Raises the user's Speed by 1 stat rank. When the user is in Full Belly Mode, this attack becomes Electric type. When the user is in Hangry Mode, this attack becomes Dark type.
The user takes up a counterattacking posture. Using this move again will cause the user to leave this posture, then attack. No other actions can be taken while in this posture. If hit by an attack move while in this counterattacking posture, the user leaves this posture, then the user attacks the target with double that power.
The user takes up a counterattacking posture. Using this move again will cause the user to leave this posture, then attack. No other actions can be taken while in this posture. The user will leave this posture if hit by an attack move while it is in this counterattacking posture, then attack. If the move was a physical attack move, leaves the opponent that used it burned.
The user begins bouncing. After a set time, the user stops bouncing and attacks. Has a chance (30%) of leaving the target paralyzed. No other actions can be taken while bouncing. Most moves used by opponents will not hit the user while it is bouncing. If the user is attacked by a sync move or max move while bouncing, it will stop bouncing.
Critical hits land more easily. Applies Dark Damage Field to the opponents’ field of play. (Dark Damage Field: The sync pairs will take Dark-type damage whenever they take an action.)
Clears the entire terrain and zone effects. Clears all field effects from the opponents' field of play. Lowers the target's evasiveness by 1 stat rank.
Removes the frozen condition from the user. The user also takes 25% of the damage it dealt to the target. Has a chance (10%) of leaving the target burned.
The user begins flying. After a set time, the user stops flying and attacks. No other actions can be taken while flying. Most moves used by opponents will not hit the user while it is flying. If the user is attacked by a sync move or max move while flying, it will stop flying.
The user gets ready to attack. Using this move again will cause the user to leave this posture, then attack. Has a chance (30%) of leaving the target paralyzed. No other actions can be taken while ready to attack.
The user takes up a defensive posture. Using this move again will make the user leave this defensive posture. No other actions can be taken when in this defensive posture. Nullifies an attack move that targets the user while it is in this defensive posture, then the user leaves the defensive posture. If the move was a physical attack move, lowers the Attack of the opponent that used it by to stat ranks.
The user takes up a counterattacking posture. Using this move again will cause the user to leave this posture. No other actions can be taken while in this posture. The user will leave this posture if hit by an attack move while it is in this counterattacking posture, then attack the opponent that made the hit. The more damage the user has taken, the greater the power of this attack.
The user takes up a counterattacking posture. Using this move again will cause the user to leave this posture. No other actions can be taken while in this posture. The user will leave this posture if hit by a special attack move while it is in this counterattacking posture, then attack the opponent that made the hit. The more damage the user has taken, the greater the power of this attack.
Ignores passive skills that would reduce the damage of this attack. Ignores passive skills that would protect the target against a critical hit. Ignores the target's Enduring effect.
Restores the user's HP by approximately 50% of its maximum HP. HP is restored by 60% instead when the weather is sunny, and 40% when the weather is rainy or during a hailstorm or a sandstorm.
Restores the user’s HP by approximately 50% of its maximum HP. HP is restored by 60% instead when the weather is sunny, and 40% when the weather is rainy or during a hailstorm or a sandstorm.
The user takes up a defensive posture. Using this move again will make the user leave this defensive posture. No other actions can be taken when in this defensive posture. Nullifies an attack move that targets the user while it is in this defensive posture, then the user leaves the defensive posture. If the move was a physical attack move, lowers the Defense of the target that used it by 2 stat ranks.
The user takes on a phantom presence. After a set time, this presence fades and the user attacks. No other actions can be taken while in phantom presence. Opponents' moves will not hit the user while it is in this presence. If the user is attacked by a sync move or max move while in phantom presence, the presence will fade.
The user takes on a shadow presence. After a set time, this presence fades and the user attacks. No other actions can be taken while in phantom presence. Opponents' moves will not hit the user while it is in this presence. If the user is attacked by a sync move or max move while in shadow presence, the presence will fade.
The user takes up a counterattacking posture. Using this move again will cause the user to leave this posture. No other actions can be taken while in this posture. The user will leave this posture if hit by a physical attack move while it is in this counterattacking posture, then attack all opposing sync pairs.
The user gets ready to attack. Using this move again will cause the user to leave this posture, then attack. No other actions can be taken while ready to attack. The preparation period is skipped when the weather is sunny, and the user will attack right away.
The user gets ready to attack. Using this move again will cause the user to leave this posture, then attack. No other actions can be taken while ready to attack. The preparation period is skipped when the weather is sunny, and the user will attack right away.
The user takes up a defensive posture. Using this move again will make the user leave this defensive posture. No other actions can be taken when in this defensive posture. Nullifies an attack move that targets the user while it is in this defensive posture, then the user leaves the defensive posture. If the move was a physical attack move, deals damage to the opponent that used it. (Type: Grass, Category: Physical)
Applies the Rock Damage Field effect to the opponents’ field of play. (Rock Damage Field: The sync pairs will take Rock-type damage whenever they take an action.)
Ignores passive skills that would reduce the damage of this attack. Ignores passive skills that would protect the target against a critical hit. Ignores the target's Enduring effect.
Restores the user’s HP by approximately 50% of its maximum HP. HP is restored by 60% instead when the weather is sunny, and 40% when the weather is rainy or during a hailstorm or a sandstorm.
Attacks up to three times in a row. This attack’s power increases for each hit. (The second attack is twice as powerful as the first attack, and the third attack is three times as powerful as the first attack.) After using this move, the attack’s power returns to normal.
Lowers the target's Attack, Sp. Atk and Speed by 1 stat rank when the target is poisoned or badly poisoned. Fails when the target is not poisoned or badly poisoned.
The user takes up a defensive posture. Using this move again will make the user leave this defensive posture. No other actions can be taken when in this defensive posture. Nullifies moves that target all allies when hit by such a move while in this defensive posture, then the user leaves the defensive posture.
A buddy move (Japanese: シンクロわざSynchro move) is a Pokémon move only in Pokémon Masters EX. Introduced in Version 2.24.0 (which was released on August 28, 2022), it has an activation condition and usually a deactivation condition. This move always starts deactivated, but once its activation condition is fufilled, it becomes usable until its deactivation condition (if any) triggers. Then, unless its MP (if any) becomes zero, the process repeats.
