Table of Contents
Trainer
Pokemon Info
Pokemon Description
Their beautiful form comes from the muscles they have developed. They run silently in the night.
Table of Contents
Stats
Table of Contents
Moves
Type |
Dark |
Category |
 |
Power |
40 / 48
|
Accuracy |
100 |
Target |
An opponent |
Cost |
|
Critical hits land more easily.
Type |
Dark |
Category |
 |
Power |
0 / 0
|
Accuracy |
0 |
Target |
An opponent |
Uses |
2 |
Cost |
|
Returns the target’s raised stats to normal and raises the user’s stats by that amount.
Category |
 |
Power |
0 / 0
|
Accuracy |
0 |
Target |
Self |
Uses |
2 |
Sharply raises the user’s critical-hit rate. Drastically raises the user’s evasiveness. Drastically lowers the user’s Defense.
Type |
Dark |
Category |
 |
Power |
95 / 114
|
Accuracy |
100 |
Target |
An opponent |
Cost |
|
Has a small chance of making the target flinch.
Type |
Dark |
Category |
|
Power |
200 / 240 |
Accuracy |
- |
Target |
An opponent |
Effect Tag |
- |
This move’s power is increased if none of the opponent’s stats are raised.
Lithe
Prevents the Pokémon from getting paralyzed.
Team Skills
Condition
Form a team with two or more sync pairs that share the same type.
Effect
Raises the maximum HP of all allied sync pairs by [Value].
- Lv1: +12
- Lv2: +16
- Lv3: +20
- Lv4: +24
Raises allies’ Attack and Sp. Atk by [Value] when using Dark-type attacks.
- Lv1: +12
- Lv2: +16
- Lv3: +20
- Lv4: +24
Condition
Form a team with two or more sync pairs that share the same theme.
Effect
Raises the maximum HP of all allied sync pairs by [Value].
- Lv1: +1
- Lv2: +3
- Lv3: +5
- Lv4: +7
Raises the Attack and Sp. Atk of all allied sync pairs by [Value].
- Lv1: +1
- Lv2: +2
- Lv3: +3
- Lv4: +4
Sync Grid
Sync Grid for Grimsley & Liepard
Link to Sync Grid Planner Tool
Icon |
Bonus |
Sync Orb Cost |
Energy Cost |
Req Sync Level |
Grid Pos (X,Y) |
|
Attack
+5
|
5 |
0 |
|
(1,-1) |
|
Attack
+5
|
24 |
2 |
|
(1,5) |
|
Attack
+5
|
24 |
2 |
|
(-3,5) |
|
Attack
+10
|
60 |
5 |
3 |
(-1,9) |
|
Attack
+10
|
60 |
5 |
2 |
(-2,-4) |
|
HP
+10
|
5 |
0 |
|
(1,1) |
|
HP
+10
|
24 |
2 |
|
(-1,3) |
|
Sp. Atk
+5
|
5 |
0 |
|
(-1,-1) |
|
Sp. Atk
+5
|
24 |
2 |
|
(2,4) |
|
Sp. Atk
+5
|
24 |
2 |
|
(-2,4) |
|
Sp. Atk
+5
|
24 |
2 |
|
(-1,5) |
|
Speed
+5
|
5 |
0 |
|
(0,2) |
|
Speed
+5
|
24 |
2 |
|
(-3,-1) |
|
Speed
+5
|
24 |
2 |
|
(-2,-2) |
|
Speed
+5
|
24 |
2 |
2 |
(-3,7) |
|
Speed
+5
|
24 |
2 |
|
(2,6) |
|
Speed
+5
|
24 |
2 |
|
(1,3) |
|
Defense
+5
|
5 |
0 |
|
(0,-2) |
|
Defense
+5
|
24 |
2 |
2 |
(2,-4) |
|
Defense
+10
|
48 |
4 |
|
(-1,7) |
|
Sp. Def
+5
|
5 |
0 |
|
(-1,1) |
|
Sp. Def
+5
|
24 |
2 |
|
(2,-2) |
|
Sp. Def
+5
|
24 |
2 |
2 |
(3,-3) |
|
Card Shark Night Slash
:
Power
+25
|
60 |
5 |
3 |
(0,6) |
|
Card Shark Night Slash
:
Power
+25
|
60 |
5 |
3 |
(0,-6) |
|
Dark Pulse
:
Move Gauge Refresh 3
- Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
|
72 |
6 |
|
(1,-3) |
|
Snatch
:
Move Gauge Refresh 4
- Has a good chance of charging the user’s move gauge by one when a move is successful.
|
60 |
5 |
3 |
(2,-6) |
|
Snatch
:
Move Gauge Refresh 4
- Has a good chance of charging the user’s move gauge by one when a move is successful.
|
60 |
5 |
3 |
(-1,-5) |
|
Snatch
:
MP Refresh 2
- Has a moderate chance of restoring one MP of the move used if the move is successful.
|
60 |
5 |
2 |
(-3,-3) |
|
Snatch
:
MP Refresh 2
- Has a moderate chance of restoring one MP of the move used if the move is successful.
|
60 |
5 |
2 |
(-2,8) |
|
Snatch
:
Catalytic Cure 4
- Has a good chance of restoring the user’s HP when a move is successful.
|
84 |
7 |
2 |
(-3,-5) |
|
Snatch
:
Catalytic Cure 4
- Has a good chance of restoring the user’s HP when a move is successful.
|
84 |
7 |
3 |
(-2,-6) |
|
Snatch
:
Propulsion 4
- Has a good chance of reducing the user’s sync move countdown by one when the user’s move is successful.
|
120 |
10 |
2 |
(-3,9) |
|
All or Nothing!
:
MP Refresh 3
- Has a moderately good chance of restoring one MP of the move used if the move is successful.
|
84 |
7 |
2 |
(2,8) |
|
Night Slash
:
Move Gauge Refresh 3
- Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
|
72 |
6 |
|
(-1,-3) |
|
Ridicure 2
- Has a moderate chance of restoring the user’s HP when an opponent’s attack move targeting the user misses.
|
120 |
10 |
|
(-2,6) |
|
Indomitable 5
- Has a very good chance of raising the user’s Sp. Atk if any of the user’s stats have been lowered.
|
108 |
9 |
3 |
(1,-5) |
|
Bounce Back 5
- Has a very good chance of raising the user’s Attack if any of the user’s stats have been lowered.
|
108 |
9 |
|
(3,-1) |
|
On the Run 6
- Once per battle, radically raises the user’s evasiveness in a pinch.
|
96 |
8 |
2 |
(3,-5) |
|
Supercharger 2
- Has a moderate chance of raising the user’s Attack or Sp. Atk—or both—when a move targeting an opponent is successful.
|
108 |
9 |
3 |
(-2,10) |
|
Starting Node
|
0 |
0 |
|
(0,0) |
|
Dark Pulse
:
Power
+4
|
48 |
4 |
|
(-2,0) |
|
Dark Pulse
:
Power
+4
|
48 |
4 |
|
(3,7) |
|
Dark Pulse
:
Power
+4
|
48 |
4 |
|
(3,5) |
|
Dark Pulse
:
Power
+4
|
48 |
4 |
2 |
(3,9) |
|
Night Slash
:
Power
+5
|
48 |
4 |
3 |
(1,9) |
|
Night Slash
:
Power
+5
|
48 |
4 |
|
(2,0) |
|
Night Slash
:
Power
+5
|
48 |
4 |
3 |
(2,10) |
|
Night Slash
:
Power
+5
|
48 |
4 |
2 |
(1,7) |