2688 in the databasePokémon Masters EX passive skillsPassive skillsSearch by name2688FFirst Aid 1Restores the user's HP by approximately 10% of its maximum HP the first time it is in a pinch each battle.FFirst Aid 2Restores the user's HP by approximately 20% of its maximum HP the first time it is in a pinch each battle.FFirst Aid 4Restores the user's HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.FFirst Aid 6Restores the user's HP by approximately 60% of its maximum HP the first time it is in a pinch each battle.FFirst Aid 9Restores the user's HP by approximately 90% of its maximum HP the first time it is in a pinch each battle.MMaster Healer 1Increases the amount of HP restored by the user's healing moves.MMaster Healer 2Increases the amount of HP restored by the user's healing moves.MMaster Healer 6Increases the amount of HP restored by the user's healing moves.RRidicure 1Has a chance (20%) of restoring the user's HP by approximately 20% of its maximum HP when an opponent's attack move targeting the user misses.RRidicure 2Has a chance (30%) of restoring the user's HP by approximately 20% of its maximum HP when an opponent's attack move targeting the user misses.RRidicure 3Has a chance (40%) of restoring the user's HP by approximately 20% of its maximum HP when an opponent's attack move targeting the user misses.RRidicure 4Has a chance (50%) of restoring the user's HP by approximately 20% of its maximum HP when an opponent's attack move targeting the user misses.CCatalytic Cure 1Has a chance (20%) of restoring the user's HP by approximately 20% of its maximum HP when its move is successful.CCatalytic Cure 2Has a chance (30%) of restoring the user's HP by approximately 20% of its maximum HP when its move is successful.CCatalytic Cure 4Has a chance (50%) of restoring the user's HP by approximately 20% of its maximum HP when its move is successful.CCatalytic Cure 9Restores the user's HP by approximately 20% of its maximum HP when its move is successful.FFaint: Ally HP Recovery (M) 1Restores the HP of all allied sync pairs other than the user by approximately 20% of their maximum HP just before the user faints.SS-Move: HP Recovery (M) 1Restores the user's HP by approximately 20% of its maximum HP after using its sync move.SS-Move: HP Recovery (M) 2Restores the user's HP by approximately 40% of its maximum HP after using its sync move.SS-Move: Team HP Recovery (M) 1Restores the HP of all allied sync pairs by approximately 20% of their maximum HP after using the user's sync move.MMove on Ally: HP Recovery (M) 1When the user's move targeting an allied sync pair (excluding field effects) is successful, restores the HP of the allied sync pair affected by the move by approximately 20% of its maximum HP.BBlock and Heal 1Has a chance (20%) of restoring the user's HP by approximately 20% of its maximum HP when the user nullifies an opponent's move while in a defensive posture.BBlock and Heal 9Restores the user's HP by approximately 20% of its maximum HP when the user nullifies an opponent's move while in a defensive posture.TTeam Fist Bump 1Has a chance (20%) of restoring the HP of all allied sync pairs when the user's attack move is successful.TTeam Fist Bump 2Has a chance (30%) of restoring the HP of all allied sync pairs when the user's attack move is successful.TTeam Fist Bump 3Has a chance (40%) of restoring the HP of all allied sync pairs when the user's attack move is successful.TTeam Fist Bump 9Restores the HP of all allied sync pairs when the user's attack move is successful.TTeam Triage Tank 1Has a chance (20%) of restoring the HP of all allied sync pairs when the user is hit by an attack move.TTeam Triage Tank 2Has a chance (30%) of restoring the HP of all allied sync pairs when the user is hit by an attack move.TTeam Triage Tank 4Has a chance (50%) of restoring the HP of all allied sync pairs when the user is hit by an attack move.TTeam Triage Tank 9Restores the HP of all allied sync pairs when the user is hit by an attack move.HHealing Superhit 9Restores the user's HP by approximately 20% of its maximum HP when its move is super effective.CCritical Healing 1Has a chance (20%) of restoring the user's HP when its move is a critical hit.CCritical Healing 2Has a chance (30%) of restoring the user's HP when its move is a critical hit.CCritical Healing 4Has a chance (50%) of restoring the user's HP when its move is a critical hit.TTeam Healing Superhit 9Restores the HP of all allied sync pairs by approximately 20% of their maximum HP when the user's move is super effective.FFull First AidFully restores the user's HP the first time it is in a pinch each battle.""Heals" Move: Team HP Recovery (M) 1Restores the HP of all allied sync pairs by approximately 20% of their maximum HP when the user uses a move that has the heals effect tag.TTeam Sunbathe 9Restores the HP of all allied sync pairs when the user uses a move while the weather is sunny.SSunbathe 9Restores the user's HP when it uses a move while the weather is sunny.AActive Healing 9Restores the user's HP when it uses a move.HHugh's DeterminationExcept in certain circumstances, fully restores the user's HP just before the user faints the first time each battle.RRestoring Strike 1Has a chance (20%) of restoring the user's HP when its attack move hits. If the move has the Multistrike effect tag, has a chance (20%) of restoring the user's HP for each hit.RRestoring Strike 2Has a chance (30%) of restoring the user's HP when its attack move hits. If the move has the Multistrike effect tag, has a chance (30%) of restoring the user's HP for each hit.RRestoring Strike 4Has a chance (50%) of restoring the user's HP when its attack move hits. If the move has the Multistrike effect tag, has a chance (50%) of restoring the user's HP for each hit.RRestoring Strike 9Restores the user's HP when its attack move hits. If the move has the multistrike effect tag, restores the user's HP for each hit.FFighting Zone Triage Tank 4Has a chance (50%) of restoring the user's HP when it is hit by an attack move while the zone is a Fighting Zone.TTeam Umbral Restoration 9Restores the HP of all allied sync pairs when the user uses a move while the zone is a Dark Zone.MMAX Healer 2Restores the user's HP by approximately 20% of its maximum HP after using its max move.MMAX Healer 4Restores the user's HP by approximately 40% of its maximum HP after using its max move.MMAX Healer 5Restores the user's HP by approximately 50% of its maximum HP after using its max move.MMidpoint Mend 4Restores the user's HP by