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 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
Sp. Atk + 5 |
Sp. Atk + 5 |
2 |
24 |
1 |
Attack + 5 |
Attack + 5 |
2 |
24 |
1 |
Dark Pulse: Power 4 |
Dark Pulse: Power Up 4 |
4 |
48 |
1 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
Night Slash: Power 5 |
Night Slash: Power Up 5 |
4 |
48 |
2 |
Dark Pulse: Power 4 |
Dark Pulse: Power Up 4 |
4 |
48 |
1 |
All or Nothing!: MP Refresh 3 |
Move: All or Nothing! Has a moderately good chance of restoring one MP of the move used if the move is successful. |
7 |
84 |
2 |
Night Slash: Power 5 |
Night Slash: Power Up 5 |
4 |
48 |
3 |
Dark Pulse: Power 4 |
Dark Pulse: Power Up 4 |
4 |
48 |
2 |
Night Slash: Power 5 |
Night Slash: Power Up 5 |
4 |
48 |
3 |
Dark Pulse: Power 4 |
Dark Pulse: Power Up 4 |
4 |
48 |
1 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
Snatch: MP Refresh 2 |
Move: Snatch Occasionally restores one MP of the move used if the move is successful. |
5 |
60 |
2 |
Night Slash: Move Gauge Refresh 3 |
Move: Night Slash Has a moderately good chance of increasing the user's move gauge by one when a move is successful. |
6 |
72 |
1 |
Attack + 10 |
Attack + 10 |
5 |
60 |
2 |
Snatch: Catalytic Cure 4 |
Move: Snatch Has a good chance of restoring the user's HP when a move is successful. |
7 |
84 |
2 |
Snatch: Move Gauge Refresh 4 |
Move: Snatch Has a good chance of increasing the user's move gauge by one when a move is successful. |
5 |
60 |
3 |
Snatch: Catalytic Cure 4 |
Move: Snatch Has a good chance of restoring the user's HP when a move is successful. |
7 |
84 |
3 |
Night Slash: Power 5 |
Night Slash: Power Up 5 |
4 |
48 |
1 |
Bounce Back 5 |
Has a very good chance of raising the user's Attack if any of the user's stats have been lowered. |
9 |
108 |
1 |
Sp. Def + 5 |
Sp. Def + 5 |
2 |
24 |
1 |
Dark Pulse: Move Gauge Refresh 3 |
Move: Dark Pulse Has a moderately good chance of increasing the user's move gauge by one when a move is successful. |
6 |
72 |
1 |
Sp. Def + 5 |
Sp. Def + 5 |
2 |
24 |
2 |
Defense + 5 |
Defense + 5 |
2 |
24 |
2 |
Indomitable 5 |
Has a very good chance of raising the user's Sp. Atk if any of the user's stats have been lowered. |
9 |
108 |
3 |
On the Run 6 |
Once per battle, radically raises the user's evasiveness in a pinch. |
8 |
96 |
2 |
Snatch: Move Gauge Refresh 4 |
Move: Snatch Has a good chance of increasing the user's move gauge by one when a move is successful. |
5 |
60 |
3 |
HP + 10 |
HP + 10 |
2 |
24 |
1 |
Sp. Atk + 5 |
Sp. Atk + 5 |
2 |
24 |
1 |
Sp. Atk + 5 |
Sp. Atk + 5 |
2 |
24 |
1 |
Attack + 5 |
Attack + 5 |
2 |
24 |
1 |
Ridicure 2 |
Occasionally restores the user's HP when an opponent's attack move targeting the user misses. |
10 |
120 |
1 |
Defense + 10 |
Defense + 10 |
4 |
48 |
1 |
Speed + 5 |
Speed + 5 |
2 |
24 |
2 |
Snatch: MP Refresh 2 |
Move: Snatch Occasionally restores one MP of the move used if the move is successful. |
5 |
60 |
2 |
Snatch: Propulsion 4 |
Move: Snatch Has a good of reducing the user's sync move countdown by one when the user's move is successful. |
10 |
120 |
2 |
Attack + 10 |
Attack + 10 |
5 |
60 |
3 |
Supercharger 2 |
Occasionally raises the user's Attack and/or Sp. Atk when a move targeting an opponent is successful. |
9 |
108 |
3 |
Card Shark Night Slash: Power 25 |
Card Shark Night Slash: Power Up 25 |
5 |
60 |
3 |
Card Shark Night Slash: Power 25 |
Card Shark Night Slash: Power Up 25 |
5 |
60 |
3 |
Attack 20 |
Attack 20 |
0 |
5 |
1 |
Aggravation 1 |
Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. |
