2004 in the databasePokémon Masters EX movesMovesSearch by nameCategory2004TTrop KickGrass movesLowers the target's Attack by 1 stat rank.DDrum BeatingGrass movesLowers the target's Speed by 1 stat rank.AApple AcidGrass movesLowers the target's Sp. Def by 1 stat rank.GGrassy GlideGrass movesWill not consume the move gauge when the terrain is Grassy Terrain.CChloroblastGrass movesThe user takes damage equal to 50% of its maximum HP.MMatcha GotchaGrass movesRemoves the frozen condition from the user. Has a chance (20%) of leaving the target burned. The more damage dealt to the target, the more it restores the user's HP.IIvy CudgelGrass movesCritical hits land more easily.RRazor-Sharp Razor LeafGrass movesActivation 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.GGiga Frenzy PlantGrass movesActivation Condition: When the field of play's terrain turns into Grassy Terrain. Deactivation Condition: When the field of play's terrain is no longer Grassy Terrain. Lowers the target's Sp. Def by 2 stat ranks. The power of this move is not lowered even if there are multiple targets.FFrozen Butterfly Stun SporeGrass movesActivation Condition: When the field of play's zone turns into a Bug Zone. Deactivation Condition: 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 1 stat rank.DDeep Sleep SporeGrass movesActivation Condition: When the user uses any move once. Deactivation Condition: When this move is used. Never misses. Lowers the Speed of all opposing sync pairs by 3 stat ranks. Puts all opposing sync pairs to sleep. Reduces the user's sync move countdown by 1. Raises the Speed of all allied sync pairs by 3 stat ranks.AAbundant Cotton SporeGrass movesActivation Condition: When the user uses any move once. Deactivation Condition: When this move is used. Never misses. Lowers the Speed of all opposing sync pairs by 2 stat ranks. Applies the Supereffective ↑ Next effect to all allied sync pairs. Increases the Physical Moves ↑ Next effect of all allied sync pairs by 2 ranks.SScattershot Drum BeatingGrass movesActivation Condition: When your team's sync pair uses a max move 1 time. Deactivation Condition: When this move is used. The power of this move is not lowered even if there are multiple targets. Lowers the target's Speed by 1 stat rank.BBlessed Seed FlareGrass movesActivation Condition: When your team's sync move countdown is reduced by 3 while this move is deactivated. Deactivation Condition: When this move is used. Except in certain circumstances, successful hits with this attack become critical hits. Lowers the target's Sp. Def by 2 stat ranks. The power of this move is not lowered even if there are multiple targets. Increases the Special Moves ↑ Next effect of all allied sync pairs by 1 rank.PProfusion of Flowers Energy BallGrass movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: Cannot be deactivated. Never misses. If the remaining MP for the user's move is 3 when attacking with this move, reduces those MP by 3 and grants the following three effects: This attack's power increases. (This attack powers up by 400%.) Lowers the target's Sp. Atk and Sp. Def by 3 stat ranks. Restores the user's HP by approximately 30% of its maximum HP. If the remaining MP for the user's move is 2 when attacking with this move, reduces those MP by 2 and grants the following three effects: This attack's power increases. (This attack powers up by 200%.) Lowers the target's Sp. Atk and Sp. Def by 2 stat ranks. Restores the user's HP by approximately 20% of its maximum HP. If the remaining MP for the user's move is 1 when attacking with this move, reduces those MP by 1 and grants the following three effects: This attack's power increases. (This attack powers up by 50%.) Lowers the target's Sp. Atk and Sp. Def by 1 stat rank. Restores the user's HP by approximately 10% of its maximum HP. If the remaining MP for the user's move is zero when attacking with this move, has a chance (10%) of lowering the target's Sp. Def by 1 stat rank.SSunny Solar BeamGrass movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. 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. Never misses. Lowers the target's Sp. Def and Speed by 2 stat ranks. The more the user's Speed is raised, the more it increases its Special Moves ↑ Next effect (can be increased by up to 3 ranks maximum). Removes all of the user's Speed increases.SSolid Wood HammerGrass movesActivation 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. Applies the Physical Move Break effect to the target. Increases the Physical Moves ↑ Next effect of all allied sync pairs by 3 ranks.BBuddy ChloroblastGrass movesActivation Condition: When the user's Speed is raised. Deactivation Condition: Cannot be deactivated. Never misses. Except in certain circumstances, successful hits with this attack become critical hits. Lowers the target's Sp. Def by 2 stat ranks. Turns the field of play's terrain into EX Grassy Terrain the first time this attack move is successful each battle.LLush Ivy CudgelGrass movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. 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. The more the user's Grass Type Rebuff is increased, the greater the power of this attack. Reduces the user's sync move countdown by 3 the first time this attack move is successful each battle. Raises the user's Grass Type Rebuff by 1 rank.LLuxuriant Leaf StormGrass movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: Cannot be deactivated. Lowers the target's Sp. Def by 2 stat ranks. The power of this move is not lowered even if there are multiple targets. In addition, lowers the target's Attack by 1 stat rank when the Physical Damage Reduction effect applies to the allied field of play. In addition, lowers the target's Sp. Atk by 1 stat rank when the Special Damage Reduction effect applies to the allied field of play.FFour-Fleur Solar BeamGrass movesActivation Condition: When a Kalos Circle is applied to the allied field of play. Deactivation Condition: When there are no longer any Kalos Circles applied to the allied field of play. 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 or if the user's Meganium has Mega Evolved, and the user will attack right away. The power of this move is not lowered even if there are multiple targets. This attack's power increases 50% when the Physical Damage Reduction effect applies to the allied field of play. This attack's power increases 50% when the Special Damage Reduction effect applies to the allied field of play. (This attack's power is doubled if both the Physical Damage Reduction effect and Special Damage Reduction effect apply to the allied field of play.)GGrasswither Power WhipGrass movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. Lowers the target's Defense by 1 stat rank. The power of this move is not lowered even if there are multiple targets. Increases the Physical Moves ↑ Next effect of all allied sync pairs by 1 rank.FFire PunchFire movesHas a chance (10%) of leaving the target burned.EEmberFire movesHas a chance (10%) of leaving the target burned.FFlamethrowerFire movesHas a chance (10%) of leaving the target burned.FFire SpinFire movesLeaves the target trapped.FFire BlastFire movesHas a chance (10%) of leaving the target burned.FFlame WheelFire movesRemoves the frozen condition from the user. Has a chance (10%) of leaving the target burned.SSacred FireFire movesRemoves the frozen condition from the user. Has a chance (50%) of leaving the target burned.SSunny DayFire movesMakes the weather sunny.HHeat WaveFire movesHas a chance (10%) of leaving the target burned.WWill-O-WispFire movesLeaves the target burned.EEruptionFire movesThe smaller the user's percentage of remaining HP, the lower the power of this attack becomes.BBlaze KickFire movesCritical hits land more easily. Has a chance (10%) of leaving the target burned.BBlast BurnFire movesNo additional effect.OOverheatFire movesLowers the user's Sp. Atk by 2 stat ranks.FFlare BlitzFire movesRemoves 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.FFire FangFire movesHas a chance (10%) of making the target flinch. Has a chance (10%) of leaving the target burned.FFlame ChargeFire movesRaises the user's Speed by 1 stat rank.IInfernoFire movesLeaves the target burned.SSearing ShotFire movesHas a chance (30%) of leaving the target burned.BBlue FlareFire movesHas a chance (20%) of leaving the target burned.VV-createFire movesLowers the user's Defense, Sp. Def, and Speed by 1 stat rank.MMystical FireFire movesLowers the target's Sp. Atk. by 1 stat rank.SShell TrapFire movesThe 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.PPyro BallFire movesRemoves the frozen condition from the user. Has a chance (10%) of leaving the target burned.AArmor CannonFire movesLowers the user's Defense and Sp. Def by 1 stat rank.FFiery Wings Flare BlitzFire movesActivation 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.SStrange Flames Mind BlownFire movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. 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.)NNeo Blast BurnFire movesActivation Condition: When the weather turns sunny. Deactivation Condition: When the weather condition is no longer sunny. Lowers the target's Defense and Sp. Def by 1 stat rank. The power of this move is not lowered even if there are multiple targets.BBlazing Flame WheelFire movesActivation Condition: When there is at least one trapped Pokémon on the opponent's field of play. Deactivation Condition: When there are no longer any trapped Pokémon on the opponent's field of play. Removes the frozen condition from the user. Has a chance (10%) of leaving the target burned. Restores the HP of all allied sync pairs when the target is burned. Restores the HP of all allied sync pairs when the target is trapped.AAlmighty Fire BlastFire movesActivation 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. Leaves the target burned.EExplosive Mystical FireFire movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: When the user's Sp. Atk is not raised. Never misses. The more the user's Defense is lowered, the greater the power of this attack. Lowers the target's Sp. Atk by 2 stat ranks. The power of this move is not lowered even if there are multiple targets. The more the user's Defense is lowered, the more it reduces its sync move countdown (can be reduced by up to 3 maximum). Returns the user's lowered stats to normal, then raises the user's same stats by the same amount.EExplosive Pyro BallFire movesActivation Condition: When the user uses any move once. Deactivation Condition: When this move is used. Removes the frozen condition from the user. Has a chance (10%) of leaving the target burned. The power and chance of applying additional effects of this move are not lowered even if there are multiple targets. Applies the Supereffective ↑ Next effect to all allied sync pairs. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 1 rank.RRainbow Flames Sacred FireFire movesActivation Condition: When the weather turns sunny. Deactivation Condition: When the weather condition is no longer sunny. Removes the frozen condition from the user. Lowers the target's Defense and Sp. Def by 1 stat rank. Leaves the target burned.AAlmighty Skies Sacred FireFire movesActivation Condition: When the user's HP is at 50% or more. Deactivation Condition: When the user's HP is less than 50%. Never misses. Removes the frozen condition from the user. Leaves the target burned. The power of this move is not lowered even if there are multiple targets. Makes the weather EX sunny if the remaining MP is 3 when this move is selected. Lowers the target's Defense and Sp. Def by 3 stat ranks if the remaining MP is 2 when this move is selected. Applies the Enduring effect to all allied sync pairs if the remaining MP is 1 when this move is selected.RRed-Ripe Sunny DayFire movesActivation Condition: When the user's HP is at 50% or more. Deactivation Condition: When the user's HP is less than 50%. Makes the weather sunny. Reduces the user's sync move countdown by one. Increases the Sync Move ↑ Next effect of all allied sync pairs by 2 ranks.DDancing Flames Flare BlitzFire movesActivation Condition: When a circle is applied to the allied field of play. Deactivation Condition: Cannot be deactivated. Removes the frozen condition from the user. Never misses. Lowers the target's Defense by 1 stat rank. Has a chance (10%) of leaving the target burned. The power and chance of applying additional effects of this move are not lowered even if there are multiple targets.SSuper-Spicy OverheatFire movesActivation Condition: When the user uses any move once. Deactivation Condition: When this move is used. Never misses. Increases the Special Moves ↑ Next effect of all allied sync pairs by one to four ranks at random. (The increase is the same for all allied sync pairs.)TThermal InfernoFire movesActivation Condition: When the sync buff of the user's team is 1 or more. Deactivation Condition: Cannot be deactivated. Never misses. Leaves the target burned.RReigning Sacred FireFire movesActivation Condition: When the user's Attack is raised. Deactivation Condition: Cannot be deactivated. Removes the frozen condition from the user. Never misses. The more the user's sync buff is raised, the greater the power of this attack. (The maximum increase is 10 ranks.) Lowers the target's Attack and Defense by 2 stat ranks. Leaves the target burned.EEntrapping Blaze Flare BlitzFire movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. Removes the frozen condition from the user. Never misses. The more the user's sync buff is raised, the greater the power of this attack. (The maximum increase is 10 ranks.) Leaves the target burned. The power of this move is not lowered even if there are multiple targets. If the remaining MP for the user's move is one or more when attacking with this move, reduces those MP by one and grants all of the following effects: Makes the weather sunny. Applies the Supereffective ↑ Next effect to the user.FFirescourge InfernoFire movesActivation Condition: When your team's sync pair uses a sync move once. Deactivation Condition: When this move is used. Never misses. Lowers one of the target's following stats by 4 stat ranks at random: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. Leaves the target burned. The power of this move is not lowered even if there are multiple targets. If the remaining MP for the user's move is one or more when attacking with this move, reduces those MP by one and grants all of the following effects: Makes the weather sunny. Reduces the user's sync move countdown by one. Increases the Sync Move ↑ Next effect of all allied sync pairs by 10 ranks.WWater GunWater movesNo additional effect.HHydro PumpWater movesNo additional effect.SSurfWater movesNo additional effect.BBubble BeamWater movesHas a chance (10%) of lowering the target's Speed by 1 stat rank.WWaterfallWater movesHas a chance (20%) of making the target flinch.BBubbleWater movesHas a chance (10%) of lowering the target's Speed by 1 stat rank.OOctazookaWater movesHas a chance (50%) of lowering the target's accuracy by 1 stat rank.RRain DanceWater movesMakes the weather rainy.WWhirlpoolWater movesLeaves the target trapped.HHydro CannonWater movesNo additional effect.MMuddy WaterWater movesHas a chance (30%) of lowering the target's accuracy by 1 stat rank.WWater PulseWater movesHas a chance (20%) of leaving the target confused.BBrineWater movesThis attack's power is doubled when the target's remaining HP is at half or below.AAqua TailWater movesNo additional effect.AAqua JetWater movesNo additional effect.SScaldWater movesRemoves the frozen condition from the user. Has a chance (30%) of leaving the target burned.RRazor ShellWater movesHas a chance (50%) of lowering the target's Defense by 1 stat rank.SSteam EruptionWater movesRemoves the frozen condition from the user. Has a chance (30%) of leaving the target burned.WWater ShurikenWater movesAttacks the target two to five times in a row.OOrigin PulseWater movesNo additional effect.LLiquidationWater movesHas a chance (20%) of lowering the target's Defense by 1 stat rank.SSnipe ShotWater movesCritical hits land more easily.SSurging StrikesWater movesAttacks three times in a row. Except in certain circumstances, successful hits with this attack become critical hits.AAqua StepWater movesRaises the user's Speed by 1 stat rank.HHeat Hydro PumpWater movesActivation 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.PPurifying SurfWater movesActivation 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.FFull Blast Hydro CannonWater movesActivation Condition: When the weather turns rainy. Deactivation Condition: When the weather condition is no longer rainy. Lowers the target's Attack and Sp. Atk by 1 stat rank. The power of this move is not lowered even if there are multiple targets.LLiquidation DanceWater movesActivation Condition: When the user's Speed is raised. Deactivation Condition: When the user's Speed is not raised. Never misses. The more the user's Speed is raised, the greater the power of this attack. Lowers the target's Defense by 2 stat ranks. The power of this move is not lowered even if there are multiple targets. Removes all of the user's Speed increases.HHigh-Pressure Snipe ShotWater movesActivation Condition: When your team's sync pair uses a sync move 1 time. Deactivation Condition: When this move is used. Critical hits land more easily. Lowers the target's Sp. Def by 3 stat ranks.BBlue Origin PulseWater movesActivation Condition: When the weather turns EX rainy. Deactivation Condition: When the weather condition is no longer EX rainy. Makes the target flinch.PPeak Summer Muddy WaterWater movesActivation Condition: When the user is affected by a status condition. Deactivation Condition: When the user is not affected by a status condition. Never misses. Lowers the target's accuracy by 1 stat rank. Raises one of the following stats of all allied sync pairs by 1 stat rank at random: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.HHydraulic Force Aqua TailWater movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. Never misses. Lowers the target's Defense and Speed by 2 stat ranks. Applies the Physical Move Break effect to the target the first time this attack move is successful each battle.AAlmighty Bubble BeamWater movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: Cannot be deactivated. Never misses. Lowers the target's Sp. Def and Speed by 2 stat ranks.AAlmighty Hydro PumpWater movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. Never misses. Leaves the target confused. The power of this move is not lowered even if there are multiple targets.MMassive Jaws LiquidationWater movesActivation Condition: When the user's Attack is raised. Deactivation Condition: Cannot be deactivated. Lowers the target's Defense by 2 stat ranks. The power of this move is not lowered even if there are multiple targets.RRushing Rapids Aqua JetWater movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. Reduces the user's sync move countdown by two. Increases the user's Sync Move ↑ Next effect by 5 ranks. If the user's Feraligatr has Mega Evolved, also increases this attack's power by 50%.AAir-Cutting Water ShurikenWater movesActivation Condition: When the user uses any move once. Deactivation Condition: When this move is used. Attacks the target two to five times in a row. Never misses. Increases the user's Physical Moves ↑ Next effect by 1 rank for each hit.SSupersonic Water ShurikenWater movesActivation Condition: When the user uses any move once. Deactivation Condition: When this move is used. Never misses. Increases the user's Physical Moves ↑ Next effect by 5 ranks.WWeeping Dragon Rain DanceWater movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. Makes the weather EX rainy. Reduces the user's sync move countdown by two. Increases the Physical Moves ↑ Next effect of all allied sync pairs by 3 ranks.TThunder PunchElectric movesHas a chance (10%) of leaving the target paralyzed.TThunder ShockElectric movesHas a chance (10%) of leaving the target paralyzed.TThunderboltElectric movesHas a chance (10%) of leaving the target paralyzed.TThunder WaveElectric movesLeaves the target paralyzed.TThunderElectric movesNever misses when the weather is rainy. Has a chance (30%) of leaving the target paralyzed.SSparkElectric movesHas a chance (30%) of leaving the target paralyzed.TThunder FangElectric movesHas a chance (10%) of making the target flinch. Has a chance (10%) of leaving the target paralyzed.DDischargeElectric movesHas a chance (30%) of leaving the target paralyzed.EElectrowebElectric movesLowers the target's Speed by 1 stat rank.WWild ChargeElectric movesThe user also takes 20% of the damage it dealt to the target.BBolt StrikeElectric movesHas a chance (20%) of leaving the target paralyzed.PParabolic ChargeElectric movesThe more damage dealt to the target, the more it restores the user's HP.EEerie ImpulseElectric movesLowers the target's Sp. Atk. by 2 stat ranks.EElectric TerrainElectric movesTurns the field of play's terrain into Electric Terrain.NNuzzleElectric movesLeaves the target paralyzed.ZZing ZapElectric movesHas a chance (30%) of making the target flinch.AAura WheelElectric movesRaises 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.OOverdriveElectric movesNo additional effect.WWildbolt StormElectric movesNever misses when the weather is rainy. Has a chance (20%) of leaving the target paralyzed.EElectro DriftElectric movesThis attack's power increases 30% when it is super effective.OOrigin Volt TackleElectric movesActivation 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.BBest Buddies ThunderboltElectric movesActivation Condition: When the user uses any moves three times. Deactivation Condition: Cannot be deactivated. Never misses. Uses a maximum of 6 slots of the user's move gauge. The more amount used, the greater the power of this attack.WWild ElectrowebElectric movesActivation 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.RRapid Double ShockElectric movesActivation Condition: When the user's Speed is raised. Deactivation Condition: When the user's Speed is not raised. The more the user's Speed is raised, the greater the power of this attack. Applies the Free Move Next effect to all allied sync pairs.SSorrowful Echoes OverdriveElectric movesActivation 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.UUltra-Bright Zap CannonElectric movesActivation Condition: When the user's Special Moves ↑ Next effect is rank 3 or higher. Deactivation Condition: When the user's Special Moves ↑ Next effect is rank 2 or lower. Lowers the target's Sp. Def by 2 stat ranks. Has a chance (50%) of making the target flinch. Leaves the target paralyzed.DDescending Lightning Wild ChargeElectric movesActivation Condition: When there is at least one Pokémon affected by a status condition, flinching, confused, or trapped on the opponent's field of play. Deactivation Condition: When there are no longer any Pokémon affected by a status condition, flinching, confused, or trapped on the opponent's field of play. Lowers the target's Defense by 2 stat ranks when it is paralyzed. Lowers the target's Sp. Def by 2 stat ranks when it is burned. Lowers the target's Speed by 2 stat ranks when it is flinching. Restores the HP of all allied sync pairs when the target is poisoned or badly poisoned. Applies the Free Move Next effect to the user when the target is confused. Increases the user's Physical Moves ↑ Next effect by 1 rank when the target is trapped.VV Electro DriftElectric movesActivation 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. Never misses. Except in certain circumstances, successful hits with this attack become critical hits. This attack's power increases 30% when it is super effective. The power of this move is not lowered even if there are multiple targets. Increases the user's Sync Move ↑ Next effect by 10 ranks.FFully Charged ThunderclapElectric movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: When the user's Sp. Atk is not raised. Makes the target flinch. Turns the field of play's terrain into EX Electric Terrain the first time this attack move is successful each battle. Increases the Sync Move ↑ Next effect of all allied sync pairs by 2 ranks.TThunder-Calling Wildbolt StormElectric movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: When the user's Sp. Atk is not raised. Never misses when the weather is rainy. Lowers the target's Sp. Def by 2 stat ranks. Lowers the target's Electric Type Rebuff by 1 rank the first time this attack move is successful each battle. Leaves the target paralyzed. The power of this move is not lowered even if there are multiple targets. If the remaining MP for the user's move is 1 or more when