approximately 40% of its maximum HP the first time its HP drops to half or below each battle.MMidpoint Mend 5Restores the user's HP by approximately 50% of its maximum HP the first time its HP drops to half or below each battle.11st S-Move: Team HP Recovery (M) 1Restores the HP of all allied sync pairs by approximately 20% of their maximum HP the first time the user's sync move is used each battle.11st S-Move: Team HP Recovery (M) 2Restores the HP of all allied sync pairs by approximately 40% of their maximum HP the first time the user's sync move is used each battle.SSpikemuth GritRestores the user's HP by approximately 40% of its maximum HP the first time its HP drops to half or below each battle. Increases the user's Special Moves ↑ Next effect by 3 ranks the first time its HP drops to half or below each battle.TTriage Tank 2Has a chance (30%) of restoring the user's HP when it is hit by an attack move.TTriage Tank 4Has a chance (50%) of restoring the user's HP when it is hit by an attack move.TTriage Tank 9Restores the user's HP when it is hit by an attack move.BBrawling Healing 1Restores the user's HP whenever its Pokémon takes an action when the zone is a Fighting Zone.CCurative Confusion 1Restores the user's HP when its attack move is successful against a confused opponent.TTeam Underhanded Heal 4Has a chance (50%) of restoring the HP of all allied sync pairs when the user's attack move is successful against targets that are affected by a status condition.TTeam Underhanded Heal 9Restores the HP of all allied sync pairs when the user's attack move is successful against targets that are affected by a status condition.TTeam Grassy Restoration 9Restores the HP of all allied sync pairs when the user uses a move while the terrain is Grassy Terrain.IInitial Injured Recovery 4Restores the user's HP by approximately 40% of its maximum HP the first time its HP drops to 60% or below each battle.HHit Paralyzed Opp: HP Recovery 4Has a chance (50%) of restoring the user's HP when its attack move is successful against a paralyzed opponent.HHit Paralyzed Opp: HP Recovery 9Restores the user's HP when its attack move is successful against a paralyzed opponent.NNormal Zone: HP Recovery 1Restores the user's HP whenever its Pokémon takes an action when the zone is a Normal Zone.11st Use Status P-Move: HP Recovery 2Restores the user's HP by approximately 20% of its maximum HP the first time its Pokémon uses a status move each battle.11st Use Status P-Move: HP Recovery 4Restores the user's HP by approximately 40% of its maximum HP the first time its Pokémon uses a status move each battle.HHit: HP Recovery 9Restores the user's HP when its attack move is successful.TT-Move: HP Recovery (M) 9Restores the user's HP when its Trainer uses a move.PPoison Zone: HP Recovery 1Restores the user's HP whenever its Pokémon takes an action when the zone is a Poison Zone.UUse Move When Ice Zone: Team HP Recovery 9Restores the HP of all allied sync pairs when the user uses a move while the zone is an Ice Zone.11st S-Move: HP Recovery (M) 2Restores the user's HP by approximately 40% of its maximum HP the first time its sync move is used each battle.CCircle: HP Recovery 1Restores the user's HP whenever its Pokémon takes an action when a circle applies to the allied field of play.HHit Inter Opp: HP Recovery 9Restores the user's HP when its attack move is successful against a flinching, confused, or trapped opponent.PPinch-Burned Hit: HP Recovery (M) 9Restores the user's HP when its attack move is successful while burned and in a pinch.HHit Poisoned Opp: HP Recovery 9Restores the user's HP when its attack move is successful against a poisoned or badly poisoned opponent.""Heals" Move: HP Recovery 2Restores the user's HP by approximately 20% of its maximum HP when it uses a move that has the heals effect tag.FFlying Zone: HP Recovery 1Restores the user's HP whenever its Pokémon takes an action when the zone is a Flying Zone.HHit Paralyzed Opp: Team HP Recovery 9Restores the HP of all allied sync pairs when the user's attack move is successful against a paralyzed opponent.11st Time Take S-Move Hit: Team HP Recovery 1Restores the HP of all allied sync pairs by approximately 10% of their maximum HP the first time the user is hit by a sync move each battle.11st Time Take S-Move Hit: Team HP Recovery 2Restores the HP of all allied sync pairs by approximately 20% of their maximum HP the first time the user is hit by a sync move each battle.AAlly Hits Trapped Opp: HP Recovery 9Restores an ally's HP by approximately 10% of its maximum HP when its attack move is successful against a trapped opponent.TTeam S-Move: Team HP Recovery 1Restores the HP of all allied sync pairs by approximately 10% of their maximum HP after your team's sync pair uses their sync move.TTake P/S-Move Hit & Half HP: Use Berry & HP Recovery 4Reduces MP by 1 for the user's moves that have the Berry effect tag and restores its HP by approximately 40% of its maximum HP when its HP is left at half or below after it is hit by an attack move or sync move.TTeam S-Move: HP Recovery 3Restores the user's HP by approximately 30% of its maximum HP after your team's sync pair uses their sync move.PP-Move: Team HP Recovery 9Restores the HP of all allied sync pairs when the user's Pokémon uses a move.IIce Zone: HP Recovery 1Restores the user's HP whenever its Pokémon takes an action when the zone is an Ice Zone.DDragon Zone: HP Recovery 1Restores the user's HP whenever its Pokémon takes an action when the zone is a Dragon Zone.ZZero HP RecoveryThe amount of HP restored becomes zero.HHit Poisoned Opp: Team HP Recovery 9Restores the HP of all allied sync pairs when the user's attack move is successful against a poisoned or badly poisoned opponent.HHaily Hit: Team HP Recovery 9Restores the HP of all allied sync pairs when the user's attack move is successful during a hailstorm.RRacing Rain 1Quickly charges the move gauge when the weather is rainy.RRacing Rain 2Quickly charges the move gauge when the weather is rainy.RRacing Rain 3Quickly charges the move gauge when the weather is rainy.SSpeeding Sun 1Quickly charges the move gauge when the weather is sunny.SSpeeding Sun 2Quickly charges the move gauge when the weather is sunny.SSpeeding Sun 3Quickly charges the move gauge when the weather is sunny.OOutrun 1Quickly charges the move gauge when the user is affected by a status condition.OOutrun 2Quickly charges the move gauge when the user is affected by a status condition.OOutrun 3Quickly charges the move gauge when the user is