3 |
36 |
2 |
Blind Spot |
The more the user's evasiveness is raised, the more it powers up the user's sync move. |
5 |
60 |
3 |
Sp. Atk 20 |
Sp. Atk 20 |
0 |
5 |
1 |
Snatch: BOGO 9 |
Move: Snatch Applies the Free Move Next effect to the user when its move is successful. |
3 |
36 |
2 |
All or Nothing!: Move: Attack ?2 & Sp. Atk ?2 9 |
Move: All or Nothing! Raises the user's Attack and Sp. Atk by 2 stat ranks when its move is successful. |
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 |
HP + 10 |
HP + 10 |
2 |
24 |
1 |
Attack + 5 |
Attack + 5 |
2 |
24 |
1 |
Speedy Entry 2 |
Sharply raises the user's Speed when the Pokémon enters a battle. |
8 |
96 |
1 |
Attack + 5 |
Attack + 5 |
2 |
24 |
1 |
X Attack: MP Refresh 3 |
Move: X Attack Has a moderately good chance of restoring one MP of the move used if the move is successful. |
6 |
72 |
1 |
Aqua Jet: Power 8 |
Aqua Jet: Power Up 8 |
3 |
36 |
2 |
Aqua Jet: Power 8 |
Aqua Jet: Power Up 8 |
3 |
36 |
2 |
Aqua Jet: Power 8 |
Aqua Jet: Power Up 8 |
3 |
36 |
2 |
Attack + 20 |
Attack + 20 |
10 |
120 |
3 |
Inertia |
The higher the user's Speed, the more it powers up sync moves. |
8 |
96 |
3 |
High-Stakes Liquidation: Power 25 |
High-Stakes Liquidation: Power Up 25 |
5 |
60 |
1 |
HP + 10 |
HP + 10 |
2 |
24 |
1 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
Waterfall: Power 5 |
Waterfall: Power Up 5 |
3 |
36 |
1 |
Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
Waterfall: Move Gauge Refresh 3 |
Move: Waterfall Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
6 |
72 |
1 |
Waterfall: Power 5 |
Waterfall: Power Up 5 |
3 |
36 |
2 |
Waterfall: Power 5 |
Waterfall: Power Up 5 |
3 |
36 |
2 |
Waterfall: Power 5 |
Waterfall: Power Up 5 |
3 |
36 |
2 |
Waterfall: Shifty Striker 2 |
Move: Waterfall Has a moderate chance of raising the user's evasiveness when the user's Pokémon uses a move. |
7 |
84 |
3 |
First Aid 2 |
Restores a bit of the Pokémon's HP once during battle when the Pokémon is in a pinch. |
10 |
120 |
3 |
High-Stakes Liquidation: Power 25 |
High-Stakes Liquidation: Power Up 25 |
5 |
60 |
1 |
Defense + 5 |
Defense + 5 |
2 |
24 |
1 |
Sp. Def + 10 |
Sp. Def + 10 |
4 |
48 |
1 |
Sink or Swim!: Slippery 1 |
Move: Sink or Swim! Raises the user's evasiveness when a move is successful. |
8 |
96 |
1 |
HP + 20 |
HP + 20 |
4 |
48 |
2 |
Defense + 10 |
Defense + 10 |
4 |
48 |
2 |
HP + 50 |
HP + 50 |
10 |
120 |
2 |
Stamina Reserves 3 |
Once per battle, charges the user's move gauge by three when the user is in a pinch. |
10 |
120 |
3 |
Pressure Cooker 4 |
Once per battle, has a good chance of reducing the user's sync move countdown by one when in a pinch. |
10 |
120 |
3 |
Power Reserves 2 |
Powers up moves in a pinch. |
10 |
120 |
1 |
Sp. Def + 5 |
Sp. Def + 5 |
2 |
24 |
1 |
Defense + 10 |
Defense + 10 |
4 |
48 |
1 |
Liquidation: Move Gauge Refresh 3 |
Move: Liquidation Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
6 |
72 |
1 |
Liquidation: Power 5 |
Liquidation: Power Up 5 |
4 |
48 |
2 |
Liquidation: Power 5 |
Liquidation: Power Up 5 |
4 |
48 |
2 |
Liquidation: Power 5 |
Liquidation: Power Up 5 |
4 |
48 |
2 |
Waterfall: Aggravation 1 |
Move: Waterfall Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. |
10 |
120 |
3 |
Head Start 1 |
Reduces the sync move countdown by 1 when the Pokémon enters a battle for the first time. |
10 |
120 |
3 |
Liquidation: On a Roll 1 |
Move: Liquidation Raises the chance of lowering stat values with the additional effects of moves. |
10 |
120 |
3 |
High-Stakes Liquidation: Power 25 |