Activation Condition: When there is at least one Pokémon with a lowered Type Rebuff on the opponent’s field of play.
Deactivation Condition: When there are no longer any Pokémon with a lowered Type Rebuff on the opponent’s field of play.
Never misses. Lowers the target’s Attack, Defense, and Speed by 2 stat ranks. Applies the No Evasion effect to the target. Applies the Restrain effect to the target.
Activation Condition: When any allies’ attack moves hit a total of 10 times while this move is deactivated.
Deactivation Condition: When this move is used.
Never misses. Lowers the target’s Defense and Sp. Def by 2 stat ranks. Lowers the target’s Water Type Rebuff by 1 rank when the user’s sync move is Water type. Lowers the target’s Dark Type Rebuff by 1 rank when the user’s sync move is Dark type. Reduces the user’s sync move countdown by 1. Raises the Speed of all allied sync pairs by 3 stat ranks.
Activation Condition: When the user’s Attack is raised.
Deactivation Condition: When the user’s Attack is not raised.
The more the user’s Sp. Atk is raised, the greater the power of this attack. Causes a sandstorm the first time this attack move is successful each battle. Lowers the target’s Speed by 1 stat rank.
Deactivation Condition: When the user’s HP is not full.
Attacks up to three times in a row. This attack’s power increases for each hit. (The second attack is twice as powerful as the first attack, and the third attack is three times as powerful as the first attack.) Reduces the user’s sync move countdown by 1 for each hit. Raises the user’s critical-hit rate by 1 stat rank for each hit. After using this move, the attack’s power returns to normal.
Deactivation Condition: When the weather condition is no longer a hailstorm.
Never misses. Has a chance (10%) of leaving the target frozen. Lowers the target’s Sp. Def by 4 stat ranks. Applies the Move Gauge Acceleration effect to the allied field of play. Applies the Free Move Next effect to the user.
Activation Condition: When your team’s sync pair uses a sync move 1 time.
Deactivation Condition: When this move is used.
Has a chance (50%) of making the target flinch. Ignores passive skills that would reduce the damage of this attack. Ignores passive skills that would protect the target against a critical hit. Ignores the target’s Enduring effect. The power and chance of applying additional effects of this move are not lowered even if there are multiple targets. This attack’s power increases 20% when the user is in a pinch.
Activation Condition: When there is at least one Pokémon with a lowered Type Rebuff on the opponent’s field of play.
Deactivation Condition: When there are no longer any Pokémon with a lowered Type Rebuff on the opponent’s field of play.
Removes the frozen condition from the user. If the target's stats are lowered, the amount of decrease is doubled. Makes the weather sunny the first time this attack move is successful each battle. Has a chance (10%) of leaving the target burned.
Activation Condition: When there is at least one Pokémon affected by a status condition on the opponent’s field of play.
Deactivation Condition: When there are no longer any Pokémon affected by a status condition on the opponent’s field of play.
Lowers the target’s Sp. Def by 2 stat ranks. Has a chance (10%) of leaving the target poisoned. This attack’s power increases 50% when the terrain is Electric Terrain.
Activation Condition: When there is at least one Pokémon with a lowered Type Rebuff on the opponent’s field of play.
Deactivation Condition: When there are no longer any Pokémon with a lowered Type Rebuff on the opponent’s field of play.
Ignores passive skills that would reduce the damage of this attack. Ignores passive skills that would protect the target against a critical hit. Ignores the target’s Enduring effect. Leaves the target frozen.
Activation Condition: When there is at least one burned Pokémon on the opponent’s field of play.
Deactivation Condition: When there are no longer any burned Pokémon on the opponent’s field of play.
The power of this move is not lowered even if there are multiple targets. Applies the Supereffective ↑ Next effect to the user. Applies the Free Move Next effect to the user. Increases the user’s Special Moves ↑ Next effect by a number of ranks equal to the number of burned Pokémon on the opponent’s field of play.
Activation Condition: When your team’s sync move countdown is reduced by 3 while this move is deactivated. (The activation countdown is not reduced when the remaining MP for this move is 0.)
Deactivation Condition: When this move is used.
Never misses. Has a chance (10%) of leaving the target frozen. Raises the Defense and Sp. Def of all allied sync pairs by 1 stat rank. Applies the Free Move Next effect to all allied sync pairs.
Activation Condition: When weather, terrain, or zone effects are activated.
Deactivation Condition: When all weather, terrain, and zone effects are cleared.
Never misses. Except in certain circumstances, successful hits with this attack become critical hits. The power of this move is not lowered even if there are multiple targets. Decreases the amount of move gauge slots needed to use this move by 2 when the terrain is Psychic Terrain.
Activation Condition: When the field of play’s terrain turns into Electric Terrain.
Deactivation Condition: When the field of play’s terrain is no longer Electric Terrain.
Ignores passive skills that would reduce the damage of this attack. Ignores passive skills that would protect the target against a critical hit. Ignores the target’s Enduring effect. The power of this move is not lowered even if there are multiple targets. Lowers the target’s Defense and Sp. Def by 1 stat rank when the target is paralyzed.
Activation Condition: When the user uses any moves twice.
Deactivation Condition: Cannot be deactivated.
Has a chance (20%) of making the target flinch. The power and chance of applying additional effects of this move are not lowered even if there are multiple targets.
Activation Condition: When the user uses any move once.
Deactivation Condition: When this move is used.
Critical hits land more easily. Lowers the target’s Defense by 1 stat rank. Lowers the target’s Grass Type Rebuff by 1 rank. In addition, lowers the target’s Defense by 1 stat rank when the weather is sunny.
Activation Condition: When the user gets ready to attack.
Deactivation Condition: When this move is used.
Never misses. Lowers the Attack, Sp. Atk, and Speed of all opposing sync pairs by 2 stat ranks. Applies the Supereffective ↑ Next effect to the user. Applies the Free Move Next effect to the user. Increases the user’s Physical Moves ↑ Next effect by 1 rank.
Activation Condition: When your team’s sync move countdown is reduced by 6 while this move is deactivated.
Deactivation Condition: When this move is used.
Never misses. Ignores passive skills that would reduce the damage of this attack. Ignores passive skills that would protect the target against a critical hit. Ignores the target’s Enduring effect. Lowers the target’s Defense and Speed by 3 stat ranks.