affected by a status condition.OOutrun 4Quickly charges the move gauge when the user is affected by a status condition.SSands of Time 1Quickly charges the move gauge during a sandstorm.SSands of Time 2Quickly charges the move gauge during a sandstorm.SSands of Time 3Quickly charges the move gauge during a sandstorm.HHasty Hail 2Quickly charges the move gauge during a hailstorm.HHasty Hail 3Quickly charges the move gauge during a hailstorm.TTurbo Charge 2Quickly charges the move gauge when the terrain is Electric Terrain.TTurbo Charge 3Quickly charges the move gauge when the terrain is Electric Terrain.PPrecognition 1Quickly charges the user's move gauge when the terrain is Psychic Terrain.PPrecognition 2Quickly charges the user's move gauge when the terrain is Psychic Terrain.PPrecognition 3Quickly charges the user's move gauge when the terrain is Psychic Terrain.QQuick TempoApplies the Move Gauge Acceleration effect to the allied field of play the first time the user enters a battle each battle.DDraconic Acceleration 2Quickly charges the move gauge when the zone is a Dragon Zone.AAerial Acceleration 2Quickly charges the move gauge when the zone is a Flying Zone.AAerial Acceleration 3Quickly charges the move gauge when the zone is a Flying Zone.AAtmospheric Acceleration 2Quickly charges the move gauge when weather conditions are in effect.UUmbral Acceleration 2Quickly charges the move gauge when the zone is a Dark Zone.MMetallic Acceleration 2Quickly charges the move gauge when the zone is a Steel Zone.HHaunted Acceleration 2Quickly charges the move gauge when the zone is a Ghost Zone.HHaunted Acceleration 3Quickly charges the move gauge when the zone is a Ghost Zone.IInsect Acceleration 2Quickly charges the move gauge when the zone is a Bug Zone.TTurbo Turf 1Quickly charges the move gauge when the terrain is Grassy Terrain.TTurbo Turf 2Quickly charges the move gauge when the terrain is Grassy Terrain.TTurbo Turf 3Quickly charges the move gauge when the terrain is Grassy Terrain.BBrawling Acceleration 2Quickly charges the move gauge when the zone is a Fighting Zone.WWhimsical Acceleration 2Quickly charges the move gauge when the zone is a Fairy Zone.PPoisonous Acceleration 2Quickly charges the move gauge when the zone is a Poison Zone.PPoisonous Acceleration 3Quickly charges the move gauge when the zone is a Poison Zone.LLithic Acceleration 2Quickly charges the move gauge when the zone is a Rock Zone.LLithic Acceleration 3Quickly charges the move gauge when the zone is a Rock Zone.AAllied Field Effect Accelerate 3Quickly charges the move gauge when effects that apply only to the allied field of play are in effect.NNormal Zone: MG → 2Quickly charges the move gauge when the zone is a Normal Zone.IIce Zone: MG → 2Quickly charges the move gauge when the zone is an Ice Zone.CCircle: MG → 2Quickly charges the move gauge when a circle applies to the allied field of play.PPhysical/Special DR on Field: MG → 5Quickly charges the move gauge when the Physical Damage Reduction effect or the Special Damage Reduction effect applies to the allied field of play.MMove Gauge Refresh 1Has a chance (20%) of charging the user's move gauge by one when its move is successful.MMove Gauge Refresh 2Has a chance (30%) of charging the user's move gauge by one when its move is successful.MMove Gauge Refresh 3Has a chance (40%) of charging the user's move gauge by one when its move is successful.MMove Gauge Refresh 4Has a chance (50%) of charging the user's move gauge by one when its move is successful.MMove Gauge Refresh 5Has a chance (60%) of charging the user's move gauge by one when its move is successful.MMove Gauge Refresh 9Charges the user's move gauge by one when its move is successful.RRejuvenate 6Charges the user's move gauge by 6 after using its sync move.SStamina Reserves 2Charges the user's move gauge by 2 the first time it is in a pinch each battle.SStamina Reserves 3Charges the user's move gauge by 3 the first time it is in a pinch each battle.SStamina Reserves 4Charges the user's move gauge by 4 the first time it is in a pinch each battle.SStamina Reserves 6Charges the user's move gauge by 6 the first time it is in a pinch each battle.RRevenge Boost 1Has a chance (20%) of charging the user's move gauge by one when the user is hit by an attack move.RRevenge Boost 2Has a chance (30%) of charging the user's move gauge by one when the user is hit by an attack move.RRevenge Boost 3Has a chance (40%) of charging the user's move gauge by one when the user is hit by an attack move.RRevenge Boost 4Has a chance (50%) of charging the user's move gauge by one when the user is hit by an attack move.RRevenge Boost 5Has a chance (60%) of charging the user's move gauge by one when the user is hit by an attack move.RRevenge Boost 9Charges the user's move gauge by one when it is hit by an attack move.PPump Up 2Charges the user's move gauge by 2 for each allied sync pair on the field after using the user's sync move. When used in a co-op battle, charges the move gauges of all allied players by 2 instead after using the user's sync move.LLockstep 4Has a chance (50%) of charging the user's move gauge by one for each allied sync pair on the field when the user's move is successful. When used in a co-op battle, has a chance (50%) of charging the move gauges of all allied players by one instead when the user's move is successful.LLockstep 9Charges the user's move gauge by one for each allied sync pair on the field when the user's move is successful. When used in a co-op battle, charges the move gauges of all allied players by one instead when the user's move is successful.SSpur On 4Charges the user's move gauge by 4 each time another Pokémon on the field of play faints.FFail Forward 1Charges the user's move gauge by 1 when an opponent's attack move targeting the user misses.PPropelling Strike 5Has a chance (60%) of charging the user's move gauge by one when its attack move is successful.PPropelling Strike 9Charges the user's move gauge by one when its attack move is successful.PPropelling Move 5Has a chance (60%) of charging the user's move gauge by one when its Pokémon uses a move.CCritical Propulsion 3Has a chance (40%) of charging the user's move gauge by one when its move is a critical hit.CCritical Charge 9Charges the user's move gauge by one when it lands a critical hit.BBlock and Charge 1Charges the user's move gauge by 1 when it nullifies an opponent's move while in a defensive posture.BBlock and Charge 3Charges the user's move gauge by 3 when it nullifies an