attacking with this move, reduces those MP by 1 and grants all of the following effects: Makes the weather rainy. Turns the field of play's terrain into Electric Terrain.MMidsummer Wildbolt StormElectric movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: When the user's Sp. Atk is not raised. Never misses when the weather is rainy. Lowers the target's Sp. Atk by 3 stat ranks. Leaves the target paralyzed. The power of this move is not lowered even if there are multiple targets. Applies the Special Damage Reduction effect to the allied field of play.EEverlasting ThunderboltElectric movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: Cannot be deactivated. Never misses. Lowers the target's Speed by 2 stat ranks. Has a chance (30%) of making the target flinch. Leaves the target paralyzed.TThe Original ThunderElectric movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: Cannot be deactivated. Never misses. Lowers the target's Sp. Def by 6 stat ranks. Leaves the target paralyzed. Turns the field of play's terrain into Electric Terrain the first time this attack move is successful each battle. Reduces the user's sync move countdown by 3 the first time this attack move is successful each battle. Replaces this move with move.GGlorious ThunderElectric movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: Cannot be deactivated. Never misses. Leaves the target paralyzed.RReigning Thunder FangElectric movesActivation Condition: When a circle is applied to the allied field of play. Deactivation Condition: Cannot be deactivated. Never misses. Lowers the target's Defense by 2 stat ranks. Leaves the target paralyzed. Has a chance (50%) of making the target flinch.TThunderous Roar Wild ChargeElectric movesActivation Condition: When the user uses any move once. Deactivation Condition: When this move is used. Never misses. The power of this move is not lowered even if there are multiple targets. Turns the field of play's terrain into Electric Terrain. Reduces the user's sync move countdown by one. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 2 ranks.BBiteDark movesHas a chance (30%) of making the target flinch.FFeint AttackDark movesNever misses.CCrunchDark movesHas a chance (20%) of lowering the target's Defense by 1 stat rank.SSnatchDark movesReturns the target's raised stats to normal, then raises the user's same stats by the same amount.FFake TearsDark movesLowers the target's Sp. Def by 2 stat ranks.DDark PulseDark movesHas a chance (20%) of making the target flinch.NNight SlashDark movesCritical hits land more easily.DDark VoidDark movesPuts the target to sleep.NNight DazeDark movesHas a chance (40%) of lowering the target's accuracy by 1 stat rank.SSnarlDark movesLowers the target's Sp. Atk. by 1 stat rank.TTopsy-TurvyDark movesReturns the target's raised stats to normal (except critical-hit rate), then lowers the target's same stats by the same amount.DDarkest LariatDark movesIgnores the target's raised stats.PPower TripDark movesThe more the user's stats are raised, the greater the power of this attack.BBrutal SwingDark movesNo additional effect.JJaw LockDark movesApplies the Restrain effect to the target and the user.OObstructDark movesThe 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.FFiery WrathDark movesHas a chance (20%) of making the target flinch.CCeaseless EdgeDark movesCritical 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.)KKowtow CleaveDark movesNever misses.FFierce Fiery WrathDark movesActivation 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.TThieving Night SlashDark movesActivation 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, raises the user's same stats by the same amount, then attacks. Except in certain circumstances, successful hits with this attack become critical hits. Applies the No Stat Increases effect to the opponent's field of play.TTop Performer Ceaseless EdgeDark movesActivation Condition: When Dark Damage Field applies to the opponent's field of play. Deactivation Condition: When the opponent's 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.EEerily Captivating Fake TearsDark movesActivation Condition: When the user's Trainer uses any moves 1 time. Deactivation Condition: When this move is used. Never misses. Lowers the target's Sp. Atk and Sp. Def by 2 stat ranks. Lowers the target's Dark Type Rebuff by 1 rank.BBounce Back Jaw LockDark movesActivation Condition: When the user uses any moves 1 time. Deactivation Condition: Cannot be deactivated. Never misses. Applies the Restrain effect to the target and the user. If the remaining MP for the user's move is 1 or more when attacking with this move, reduces those MP by 1 and increases the Physical Moves ↑ Next effect of all allied sync pairs by 2 ranks. If the remaining MP for the user's move is zero when attacking with this move, restores its HP by approximately 10% of its maximum HP.PPerfect Kowtow CleaveDark movesActivation Condition: When the user's Sync Move ↑ Next effect is increased. Deactivation Condition: When the user's Sync Move ↑ Next effect is not increased. Never misses. The more the user's Sync Move ↑ Next effect is increased, 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. Increases the user's Physical Moves ↑ Next effect by a number of ranks equal to the number of fainted Pokémon on your team.GGorging CrunchDark movesActivation Condition: When the user's Defense and Sp. Def total 6 stat ranks or higher. Deactivation Condition: When the user's Defense and Sp. Def total 5 stat ranks or less. The more the user's Defense or Sp. Def are raised, the greater the power of this attack. Lowers the target's Defense and Sp. Def by 1 stat rank. Removes all of the user's Defense and Sp. Def increases.AAlmighty Obsidian Night DazeDark movesActivation 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. The more the target's stats are lowered, the greater the power of this attack. Lowers the target's accuracy by 1 stat rank.FFeint Attack HeadsDark movesActivation Condition: When the user's HP is at 50% or more. Deactivation Condition: When the user's HP is less than 50%. Never misses. Grants one of the following additional effects 1 time at random: Leaves the target confused. Turns the field of play's zone into a Dark Zone. (A Dark Zone powers up Dark-type attacks.) Increases the Physical Moves ↑ Next effect of all allied sync pairs by 1 rank. Reduces the user's sync move countdown by 1. Raises the user's evasiveness by 2 stat ranks. Applies the Free Move Next effect to the user. Increases the user's Physical Moves ↑ Next effect by 2 ranks. Lowers the user's Attack and Sp. Atk by 1 stat rank. Lowers the user's Defense and Sp. Def by 1 stat rank.FFeint Attack TailsDark movesActivation Condition: When the user's HP is less than 50%. Deactivation Condition: When the user's HP is at 50% or more. Never misses. Grants one of the following additional effects 2 times at random: Leaves the target flinching, confused, and trapped. Turns the field of play's zone into a Dark Zone. (A Dark Zone powers up Dark-type attacks.) Raises the evasiveness of all allied sync pairs by 2 stat ranks. Applies the Free Move Next effect to all allied sync pairs. Increases the Physical Moves ↑ Next effect of all allied sync pairs by 2 ranks. Reduces the user's sync move countdown by one. Applies the Damage Guard Next effect to the user. Increases the user's Physical Moves ↑ Next effect by 4 ranks. Lowers the user's Attack and Sp. Atk by 2 stat ranks. Lowers the user's Defense and Sp. Def by 2 stat ranks.CCute 'n' Bad Fake TearsDark movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. Never misses. Lowers the Sp. Def of all opposing sync pairs by 3 stat ranks. Turns the field of play's zone into a Dark Zone. (A Dark Zone powers up Dark-type attacks.) Increases the Special Moves ↑ Next effect of all allied sync pairs by 1 rank.IImpish False SurrenderDark movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. Never misses. Lowers the target's Defense and Sp. Def by 2 stat ranks. If the remaining MP for the user's move is one or more when attacking with this move, reduces those MP by one and grants all of the following effects: Applies the Supereffective ↑ Next effect to all allied sync pairs. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 2 ranks.WWild Whirlwind Darkest LariatDark movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. Ignores the target's raised stats. Lowers the target's Defense and Speed by 1 stat rank. The power of this move is not lowered even if there are multiple targets. If the remaining MP for the user's move is 1 or more when attacking with this move, reduces those MP by 1 and grants all of the following effects: Turns the field of play's zone into a Dark Zone. (A Dark Zone powers up Dark-type attacks.) Reduces the user's sync move countdown by two.SSharp Fangs CrunchDark movesActivation Condition: When a circle is applied to the allied field of play. Deactivation Condition: When there are no longer any circles applied to the allied field of play. Never misses. Lowers the target's Defense by 3 stat ranks. Applies the Physical Move Break effect to the target the first time this attack move is successful each battle. Turns the field of play's zone into a Dark Zone the first time this attack move is successful each battle. (A Dark Zone powers up Dark-type attacks.) Increases the Physical Moves ↑ Next effect of all allied sync pairs by 2 ranks.MMoonlit Night SlashDark movesActivation Condition: When the user's Attack is raised. Deactivation Condition: When the user's Attack is not raised. Never misses. Except in certain circumstances, successful hits with this attack become critical hits. Lowers the target's Defense by 2 stat ranks. The power of this move is not lowered even if there are multiple targets. Charges the user's move gauge by 1 for each hit.GGlowing Mist Feint AttackDark movesActivation Condition: When your team's sync pair uses a sync move once. Deactivation Condition: When this move is used. Never misses. The more the user's sync buff is raised, the greater the power of this attack. (The maximum increase is 10 ranks.) The power of this move is not lowered even if there are multiple targets. Turns the field of play's zone into a Dark Zone the first time this attack move is successful each battle. (A Dark Zone powers up Dark-type attacks.)PPsybeamPsychic movesHas a chance (10%) of leaving the target confused.CConfusionPsychic movesHas a chance (10%) of leaving the target confused.PPsychicPsychic movesHas a chance (10%) of lowering the target's Sp. Def by 1 stat rank.HHypnosisPsychic movesPuts the target to sleep.LLight ScreenPsychic movesApplies the Special Damage Reduction effect to the allied field of play.RReflectPsychic movesApplies the Physical Damage Reduction effect to the allied field of play.MMirror CoatPsychic movesThe 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.LLuster PurgePsychic movesHas a chance (50%) of lowering the target's Sp. Def by 1 stat rank.MMist BallPsychic movesHas a chance (50%) of lowering the target's Sp. Atk by 1 stat rank.CCosmic PowerPsychic movesRaises the user's Defense and Sp. Def by 1 stat rank.CCalm MindPsychic movesRaises the user's Sp. Atk and Sp. Def by 1 stat rank.PPsycho BoostPsychic movesLowers the user's Sp. Atk by 2 stat ranks.ZZen HeadbuttPsychic movesHas a chance (20%) of making the target flinch.TTelekinesisPsychic movesApplies the No Evasion effect to the target.SStored PowerPsychic movesThe more the user's stats are raised, the greater the power of this attack.HHyperspace HolePsychic movesNever misses.PPsychic TerrainPsychic movesTurns the field of play's terrain into Psychic Terrain.PPrismatic LaserPsychic movesNo additional effect.FFreezing GlarePsychic movesHas a chance (10%) of leaving the target frozen.EEerie SpellPsychic movesNo additional effect.TTwin BeamPsychic movesAttacks twice in a row.IIntimidating Freezing GlarePsychic movesActivation 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 zero.) 