Activation Condition: When weather, terrain, or zone effects are activated.
Deactivation Condition: When all weather, terrain, and zone effects are cleared.
Applies the Damage Guard Next effect to all allied sync pairs. Restores the HP of all allied sync pairs by approximately 20% of their maximum HP. HP is restored by 30% instead when the zone is a Fairy Zone. Returns lowered stats of all allied sync pairs to normal when the weather is rainy.
Activation Condition: When weather, terrain, or zone effects are activated.
Deactivation Condition: When all weather, terrain, and zone effects are cleared.
The power of this move is not lowered even if there are multiple targets. Decreases the amount of move gauge slots needed to use this move by 2 when the zone is a Poison Zone. This attack’s power increases 20% when the target is affected by a status condition.
Activation Condition: When the user uses any move once.
Deactivation Condition: When this move is used.
Never misses. Returns the target’s raised stats to normal, then raises the user’s same stats by the same amount. Restores the user’s HP by approximately 40% of its maximum HP.
Activation Condition: When the user is hit by an attack move twice.
Deactivation Condition: When this move is used.
Never misses. Applies the Move Gauge Acceleration effect to the allied field of play. Increases the Physical Moves ↑ Next effect of all allied sync pairs by 2 ranks. Increases the Special Moves ↑ Next effect of all allied sync pairs by 2 ranks.
Activation Condition: When there is at least one Pokémon with a lowered Dark Type Rebuff on the opponent’s field of play.
Deactivation Condition: When there are no longer any Pokémon with a lowered Dark Type Rebuff on the opponent’s field of play.
Never misses. Returns the target’s raised stats to normal, then raises the user’s same stats by the same amount. Except in certain circumstances, successful hits with this attack become critical hits. Applies the No Stat Increases effect to the opponents’ field of play.
Activation Condition: When there is at least one Pokémon with a lowered Type Rebuff on the opponent’s field of play.
Deactivation Condition: When there are no longer any Pokémon with a lowered Type Rebuff on the opponent’s field of play.
Restores the HP of all allied sync pairs by approximately 30% of their maximum HP. In addition, restores the user’s HP by approximately 30% of its maximum HP. Removes all status conditions from all allied sync pairs. Applies the Gradual Healing effect to all allied sync pairs.
Activation Condition: When Dark Damage Field applies to the opponents’ field of play.
Deactivation Condition: When the opponents’ field of play is no longer Dark Damage Field.
Never misses. Except in certain cirsemenstances, successful hits with this attack become critical hits. This move’s power increases when successfully used in succession. (This move powers up by 20% every time it is used.) (The maximum power-up is 60%.) If a different move is used by the user’s Pokémon, this move’s power returns to normal.
Activation Condition: When any allies’ attack moves hit a total of 10 times while this move is deactivated.
Deactivation Condition: When this move is used.
Raises the evasiveness of all allied sync pairs by 2 stat ranks. Increases the Physical Moves ↑ Next effect of all allied sync pairs by 2 ranks when the user’s sync move is Dark type. Turns the field of play’s zone into a Dark Zone when the user’s sync move is Dark type. (A Dark Zone powers up Dark-type attacks.) Increases the Special Moves ↑ Next effect of all allied sync pairs by 2 ranks when the user’s sync move is Water type. Makes the weather rainy when the user’s sync move is Water type.
Activation Condition: When your team’s sync pair uses a sync move 1 time.
Deactivation Condition: When this move is used.
Except in certain circumstances, successful hits with this attack become critical hits. Lowers the target’s Defense by 2 stat ranks. Makes the target flinch. The power and chance of applying additional effects of this move are not lowered even if there are multiple targets.
Activation Condition: When weather, terrain, or zone effects are activated.
Deactivation Condition: When all weather, terrain, and zone effects are cleared.
Raises the Attack of all allied sync pairs by 2 stat ranks. Increases the Physical Moves ↑ Next effect of all allied sync pairs by 1 rank. Charges the user’s move gauge by 2 when the weather is sunny.
Activation Condition: When there is at least one poisoned or badly poisoned Pokémon on the opponent’s field of play.
Deactivation Condition: When there are no longer any poisoned or badly poisoned Pokémon on the opponent’s field of play.
Never misses. Except in certain circumstances, successful hits with this attack become critical hits. Has a chance (10%) of leaving the target badly poisoned.
Activation Condition: When weather, terrain, or zone effects are activated.
Deactivation Condition: When all weather, terrain, and zone effects are cleared.
This attack’s power is doubled when the zone is a Fairy Zone. Lowers the target’s Speed by 2 stat ranks. Raises the Speed of all allied sync pairs by 2 stat ranks.
Activation Condition: When the user uses a sync move once.
Deactivation Condition: Cannot be deactivated.
Uses a maximum of 3 slots of the user’s move gauge. The more amount used, the more it raises the Attack, Defense, Sp. Def, and Speed of all allied sync pairs (can be raised by up to 4 stat ranks maximum). Increases the Physical Moves ↑ Next effect of all allied sync pairs by 2 ranks.
Each of these items primarily create a circle effect. This is a field effect that applies to their users' allied field of play, powers up allies' attack moves and sync moves of a specific category, as well as reduce damage from opponents' attack moves and sync moves of the same category. The more present allies have a certain theme, the stronger the power-ups and damage reductions.
Increases the Physical Moves ↑ Next effect of all allied sync pairs by 1 rank. Applies Unova Circle (Physical) to the allied field of play. Unova Circle (Physical) grants all of the following effects: Powers up the physical attack moves and physical sync moves of all allied sync pairs by 10%. Reduces physical attack move and physical sync move damage taken by all allied sync pairs by 5%. The more sync pairs with the Unova theme that are on the allied field of play, the higher these percentages are. (Each additional sync pair powers up moves and sync moves by 10% and reduces damage by 3%. The maximum power-up is 40%, and the maximum damage reduction is 14%.)
Raises the Sp. Atk of all allied sync pairs by 2 stat ranks. Raises the Speed of all allied sync pairs by 1 stat rank. Applies the Gradual Healing effect to all allied sync pairs.
Raises the Attack of all allied sync pairs by 2 stat ranks. Raises the critical-hit rate of all allied sync pairs by 1 stat rank. Applies the Gradual Healing effect to the user.