opponent's move while in a defensive posture.CCharging Infliction 1Charges the user's move gauge by 1 when its Pokémon uses a status move.CCharging Infliction 2Charges the user's move gauge by 2 when its Pokémon uses a status move.CCharging Infliction 4Charges the user's move gauge by 4 when its Pokémon uses a status move.VVictory Charge 2Charges the user's move gauge by 2 when it knocks out an opponent with a move.VVictory Charge 6Charges the user's move gauge by 6 when it knocks out an opponent with a move.CConsolation Prize 1Charges the user's move gauge by 1 when its attack move misses.IInvigorating Shadow 1Charges the user's move gauge by 1 when it takes on a shadow presence.IInvigorating Shadow 2Charges the user's move gauge by 2 when it takes on a shadow presence.RRecharging Strike 1Has a chance (20%) of charging the user's move gauge by one when its attack move hits. If the move has the Multistrike effect tag, has a chance (20%) of charging the user's move gauge by one for each hit.RRecharging Strike 2Has a chance (30%) of charging the user's move gauge by one when its attack move hits. If the move has the Multistrike effect tag, has a chance (30%) of charging the user's move gauge by one for each hit.RRecharging Strike 3Has a chance (40%) of charging the user's move gauge by one when its attack move hits. If the move has the Multistrike effect tag, has a chance (40%) of charging the user's move gauge by one for each hit.RRecharging Strike 4Has a chance (50%) of charging the user's move gauge by one when its attack move hits. If the move has the Multistrike effect tag, has a chance (50%) of charging the user's move gauge by one for each hit.RRecharging Strike 9Charges the user's move gauge by one when its attack move hits. If the move has the Multistrike effect tag, charges the user's move gauge by one for each hit.CCharging Confusion 4Has a chance (50%) of charging the user's move gauge by 2 when its attack move is successful against a confused opponent.CCharging Confusion 9Charges the user's move gauge by 2 when its attack move is successful against a confused opponent.EEasy Target Charge 9Charges the user's move gauge by 1 when its attack move is successful against an opponent with the No Evasion effect applied.WWeird Charge 9Charges the user's move gauge by 1 when it uses a move while the terrain is Psychic Terrain.BBurned Hit: MG ↑2 9Charges the user's move gauge by 2 when its attack move is successful while burned.RRainy Strike: MG ↑ 9Charges the user's move gauge by 1 when its attack move hits while the weather is rainy. If the move has the Multistrike effect tag and the weather is rainy, charges the user's move gauge by 1 for each hit.HHit Restrained Opp: MG ↑2 9Charges the user's move gauge by 2 when its attack move is successful against a restrained opponent.AAlly Hits Confused Opp: MG ↑2 9Charges an ally's move gauge by 2 when its attack move is successful against a confused opponent.AAlly Hits Confused Opp: MG ↑ 9Charges an ally's move gauge by 1 when its attack move is successful against a confused opponent.HHit Confused Opp: MG ↑ 9Charges the user's move gauge by 1 when its attack move is successful against a confused opponent.HHit Poisoned Opp: MG ↑ 9Charges the user's move gauge by 1 when its attack move is successful against a poisoned or badly poisoned opponent.HHit Poisoned Opp: S-Move Boost ↑3 9Increases the user's Sync Move ↑ Next effect by 3 ranks when its attack move is successful against a poisoned or badly poisoned opponent.PPower Reserves 2Powers up the user's moves when it is in a pinch.PPower Reserves 3Powers up the user's moves when it is in a pinch.PPower Reserves 4Powers up the user's moves when it is in a pinch.PPower Reserves 5Powers up the user's moves when it is in a pinch.PPower Reserves 9Powers up the user's moves when it is in a pinch.SSurging Sand 1Powers up the user's moves during a sandstorm.SSurging Sand 2Powers up the user's moves during a sandstorm.SSurging Sand 3Powers up the user's moves during a sandstorm.SSurging Sand 5Powers up the user's moves during a sandstorm.SSurging Sand 9Powers up the user's moves during a sandstorm.GGritty 3Powers up the user's moves when it is affected by a status condition.GGritty 5Powers up the user's moves when it is affected by a status condition.SSuperduper Effective 1Powers up moves that are super effective.SSuperduper Effective 2Powers up moves that are super effective.SSuperduper Effective 3Powers up moves that are super effective.SSuperduper Effective 4Powers up moves that are super effective.SSuperduper Effective 5Powers up moves that are super effective.SSuperduper Effective 9Powers up moves that are super effective.PPower Flux 2The fuller the move gauge when moves are selected, the more this powers up moves.PPower Flux 3The fuller the move gauge when moves are selected, the more this powers up moves.PPower Flux 5The fuller the move gauge when moves are selected, the more this powers up moves.PPower Flux 9The fuller the move gauge when moves are selected, the more this powers up moves.CCritical Strike 1Powers up the user's attacks when they become critical hits.CCritical Strike 2Powers up the user's attacks when they become critical hits.CCritical Strike 3Powers up the user's attacks when they become critical hits.CCritical Strike 5Powers up the user's attacks when they become critical hits.CCritical Strike 9Powers up the user's attacks when they become critical hits.PPower Chain 1Powers up the user's moves when a unity bonus is in effect.PPower Chain 3Powers up the user's moves when a unity bonus is in effect.WWeather Surge 2Powers up moves when weather conditions are in effect.WWeather Surge 3Powers up moves when weather conditions are in effect.HHP Advantage 2The larger the user's percentage of remaining HP, the more it powers up the user's moves.HHP Advantage 3The larger the user's percentage of remaining HP, the more it powers up the user's moves.HHP Advantage 4The larger the user's percentage of remaining HP, the more it powers up the user's moves.HHP Advantage 5The larger the user's percentage of remaining HP, the more it powers up the user's moves.CCharging Sun 2Powers up the user's moves when the weather is sunny.CCharging Sun 3Powers up the user's moves when the weather is sunny.CCharging Sun 5Powers up the user's moves when the weather is sunny.CCharging Sun 6Powers up the user's moves when the weather is sunny.PParalysis Synergy 1Powers up the user's moves when the target is paralyzed.PParalysis Synergy 2Powers up the user's moves