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.NNeo Psycho CutPsychic movesActivation 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.DDreamlike HypnosisPsychic movesActivation Condition: When any allies' attack moves hit a total of 5 times while this move is deactivated. Deactivation Condition: 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 1 stat rank at random: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.EExperimental Stored PowerPsychic movesActivation Condition: When the user's stats are raised by a total of ten stat ranks or more. Deactivation Condition: When the user's stats are raised by a total of 9 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.PPsychic Light of DawnPsychic movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: When the user's Sp. Atk is not raised. Never misses. Lowers the target's Sp. Def by 2 stat ranks. Applies the Free Move Next effect to the user. Increases the user's Special Moves ↑ Next effect by 1 rank. If the remaining MP for the user's move is one or more when attacking with this move, reduces those MP by one and restores one MP of its buddy move.GGusty Mountains Esper WingPsychic movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: When the user's Sp. Atk is not raised. Never misses. Except in certain circumstances, successful hits with this attack become critical hits. Raises the Speed of all allied sync pairs by 2 stat ranks. If the remaining MP for the user's move is 1 or more when attacking with this move, increases the Special Moves ↑ Next effect of all allied sync pairs by 1 rank.SShining Sword PsybladePsychic movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. Never misses. Makes the target flinch. The power of this move is not lowered even if there are multiple targets. This attack's power increases 50% when a terrain applies to the field of play. Turns the field of play's terrain into Electric Terrain when the terrain is Electric Terrain. Turns the field of play's terrain into Grassy Terrain when the terrain is Grassy Terrain. Turns the field of play's terrain into Psychic Terrain when the terrain is Psychic Terrain.IIdyllic Calm MindPsychic movesActivation Condition: When the user is not in a pinch. Deactivation Condition: When the user is in a pinch. Turns the field of play's zone into a Fairy Zone the first time this move is used each battle. (A Fairy Zone powers up Fairy-type attacks.) Reduces the user's sync move countdown by one. Raises the Attack, Defense, Sp. Atk, and Sp. Def 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.AAlmighty PsybeamPsychic movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: Cannot be deactivated. Never misses. Leaves the target confused. Lowers one of the target's stats (Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness) by 1 stat rank at random the following number of times: 2 times regardless of the status of the allied field of play, 4 additional times when the Physical Damage Reduction effect applies to the allied field of play, 4 additional times when the Special Damage Reduction effect applies to the allied field of play.AAlmighty PsychicPsychic movesActivation Condition: When your team's sync pair uses a sync move once. Deactivation Condition: Cannot be deactivated. Never misses. The more the target's stats are lowered, the greater the power of this attack. Has a chance (10%) of lowering the target's Sp. Def by 1 stat rank. The power and chance of applying additional effects of this move are not lowered even if there are multiple targets. Turns the field of play's terrain into Psychic Terrain the first time this attack move is successful each battle.EEagle Eye Zen HeadbuttPsychic movesActivation Condition: When a circle is applied to the allied field of play. Deactivation Condition: When there are no longer any circles applied to the allied field of play. Never misses. Makes the target flinch. Increases the user's Sync Move ↑ Next effect by 5 ranks.BBlue Seas Take HeartPsychic movesActivation Condition: When the user is not in a pinch. Deactivation Condition: When the user is in a pinch. Removes all status conditions from all allied sync pairs. Raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by 1 stat rank. In addition, increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 1 rank when the weather is rainy.HHidden PowerPsychic movesNo additional effect.IIce PunchIce movesHas a chance (10%) of leaving the target frozen.MMistIce movesApplies the Stat Reduction Defense effect to the allied field of play.IIce BeamIce movesHas a chance (10%) of leaving the target frozen.BBlizzardIce movesNever misses during a hailstorm. Has a chance (10%) of leaving the target frozen.HHazeIce movesReturns the target's raised stats to normal.PPowder SnowIce movesHas a chance (10%) of leaving the target frozen.IIcy WindIce movesLowers the target's Speed by 1 stat rank.HHailIce movesCauses a hailstorm.IIcicle SpearIce movesAttacks the target two to five times in a row.AAvalancheIce movesThe 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 the target with double the power of this attack.IIce FangIce movesHas a chance (10%) of making the target flinch. Has a chance (10%) of leaving the target frozen.FFrost BreathIce movesExcept in certain circumstances, successful hits with this attack become critical hits.GGlaciateIce movesLowers the target's Speed by 1 stat rank.FFreeze ShockIce movesThe 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.IIcicle CrashIce movesHas a chance (30%) of making the target flinch.IIce HammerIce movesLowers the user's Speed by 1 stat rank.TTriple AxelIce movesAttacks 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.GGlacial LanceIce movesNo additional effect.DDancing Ice BeamIce movesActivation Condition: When a hailstorm is caused. 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.CCrushing Triple AxelIce movesActivation Condition: When the user's HP is full. 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.FFrozen Wings Ice BeamIce movesActivation 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.AAbsolute Zero Ice AvalancheIce movesActivation Condition: When the user's Defense is raised. Deactivation Condition: When the user's Defense is not raised. The user takes up a defensive posture. Using this move again will make the user leave this defensive posture, then attack. No other actions can be taken when 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 3 stat ranks.FFighting Spirit Icicle CrashIce movesActivation Condition: When the user's Pokémon uses a move once. Deactivation Condition: When this move is used. The more times move 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 move is used. The maximum power-up is 200%.) After using this attack, its power returns to normal. Makes the target flinch.CClassy Chilly ReceptionIce movesActivation Condition: When a circle is applied to the allied field of play. Deactivation Condition: When there are no longer any circles applied to the allied field of play. Never misses. Lowers the Defense, Sp. Def, and evasiveness of all opposing sync pairs by 3 stat ranks. Causes a hailstorm. Applies the No Stat Increases effect to the opponent's field of play. Applies the Stat Reduction Defense effect to the allied field of play. Returns lowered stats of all allied sync pairs to normal.BBlizzard of Cursed IceIce movesActivation Condition: When a hailstorm is caused. Deactivation Condition: When the weather condition is no longer a hailstorm. If the target's stats are lowered, the amount of decrease is doubled. Leaves the target frozen. The power of this move is not lowered even if there are multiple targets.BBeautiful Icy WindIce movesActivation Condition: When the user's evasiveness is raised. Deactivation Condition: Cannot be deactivated. 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 Speed and accuracy by 1 stat rank. The power of this move is not lowered even if there are multiple targets.SSilver Snow MistIce movesActivation Condition: When the Special Damage Reduction effect is applied to the allied field of play. Deactivation Condition: When the Special Damage Reduction effect is no longer applied to the allied field of play. Never misses. Returns the raised stats of all opposing sync pairs to normal. Applies the No Stat Increases effect to the opponent's field of play. Applies the Stat Reduction Defense effect to the allied field of play. Returns lowered stats of all allied sync pairs to normal. Applies the Supereffective ↑ Next effect to all allied sync pairs. Applies the Free Move Next effect to all allied sync pairs.BBreezy BlizzardIce movesActivation Condition: When a circle is applied to the allied field of play. Deactivation Condition: When there are no longer any circles applied to the allied field of play. Never misses. Has a chance (50%) of leaving the target frozen. The power and chance of applying additional effects of this move are not lowered even if there are multiple targets. Applies the Supereffective ↑ Next effect to all allied sync pairs. Increases the Special Moves ↑ Next effect of all allied sync pairs by 2 ranks.AAbsolute Zero Ice BurnIce movesActivation Condition: When your team's sync pair uses a sync move once. Deactivation Condition: When this move is used. 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 user's Special Moves ↑ Next effect is increased, and the user will attack right away. Never misses. Leaves the target burned.CCourage to Continue Ice BeamIce movesActivation Condition: When your team's sync pair uses a sync move once. Deactivation Condition: When this move is used. Has a chance (10%) of leaving the target frozen. Increases the user's Sync Move ↑ Next effect by three ranks.GGreat Strides BlizzardIce movesActivation Condition: When the user uses a sync move once. Deactivation Condition: Cannot be deactivated. Never misses during a hailstorm. Leaves the target frozen. The power of this move is not lowered even if there are multiple targets. Applies the Special Move Break effect to the target the first time this attack move is successful each battle.FFrigid Storm Ice PunchIce movesActivation Condition: When the user's Attack is raised. Deactivation Condition: When the user's Attack is not raised. Leaves the target frozen. The power of this move is not lowered even if there are multiple targets. Turns the field of play's zone into an Ice Zone the first time this attack move is successful each battle. (An Ice Zone powers up Ice-type attacks.)IIcerend Icicle CrashIce movesActivation Condition: When your team's sync pair uses a sync move once. Deactivation Condition: When this move is used. Never misses. Makes the target flinch. The power of this move is not lowered even if there are multiple targets.CConfuse RayGhost movesLeaves the target confused.LLickGhost movesHas a chance (30%) of leaving the target paralyzed.SShadow BallGhost movesHas a chance (20%) of lowering the target's Sp. Def by 1 stat rank.AAstonishGhost movesHas a chance (30%) of making the target flinch.SShadow PunchGhost movesNever misses.SShadow ClawGhost movesCritical hits land more easily.SShadow SneakGhost movesNo additional effect.OOminous WindGhost movesHas a chance (10%) of raising the user's Attack, Defense, Sp. Atk, Sp. Def, and Speed by 1 stat rank.SShadow ForceGhost movesThe 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 shadow presence. Opponents' moves will not hit the user while it is in this presence. If the user is hit by a sync move or max move while in shadow presence, the presence will fade.HHexGhost movesThis attack's power is doubled when the target is affected by a status condition.PPhantom ForceGhost movesThe 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 hit by a sync move or max move while in phantom presence, the presence will fade.TTrick-or-TreatGhost movesLowers the target's Ghost Type Rebuff by 1 rank.SShadow BoneGhost movesHas a chance (20%) of lowering the target's Defense by 1 stat rank.MMoongeist BeamGhost movesIgnores 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.SSpectral ThiefGhost movesReturns the target's raised stats to normal, raises the user's same stats by the same amount, then attacks.BBitter MaliceGhost movesLowers the target's Attack by 1 stat rank.IInfernal ParadeGhost movesThis attack's power is doubled when the target is affected by a status condition. Has a chance (30%) of leaving the target burned.MMystifying Bitter MaliceGhost movesActivation Condition: When any allies use moves a total of 3 times. Deactivation Condition: When this move is used. 