Raises the user’s evasiveness by 4 stat ranks. Raises the critical-hit rate of all allied sync pairs by 2 stat ranks. Applies the Gradual Healing effect to the user.
Raises the user's Attack by 2 stat ranks. When in Disguised Form, raises the user's critical-hit rate by 1 stat rank. When in Busted Form, raises the user's Defense and Sp. Def by 1 stat rank.
Raises the Defense of all allied sync pairs by 2 stat ranks. Raises the critical-hit rate of all allied sync pairs by 3 stat ranks. Raises the Speed of all allied sync pairs by 2 stat ranks when the weather is sunny.
Raises the user’s Attack by 6 stat ranks. Raises the user’s Defense by 4 stat ranks. Reduces the user’s sync move countdown by 1 when the weather is sunny.
Raises the user’s Sp. Def by 2 stat ranks. Raises the Sp. Atk of all allied sync pairs by 2 stat ranks. Applies the Gradual Healing effect to the user when the weather is rainy.
Turns the field of play’s zone into a Dark Zone. (A Dark Zone powers up Dark-type attacks.) Raises an ally’s Speed by 4 stat ranks. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of an ally by 2 ranks.
Applies the Critical-Hit Defense effect to the allied field of play. Applies the Status Condition Defense effect to the allied field of play. Applies the Special Damage Reduction effect to the allied field of play. Raises the Attack of all allied sync pairs by 2 stat ranks.
Raises the user's accuracy by 1 stat rank. Raises the user's critical-hit rate by 3 stat ranks. Lowers the user's Defense and Sp. Def by 2 stat ranks. In addition, raises the user's Sp. Atk by 2 stat ranks when the weather is rainy. In addition, raises the user's accuracy by 1 stat rank when the weather is rainy. Applies the Gradual Healing effect to the user when the weather is rainy.
Raises the user’s Sp. Atk by 4 stat ranks. Raises the user’s critical-hit rate by 3 stat ranks. In addition, raises the user’s Sp. Atk and Speed by 2 stat ranks when the user’s remaining HP is at half or more.
Not Gonna Lose!
Heals
Restores the user’s HP by approximately 20% of its maximum HP. Charges the user’s move gauge by 6. Applies the Gradual Healing effect to the user. Applies the Supereffective ↑ Next effect to the user. Applies the Damage Guard Next effect to the user.
Activates one of several additional effects at random. Restores the user’s HP by approximately 10% of its maximum HP. Removes all status conditions from all allied sync pairs. Raises the critical-hit rate of all allied sync pairs by 1 stat rank.
Applies the Critical-Hit Defense effect to the allied field of play. Raises the Defense and Sp. Def of all allied sync pairs by 1 stat rank. Raises the Sp. Atk of all allied sync pairs by 2 stat ranks.
Raises the Attack and Sp. Atk of all allied sync pairs by 4 stat ranks. In addition, increases the Physical Moves ↑ Next effect of all allied sync pairs by 1 rank during a hailstorm.
Applies the Status Condition Reflection effect to the allied field of play. Raises the user’s Sp. Atk and critical-hit rate by 2 stat ranks. Lowers the user’s Defense by 1 stat rank.
Raises the Attack, Sp. Atk, and critical-hit rate of all allied sync pairs by 2 stat ranks. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 1 rank.
Raises the user's Defense and Sp. Def by 1 stat rank. Raises the critical-hit rate of all allied sync pairs by 1 stat rank. In addition, raises the Defense and Sp. Def of all allied sync pairs by 1 stat rank during a sandstorm.
Raises the Defense of all allied sync pairs by 2 stat ranks. Raises the critical-hit rate of all allied sync pairs by 1 stat rank. Applies the Gradual Healing effect to the user.
Raises the user's Attack and Sp. Atk by 3 stat ranks. Lowers the user's Defense and Sp. Def by 1 stat rank. When used by Mega Aerodactyl, also raises the user's Speed by 3 stat ranks.
Raises the critical-hit rate of all allied sync pairs by 3 stat ranks. Uses a maximum of 3 slots of the user’s move gauge. The more amount used, the more it raises the Sp. Atk of all allied sync pairs (can be raised by up to 6 stat ranks maximum). Increases the Special Moves ↑ Next effect of all allied sync pairs by 2 ranks.
Uses a maximum of 3 slots of the user's move gauge. The more amount used, the more this move raises the user's Attack and Sp. Atk (can be raised by up to six stat ranks maximum).
Raises the critical-hit rate of all allied sync pairs by 1 stat rank. Uses a maximum of 3 slots of the user’s move gauge. The more amount used, the more it raises the Sp. Atk and Sp. Def of all allied sync pairs (can be raised by up to 4 stat ranks maximum). If 3 slots are used, also applies the Free Move Next effect to all allied sync pairs.
Raises the Attack of all allied sync pairs by 2 stat ranks. Raises the Defense of all allied sync pairs by 6 stat ranks. Increases the Physical Moves ↑ Next effect of all allied sync pairs by 1 rank.
Raises the Attack of all allied sync pairs by 2 stat ranks. Raises the Speed and accuracy of all allied sync pairs by 1 stat rank. When used by Mega Sableye, also applies the Condition Nullification effect to all allied sync pairs.
The smaller the user's percentage of remaining HP, the more it raises its user's Sp. Atk (can be raised up to 4 stat ranks maximum). Restores the user's HP by approximately 40% of its maximum HP.
Applies the Move Gauge Acceleration effect to the allied field of play. Raises the Attack of all allied sync pairs by 4 stat ranks. Raises the Sp. Atk and critical-hit rate of all allied sync pairs by 2 stat ranks.
Uses a maximum of three of the user's move gauge. The more amount used, the more this move raises the user's Attack and Sp. Def (can be raised by up to 4 stat ranks maximum).
Raises the user’s Sp. Atk by 2 stat ranks. Raises the user’s accuracy by 1 stat rank. Raises the user’s evasiveness by 2 stat ranks during a hailstorm.
Charges the user's move gauge by 2 for each allied sync pair on the field. When used in co-op battles, charges the move gauges of all allied players by two instead. Applies the Gradual Healing effect to all allied sync pairs.
Applies the Move Gauge Acceleration effect to the allied field of play. Raises the Sp. Def of all allied sync pairs by 2 stat ranks. Raises the accuracy of all allied sync pairs by 1 stat rank.