when the target is paralyzed.PParalysis Synergy 3Powers up the user's moves when the target is paralyzed.PParalysis Synergy 4Powers up the user's moves when the target is paralyzed.PParalysis Synergy 5Powers up the user's moves when the target is paralyzed.PParalysis Synergy 9Powers up the user's moves when the target is paralyzed.BBurn Synergy 1Powers up the user's moves when the target is burned.BBurn Synergy 2Powers up the user's moves when the target is burned.BBurn Synergy 3Powers up the user's moves when the target is burned.BBurn Synergy 5Powers up the user's moves when the target is burned.IInvigorating Hail 1Powers up the user's moves during a hailstorm.IInvigorating Hail 2Powers up the user's moves during a hailstorm.IInvigorating Hail 3Powers up the user's moves during a hailstorm.IInvigorating Hail 5Powers up the user's moves during a hailstorm.FFreeze Synergy 2Powers up the user's moves when the target is frozen.FFreeze Synergy 3Powers up the user's moves when the target is frozen.FFreeze Synergy 5Powers up the user's moves when the target is frozen.FFreeze Synergy 8Powers up the user's moves when the target is frozen.RRaging Rain 2Powers up the user's moves when the weather is rainy.RRaging Rain 3Powers up the user's moves when the weather is rainy.RRaging Rain 5Powers up the user's moves when the weather is rainy.CConfusion Boon 3Powers up the user's moves when it is confused.CConfusion Boon 5Powers up the user's moves when it is confused.CConfusion Synergy 1Powers up the user's moves when the target is confused.CConfusion Synergy 2Powers up the user's moves when the target is confused.CConfusion Synergy 3Powers up the user's moves when the target is confused.CConfusion Synergy 5Powers up the user's moves when the target is confused.CConfusion Synergy 9Powers up the user's moves when the target is confused.OOverpowerThe more the target's Sp. Atk is lowered, the more it powers up the user's moves.BBulk Buster 4The larger the target's percentage of remaining HP, the more it powers up the user's moves.DDirty Fighting 2Powers up the user's moves against targets that are affected by a status condition.DDirty Fighting 3Powers up the user's moves against targets that are affected by a status condition.DDirty Fighting 5Powers up the user's moves against targets that are affected by a status condition.FFoul Fighting 2Powers up the user's moves against targets that are flinching, confused, or trapped.FFoul Fighting 3Powers up the user's moves against targets that are flinching, confused, or trapped.FFoul Fighting 5Powers up the user's moves against targets that are flinching, confused, or trapped.FFoul Fighting 9Powers up the user's moves against targets that are flinching, confused, or trapped.RRamming SpeedThe more the user's Speed is raised, the more it powers up the user's moves.TTough CookieThe more the user's Defense is raised, the more it powers up the user's moves.HHarry 2Powers up the user's moves against targets that are flinching.HHarry 3Powers up the user's moves against targets that are flinching.HHarry 5Powers up the user's moves against targets that are flinching.GGood Night-mare 2Powers up the user's moves when the target is asleep.GGood Night-mare 3Powers up the user's moves when the target is asleep.GGood Night-mare 5Powers up the user's moves when the target is asleep.TToxic Power 1Powers up the user's moves when the target is poisoned or badly poisoned.TToxic Power 2Powers up the user's moves when the target is poisoned or badly poisoned.TToxic Power 3Powers up the user's moves when the target is poisoned or badly poisoned.TToxic Power 5Powers up the user's moves when the target is poisoned or badly poisoned.SStationary Target 3Powers up the user's moves when the target is trapped.SStationary Target 5Powers up the user's moves when the target is trapped.DDizzying PowerThe more the target's accuracy is lowered, the more it powers up the user's moves.SSmart CookieThe more the user's Sp. Def is raised, the more it powers up the user's moves.HHunter's InstinctThe more the target's Speed is lowered, the more it powers up the user's moves.BBob and WeaveThe more the user's evasiveness is raised, the more it powers up the user's moves.FFurious BrawnThe more the user's Attack is raised, the more it powers up the user's moves.BBrutal ClarityThe more the user's accuracy is raised, the more it powers up the user's moves.HHP Trade-Off 4The smaller the user's percentage of remaining HP, the more it powers up the user's moves.HHP Trade-Off 5The smaller the user's percentage of remaining HP, the more it powers up the user's moves.PPower Induction 1Powers up the user's moves when the terrain is Electric Terrain.PPower Induction 3Powers up the user's moves when the terrain is Electric Terrain.PPower Induction 5Powers up the user's moves when the terrain is Electric Terrain.IInsult to InjuryThe more the target's Defense is lowered, the more it powers up the user's moves.BBrainteaserThe more the target's Sp. Def is lowered, the more it powers up the user's moves.WWide OpenThe more the target's evasiveness is lowered, the more it powers up the user's moves.PPower PostureThe more the target's Attack is lowered, the more it powers up the user's moves.PPower LovingThe more the target's stats are lowered, the more it powers up the user's moves.DDark Power 5Powers up the user's Dark-type moves.FFairy Power 5Powers up the user's Fairy-type moves.HHit the Gas 5Increases the amount of move gauge slots needed to use attack moves by one and powers up moves.HHit the Gas 9Increases the amount of move gauge slots needed to use attack moves by one and powers up moves.MMode SwingWhen the user is in Full Belly Mode, powers up its Electric-type moves. When the user is in Hangry Mode, powers up its Dark-type moves.HHold Hostage 1Powers up the user's moves when the target is restrained.HHold Hostage 2Powers up the user's moves when the target is restrained.HHold Hostage 3Powers up the user's moves when the target is restrained.HHold Hostage 5Powers up the user's moves when the target is restrained.FFurious BrainThe more the user's Sp. Atk is raised, the more it powers up the user's moves.HHealthy SuperhitApplies the Supereffective ↑ Next effect to the user if its HP is full when it enters a battle.RRestrained Power-Up 5Powers up the user's moves when it is restrained.SSolar Surge 3Quickly charges the move gauge when the weather is sunny. Powers up the user's moves when the weather is sunny.SShower Surge 3Quickly charges the move gauge when the