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 |
Flame Charge: Power 4 |
Flame Charge: Power Up 4 |
3 |
36 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Flame Charge: Power 4 |
Flame Charge: Power Up 4 |
3 |
36 |
1 |
Flame Charge: Scorching Touch 4 |
Move: Flame Charge Has a chance (50%) of leaving the target burned when the user's attack move against it is successful. |
8 |
96 |
2 |
Flame Charge: Power 4 |
Flame Charge: Power Up 4 |
3 |
36 |
1 |
Flame Charge: Move Gauge Refresh 3 |
Move: Flame Charge Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
Trip Up 9 |
Lowers the target's Speed by 1 stat rank when the user's attack move against the target is successful. |
10 |
120 |
3 |
Sp. Def 10 |
Sp. Def 10 |
4 |
48 |
2 |
Fire Guard |
Reduces damage when the user is attacked by Fire-type moves. |
10 |
120 |
3 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Team Wise Entry 1 |
Raises the Sp. Def of all allied sync pairs by 1 stat rank when the user enters a battle. |
10 |
120 |
2 |
Quick Cure |
Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. |
7 |
84 |
2 |
Dire Hit All +: MP Refresh 2 |
Move: Dire Hit All + Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
2 |
First Aid 4 |
Restores the user's HP by approximately 40% of its maximum HP the first time it is in a pinch each battle. |
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 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Flameproof |
Prevents the user from getting burned. |
5 |
60 |
1 |
Flame Charge: Power 4 |
Flame Charge: Power Up 4 |
3 |
36 |
1 |
Flame Charge: Power 4 |
Flame Charge: Power Up 4 |
3 |
36 |
2 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Charm: Flabbergast 2 |
Move: Charm Has a chance (30%) of leaving the target confused when a move targeting that opponent is successful. |
10 |
120 |
2 |
Team Inflict and Heal 3 |
Has a chance (40%) of restoring the HP of all allied sync pairs when a status move used by the user's Pokémon is successful. |
10 |
120 |
3 |
HP 20 |
HP 20 |
4 |
48 |
2 |
Charm: Move Gauge Refresh 9 |
Move: Charm Charges the user's move gauge by one when its move is successful. |
10 |
120 |
3 |
HP 10 |
HP 10 |
2 |
24 |
1 |
Speed 5 |
Speed 5 |
2 |
24 |
1 |
Defense 5 |
Defense 5 |
2 |
24 |
1 |
Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
Speeding Sun 2 |
Quickly charges the move gauge when the weather is sunny. |
9 |
108 |
2 |
Team Sentry Entry 1 |
Raises the Defense of all allied sync pairs by 1 stat rank when the user enters a battle. |
10 |
120 |
2 |
We're Going Too!: MP Refresh 2 |
Move: We're Going Too! Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
2 |
Healing Sun 1 |
Restores the user's HP whenever its Pokémon takes an action while the weather is sunny. |
8 |
96 |
3 |
Team Sync Regen |
Applies the Gradual Healing effect to all allied sync pairs after the user uses a sync move. |
10 |
120 |
3 |
Warm Feelings Fire Impact: Power 25 |
Warm Feelings Fire Impact: Power Up 25 |
5 |
60 |
3 |
Warm Feelings Fire Impact: Power 25 |
Warm Feelings Fire Impact: Power Up 25 |
5 |
60 |
3 |