The smaller the user's percentage of remaining HP, the more this move reduces the user's sync move countdown (can be reduced by up to three stat maximum). The smaller the user's percentage of remaining HP, the more this move raises its critical-hit rate (can be raised up to 3 stat ranks maximum).
Raises the user's Attack and Sp. Atk by 4 stat ranks. Raises the user's critical-hit rate by 3 stat ranks. Lowers the user's Defense and Sp. Def by 1 stat rank.
Raises the Defense and Sp. Def of all allied sync pairs by 4 stat ranks. These stats are raised by 6 stat ranks instead when the zone is a Fighting Zone.
Applies the Stat Reduction Defense effect to the allied field of play. Restores the user’s HP by approximately 40% of its maximum HP. Raises the user’s evasiveness by 1 stat rank.
Reduces the user’s sync move countdown by 1. When the user’s Defense is raised, raises the user’s Sp. Def by the same amount. Applies the Gradual Healing effect to the user. If the user’s Diancie has Mega Evolved, also grants all of the following effects: Reduces the user’s sync move countdown by 1. Increases the user’s Physical Moves ↑ Next effect by 2 ranks.
Charges the user's move gauge by 2 for each allied sync pair on the field. When used in co-op battles, charges the move gauges of all allied players by two instead. Raises the Defense of all allied sync pairs by 2 stat ranks.
Restores the HP of all allied sync pairs by approximately 10% of their maximum HP. Restores 1 MP of the user’s moves that have the quick move effect tag. Raises the critical-hit rate of all allied sync pairs by 3 stat ranks. Increases the Physical Moves ↑ Next effect or Special Moves ↑ Next effect of all allied sync pairs by 1 rank. (The same type of effect is increased for all allied sync pairs.)
Reduces the sync move countdown of an allied sync by two. Raises the accuracy and critical-hit rate of an allied sync pair by 1 stat rank. Raises accuracy and critical-hit rate an allied sync pair by 2 stat ranks instead when the user's team has a sync buff.
Raises the Speed of all allied sync pairs by 1 stat rank. Uses a maximum of 3 slots of the user's move gauge. The more amount used, the more this move raises the Attack and Sp. Atk of all allied sync pairs (can be raised by up to 4 stat ranks maximum)
Raises the user's Attack by six stat ranks. Raises the user's accuracy by 2 stat ranks. Lowers the user's Defense by 1 stat rank. Applies the Damage Guard Next effect to the user. (If hit by an attack while this effect is applied, the attack will inflict no damage on the user, while the damage of some attacks such as sync moves will be halved. The effect is removed after it is activated.) Reduces the user's sync move countdown by one during a sandstorm.
Applies the Move Gauge Acceleration effect to the allied field of play. Raises the user's accuracy by 2 stat ranks. Applies the Supereffective ↑ Next effect to the user. Increases the user's Physical Moves ↑ Next effect by 1 rank.
Restores HP of all allied sync pairs by approximately 40% of their maximum HP. Returns lowered stats of all allied sync pairs to normal. Raises the Defense of all allied sync pairs by 1 stat rank.
Raises the user's Attack by 2 stat ranks. Raises the user's critical-hit rate by 1 stat rank. In addition, raises the user's Attack by 2 stat ranks when the weather is sunny. In addition, raises the user's critical-hit rate by 1 stat rank when the weather is sunny. Applies the Gradual Healing effect to the user when the weather is sunny.
Has a chance (50%) of reducing the user’s sync move countdown by one. Raises the user’s accuracy by 1 stat rank. Applies the Critical Hit Next effect to the user. Increases the user’s Special Moves ↑ Next effect by 3 ranks.
Raises the user’s Sp. Atk by 6 stat ranks. Raises the user’s critical-hit rate by 3 stat ranks. Applies the Condition Nullification effect to all allied sync pairs.
Raises the user's critical-hit rate by 1 stat rank. The smaller the user's percentage of remaining HP, the more this move raises its Sp. Atk (can be raised up to 3 stat ranks maximum).
Applies the Critical Hit Next effect to an ally. Applies the Supereffective ↑ Next effect to an ally. Applies the Free Move Next effect to an ally. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of an ally by 1 rank during a sandstorm.
Changes the user's type to that of the target's weakness. This changes the user's own weakness type and the type of the user's Multi-Attack and Audacious Multi-Attack. Raises the user's Speed by 3 stat ranks.
Raises the user's Sp. Atk and Speed by 1 stat rank. Applies the Critical Hit Next effect to the user. Applies the Supereffective ↑ Next effect to the user.
Removes all status conditions from the user. Raises the user's evasiveness and critical-hit rate by 3 stat ranks. The user takes damage equal to 90% of its remaining HP. When used by Mega Sharpedo, also raises the user's Attack by six stat ranks.
Raises the user's Attack by 6 stat ranks. Raises the user's critical-hit rate by 3 stat ranks. Applies the Supereffective ↑ Next effect to the user. Applies the Enduring effect to the user. Lowers the user's Defense and Sp. Def by 6 stat ranks.
Uses a maximum of 3 slots of the user's move gauge. The more amount used, the more this move raises the user's Attack and Defense (can be raised by up to 4 stat ranks maximum).
Raises the user’s Sp. Atk by 4 stat ranks. Raises the user’s critical-hit rate by 2 stat ranks. Reduces the user’s sync move countdown by 1 when the zone is a Fairy Zone.
The smaller the user's percentage of remaining HP, the more this move raises the Attack of all allied sync pairs (can be raised up to six stat ranks maximum).
Raises the user's Speed by 2 stat ranks. Raises the user's Speed by six stat ranks instead when it is affected by a status condition. Raises the user's critical-hit rate by 2 stat ranks. Lowers the user's Defense and Sp. Def by 1 stat rank.
Raises the user’s critical-hit rate by 3 stat ranks. When the user’s Attack is raised, raises the user’s Sp. Atk by the same amount. Raises the accuracy of all allied sync pairs by 1 stat rank.
Turns the field of play’s zone into a Fighting Zone. (A Fighting Zone powers up Fighting-type attacks.) Raises the user’s Speed by 3 stat ranks. Lowers the user’s Sp. Def by 1 stat rank.
