A buddy move[note 1] (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 (the game's third anniversary), it has an activation condition and usually a deactivation condition. This move always starts deactivated, but once its activation condition is fulfilled, it becomes usable until its deactivation condition (if any) triggers. Then, the process repeats unless the move's MP, or move points, (if any) becomes zero or until the end of battle.
There are currently 61 buddy moves in the game, each exclusive to a single sync pair.
Starting in Version 2.38.0, buddy moves have their names changed—now having adjectives given other than the letter B.[3]
The user takes up a defensive posture. Using this move again will cause the user to leave this defensive posture, then attack. No other actions can be taken while in this defensive posture. Nullifies an attack move that targets the user or all allies while in this defensive posture, then the user leaves the defensive posture and attacks the target with double the power of this attack. Lowers the Attack and Sp. Atk of this attack's target by three stat ranks.
When there is at least one poisoned or badly poisoned Pokémon on the opponent's field of play.
When there are no longer any poisoned or badly poisoned Pokémon on the opponent's field of play.
Leaves the target confused. Lowers the target’s accuracy by 1 stat rank. Applies the Move Gauge Acceleration effect to the allied field of play. Reduces the user's sync move countdown by 1.
When there is at least one Pokémon with a lowered Type Rebuff on the opponent's field of play.
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 two stat ranks. Applies the No Evasion effect to the target. Applies the Restrain effect to the target.
When there is at least one poisoned or badly poisoned Pokémon on the opponent's field of play.
When there are no longer any poisoned or badly poisoned Pokémon on the opponent's field of play.
Never misses. Lowers the target's Defense by three stat ranks. Leaves the target poisoned. Turns the field of play's zone into a Poison Zone. (A Poison Zone powers up Poison-type attacks.) Removes a damage field from the allied field of play. Removes the trapped condition from the user.
When any allies' attack moves hit a total of ten times while this move is deactivated.
When this move is used.
Never misses. Lowers the target's Defense and Sp. Def by two stat ranks. Lowers the target's Water Type Rebuff by one rank when the user's sync move is Water type. Lowers the target's Dark Type Rebuff by one rank when the user's sync move is Dark type. Reduces the user's sync move countdown by one. Raises the Speed of all allied sync pairs by three stat ranks.
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 one stat rank.
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 one for each hit. Raises the user's critical-hit rate by one stat rank for each hit. After using this move, the attack's power returns to normal.
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 four stat ranks. Applies the Move Gauge Acceleration effect to the allied field of play. Applies the Free Move Next effect to the user.
When any allies' attack moves hit a total of five times while this move is deactivated.
When this move is used.
Never misses. Leaves all opposing sync pairs either flinching, confused, or trapped. Puts all opposing sync pairs to sleep. Raises one of the following stats of all allied sync pairs by one stat rank at random: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.
When the user's stats are raised by a total of ten stat ranks or more.
When the user's stats are raised by a total of nine stat ranks or less.
Never misses. Except in certain circumstances, successful hits with this attack become critical hits. The more the user's stats are raised, the greater the power of this attack. Removes all of the user's stat increases.
When your team's sync pair uses a sync move one time.
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.
When there is at least one Pokémon with a lowered Type Rebuff on the opponent's field of play.
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.
The more times Icicle Crash is used before this move is used (up to a maximum of four times), the greater the power of this attack. (This attack powers up by 50% every time the user's Icicle Crash is used. The maximum power-up is 200%.) After using this attack, its power returns to normal. Makes the target flinch.
When there is at least one Pokémon affected by a status condition on the opponent's field of play.
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 two stat ranks. Has a chance (10%) of leaving the target poisoned. This attack's power increases 50% when the terrain is Electric Terrain.
When the field of play's zone turns into a Bug Zone.
When the field of play's zone is no longer a Bug Zone.
Never misses. Leaves the target paralyzed. Leaves the target confused. Lowers the target's Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, and evasiveness by one stat rank.
When there is at least one Pokémon with a lowered Type Rebuff on the opponent's field of play.
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.
When there is at least one burned Pokémon on the opponent's field of play.
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.
When your team's sync move countdown is reduced by three while this move is deactivated. (The activation countdown is not reduced when the remaining MP for this move is 0.)
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 one stat rank. Applies the Free Move Next effect to all allied sync pairs.