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 4 stat ranks. Makes the target flinch.AAlluring Confuse RayGhost movesActivation 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. Leaves all opposing sync pairs confused. Lowers the accuracy of all opposing sync pairs 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.SSummer Hues Shadow BallGhost movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. Lowers the target's Attack and Sp. Atk by 1 stat rank. Has a chance (20%) of lowering the target's Sp. Def by 1 stat rank. Turns the field of play's zone into a Ghost Zone the first time this attack move is successful each battle. (A Ghost Zone powers up Ghost-type attacks.)SShoreline Ominous WindGhost movesActivation Condition: When the user's HP is at 80% or more. Deactivation Condition: When the user's HP is less than 80%. Raises the Attack, Defense, Sp. Atk, Sp. Def, and Speed of all allied sync pairs by 2 stat ranks.TTerrifying Shadow BallGhost movesActivation Condition: When the user uses any move once. Deactivation Condition: When this move is used. Never misses. Lowers the target's Sp. Def by 2 stat ranks. Lowers the target's Ghost Type Rebuff by 1 rank the first time this attack move is successful each battle. The power of this move is not lowered even if there are multiple targets.RRising Flames HexGhost movesActivation Condition: When there is at least one Pokémon affected by a status condition, flinching, confused, or trapped on the opponent's field of play. Deactivation Condition: When there are no longer any Pokémon affected by a status condition, flinching, confused, or trapped on the opponent's field of play. This attack's power is doubled against targets that are affected by a status condition, flinching, confused, or trapped. Lowers the target's Defense by 2 stat ranks when it is paralyzed. Lowers the target's Sp. Def by 2 stat ranks when it is burned. Lowers the target's Speed by 2 stat ranks when it is flinching. Restores the HP of all allied sync pairs when the target is poisoned or badly poisoned. Applies the Free Move Next effect to the user when the target is trapped. Increases the user's Special Moves ↑ Next effect by 1 rank when the target is confused.RRage Fist of FriendshipGhost movesActivation Condition: When the user is hit by an attack move 1 time. Deactivation Condition: Cannot be deactivated. Never misses. This attack's power increases each time the user is hit by an attack move. (This attack powers up by 100% every time the user is hit. The maximum power-up is 600%.) Restores the user's HP by approximately 40% of its maximum HP.PPerilous Twilight Infernal ParadeGhost movesActivation Condition: When your team's sync pair uses a sync move 1 time. Deactivation Condition: When this move is used. Never misses. This attack's power is doubled when the target is affected by a status condition. Lowers the target's Sp. Def and Speed by 3 stat ranks. Leaves the target burned.EEvil Spirit Shadow BallGhost movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. Never misses. Reduces all of the MP for this move. The more MP reduced, the greater the power of this attack. Has a chance (20%) of lowering the target's Sp. Def by 1 stat rank. Leaves the target flinching, confused, and trapped when the remaining MP are reduced by 108 from a single attack.LLunar Moongeist BeamGhost movesActivation Condition: When the user uses any move once. Deactivation Condition: When this move is used. 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 Sp. Def by 3 stat ranks. The more MP remaining for the user's move when attacking with this move, the more it reduces its sync move countdown (can be reduced by up to 3 maximum).IIllusory Light HexGhost movesActivation Condition: When there is at least one Pokémon affected by a status condition on the opponent's field of play. Deactivation Condition: Cannot be deactivated. This attack's power is doubled when the target is affected by a status condition. Lowers the target's accuracy by 3 stat ranks. Applies the Special Move Break effect to the target.DDistortion World Shadow ForceGhost movesActivation Condition: When your team's sync pair uses a sync move once. Deactivation Condition: When this move is used or when attacking with this move. 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 shadow presence. Opponents' moves will not hit the user while it is in this presence. If the user is hit by a sync move or max move while in shadow presence, the presence will fade. The user attacks without taking on a shadow presence when the zone is a Ghost Zone. The power of this move is not lowered even if there are multiple targets. Raises the evasiveness of all allied sync pairs by 2 stat ranks.SSolitary Spirit ShackleGhost movesActivation Condition: When the user's Attack is raised. Deactivation Condition: Cannot be deactivated. Lowers the target's Defense by 1 stat rank. Applies the Restrain effect to the target. The power of this move is not lowered even if there are multiple targets. If the remaining MP for the user's move is 1 or more when attacking with this move, reduces those MP by 1 and grants all of the following effects: Turns the field of play's zone into a Ghost Zone. (A Ghost Zone powers up Ghost-type attacks.) Increases the user's Physical Moves ↑ Next effect by 2 ranks.SScintillating Souls Confuse RayGhost movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. Never misses. Leaves all opposing sync pairs confused. Turns the field of play's zone into a Ghost Zone. (A Ghost Zone powers up Ghost-type attacks.) Reduces the user's sync move countdown by one. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 1 rank.SSouls' Repose Last RespectsGhost movesActivation Condition: When the user's Trainer uses any moves 1 time. Deactivation Condition: Cannot be deactivated. Never misses. Except in certain circumstances, successful hits with this attack become critical hits. The more fainted Pokémon on your team, the greater the power of this attack. Lowers the target's Defense by 2 stat ranks. The power of this move is not lowered even if there are multiple targets. Restores 1 MP for this move when you have two or more Pokémon on your team.RRevelation DanceGhost movesNo additional effect.KKarate ChopFighting movesCritical hits land more easily.HHigh Jump KickFighting movesWhen it fails, the user takes damage equal to 50% of its maximum HP.DDynamic PunchFighting movesLeaves the target confused.CCross ChopFighting movesCritical hits land more easily.RRock SmashFighting movesHas a chance (50%) of lowering the target's Defense by 1 stat rank.BBrick BreakFighting movesRemoves the Physical and Special Damage Reduction effects from the opponents' field of play.BBulk UpFighting movesRaises the user's Attack and Defense by 1 stat rank.HHammer ArmFighting movesLowers the user's Speed by 1 stat rank.CClose CombatFighting movesLowers the user's Defense and Sp. Def by 1 stat rank.AAura SphereFighting movesNever misses.DDrain PunchFighting movesThe more damage dealt to the target, the more it restores the user's HP.VVacuum WaveFighting movesNo additional effect.FFocus BlastFighting movesHas a chance (10%) of lowering the target's Sp. Def by 1 stat rank.LLow SweepFighting movesLowers the target's Speed by 1 stat rank.SSacred SwordFighting movesIgnores the target's raised stats.SSecret SwordFighting movesDeals damage based on the target's Defense rather than Sp. Def.PPower-Up PunchFighting movesRaises the user's Attack by 1 stat rank.MMeteor AssaultFighting movesNo additional effect.TThunderous KickFighting movesLowers the target's Defense by 1 stat rank.TTriple ArrowsFighting movesCritical hits land more easily. Has a chance (50%) of lowering the target's Defense by 1 stat rank. Has a chance (30%) of making the target flinch.CCollision CourseFighting movesThis attack's power increases 30% when it is super effective.SSuperior Aura SphereFighting movesActivation 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.RRoaring Thunderous KickFighting movesActivation 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.TTriple Arrows BarrageFighting movesActivation 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.WWhite Light Sacred SwordFighting movesActivation Condition: When Unova Circle (Defensive) is applied to the allied field of play. Deactivation Condition: When Unova Circle (Defensive) is no longer applied to the allied field of play. Never misses. Ignores the target's raised stats. Lowers the target's Attack and Sp. Atk by 3 stat ranks. Lowers the target's Fighting Type Rebuff by 2 ranks.SS Collision CourseFighting movesActivation Condition: When the weather turns sunny. Deactivation Condition: When the weather condition is no longer sunny. Never misses. Except in certain circumstances, successful hits with this attack become critical hits. This attack's power increases 30% when it is super effective. Lowers the target's Defense by 3 stat ranks. If the remaining MP for the user's move is one or more when attacking with this move, reduces those MP by one and grants all of the following effects: Makes the weather sunny. Reduces the user's sync move countdown by 1. Increases the user's Physical Moves ↑ Next effect by 2 ranks.RRefined Focus BlastFighting movesActivation Condition: When the user uses move. Deactivation Condition: Cannot be deactivated. Lowers the target's Sp. Def by 1 stat rank.FFlaming Rock SmashFighting movesActivation Condition: When the field of play's zone turns into a Fighting Zone. Deactivation Condition: When the field of play's zone is no longer a Fighting Zone. Never misses. Lowers the target's Defense by 4 stat ranks. Lowers the target's Fighting Type Rebuff by 1 rank the first time this attack move is successful each battle.SSplendid Victory DanceFighting movesActivation Condition: When the sync buff of the user's team is zero. Deactivation Condition: When the sync buff of the user's team is 1 or more. Raises the user's Attack, Defense, Sp. Atk, and Speed by 6 stat ranks.AAlmighty Aura SphereFighting movesActivation Condition: When the user is not in a pinch. Deactivation Condition: When the user is in a pinch. Never misses. Lowers the target's Sp. Def by 2 stat ranks. Reduces the user's sync move countdown by one. Increases the ? of all allied sync pairs by ? ranks. Applies Kalos Circle (Special) to the allied field of play the first time this attack move is successful each battle. Kalos Circle (Special) grants all of the following effects: Powers up the special attack moves and special sync moves of all allied sync pairs by 10%. Reduces special attack move and special sync move damage taken by all allied sync pairs by per_5%. The more sync pairs with the Kalos 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 per_3%. The maximum power-up is 40%, and the maximum damage reduction is 14%.)AAlmighty Rock SmashFighting movesActivation Condition: When the user is not in a pinch. Deactivation Condition: When the user is in a pinch. Lowers the target's Defense by 2 stat ranks. Reduces the user's sync move countdown by one. Increases the ? of all allied sync pairs by ? ranks. Applies Kalos Circle (Physical) to the allied field of play the first time this attack move is successful each battle. Kalos 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 per_5%. The more sync pairs with the Kalos 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 per_3%. The maximum power-up is 40%, and the maximum damage reduction is 14%.)IIron TailSteel movesHas a chance (30%) of lowering the target's Defense by 1 stat rank.MMetal ClawSteel movesHas a chance (10%) of raising the user's Attack by 1 stat rank.MMeteor MashSteel movesHas a chance (20%) of raising the user's Attack by 1 stat rank.MMetal SoundSteel movesLowers the target's Sp. Def by 2 stat ranks.IIron DefenseSteel movesRaises the user's Defense by 2 stat ranks.GGyro BallSteel movesThis attack's power is doubled when the target's Speed is raised.MMetal BurstSteel movesThe 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.BBullet PunchSteel movesNo additional effect.MMirror ShotSteel movesHas a chance (30%) of lowering the target's accuracy by 1 stat rank.FFlash CannonSteel movesHas a chance (10%) of lowering the target's Sp. Def by 1 stat rank.IIron HeadSteel movesHas a chance (30%) of making the target flinch.KKing's ShieldSteel movesThe 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 2 stat ranks.SSunsteel StrikeSteel movesIgnores 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.BBehemoth BladeSteel movesThis attack's power increases 50% when the target has a sync buff.BBehemoth BashSteel movesThis attack's power increases 50% when the target has a sync buff.SSteel BeamSteel movesThe user takes damage equal to 50% of its maximum HP. The damage is taken even when the attack fails.MMake It RainSteel movesLowers the user's Sp. Atk by 1 stat rank.MMetallic Bullet PunchSteel movesActivation Condition: When the field of play's zone turns into a Steel Zone. Deactivation Condition: When the field of play's zone is no longer a Steel Zone. Never misses. Makes the target flinch. If the user's Scizor has Mega Evolved, also restores 1 MP of its buddy move.SSteel-Hard Gigaton HammerSteel movesActivation Condition: When the user uses any moves 1 time. Deactivation Condition: When this move is used. No additional effect.AAlmighty Flash Bullet PunchSteel movesActivation Condition: When the user uses any move once. Deactivation Condition: When this move is used. Never misses. Lowers the target's Defense and Sp. Def by 2 stat ranks. Raises the Defense and Sp. Def of all allied sync pairs by 2 stat ranks.PPrecious Make It RainSteel movesActivation Condition: When your team's sync pair uses a sync move 1 time. Deactivation Condition: When this move is used. Lowers the target's Sp. Def by 3 stat ranks. Applies the Free Move Next effect to all allied sync pairs. The power of this move is not lowered even if there are multiple targets.AAll-Out Sunsteel StrikeSteel movesActivation Condition: When the user's Pokémon uses a move once. Deactivation Condition: When this move is used. 