Raises the Attack of all allied sync pairs by 1 stat rank. Raises the critical-hit rate of all allied sync pairs by 2 stat ranks. Applies the Free Move Next effect to all allied sync pairs during a sandstorm.
Raises the user’s Sp. Atk by 4 stat ranks. Raises the user’s critical-hit rate by 3 stat ranks. Applies the Gradual Healing effect to all allied sync pairs during a hailstorm.
Applies the Move Gauge Acceleration effect to the allied field of play. Reduces the user's sync move countdown by one. Raises the user's Attack by 2 stat ranks. Raises the user's critical-hit rate by 1 stat rank.
Removes all status conditions from the user. Raises the user's Attack and Sp. Atk by 2 stat ranks. Lowers the user's Defense and Sp. Def by 1 stat rank.
Raises the Sp. Atk of all allied sync pairs by 2 stat ranks. Raises the Sp. Def of all allied sync pairs by 1 stat rank. Applies the Gradual Healing effect to the user.
Raises the Sp. Atk of all allied sync pairs by 2 stat ranks. Raises the critical-hit rate of all allied sync pairs by 1 stat rank. In addition, raises the Special Moves ↑ Next effect of all allied sync pairs by 1 rank when the weather is rainy.
Uses a maximum of 3 slots of the user's move gauge. The more amount used, the more this move raises the Attack and Defense of all allied sync pairs (can be raised by up to 4 stat ranks maximum). Applies the Gradual Healing effect to all allied sync pairs.
Reduces the user’s sync move countdown by 1. Raises the user’s Sp. Atk by 4 stat ranks. Raises the Speed of all allied sync pairs by 2 stat ranks. Raises the accuracy of all allied sync pairs by 1 stat rank. The user takes damage equal to 20% of its remaining HP.
Charges the user's move gauge by 3. Raises the user's Attack, Sp. Atk, and accuracy by 1 stat rank. The user takes damage equal to 33% of its remaining HP.
Charges the user's move gauge by 2 for each allied sync pair on the field. When used in co-op battles, charges the move gauges of all allied players by two instead. Raises the user's Attack by 2 stat ranks.
Reduces the user's sync move countdown by one. When used by Mega Venusaur, reduces the user's sync move countdown by two. When used in a co-op battle, reduces the sync move countdown of all allied sync pairs instead. Applies the Gradual Healing effect to all allied sync pairs.
Applies the Stat Reduction Defense effect to the allied field of play. Reduces the user's sync move countdown by 1. Raises the user's critical-hit rate by 3 stat ranks. Applies the Gradual Healing effect to all allied sync pairs.
Restores the HP of all allied sync pairs by approximately 20% of their maximum HP. Charges the user’s move gauge by 2 for each allied sync pair on the field. When used in a co-op battle, charges the move gauges of all allied players by 2 instead.
Reduces the user's sync move countdown by one. Raises the user's Attack and Sp. Atk by 2 stat ranks. Raises the user's critical-hit rate by 1 stat rank. Applies the Free Move Next effect to the user. Lowers the user's Defense and Sp. Def by 1 stat rank.
Reduces the user's sync move countdown by 1. Raises the user's Sp. Atk by 3 stat ranks. Applies the Supereffective ↑ Next effect to the user. Lowers the user's Sp. Def by 1 stat rank.
Activates one of several additional effects at random. Raises the Sp. Atk of all allied sync pairs by 2 stat ranks. Applies the Gradual Healing effect to all allied sync pairs.
Raises the user’s accuracy by 1 stat rank. Raises the user’s critical-hit rate by 3 stat ranks. When the user’s Defense is raised, raises the user’s Attack by the same amount.
The smaller the user's percentage of remaining HP, the more this move raises its Defense (can be raised up to 4 stat ranks maximum). Applies the Gradual Healing effect to the user.
Raises the Defense of all allied sync pairs by 4 stat ranks. Raises the critical-hit rate of all allied sync pairs by 2 stat ranks. Applies the Enduring effect to all allied sync pairs.
Raises the user's Defense and Sp. Def by 1 stat rank. Raises the user's critical-hit rate by 2 stat ranks. Applies the Gradual Healing effect to the user.
Raises the user's evasiveness and critical-hit rate by 1 stat rank. Restores the user's HP by approximately 40% of its maximum HP and charges the user's move gauge by 2 in a pinch.
Raises the Attack, Sp. Atk, and Speed of all allied sync pairs by 1 stat rank. These stats are raised by 2 stat ranks instead when the weather is sunny.
Charges the user's move gauge by 2. Charges the user's move gauge by 4 instead when it is asleep. Raises the user's Attack and Sp. Atk by 1 stat rank. Raises the user's Attack and Sp. Atk by 2 stat ranks instead when it is asleep. When the user is asleep, restores its HP by approximately 40% of its maximum HP. When the user is asleep, removes the asleep condition from it.
Raises the Attack of all allied sync pairs by 1 stat rank. Raises the Defense of all allied sync pairs by 3 stat ranks. Applies the Type Resistant effect to the user. The resistant type is the type of the last attack it was hit by.
Charges the user's move gauge by 2. Reduces the user's sync move countdown by one. Raises the user's critical-hit rate by 2 stat ranks. Lowers the user's Defense and Sp. Def by 1 stat rank.
Raises the Sp. Atk of all allied sync pairs by 4 stat ranks. Raises the accuracy of all allied sync pairs by 1 stat rank. Raises the critical-hit rate of all allied sync pairs by 2 stat ranks.
Charges the user’s move gauge by 2 for each allied sync pair on the field. When used in a co-op battle, charges the move gauges of all allied players by 2 instead. Raises the Defense of all allied sync pairs by 3 stat ranks.
Raises the user's Attack by 1 stat rank. When the user's Speed has been raised, also raises the user's Attack by the same amount. When the user is in Full Belly Mode, applies the Gradual Healing effect to the user. When the user is in Hangry Mode, raises the user's critical-hit rate by 1 stat rank.
Applies the Gradual Healing effect to the user. Applies the Enduring effect to the user. When the user's Defense is raised, raises the user's Sp. Def by the same amount. When the user's Attack is raised, raises the user's Speed by the same amount.
Raises the user’s Sp. Atk by 6 stat ranks. Raises the user’s Speed by 4 stat ranks. Raises the user’s evasiveness by 2 stat ranks. Applies the Enduring effect to the user. The user takes damage equal to 10% of its remaining HP.