When your team's sync pair uses a sync move one time.
When this move is used.
Makes 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 of this move is not lowered even if there are multiple targets.
Uses one of several moves at random. (With some exceptions, the user will use a move other than Metronome.) Activates one of several additional effects at random. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by one rank.
Applies one of the following six field effects to the allied field of play. Each field effect has a ⅙ chance to be chosen:[4]
This attack's power is doubled against targets that are affected by a status condition, flinching, confused, or trapped. Lowers the target's Attack by four stat ranks. Makes the target flinch.
When weather, terrain, or zone effects are activated.
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 two when the terrain is Psychic Terrain.
When the field of play's terrain turns into Electric Terrain.
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 one stat rank when the target is paralyzed.
Never misses. The more the currently targeted opponent's Sp. Atk is lowered, the greater the power of this attack. The power of this move is not lowered even if there are multiple targets. The more the currently targeted opponent's Sp. Atk is lowered, the more it increases the user's Special Moves ↑ Next effect (can be increased by up to three ranks maximum).
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.
Never misses. Lowers the target's accuracy by two stat ranks. Leaves the target poisoned. Turns the field of play's zone into a Ground Zone. (A Ground Zone powers up Ground-type attacks.) Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by two ranks.
Critical hits land more easily. Lowers the target's Defense by one stat rank. Lowers the target's Grass Type Rebuff by one rank. In addition, lowers the target's Defense by one stat rank when the weather is sunny.
Never misses. Has a chance (30%) of putting the target to sleep. Raises the critical-hit rate of all allied sync pairs by one stat rank. Raises one of the following stats of all allied sync pairs by two stat ranks at random: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. (The same stat is raised for all allied sync pairs.)
Never misses. Lowers the Attack, Sp. Atk, and Speed of all opposing sync pairs by two 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 one rank.
When your team's sync move countdown is reduced by six while this move is deactivated.
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 three stat ranks.
When weather, terrain, or zone effects are activated.
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.
When weather, terrain, or zone effects are activated.
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 two when the zone is a Poison Zone. This attack's power increases 20% when the target is affected by a status condition.
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.
Increases the user's Special Moves ↑ Next effect by zero to ten ranks at random. (The higher the rank of the effect increased, the lower the chance it will activate.)
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 two ranks. Increases the Special Moves ↑ Next effect of all allied sync pairs by two ranks.
When there is at least one Pokémon with a lowered Dark Type Rebuff on the opponent's field of play.
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.
When there is at least one Pokémon with a lowered Type Rebuff on the opponent's field of play.
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.
When Dark Damage Field applies to the opponents' field of play.
When the opponents' field of play is no longer Dark Damage Field.
Never misses. Except in certain circumstances, 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.
When any allies' attack moves hit a total of ten times while this move is deactivated.
When this move is used.
Raises the evasiveness of all allied sync pairs by two stat ranks. Increases the Physical Moves ↑ Next effect of all allied sync pairs by two 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 two ranks when the user's sync move is Water type. Makes the weather rainy when the user's sync move is Water type.
When your team's sync pair uses a sync move one time.
When this move is used.
Except in certain circumstances, successful hits with this attack become critical hits. Lowers the target's Defense by two 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.
When weather, terrain, or zone effects are activated.
When all weather, terrain, and zone effects are cleared.
Raises the Attack of all allied sync pairs by two stat ranks. Increases the Physical Moves ↑ Next effect of all allied sync pairs by one rank. Charges the user's move gauge by two when the weather is sunny.
When there is at least one poisoned or badly poisoned Pokémon on the opponent's field of play.
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.
When weather, terrain, or zone effects are activated.
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 two stat ranks. Raises the Speed of all allied sync pairs by two stat ranks.
Uses a maximum of three 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 four stat ranks maximum). Increases the Physical Moves ↑ Next effect of all allied sync pairs by two ranks.
Trivia
Ice Beam is the only move that has been turned into more than one buddy move.
Notes
↑This term is capitalized inconsistently in official platforms. Sometimes it is formatted as Buddy Move[1], while other times it is formatted as buddy move[2].
References
↑"Buddy Moves are powerful moves that can be used once you've fulfilled the conditions for them to activate."[1] (Pokémon Masters EX; news article "About Buddy Moves")