High-Stakes Liquidation: Power Up 25 |
5 |
60 |
3 |
High-Stakes Liquidation: Power 25 |
High-Stakes Liquidation: Power Up 25 |
5 |
60 |
3 |
Attack 20 |
Attack 20 |
0 |
5 |
1 |
Sink or Swim!: Durable 9 |
Move: Sink or Swim! Applies the Enduring effect to the user when its move is successful. |
3 |
36 |
2 |
Pinch: Damage Guard Next Once 9 |
Applies the Damage Guard Next effect to the user when it is in a pinch. This effect can activate only once per battle. |
5 |
60 |
3 |
HP 40 |
HP 40 |
0 |
5 |
1 |
Furious Brawn |
The more the user’s Attack is raised, the more it powers up the user’s moves. |
3 |
36 |
2 |
Haymaker |
The more the user’s Attack is raised, the more it powers up the user’s sync 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 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Iron Head: Power 3 |
Iron Head: Power Up 3 |
3 |
36 |
1 |
Iron Head: Power 3 |
Iron Head: Power Up 3 |
3 |
36 |
2 |
Iron Head: Power 3 |
Iron Head: Power Up 3 |
3 |
36 |
1 |
Iron Head: Move Gauge Refresh 3 |
Move: Iron Head Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Harry 3 |
Powers up the user's moves when the move's target or targets are flinching. |
10 |
120 |
3 |
Speed 10 |
Speed 10 |
4 |
48 |
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 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Metal Burst: Power 3 |
Metal Burst: Power Up 3 |
3 |
36 |
1 |
Metal Burst: Power 3 |
Metal Burst: Power Up 3 |
3 |
36 |
1 |
Attack 5 |
Attack 5 |
2 |
24 |
2 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Stay Sharp!: BOGO 9 |
Move: Stay Sharp! Applies the Free Move Next effect to the user when its move is successful. |
7 |
84 |
2 |
Stay Sharp!: Move Gauge Refresh 3 |
Move: Stay Sharp! Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Critical Healing 2 |
Has a chance (30%) of restoring the user's HP when its move is a critical hit. |
10 |
120 |
3 |
Metal Burst: MP Refresh 4 |
Move: Metal Burst Has a chance (50%) of restoring one MP of the user's move when that move is successful. |
10 |
120 |
3 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Iron Head: Power 3 |
Iron Head: Power Up 3 |
3 |
36 |
1 |
Iron Head: Power 3 |
Iron Head: Power Up 3 |
3 |
36 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
2 |
Screech: Move Gauge Refresh 3 |
Move: Screech Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Haymaker |
The more the user's Attack is raised, the more it powers up the user's sync moves. |
10 |
120 |
3 |
Attack 10 |
Attack 10 |
4 |
48 |
2 |
Insult to Injury |
The more the target's Defense is lowered, the more it powers up the user's moves. |
10 |
120 |
3 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Attack 5 |
Attack 5 |
2 |
24 |
1 |
Metal Burst: Power 3 |
Metal Burst: Power Up 3 |
3 |
36 |
1 |
Metal Burst: Power 3 |
Metal Burst: Power Up 3 |
3 |
36 |
2 |
Metal Burst: Move Gauge Refresh 3 |
Move: Metal Burst Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Metal Burst: Power 3 |
Metal Burst: Power Up 3 |
3 |
36 |
2 |
Risky Counter 9 |
Reduces the user's sync move countdown by one when its attack move, which was conducted after leaving the counter attacking posture by being hit by an attack move, is successful. |
10 |
120 |
3 |
Metal Burst: Critical Strike 3 |
Move: Metal Burst Powers up the user's attacks when they become critical hits. |
10 |
120 |
3 |
Coin Flip of Destiny Iron Head: Power 25 |
Coin Flip of Destiny Iron Head: Power Up 25 |
5 |
60 |
3 |
Coin Flip of Destiny Iron Head: Power 25 |
Coin Flip of Destiny Iron Head: Power Up 25 |
5 |
60 |
3 |