Raises the user's Attack and Sp. Atk by 2 stat ranks. Lowers the user's Defense and Sp. Def by 1 stat rank. In addition, raises the user's Attack and accuracy by 1 stat rank when the weather is sunny. Applies the Supereffective ↑ Next effect to the user when the weather is sunny.
When used by Lopunny, raises the Speed of all allied sync pairs by 2 stat ranks. When used by Lopunny, raises the user's evasiveness by 2 stat ranks. When used by Mega Lopunny, raises the user's accuracy by 1 stat rank. When used by Mega Lopunny, raises the user's evasiveness by 3 stat ranks.
Applies the Move Gauge Acceleration effect to the allied field of play. Raises the user's Defense and Sp. Def by 2 stat ranks. Raises the user's critical-hit rate by 3 stat ranks.
Applies the Move Gauge Acceleration effect to the allied field of play. Reduces the user’s sync move countdown by 1. Raises the user’s Attack by 4 stat ranks. Raises the user’s accuracy by 1 stat rank.
Applies the Critical-Hit Defense effect to the allied field of play. Raises the Sp. Atk of all allied sync pairs by 4 stat ranks. Applies the Gradual Healing effect to all allied sync pairs. In addition, raises the Sp. Atk of all allied sync pairs by 2 stat ranks when the weather is rainy.
Raises the user's Attack by 2 stat ranks. Raises the user's Attack by 4 stat ranks instead when it is affected by a status condition. Raises the user's Sp. Atk and evasiveness by 1 stat rank. Raises the user's Sp. Atk and evasiveness by 2 stat ranks instead when it is affected by a status condition.
Applies the Move Gauge Acceleration effect to the allied field of play. Raises the Defense, Sp. Def, and Speed of all allied sync pairs by 1 stat rank. In addition, raises the critical-hit rate of all allied sync pairs by 1 stat rank when the weather is sunny.
Raises the user's Speed by 2 stat ranks. Raises the user's accuracy by 1 stat rank. Lowers the user's Defense by 1 stat rank. When the user does not have a sync buff, also applies the Supereffective ↑ Next effect to the user.
Applies the Move Gauge Acceleration effect to the allied field of play. Raises the user's Sp. Atk by 3 stat ranks. Raises the user's accuracy by 1 stat rank.
Reduces the sync move countdown of an allied sync pair by 2. Raises an ally’s Attack by 2 stat ranks. Applies the Gradual Healing effect to an ally. Applies the Damage Guard Next effect to an ally. Applies the Enduring effect to an ally.
Raises the user's Attack by 2 stat ranks. Raises the user's critical-hit rate by 1 stat rank. In addition, raises the user's Speed by 3 stat ranks when the weather is rainy.
Raises the user's Attack by 2 stat ranks. Raises the user's critical-hit rate by 1 stat rank. In addition, applies the Gradual Healing effect to all allied sync pairs during a hailstorm.
Reduces the user’s sync move countdown by 3. Raises the user’s Attack and evasiveness by 2 stat ranks. Lowers the user’s Defense and Sp. Def by 3 stat ranks.
Reduces the user’s sync move countdown by 1. Raises the user’s Attack by 4 stat ranks. Raises the user’s accuracy by 2 stat ranks. Raises the user’s critical-hit rate by 3 stat ranks.
Raises the user’s Attack by 3 stat ranks. Raises the user’s critical-hit rate by 2 stat ranks. Increases the user’s Physical Moves ↑ Next effect by 1 rank.
Applies the Move Gauge Acceleration effect to the allied field of play. Raises the Sp. Atk of all allied sync pairs by 4 stat ranks. Raises the critical-hit rate of all allied sync pairs by 2 stat ranks. Applies the Gradual Healing effect to all allied sync pairs.
Raises the user’s Defense by 2 stat ranks. Raises the user’s critical-hit rate by 3 stat ranks. Applies the Supereffective ↑ Next effect to the user. Applies the Enduring effect to the user.
Charges the user's move gauge by up to three for each allied sync pair on the field. The smaller the user's percentage of remaining HP, the more this move charges the user's move gauge. When used in co-op battles, charges the move gauges of all allied players by up to three instead. The smaller the user's percentage of remaining HP, the more this move raises the Attack of all allied sync pairs (can be raised up to 4 stat ranks maximum).
Charges the user's move gauge by 2 for each allied sync pair on the field. When used in co-op battles, charges the move gauges of all allied players by two instead. Applies the Enduring effect to the user.
Turns the field of play’s zone into a Poison Zone. (A Poison Zone powers up Poison-type attacks.) Raises the user’s Sp. Atk and critical-hit rate by 2 stat ranks.
The fuller the user's move gauge when this move is selected, the more this move raises the user's Sp. Atk and Speed (can be raised by up to 3 stat ranks maximum).
Raises the user's Sp. Atk by 2 stat ranks. Raises one of the user's following stats by 3 stat ranks at random: Attack, Defense, Sp. Def, Speed, accuracy, or evasiveness.
Applies the Move Gauge Acceleration effect to the allied field of play. Removes all status conditions from all allied sync pairs. Applies the Gradual Healing effect to all allied sync pairs.
Raises the Speed, accuracy, and critical-hit rate of all allied sync pairs by 1 stat rank. Increases the Special Moves ↑ Next effect of all allied sync pairs by 1 rank.
Restores an ally's HP by approximately 60% of its maximum HP. Removes all status conditions from an ally. Removes the confused, flinching, and trapped conditions from an ally. Applies the Enduring effect to an ally. Applies the Gradual Healing effect to an ally when the user's team has a sync buff.
Raises the user's critical-hit rate by 2 stat ranks. Applies the Supereffective ↑ Next effect to the user. Applies the Free Move Next effect to the user. Applies the Gradual Healing effect to the user. Lowers the user's Sp. Def by 1 stat rank.
Raises the user's Sp. Atk by 4 stat ranks. Raises the user's critical-hit rate by 2 stat ranks. Applies the Supereffective ↑ Next effect to all allied sync pairs when weather conditions are in effect.
Reduces the sync move countdown of an allied sync pair by 1. Raises an ally's critical-hit rate by 2 stat ranks. Applies the Supereffective ↑ Next effect to an ally.