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. Turns the field of play's zone into a Steel Zone the first time this attack move is successful each battle. (A Steel Zone powers up Steel-type attacks.)DDiamond-Hard Iron HeadSteel movesActivation Condition: When the field of play's zone turns into a Steel Zone. Deactivation Condition: When the field of play's zone is no longer a Steel Zone. Lowers the target's Attack and Sp. Atk by 1 stat rank. Has a chance (30%) of making the target flinch. If the user's Steelix has Mega Evolved, also lowers the target's Speed by 1 stat rank. Raises the Defense and Sp. Def of all allied sync pairs by 1 stat rank. If the user's Steelix has Mega Evolved, also raises the Speed of all allied sync pairs by 1 stat rank.BBlue Fangs Behemoth BladeSteel movesActivation Condition: When the user's Attack is raised. Deactivation Condition: When the user's Attack is not raised. Restores 1 MP of the user's buddy move when the target does not have a sync buff. This attack's power is doubled when the target has a sync buff. Reduces the user's sync move countdown by 2 when the target has a sync buff.SSuper Solid Steel BeamSteel movesActivation Condition: When the field of play's zone turns into a Steel Zone. Deactivation Condition: When the field of play's zone is no longer a Steel Zone. Never misses. Lowers the target's Sp. Atk and Sp. Def by 2 stat ranks.SSolar Sunsteel StrikeSteel movesActivation Condition: When your team's sync pair uses a sync move once. Deactivation Condition: When this move is used. 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 by 3 stat ranks. The power of this move is not lowered even if there are multiple targets. If the remaining MP for the user's move is one or more when attacking with this move, applies Alola Circle (Physical) to the allied field of play. Alola 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 per_5%. The more sync pairs with the Alola 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 per_3%. The maximum power-up is 40%, and the maximum damage reduction is 14%.)HHuge Boulder Iron DefenseSteel movesActivation Condition: When the user uses any move once. Deactivation Condition: When this move is used. Raises the Defense and Sp. Def 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.DDevoted Iron DefenseSteel movesActivation Condition: When Johto Circle (Special) is applied to the allied field of play. Deactivation Condition: Cannot be deactivated. Raises the Defense and Sp. Def of all allied sync pairs by 2 stat ranks. Increases the Special Moves ↑ Next effect of all allied sync pairs by 1 rank.BBlack Steel WingSteel movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. Turns the field of play's zone into a Steel Zone. (A Steel Zone powers up Steel-type attacks.) Raises the Defense and Sp. Def of all allied sync pairs by 2 stat ranks.WWhirly Twirly Iron HeadSteel movesActivation Condition: When the user's Attack is raised. Deactivation Condition: When the user's Attack is not raised. Lowers the target's Defense and Sp. Def by 2 stat ranks. Has a chance (50%) 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. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 1 rank.PPoison StingPoison movesHas a chance (30%) of leaving the target poisoned.AAcidPoison movesHas a chance (10%) of lowering the target's Sp. Def by 1 stat rank.TToxicPoison movesLeaves the target badly poisoned.SSmogPoison movesHas a chance (40%) of leaving the target poisoned.SSludgePoison movesHas a chance (30%) of leaving the target poisoned.PPoison GasPoison movesLeaves the target poisoned.SSludge BombPoison movesHas a chance (30%) of leaving the target poisoned.PPoison FangPoison movesHas a chance (50%) of leaving the target badly poisoned.PPoison TailPoison movesCritical hits land more easily. Has a chance (10%) of leaving the target poisoned.PPoison JabPoison movesHas a chance (30%) of leaving the target poisoned.CCross PoisonPoison movesCritical hits land more easily. Has a chance (10%) of leaving the target poisoned.GGunk ShotPoison movesHas a chance (30%) of leaving the target poisoned.VVenoshockPoison movesThis attack's power is doubled when the target is poisoned or badly poisoned.SSludge WavePoison movesHas a chance (10%) of leaving the target poisoned.CClear SmogPoison movesNever misses. Returns the target's raised stats to normal.VVenom DrenchPoison movesLowers 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.BBaneful BunkerPoison movesThe 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 when hit while in this defensive posture, then the user leaves the defensive posture. If the move was a physical attack move, leaves the opponent that used it poisoned.MMortal SpinPoison movesLeaves the target poisoned. Removes a damage field from the allied field of play. Removes the trapped condition from the user.MMalignant ChainPoison movesHas a chance (50%) of leaving the target badly poisoned.VVenom Cross PoisonPoison movesActivation 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.FFrenzied Sludge WavePoison movesActivation 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.HHyper BelchPoison movesActivation Condition: When the remaining MP for the user's move is 2 or lower. Deactivation Condition: When the remaining MP for the user's move is 3. Never misses. Lowers the target's Attack, Defense, Sp. Atk, and Sp. Def by 2 stat ranks. Leaves the target badly poisoned.BBlooming Mortal SpinPoison movesActivation 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. Lowers the target's Defense by 3 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.PPoisonous Shell Side ArmPoison movesActivation Condition: When the user's Physical Moves ↑ Next effect or Special Moves ↑ Next effect is increased. Deactivation Condition: When the user's Physical Moves ↑ Next effect and Special Moves ↑ Next effect are not increased. This move's category changes to Physical when the user's Physical Moves ↑ Next effect rank is higher than its Special Moves ↑ Next effect rank. Conversely, this move's category changes to Special when the user's Special Moves ↑ Next effect rank is equal to or higher than its Physical Moves ↑ Next effect rank. The category for this move's corresponding max move will not change from Special. Never misses. Leaves the target poisoned. In addition, grants the following two effects when this move's category is Physical: Lowers the target's Attack and Defense by 2 stat ranks. Restores the user's HP. In addition, grants the following two effects when this move's category is Special: Lowers the target's Sp. Atk and Sp. Def by 2 stat ranks. Applies the Free Move Next effect to the user.PPoisonous Shell Side ArmPoison movesActivation Condition: When the user's Physical Moves ↑ Next effect or Special Moves ↑ Next effect is increased. Deactivation Condition: When the user's Physical Moves ↑ Next effect and Special Moves ↑ Next effect are not increased. This move's category changes to Physical when the user's Physical Moves ↑ Next effect rank is higher than its Special Moves ↑ Next effect rank. Conversely, this move's category changes to Special when the user's Special Moves ↑ Next effect rank is equal to or higher than its Physical Moves ↑ Next effect rank. The category for this move's corresponding max move will not change from Special. Never misses. Leaves the target poisoned. In addition, grants the following two effects when this move's category is Physical: Lowers the target's Attack and Defense by 2 stat ranks. Restores the user's HP. In addition, grants the following two effects when this move's category is Special: Lowers the target's Sp. Atk and Sp. Def by 2 stat ranks. Applies the Free Move Next effect to the user.CCrafty Poisonous SmogPoison movesActivation Condition: When Poison Damage Field applies to the opponent's field of play. Deactivation Condition: When the opponent's field of play is no longer Poison Damage Field. Leaves the target badly poisoned. Lowers the target's Poison Type Rebuff by 1 rank the first time this attack move is successful each battle. Raises the Defense and Sp. Def of all allied sync pairs by 2 stat ranks.CCorrosive Malignant ChainPoison movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. Never misses. Leaves the target badly poisoned. Leaves the target confused. The power of this move is not lowered even if there are multiple targets.AAlmighty Mortal SpinPoison movesActivation Condition: When there is at least one Pokémon with a lowered Type Rebuff on the opponent's field of play. Deactivation Condition: Cannot be deactivated. Never misses. Lowers the target's Defense and Sp. Def by 2 stat ranks. Leaves the target poisoned. Removes a damage field from the allied field of play. Removes the trapped condition from the user.AAlmighty VenoshockPoison movesActivation 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. Never misses. This attack's power is doubled when the target is poisoned or badly poisoned. Applies the Physical Move Break effect and Special Move Break effect to the target the first time this attack move is successful each battle. Turns the field of play's zone into a Poison Zone. (A Poison Zone powers up Poison-type attacks.) Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 2 ranks.OOutrageDragon movesLeaves the user confused.DDragon BreathDragon movesHas a chance (30%) of leaving the target paralyzed.TTwisterDragon movesHas a chance (20%) of making the target flinch.DDragon ClawDragon movesNo additional effect.DDragon PulseDragon movesNo additional effect.DDragon RushDragon movesHas a chance (20%) of making the target flinch.DDraco MeteorDragon movesLowers the user's Sp. Atk by 2 stat ranks.RRoar of TimeDragon movesNo additional effect.SSpacial RendDragon movesCritical hits land more easily.CCore EnforcerDragon movesNo additional effect.CClanging ScalesDragon movesLowers the user's Defense by 1 stat rank.DDynamax CannonDragon movesThis attack's power increases 50% when the target has a sync buff.DDragon DartsDragon movesAttacks twice in a row.BBreaking SwipeDragon movesLowers the target's Attack by 1 stat rank.SScale ShotDragon movesAttacks the target two to five times in a row. Raises the user's Speed by 1 stat rank. Lowers the user's Defense by 1 stat rank.SSlashing Breaking SwipeDragon movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. Lowers the target's Attack, Defense, and Speed by 1 stat rank.DDark Black OutrageDragon movesActivation Condition: When the user's Attack is raised. Deactivation Condition: When the user's Attack is not raised. Never misses. Reduces the user's sync move countdown by 1.SSpring Breeze Scale ShotDragon movesActivation Condition: When the user's Attack is raised. Deactivation Condition: When the user's Attack is not raised. Never misses. Raises the user's Speed by 1 stat rank. Attacks the target two to five times in a row. Raises one of the user's following stats by 1 stat rank at random when attacking at least three times in a row: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. Applies the Free Move Next effect to the user when attacking at least four times in a row. Increases the user's Physical Moves ↑ Next effect by 3 ranks when attacking five times in a row. If the remaining MP for the user's move is 1 or more when attacking with this move, reduces those MP by 1 and grants all of the following effects: Maximizes the number of attacks. Reduces the user's sync move countdown by 1.TTaaaaaall Dragon HammerDragon movesActivation Condition: When the user's Physical Moves ↑ Next effect is rank 2 or higher. Deactivation Condition: When the user's Physical Moves ↑ Next effect is rank 1 or lower. Leaves the target confused. Leaves the target paralyzed.SShining Dragon ClawDragon movesActivation Condition: When the user's Attack is raised. Deactivation Condition: When the user's Attack is not raised. Never misses. Applies the Physical Move Break effect to the target. This attack's power is doubled when the user's team does not have a sync buff. Lowers the target's Defense by 6 stat ranks when the user's team does not have a sync buff.TTreasured Scales OutrageDragon movesActivation Condition: When the user's Attack is raised. Deactivation Condition: When the user's Attack is not raised. Never misses. The more the user's Special Moves ↑ Next effect is increased, the greater the power of this attack. Removes all of the user's Special Moves ↑ Next effect ranks.TTop Glaive RushDragon movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. Never misses. The power of this move is not lowered even if there are multiple targets. Applies the Enduring effect to the user. Applies the Physical Move Break effect and Special Move Break effect to the user. The more the currently targeted opponent's stats are lowered, the more the user's sync move countdown will be reduced (by zero to four) the first time this attack move is successful each battle.BBanquet Order UpDragon movesActivation Condition: When the user is not in a pinch. Deactivation Condition: When the user is in a pinch. If the stats of any allied sync pairs are raised, the amount of increase is doubled. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 2 ranks. Turns the field of play's zone into a Dragon Zone the first time this attack move is successful each battle. (A Dragon Zone powers up Dragon-type attacks.)SSteel Flash Dragon PulseDragon movesActivation Condition: When the user uses any move once. Deactivation Condition: When this move is used. Never misses. Lowers the target's Sp. Def by 2 stat ranks. The power of this move is not lowered even if there are multiple targets. This attack's power increases 50% when the target is paralyzed.SShining Pearl Dragon PulseDragon movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: Cannot be deactivated. Never misses. Lowers the target's Sp. Def by 2 stat ranks.IIdeal World Spacial RendDragon movesActivation Condition: When the user uses a sync move once. Deactivation Condition: When this move is used. Never misses. Except in certain circumstances, successful hits with this attack become critical hits. Reduces the user's sync move countdown by 9 the first time this attack move is successful each battle. Increases the user's Sync Move ↑ Next effect by 10 ranks.SShatterproof Dragon BreathDragon movesActivation Condition: When the user's Defense is raised. Deactivation Condition: Cannot be deactivated. Lowers the target's Attack and Sp. Atk by 2 stat ranks. Leaves the target either flinching, confused, or trapped. Leaves the target paralyzed. The power of this move is not lowered even if there are multiple targets.BBrilliant Diamond Roar of TimeDragon movesActivation Condition: When the user uses a sync move once. Deactivation Condition: When this move is used. Never misses. Reduces the user's sync move countdown by 9 the first time this attack move is successful each battle. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 4 ranks.GGustFlying movesNo additional effect.FFlyFlying movesThe 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 hit by a sync move or max move while flying, it will stop flying.PPeckFlying movesNo additional effect.DDrill PeckFlying movesNo additional effect.AAeroblastFlying movesCritical hits land more easily.FFeather DanceFlying movesLowers the target's Attack by 2 stat ranks.AAir CutterFlying movesCritical hits land more easily.AAerial AceFlying movesNever misses.BBounceFlying movesThe 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.AAir SlashFlying movesHas a chance (30%) of making the target flinch.BBrave BirdFlying movesThe user also takes 25% of the damage it dealt to the target.DDefogFlying movesClears 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.HHurricaneFlying movesNever misses when the weather is rainy. Has a chance (30%) of leaving the target confused.OOblivion WingFlying movesThe more damage dealt to the target, the more it restores the user's HP. Each use restores up to approximately 50% of the user's maximum HP.DDragon AscentFlying movesLowers the user's Defense and Sp. Def by 1 stat rank.BBeak BlastFlying movesThe 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.BBleakwind StormFlying movesNever misses when the weather is rainy. Has a chance (30%) of lowering the target's Speed by 1 stat rank.TThundering Wings RoostFlying movesActivation 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.BBlack Gale Bleakwind StormFlying movesActivation Condition: When the user uses any moves 1 time. Deactivation Condition: When this move is used. Never misses. The more the user's Physical Moves ↑ Next effect is increased, the greater the power of this attack. Lowers the target's Speed by 2 stat ranks. Lowers the target's Flying Type Rebuff by 1 rank the first time this attack move is successful each battle.SSummer Sky Feather DanceFlying movesActivation Condition: When the user uses any move once. Deactivation Condition: When this move is used. Never misses. Lowers the Attack and Sp. Atk of all opposing sync pairs by 2 stat ranks. Turns the field of play's zone into a Flying Zone. (A Flying Zone powers up Flying-type attacks.) Raises the evasiveness 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 2 ranks.AAlmighty Seas AeroblastFlying movesActivation Condition: When the user's Sync Move ↑ Next effect is increased. Deactivation Condition: When the user's Sync Move ↑ Next effect is not increased. Never misses. Except in certain circumstances, successful hits with this attack become critical hits. This attack's power increases 50% when the target is affected by a status condition. Makes the target flinch.HHarsh Winter Bleakwind StormFlying movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: When the user's Sp. Atk is not raised. Never misses when the weather is rainy. Lowers the target's Speed by 3 stat ranks. Leaves the target confused. The power of this move is not lowered even if there are multiple targets. Applies the Critical-Hit Defense effect to the allied field of play.SSacred HurricaneFlying movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: Cannot be deactivated. Never misses. Leaves the target confused. The power of this move is not lowered even if there are multiple targets. If the user's Pidgeot has Mega Evolved, also doubles this attack's power. When the user's team does not have a sync buff, also reduces the user's sync move countdown by 3.AAlmighty Air SlashFlying movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: Cannot be deactivated. Never misses. Makes the target flinch.WWhite Wings Aerial AceFlying movesActivation Condition: When the user's Attack is raised. Deactivation Condition: Cannot be deactivated. Never misses. Has a chance (30%) 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.EEarthquakeGround movesNo additional effect.MMud-SlapGround movesLowers the target's accuracy by 1 stat rank.SSand TombGround movesLeaves the target trapped.MMud ShotGround movesLowers the target's Speed by 1 stat rank.EEarth PowerGround movesHas a chance (10%) of lowering the target's Sp. Def by 1 stat rank.BBulldozeGround movesLowers the target's Speed by 1 stat rank.TThousand WavesGround movesApplies the Restrain effect to the target.PPrecipice BladesGround movesNo additional effect.HHigh HorsepowerGround movesNo additional effect.SStomping TantrumGround movesThis attack's power is doubled when the user's previous move failed.HHeadlong RushGround movesLowers the user's Defense and Sp. Def by 1 stat rank.SSandsear StormGround movesNever misses when the weather is rainy. Has a chance (20%) of leaving the target burned.CCrushing EarthquakeGround movesActivation 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.GGrudgeful BulldozeGround movesActivation Condition: When there is at least one trapped Pokémon on the opponent's field of play. Deactivation Condition: When there are no longer any trapped Pokémon on the opponent's field of play. Lowers the target's Defense and Speed by 1 stat rank. Raises the Defense and Speed of all allied sync pairs by 1 stat rank.HHazy Headlong RushGround movesActivation Condition: When the user is burned. Deactivation Condition: When the user is not burned. Never misses. The smaller the user's percentage of remaining HP, the greater the power of this attack.RRampant Mud SlapGround movesActivation Condition: When the user is hit by an attack move 1 time. Deactivation Condition: When this move is used. Never misses. Lowers the target's accuracy by 2 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 2 ranks.AAlmighty Rending EarthquakeGround movesActivation Condition: When a sandstorm is caused. Deactivation Condition: Cannot be deactivated. Lowers the target's Defense by 1 stat rank. Increases the user's Sync Move ↑ Next effect by 1 rank when its attack hits a target that is trapped.GGround-Splitting Headlong RushGround movesActivation Condition: When the field of play's zone turns into a Ground Zone. Deactivation Condition: When the field of play's zone is no longer a Ground Zone. Never misses. Lowers the target's Defense by 4 stat ranks. Applies the Supereffective ↑ Next effect to the user.RRed Precipice BladesGround movesActivation Condition: When your team's sync pair uses a sync move 1 time. Deactivation Condition: When this move is used. Makes the target flinch. The power of this move is not lowered even if there are multiple targets. Lowers the target's Defense by 3 stat ranks when the weather is EX sunny. Applies the Free Move Next effect to the user when the weather is EX sunny.PPeak Autumn Sandsear StormGround movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: When the user's Sp. Atk is not raised. Never misses when the weather is rainy. Lowers the target's Attack by 3 stat ranks. Leaves the target burned. The power of this move is not lowered even if there are multiple targets. Applies the Physical Damage Reduction effect to the allied field of play.DDriven High HorsepowerGround movesActivation Condition: When the user's Attack is raised. Deactivation Condition: When the user's Attack is not raised. Never misses. Except in certain circumstances, successful hits with this attack become critical hits. If the remaining MP for the user's move is one or more when attacking with this move, reduces those MP by one and grants all of the following effects: Makes the weather sunny. Increases the user's Sync Move ↑ Next effect by 2 ranks.PPrecipitous Cliffs Earth PowerGround movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: When the user's Sp. Atk is not raised. Never misses. Lowers the target's Sp. Def by 2 stat ranks. Increases the user's Special Moves ↑ Next effect by one to four ranks at random. In addition, increases the user's Special Moves ↑ Next effect by 1 rank when the target is poisoned or badly poisoned.EEarth-Smashing Drill RunGround movesActivation Condition: When the user's Physical Moves ↑ Next effect is increased. Deactivation Condition: When the user's Physical Moves ↑ Next effect is not increased. Never misses. Except in certain circumstances, successful hits with this attack become critical hits. Increases the user's Sync Move ↑ Next effect by 5 ranks. Grants all of the following effects the first time this attack move is successful each battle: Applies the Physical Move Break effect to the target. Reduces the user's sync move countdown by two. Increases the user's Physical Moves ↑ Next effect by double the number of ranks consumed when using this move.AAncient Times Earth PowerGround movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: When the user's Sp. Atk is not raised. Lowers the target's Defense and Sp. Def by 2 stat ranks. Has a chance (50%) 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. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 1 rank.GGroundblight BulldozeGround movesActivation Condition: When your team's sync pair uses a sync move once. Deactivation Condition: When this move is used. Never misses. Lowers the target's Speed by 2 stat ranks. 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 2 ranks.TTwineedleBug movesAttacks twice in a row. Has a chance (20%) of leaving the target poisoned.PPin MissileBug movesAttacks the target two to five times in a row.LLeech LifeBug movesThe more damage dealt to the target, the more it restores the user's HP.FFury CutterBug movesExcept in certain circumstances, grants all of the following effects: This move's power increases when successfully used in succession. If the user takes an action other than this move, its power returns to normal.MMegahornBug movesNo additional effect.SSilver WindBug movesHas a chance (10%) of raising the user's Attack, Defense, Sp. Atk, Sp. Def, and Speed by 1 stat rank.XX-ScissorBug movesNo additional effect.BBug BuzzBug movesHas a chance (10%) of lowering the target's Sp. Def by 1 stat rank.AAttack OrderBug movesCritical hits land more easily.DDefend OrderBug movesRaises the user's Defense and Sp. Def by 1 stat rank.HHeal OrderBug movesRestores the user's HP by approximately 50% of its maximum HP.SStruggle BugBug movesLowers the target's Sp. Atk. by 1 stat rank.FFell StingerBug movesRaises the user's Attack by 3 stat ranks when it knocks out a target with this move.IInfestationBug movesLeaves the target trapped.FFirst ImpressionBug movesThis move fails if this sync pair has used any moves since entering battle.LLungeBug movesLowers the target's Attack by 1 stat rank.AAccelerating X-ScissorBug movesActivation Condition: When the user's Speed is raised to its maximum stat rank. Deactivation Condition: When the user's Speed is not raised to its maximum stat rank. Never misses. Lowers the target's accuracy by 1 stat rank. Leaves the target confused.SSpiral MegahornBug movesActivation Condition: When any of the user's attack moves hit a total of 5 times while this move is deactivated. Deactivation Condition: When this move is used. The power of this move is not lowered even if there are multiple targets.BBugs' Singing Leech LifeBug movesActivation Condition: When a circle is applied to the allied field of play. Deactivation Condition: When there are no longer any circles applied to the allied field of play. Lowers one of the target's following stats by 2 stat ranks at random: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. Raises the user's stat by the same amount. The more damage dealt to the target, the more it restores the user's HP. Restores the HP of all allied sync pairs by approximately 10% of their maximum HP. Turns the field of play's zone into a Bug Zone the first time this attack move is successful each battle. (A Bug Zone powers up Bug-type attacks.)SSwarming Flames Bug BuzzBug movesActivation Condition: When the user's Trainer uses any moves 1 time. Deactivation Condition: Cannot be deactivated. Lowers the target's Sp. Def by 3 stat ranks. The power of this move is not lowered even if there are multiple targets. Increases the Special Moves ↑ Next effect of all allied sync pairs by 1 rank.ZZipping LungeBug movesActivation Condition: When your team's sync pair uses a sync move once. Deactivation Condition: When this move is used. Lowers the target's Attack by 3 stat ranks. The power of this move is not lowered even if there are multiple targets. Applies the Free Move Next effect to the user.VVicious Poison TwineedleBug movesActivation Condition: When the user's Attack is raised. Deactivation Condition: Cannot be deactivated. Attacks twice in a row. Never misses. Leaves the target badly poisoned. Has a chance (50%) of making the target flinch. Has a chance (50%) of leaving the target confused. Has a chance (50%) of leaving the target trapped. Turns the field of play's zone into an EX Bug Zone the first time this attack move is successful each battle. (An EX Bug Zone powers up Bug-type attacks.)CCharmFairy movesLowers the target's Attack by 2 stat ranks.MMoonlightFairy movesRestores 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.DDisarming VoiceFairy movesNever misses.DDraining KissFairy movesThe more damage dealt to the target, the more it restores the user's HP.PPlay RoughFairy movesHas a chance (10%) of lowering the target's Attack by 1 stat rank.MMoonblastFairy movesHas a chance (30%) of lowering the target's Sp. Atk by 1 stat rank.DDazzling GleamFairy movesNo additional effect.FFleur CannonFairy movesLowers the user's Sp. Atk by 2 stat ranks.SSpirit BreakFairy movesLowers the target's Sp. Atk. by 1 stat rank.UUltimate Dazzling GleamFairy movesActivation Condition: When an ally Mega Evolves. Deactivation Condition: Cannot be deactivated. Lowers the target's Attack and Sp. Atk by 4 stat ranks. Lowers the target's Fairy Type Rebuff by 1 rank.SStarry Draining KissFairy movesActivation 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.PPiercing Fleur CannonFairy movesActivation Condition: When the user's Pokémon uses a move once. Deactivation Condition: When this move is used. 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 3 ranks maximum).FFerocious Play RoughFairy movesActivation Condition: When the user uses any moves 1 time. Deactivation Condition: Cannot be deactivated. Never misses. Lowers the target's Attack and Defense by 1 stat rank. The power of this move is not lowered even if there are multiple targets.SStarry Night Disarming VoiceFairy movesActivation Condition: When the user uses any move once. Deactivation Condition: When this move is used. Never misses. Reduces the user's sync move countdown by 1. Applies the Supereffective ↑ Next effect to all allied sync pairs. Applies the Free Move Next effect to all allied sync pairs. The power of this move is not lowered even if there are multiple targets.TTasty-Sweet CharmFairy movesActivation Condition: When the user uses any move once. Deactivation Condition: When this move is used. Never misses. Lowers the Attack of all opposing sync pairs by 2 stat ranks. Applies the Critical-Hit Defense effect to the allied field of play. Applies the Physical Damage Reduction effect to the allied field of play. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 1 rank.LLove Dazzling GleamFairy movesActivation Condition: When the Move Gauge Acceleration effect is applied to the allied field of play. Deactivation Condition: When the Move Gauge Acceleration effect is no longer applied to the allied field of play. Never misses. The power of this move is not lowered even if there are multiple targets. Grants the following effect 6 times: Lowers one of the target's following stats by one stat rank at random: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. Turns the field of play's zone into an EX Fairy Zone. (An EX Fairy Zone powers up Fairy-type attacks.) Increases the Special Moves ↑ Next effect of all allied sync pairs by 1 rank.BBaby Blue Play RoughFairy movesActivation Condition: When the user uses any move once. Deactivation Condition: When this move is used. Never misses. Has a chance (10%) of lowering the target's Attack by one stat rank. The power and chance of applying additional effects of this move are not lowered even if there are multiple targets. If the remaining MP for the user's move is one or more when attacking with this move, reduces those MP by one and grants all of the following effects: Increases the user's Physical Moves ↑ Next effect by 2 ranks. Applies Sinnoh Circle (Physical) to the allied field of play. Sinnoh 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 per_5%. The more sync pairs with the Sinnoh 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 per_3%. The maximum power-up is 40%, and the maximum damage reduction is 14%.)RRelaxed CharmFairy movesActivation Condition: When the user is asleep. Deactivation Condition: When the user is not asleep. Never misses. Lowers the ? of all opposing sync pairs by ? stat ranks. Increases the Special Moves ↑ Next effect of all allied sync pairs by 2 ranks. Applies Paldea Circle (Special) to the allied field of play. Paldea Circle (Special) grants all of the following effects: Powers up the special attack moves and special sync moves of all allied sync pairs by 10%. Reduces special attack move and special sync move damage taken by all allied sync pairs by per_5%. The more sync pairs with the Paldea 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 per_3%. The maximum power-up is 40%, and the maximum damage reduction is 14%.)AAlmighty Dazzling GleamFairy movesActivation Condition: When the user's Sp. Atk is raised. Deactivation Condition: Cannot be deactivated. Lowers the target's Sp. Def by 2 stat ranks. The power of this move is not lowered even if there are multiple targets. If the user's Gardevoir has Mega Evolved, also decreases the amount of move gauge slots needed to use this move by 2.AAlmighty MoonblastFairy movesActivation Condition: When the user's Gardevoir Mega Evolves. Deactivation Condition: Cannot be deactivated. Never misses. The more the user's Sync Move ↑ Next effect is increased, the greater the power of this attack. Has a chance (30%) of lowering the target's Sp. Atk by 1 stat rank. The power and chance of applying additional effects of this move are not lowered even if there are multiple targets. Removes all of the user's Sync Move ↑ Next effect ranks.EElegant Play RoughFairy movesActivation Condition: When the user uses any move once. Deactivation Condition: Cannot be deactivated. Lowers the target's Attack and Sp. Atk by 2 stat ranks. The power of this move is not lowered even if there are multiple targets. If the remaining MP for the user's move is 1 or more when attacking with this move, reduces those MP by 1 and grants all of the following effects: Turns the field of play's zone into a Fairy Zone. (A Fairy Zone powers up Fairy-type attacks.) Increases the Physical Moves ↑ Next effect of all allied sync pairs by 1 rank.RRock ThrowRock movesNo additional effect.RRock SlideRock movesHas a chance (30%) of making the target flinch.SSandstormRock movesCauses a sandstorm.AAncient PowerRock movesHas a chance (10%) of raising the user's Attack, Defense, Sp. Atk, Sp. Def, and Speed by 1 stat rank.RRock TombRock movesLowers the target's Speed by 1 stat rank.SStone EdgeRock movesCritical hits land more easily.SStealth RockRock movesApplies Rock Damage Field to the opponents' field of play. (Rock Damage Field: The sync pairs will take Rock-type damage whenever they take an action.)HHead SmashRock movesThe user also takes approximately 33% of the damage it dealt to the target.WWide GuardRock movesThe 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.SSmack DownRock movesNo additional effect.DDiamond StormRock movesHas a chance (50%) of raising the user's Defense by 2 stat ranks.AAccelerockRock movesNo additional effect.TTar ShotRock movesLowers the target's Speed by 1 stat rank. Lowers the target's Fire Type Rebuff by 1 rank.PPink Diamond StormRock movesActivation Condition: When the field of play's zone turns into a Rock Zone. Deactivation Condition: When the field of play's zone is no longer a Rock Zone. Lowers the target's Defense by 2 stat ranks. Raises the Defense of all allied sync pairs by 2 stat ranks.MMassive Rock SlideRock movesActivation Condition: When your team's sync pair uses a sync move 1 time. Deactivation Condition: 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.GGinormous Rock TombRock movesActivation Condition: When the user's Defense is raised to its maximum stat rank. Deactivation Condition: When the user's Defense is not raised to its maximum stat rank. Lowers the target's Speed by 2 stat ranks. Turns the field of play's zone into a Rock Zone. (A Rock Zone powers up Rock-type attacks.) Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by 1 rank.12345