ||||
Permanent Psychic Terrain | The first time the user enters each battle, activates the following field effect. Each time this field effect is activated, it will be permanent. Psychic Terrain |
1 | 1 | 250 Rally Points | ||||
Permanent Rain | The first time the user enters each battle, activates the following field effect. Each time this field effect is activated, it will be permanent. Rain |
1 | 1 | 250 Rally Points | ||||
Permanent Rock Zone | The first time the user enters each battle, activates the following field effect. Each time this field effect is activated, it will be permanent. Rock Zone |
1 | 1 | 250 Rally Points | ||||
Permanent Sandstorm | The first time the user enters each battle, activates the following field effect. Each time this field effect is activated, it will be permanent. Sandstorm |
1 | 1 | 250 Rally Points | ||||
Permanent Steel Zone | The first time the user enters each battle, activates the following field effect. Each time this field effect is activated, it will be permanent. Steel Zone |
1 | 1 | 250 Rally Points | ||||
Permanent Sun | The first time the user enters each battle, activates the following field effect. Each time this field effect is activated, it will be permanent. Sunny |
1 | 1 | 250 Rally Points |