Raises the user's Sp. Atk and Speed by 3 stat ranks. Lowers the user's Defense and Sp. Def by 1 stat rank. When used by Mega Charizard X, also raises the user's Attack by 3 stat ranks.
Reduces the user’s sync move countdown by 1. Raises the user’s Speed by 6 stat ranks. Applies the Supereffective ↑ Next effect to the user. Increases the user’s Physical Moves ↑ Next effect by 2 ranks.
Charges the user's move gauge by 3 for each allied sync pair on the field. When used in co-op battles, charges the move gauges of all allied players by three instead.
Applies the Move Gauge Acceleration effect to the allied field of play. Raises the Speed of all allied sync pairs by 1 stat rank. Raises one of the following stats of all allied sync pairs by 2 stat ranks at random: Attack, Defense, Sp. Atk, Sp. Def, accuracy, or evasiveness.
Raises the user’s Sp. Atk by 4 stat ranks. Raises the user’s accuracy and critical-hit rate by 2 stat ranks. Raises the critical-hit rate of all allied sync pairs by 1 stat rank.
Raises the user’s Attack by 6 stat ranks. Raises the user’s critical-hit rate by 3 stat ranks. Increases the user’s Physical Moves ↑ Next effect by 1 rank. Lowers the user’s Speed by 2 stat ranks.
Applies the Move Gauge Acceleration effect to the allied field of play. Raises the user’s critical-hit rate by 3 stat ranks. Raises the accuracy of all allied sync pairs by 2 stat ranks.
Applies the Move Gauge Acceleration effect to the allied field of play. Raises the user’s Sp. Atk by 4 stat ranks. Raises the user’s critical-hit rate by 3 stat ranks.
Applies the Move Gauge Acceleration effect to the allied field of play. Raises the Attack and Sp. Atk of all allied sync pairs by 2 stat ranks. Raises the Defense and Sp. Def of all allied sync pairs by 1 stat rank.
Applies the Physical Damage Reduction effect to the allied field of play. Raises the user’s Attack by 2 stat ranks. Raises the user’s evasiveness by 1 stat rank.
Applies the Status Move Defense effect to the allied field of play. Applies the Stat Reduction Defense effect to the allied field of play. Raises the critical-hit rate of all allied sync pairs by 2 stat ranks.
Uses a maximum of 3 slots of the user's move gauge. The more amount used, the more this move raises the user's Attack (can be raised by up to 4 stat ranks maximum). Raises the user's critical-hit rate by 3 stat ranks. Applies the Enduring effect to the user.
Restores an ally's HP by approximately 20% of its maximum HP. Applies the Critical Hit Next effect to the user. Applies the Gradual Healing effect to the user.
Raises the user's Speed and critical-hit rate by 1 stat rank. Raises one of the following stats of all allied sync pairs by two stat raks at random: Attack, Defense, Sp. Atk, Sp. Def, accuracy, or evasiveness.
Raises the user's accuracy by 2 stat ranks. Raises the user's critical-hit rate by 3 stat ranks. Increases the user's Physical Moves ↑ Next effect by 1 rank.
Raises the user's Defense by 1 stat rank. Applies the Critical Hit Next effect to the user. When used by Mega Metagross, also applies the Enduring effect to the user.
Raises the user's critical-hit rate by 3 stat ranks. Applies the Supereffective ↑ Next effect to the user. When used by Mega Rayquaza, also raises the user's Speed by 2 stat ranks.
Turns the field of play’s terrain into Psychic Terrain. Raises the user’s Defense, Sp. Atk, Sp. Def, and Speed by 2 stat ranks. Replaces the user’s moves with different moves. Replaces some of the user’s passive skills with different passive skills.
Raises the user’s Sp. Atk by 6 stat ranks. Raises the user’s critical-hit rate by 3 stat ranks. Change into Attack Forme until the end of battle.
Defend!
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Raises the Attack and Sp. Atk of all allied sync pairs by 4 stat ranks. Applies the Damage Guard Next effect to the user. Change into Defense Forme until the end of battle.
Reduces the user’s sync move countdown by 2. Raises the user’s Speed by 6 stat ranks. Raises the user’s evasiveness by 3 stat ranks. Change into Speed Forme until the end of battle.
Applies the Move Gauge Acceleration effect to the allied field of play. Raises the user’s Sp. Atk by 4 stat ranks. Raises the user’s critical-hit rate by 3 stat ranks.
Raises the user's Defense and Sp. Def by 1 stat rank. Applies the Type Resistant effect to the user. The resistant type is the type of the last attack it was hit by.
Raises the user's Attack by 1 stat rank. Applies the Critical Hit Next effect to the user. When the field is Electric Terrain, raises the accuracy of all allied sync pairs by 1 stat rank.
Applies the Critical-Hit Defense effect to the allied field of play. Applies the Move Gauge Acceleration effect to the allied field of play. Turns the field of play’s terrain into Grassy Terrain if the remaining MP for the user’s Move Gauge Boost is 2 when this move is selected. Turns the field of play’s terrain into Psychic Terrain if the remaining MP for the user’s Move Gauge Boost is 1 when this move is selected. Turns the field of play’s terrain into Electric Terrain if the remaining MP for the user’s Move Gauge Boost is 0 when this move is selected.
Raises the user's Attack by 3 stat ranks when it is in Blade Forme. Raises the user's critical-hit rate by 1 stat rank when it is in Blade Forme. Raises the user's Defense and Sp. Def by 2 stat ranks when it is in Shield Forme.
Removes the confused, flinching, and trapped conditions from the user. Raises the user's Attack and Sp. Atk by 2 stat ranks. Raises the user's Speed and accuracy by 1 stat rank. Lowers the user's Defense and Sp. Def by 2 stat ranks.
Applies the Stat Reduction Defense effect to the allied field of play. Raises the user’s evasiveness by 1 stat rank. Raises the user’s critical-hit rate by 2 stat ranks.
Non-playable
These moves can only be performed by certain Trainers as opponents.
This move effect may be in need of research. Reason:How much move gauge does "Bask in My Glory!" charge? You can discuss this on the talk page.
Applies the Move Gauge Acceleraton effect to the allied field of play. Raises the Attack and Sp. Atk of all allied sync pairs by 2 stat ranks. Applies the Enduring effect to all allied sync pairs.