weather is rainy. Powers up the user's moves when the weather is rainy.HHealthy Power-Up 1Powers up moves when the user's HP is full.SSlow Windup 1Powers up the user's moves when its Speed is lowered.SSand Superiority 3Powers up the user's moves during a sandstorm. Protects the user from damage from a sandstorm.GGood FormThe more the user's stats are raised, the more it powers up the user's moves.CClear Power-Up 1Powers up the user's moves when weather conditions are not in effect.FFuel Economy 1Decreases the amount of move gauge slots the user's Pokémon needs to use moves by 1.FFuel Economy 2Decreases the amount of move gauge slots the user's Pokémon needs to use moves by 2.IIce Plow 3Powers up the moves of the user with the Ice Face that are super effective.WWeird Vibes 1Powers up the user's moves when the terrain is Psychic Terrain.WWeird Vibes 5Powers up the user's moves when the terrain is Psychic Terrain.DDraconic Power 2Powers up the user's moves when the zone is a Dragon Zone.WWeathered Warrior 3Powers up the user's moves and sync move when weather conditions are in effect.SSuper Powered 3Powers up the user's moves and sync move that are super effective.SSuper Powered 5Powers up the user's moves and sync move that are super effective.SSuper Powered 9Powers up the user's moves and sync move that are super effective.PPower Hold 5Powers up the user's moves when the target is restrained. Powers up the user's sync move when the target is restrained.AAdded InsultThe more the target's Sp. Atk and Sp. Def are lowered, the more it powers up the user's moves.UUmbral Power 3Powers up the user's moves when the zone is a Dark Zone.UUmbral Power 5Powers up the user's moves when the zone is a Dark Zone.HHaunted Power 2Powers up the user's moves when the zone is a Ghost Zone.BBaffle Buff 3Powers up the user's moves when the target is confused. Powers up the user's sync move when the target is confused.BBaffle Buff 9Powers up the user's moves when the target is confused. Powers up the user's sync move when the target is confused.MMaximum Super Powered 1Powers up the user's moves that are super effective. Powers up the user's sync move that is super effective. Powers up the user's max moves that are super effective.MMaximum Super Powered 5Powers up the user's moves that are super effective. Powers up the user's sync move that is super effective. Powers up the user's max moves that are super effective.PPsychic Power 9Powers up the user's Psychic-type moves.BBetter Prepared 3Powers up the user's moves when none of the target's stats are raised.BBetter Prepared 5Powers up the user's moves when none of the target's stats are raised.BBetter Prepared 9Powers up the user's moves when none of the target's stats are raised.CChase Down 1Powers up the user's moves when the target's Speed is lowered.CChase Down 2Powers up the user's moves when the target's Speed is lowered.CChase Down 3Powers up the user's moves when the target's Speed is lowered.CChase Down 5Powers up the user's moves when the target's Speed is lowered.OObscuring Power 3Powers up the user's moves when the target's accuracy is lowered.MMetallic Power 2Powers up the user's moves when the zone is a Steel Zone.MMetallic Power 3Powers up the user's moves when the zone is a Steel Zone.MMetallic Power 9Powers up the user's moves when the zone is a Steel Zone.RRock DF Power-Up 3Powers up the user's moves when Rock Damage Field applies to the opponent's field of play.RReckless Boost 9Powers up the user's moves that have the recoil effect tag.WWhimsical Power 5Powers up the user's moves when the zone is a Fairy Zone.WWhimsical Power 9Powers up the user's moves when the zone is a Fairy Zone.IInsect Power 1Powers up the user's moves when the zone is a Bug Zone.IInsect Power 3Powers up the user's moves when the zone is a Bug Zone.SStatic Boost 3Powers up the user's moves and sync move when the target is paralyzed.SSharpened Body 3Powers up the user's moves when its Attack is raised.SSharpened Body 5Powers up the user's moves when its Attack is raised.SSharpened Mind 1Powers up the user's moves when its Sp. Atk is raised.SSharpened Mind 3Powers up the user's moves when its Sp. Atk is raised.SSharpened Mind 5Powers up the user's moves when its Sp. Atk is raised.EEmpowering Overgrowth 3Powers up the user's moves when the terrain is Grassy Terrain.EEmpowering Overgrowth 5Powers up the user's moves when the terrain is Grassy Terrain.SSearing Surge 5Powers up the user's moves and sync move when the target is burned.AAerial Power 3Powers up the user's moves when the zone is a Flying Zone.WWounded Power 3Powers up the user's moves when its HP is reduced.WWounded Power 9Powers up the user's moves when its HP is reduced.TTeam Power Induction 2Powers up the moves of all allied sync pairs when the terrain is Electric Terrain.TTeam Weird Vibes 2Powers up the moves of all allied sync pairs when the terrain is Psychic Terrain.TTrap and Buff 3Powers up the user's moves and sync move when the target is trapped.TTrap and Buff 5Powers up the user's moves and sync move when the target is trapped.TTime Flows over HisuiMakes the weather sunny the first time the user enters a battle each battle. Makes the weather sunny after using the user's sync move. Powers up the user's moves when the weather is sunny.SSpace Spreads over HisuiProtects all allied sync pairs from damage from a hailstorm. Powers up the moves of all allied sync pairs during a hailstorm. Quickly charges the move gauge during a hailstorm.SSpeed ↑: Moves ↑ 5Powers up the user's moves when its Speed is raised.SSpeed ↑: Moves ↑ 9Powers up the user's moves when its Speed is raised.OOpp Trapped: Team Moves ↑ 2Powers up the moves of all allied sync pairs when attacking a target that is trapped.HHail: P-Moves ↑ & S-Moves ↑ 5Powers up the user's moves and sync move during a hailstorm.DDark DF on Opp: Moves ↑ 3Powers up the user's moves when Dark Damage Field applies to the opponent's field of play.SSterner Stuff 1Reduces damage when the user is hit by a physical attack move.SSterner Stuff 2Reduces damage when the user is hit by a physical attack move.OOn the Ropes 2Reduces damage when the user is hit by a physical attack move while it is in a pinch.OOn the Ropes 3Reduces damage when the user is hit by a physical attack move while it is in a pinch.OOn the Ropes 5Reduces damage when the user is hit by a physical attack move while it is in a pinch.RRain Gear 1Reduces damage when the user is hit by an attack move while the weather is rainy.RRain Gear 2Reduces damage when