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 |
Natural Remedy |
Removes all status conditions from the user the first time it is inflicted by any status condition each battle. |
7 |
84 |
2 |
S-Move: HP Recovery (M) 2 |
Restores the user’s HP by approximately 40% of its maximum HP after using its sync move. |
10 |
120 |
4 |
Haymaker |
The more the user’s Attack is raised, the more it powers up the user’s sync move. |
10 |
120 |
5 |
Quick Cure |
Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. |
7 |
84 |
2 |
S-Move: Sync Move Boost ↑5 9 |
Increases the user’s Sync Move ↑ Next effect by five ranks after using its sync move. |
10 |
120 |
4 |
Defense Destroyer 9 |
Lowers the target’s Defense by two stat ranks when the user’s attack move against it is successful. |
10 |
120 |
5 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Attack 5 |
Attack 5 |
2 |
24 |
1 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Kowtow Cleave: Power 2 |
Kowtow Cleave: Power ↑ 2 |
3 |
36 |
1 |
Kowtow Cleave: Power 2 |
Kowtow Cleave: Power ↑ 2 |
3 |
36 |
1 |
Kowtow Cleave: Power 2 |
Kowtow Cleave: Power ↑ 2 |
3 |
36 |
2 |
Kowtow Cleave: Move Gauge Refresh 3 |
Move: Kowtow Cleave Has a chance (40%) of charging the user’s move gauge by one when its move is successful. |
7 |
84 |
2 |
Super Syncer |
Applies the Supereffective ↑ Next effect to the user the first time its sync move is used each battle. |
7 |
84 |
2 |
Furious Brawn |
The more the user’s Attack is raised, the more it powers up the user’s moves. |
10 |
120 |
3 |
Kowtow Cleave: Move Gauge Refresh 9 |
Move: Kowtow Cleave Charges the user’s move gauge by one when its move is successful. |
10 |
120 |
3 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Sand Shelter |
Protects the user from damage from a sandstorm. |
5 |
60 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Perfect Kowtow Cleave: Power 2 |
Perfect Kowtow Cleave: Power ↑ 2 |
3 |
36 |
1 |
Perfect Kowtow Cleave: Power 2 |
Perfect Kowtow Cleave: Power ↑ 2 |
3 |
36 |
1 |
Perfect Kowtow Cleave: Power 2 |
Perfect Kowtow Cleave: Power ↑ 2 |
3 |
36 |
2 |
Attack 10 |
Attack 10 |
4 |
48 |
2 |
Gobsmack 4 |
Has a chance (50%) of leaving the target confused when the user’s attack move against it is successful. |
7 |
84 |
2 |
Stat ↓: Physical Boost ↑2 9 |
Increases the user’s Physical Moves ↑ Next effect by two ranks when any of its stats are lowered. |
10 |
120 |
3 |
S-Move: Physical Boost ↑2 9 |
Increases the user’s Physical Moves ↑ Next effect by two ranks after using its sync move. |
10 |
120 |
3 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Perfect Kowtow Cleave: Power 2 |
Perfect Kowtow Cleave: Power ↑ 2 |
3 |
36 |
1 |
Kowtow Cleave: Power 2 |
Kowtow Cleave: Power ↑ 2 |
3 |
36 |
1 |
Iron Head: Power 4 |
Iron Head: Power ↑ 4 |
3 |
36 |
1 |
Speed 10 |
Speed 10 |
4 |
48 |
2 |
Spin You Up Good!: MP Refresh 2 |
Move: Spin You Up Good! Has a chance (30%) of restoring one MP of the user’s move when that move is successful. |
7 |
84 |
2 |
Spin You Up Good!: Hit and Heal 9 |
Move: Spin You Up Good! Applies the Gradual Healing effect to the user when its move is successful. |
7 |
84 |
2 |
Spin You Up Good!: Move: Sync Move Boost ↑3 9 |
Move: Spin You Up Good! Increases the user’s Sync Move ↑ Next effect by three ranks when its move is successful. |
10 |
120 |
3 |
Head Start 1 |
Reduces the user’s sync move countdown by one the first time it enters a battle each battle. |
10 |
120 |
3 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Antitoxin |
Prevents the user from getting poisoned or badly poisoned. |
5 |
60 |
1 |
Iron Head: Power 4 |
Iron Head: Power ↑ 4 |
3 |
36 |
1 |
Iron Head: Power 4 |
Iron Head: Power ↑ 4 |
3 |
36 |
1 |
Iron Head: Power 4 |
Iron Head: Power ↑ 4 |
3 |
36 |
2 |
Iron Head: Move Gauge Refresh 3 |
Move: Iron Head Has a chance (40%) of charging the user’s move gauge by one when its move is successful. |
7 |
84 |
2 |
Guarded Entry 1 |
Raises the user’s Defense and Sp. Def by one stat rank when it enters a battle. |
7 |
84 |
2 |
Iron Head: Aggravation 1 |
Move: Iron Head Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. |
10 |
120 |
3 |
Iron Head: Superduper Effective 9 |
Move: Iron Head Powers up moves that are super effective. |
10 |
120 |
3 |
Earnest DJ Vice’s Kowtow Cleave: Power 25 |
Earnest DJ Vice’s Kowtow Cleave: Power ↑ 25 |
5 |
60 |
3 |
Earnest DJ Vice’s Kowtow Cleave: Power 25 |
Earnest DJ Vice’s Kowtow Cleave: Power ↑ 25 |
5 |
60 |
3 |