the user is hit by an attack move while the weather is rainy.RRain Gear 3Reduces damage when the user is hit by an attack move while the weather is rainy.SStandfast 3Reduces recoil damage received from using moves that have the recoil effect tag.SStandfast 5Reduces recoil damage received from using moves that have the recoil effect tag.SStandfast 7Reduces recoil damage received from using moves that have the recoil effect tag.SStandfast 9Reduces recoil damage received from using moves that have the recoil effect tag.BBrain Brawn 2Reduces damage when the user is hit by a special attack move.BBrain Brawn 3Reduces damage when the user is hit by a special attack move.EElectrorepulsion 2Reduces damage when the user is hit by an attack move while the terrain is Electric Terrain.EElectrorepulsion 3Reduces damage when the user is hit by an attack move while the terrain is Electric Terrain.HHealthy Buffer 5Reduces damage when the user is hit by an attack move when its HP is full.HHealthy Benefits 5Reduces damage when the user is hit by an attack move or sync move when its HP is full.SSurvivor Mentality 2Reduces damage when the user is hit by a special attack move while it is in a pinch.PPremonition 2Reduces damage when the user is hit by an attack move while the terrain is Psychic Terrain.BBarrel Roll 2Reduces damage when the user is hit by an attack move while the zone is a Flying Zone.SSand Castle 2Reduces damage when the user is hit by an attack move during a sandstorm.SSunscreen 1Reduces damage when the user is hit by an attack move while the weather is sunny.SSunscreen 2Reduces damage when the user is hit by an attack move while the weather is sunny.GGrassy Cushion 2Reduces damage when the user is hit by an attack move while the terrain is Grassy Terrain.RReady for Anything 5Reduces damage when the user is hit by an attack move or sync move while it is in a counter attacking posture or ready to attack.NNerves of Steel 2Reduces damage when the user is hit by an attack move while the zone is a Steel Zone.RReady for a Brawl 2Reduces damage when the user is hit by an attack move while the zone is a Fighting Zone.TTeam Whimsical Special DR 3Reduces special attack move damage taken by allies when the zone is a Fairy Zone.TTeam Verdant Physical DR 3Reduces physical attack move damage taken by allies when the terrain is Grassy Terrain.WWinter Coat 2Reduces damage when the user is hit by an attack move during a hailstorm.DDark Zone: Attack Move DR 2Reduces damage when the user is hit by an attack move while the zone is a Dark Zone.BBug Zone: Team Attack Move DR 1Reduces attack move damage taken by allies when the zone is a Bug Zone.BBug Zone: Team Attack Move DR 2Reduces attack move damage taken by allies when the zone is a Bug Zone.DDragon Zone: Attack Move DR 2Reduces damage when the user is hit by an attack move while the zone is a Dragon Zone.CCircle: Attack Move DR 2Reduces damage when the user is hit by an attack move while a circle applies to the allied field of play.SSandstorm: Team Special DR 3Reduces special attack move damage taken by allies during a sandstorm.FFairy Zone: Team Attack Move DR 2Reduces attack move damage taken by allies when the zone is a Fairy Zone.GGround Zone: Attack Move DR 2Reduces damage when the user is hit by an attack move while the zone is a Ground Zone.HHail: Physical DR 3Reduces physical attack move damage taken by allies during a hailstorm.RRock Zone: Team Physical DR 2Reduces physical attack move damage taken by allies when the zone is a Rock Zone.RRock Zone: Team Special DR 2Reduces special attack move damage taken by allies when the zone is a Rock Zone.IIce Zone: Team Special DR 2Reduces special attack move damage taken by allies when the zone is an Ice Zone.SSunny: Team Special DR 2Reduces special attack move damage taken by allies when the weather is sunny.OOpp Poisoned: Team P-Moves & S-Moves DR 1Reduces damage when an ally is hit by an attack move or sync move from an opponent that is poisoned or badly poisoned.TTake SE Hit: Team P-Moves & S-Moves DR 5Reduces damage taken by allies from super effective moves and super effective sync moves.AAllied Field Effect: Team Attack Move DR 2Reduces attack move damage taken by allies when effects that apply only to the allied field of play are in effect.TTake SE Hit: P-Move DR & S-Move DR 3Reduces damage taken by the user from super effective moves and super effective sync moves.TTake SE Hit: P-Move DR & S-Move DR 5Reduces damage taken by the user from super effective moves and super effective sync moves.EEX Sunny: Water P-, S-, Max Moves DR 5Reduces the following Water-type damage the user takes when the weather is EX sunny: - Moves - Sync moves - Max movesEEX Rain: Fire P-, S-, Max Moves DR 5Reduces the following Fire-type damage the user takes when the weather is EX rainy: - Moves - Sync moves - Max movesMMG → On Field: Attack Move DR 2Reduces damage when the user is hit by an attack move while the Move Gauge Acceleration effect applies to the allied field of play.SSunny: Team Attack Move DR 2Reduces attack move damage taken by allies when the weather is sunny.FFairy Zone: Attack Move DR 2Reduces damage when the user is hit by an attack move while the zone is a Fairy Zone.IIce Zone: Attack Move DR 2Reduces damage when the user is hit by an attack move while the zone is an Ice Zone.GGhost Zone: Team P-Moves & S-Moves DR 2Reduces damage when an ally is hit by an attack move or sync move while the zone is a Ghost Zone.AAsleep: Attack Move DR 2Reduces damage when the user is hit by an attack move while asleep.OOpp Poisoned: Team S-Moves ↑ 3Powers up the sync moves of all allied sync pairs when attacking a target that is poisoned or badly poisoned.PPiercing GazeMoves never miss.NNo QuarterMaximizes the number of times the user hits with a move that has the multistrike effect tag when that move is successful.SSunny Sure HitMoves never miss when the weather is sunny.GGuaranteed TripleIncreases the number of times the user hits with a move that has the multistrike effect tag to three or more when that move is successful.SSure Hit | P-Moves & S-Moves CritThe user's moves never miss. Except in certain circumstances, successful hits with the user's following attacks become critical hits: Pokémon's moves or sync move.SSure Hit & Recoil RemovalThe user's moves never miss. Negates recoil damage when using moves that have the Recoil effect tag.FFairy ShiftNormal-type moves become Fairy-type moves.FFlying ShiftNormal-type moves become Flying-type moves.WWater ShiftNormal-type moves become Water-type moves.FFire ShiftNormal-type moves become Fire-type moves.RRock ShiftNormal-type moves become Rock-type moves.BBug ShiftNormal-type moves become Bug-type moves.DDark ShiftNormal-type moves become Dark-type moves.PPoison ShiftNormal-type moves become Poison-type moves.DDragon ShiftNormal-type moves become Dragon-type moves.MMP Refresh 1Has a chance (20%) of restoring one MP of the user's move when that move is successful.MMP Refresh 2Has a chance (30%) of restoring one MP of the user's move when that move is successful.MMP Refresh 3Has a chance (40%) of restoring one MP of the user's move when that move is successful.MMP Refresh 4Has a chance (50%) of restoring one MP of the user's move when that move is successful.MMP Refresh 5Has a chance (60%) of restoring one MP of the user's move when that move is successful.QQuick Combo 3Has a chance (40%) of restoring one MP for the user's moves that have the quick move effect tag when its attack move is successful.QQuick Combo 4Has a chance (50%) of restoring one MP for the user's moves that have the quick move effect tag when its attack move is successful.MMP Rekindle 2Has a chance (30%) of restoring one MP for the user when its Pokémon uses a move.CCritical Refresh 9Restores one MP for the user when it lands a critical hit.MMP Regain 9Restores one MP for the user when its Pokémon uses a move. Restores one MP for the user after using its sync move.HHit Reload 4Has a chance (50%) of restoring one MP for the user's Pokémon when the user's move is successful.BBallonlea TeachingsRestores 1 MP of the user's moves after your team's sync pair uses their sync move.UUnderhanded Refresh 9Restores 1 MP for the user's moves when its attack move is successful against targets that are affected by a status condition.11st S-Move: Restore B-Move MP 1Restores 1 MP of the user's buddy move the first time its sync move is used each battle.""Quick Move": Restore T-Move MP 9Restores 1 MP for the user's Trainer when it uses a move that has the quick move effect tag.HHalf HP: Restore MP Once 9Restores 1 MP for the user's moves when its HP drops to half or below. This effect can activate only once per battle.SS-Move: Restore "Berry" MP 1Restores 1 MP of the user's moves that have the Berry effect tag after using its sync move.SS-Move: Restore "Berry" MP 3Restores 3 MP of the user's moves that have the Berry effect tag after using its sync move.TTeam S-Move: Restore B-Move MP 9Restores 1 MP of the user's buddy move after your team's sync pair uses their sync move.BB-Move: Restore T-Move MP 9Restores 1 MP for the user's Trainer when it uses a buddy move.11st S-Move: Restore "Berry" MP 1Restores 1 MP of the user's moves that have the Berry effect tag the first time its sync move is used each battle.11st S-Move: Restore Status P-Move MP 1Restores 1 MP for the status moves of the user's Pokémon the first time the user's sync move is used each battle.HHit: Restore Status P-Move MP Once 9Restores 1 MP for the status moves of the user's Pokémon when the user's attack move is successful. This effect can activate only once per battle.11st "Berry" MP 0: Restore "Berry" MP 1Restores 1 MP of the user's moves that have the Berry effect tag the first time the remaining MP for its moves that have the Berry effect tag is zero each battle.11st "Berry" MP 0: Restore "Berry" MP 3Restores 3 MP of the user's moves that have the Berry effect tag the first time the remaining MP for its moves that have the Berry effect tag is zero each battle.HHit: Restore "Berry" MP 9Restores 1 MP of the user's moves that have the Berry effect tag when its attack move is successful.SS-Move: Restore B-Move MP 1Restores 1 MP of the user's buddy move after using its sync move.HHit: B-Move MP Recovery (32) 5Has a chance (60%) of restoring 32 MP of the user's buddy move when its attack move is successful.UUse Unova Analysis: Restore B-Move MP 1Restores 1 MP of the user's buddy move when it uses move.TTake Hit: Restore "Berry" MP 2Has a chance (30%) of restoring 1 MP of the user's moves that have the Berry effect tag when it is hit by an attack move.11st Use Status P-Move: Restore B-Move MP 1Restores 1 MP of the user's buddy move the first time its Pokémon uses a status move each battle.TThe Tomboyish Mermaid's True PowerReduces the user's sync move countdown by 3 the first time the remaining MP for its move is zero each battle. Restores 1 MP of the user's move the first time the remaining MP for that move is zero each battle.11st S-Move: Restore "Super Effective ↑" MP 1Restores 1 MP of the user's move the first time its sync move is used each battle.11st "Mini Potion All" MP 0: Restore MP 1Restores 1 MP of the user's move the first time the remaining MP for that move is zero each battle.11st "Paldea Analysis" MP 0: Restore MP 1Restores 1 MP of the user's move the first time the remaining MP for that move is zero each battle.11st T-Move: Restore MP 1Restores 1 MP for the user the first time its Trainer uses a move each battle.11st "Sinnoh Solidarity" MP 0: Restore MP 1Restores 1 MP of the user's move the first time the remaining MP for that move is zero each battle.RRecoil Removal 9Negates recoil damage when using moves that have the recoil effect tag.RRecoil Removal 4Has a chance (50%) of negating recoil damage when using moves that have the recoil effect tag.PPoison Zone: Moves ↑ 3Powers up the user's moves when the zone is a Poison Zone.UUnova C (Phys): Moves ↑ 3Powers up the user's moves when Unova Circle (Physical) applies to the allied field of play.OOpp Paralyzed: Team Moves ↑ 2Powers up the moves of all allied sync pairs when attacking a target that is paralyzed.WWTZ Change: Team Moves ↑ 2Powers up the moves of all allied sync pairs when weather conditions, a terrain, or a zone are in effect.NNot Super Effective: Moves ↑ 2Powers up the user's moves that are not super effective.HHail: Team Moves ↑ 2Powers up the moves of all allied sync pairs during a hailstorm.SSandstorm: P-Moves ↑ & S-Moves ↑ 5Powers up the user's moves and sync move during a sandstorm.PPasio C (Defensive): Team P-Moves ↑ & S-Moves ↑ 2Powers up the moves and sync moves of all allied sync pairs when Pasio Circle (Defensive) applies to the allied field of play.SSunny: Team Moves ↑ 2Powers up the moves of all allied sync pairs when the weather is sunny.AAlly Speed ↑: Moves ↑ 2Powers up an ally's moves when its Speed is raised.OOpp Poisoned: Team Moves ↑ 2Powers up the moves of all allied sync pairs when attacking a target that is poisoned or badly poisoned.123456