Lana & Araquanid
Explore move, passive and sync grid effects. Switch forms to compare them.
Sync pair database · Search moves, passives and sync grids· Data date 2026-10-16
Stats
Initial stars, Lv. 200, no potential increases or grid, EX role locked, superawakening Lv. 0. Form multipliers included.
Move
Water Gun
No additional effect.
Wide Guard
The user takes up a defensive posture. Using this move again will make the user leave this defensive posture. No other actions can be taken when in this defensive posture. Nullifies moves that target all allies when hit by such a move while in this defensive posture, then the user leaves the defensive posture.
Leech Life
The more damage dealt to the target, the more it restores the user’s HP.
Karpe Diem!
Uses a maximum of three slots of the user’s move gauge. The more amount used, the more it raises the Attack and Defense of all allied sync pairs (can be raised by up to four stat ranks maximum). Applies the Gradual Healing effect to all allied sync pairs.
Seaside Sister Hydro Vortex
No additional effect.
Master passive skill
This form has no master passive skill.
Lucky skills from exclusive cookies
Effects obtainable from exclusive lucky cookies. Choose your lucky skill in the game. Catalog date 2026-10-07 ·Catalog and guide
Hit: HP Recovery 4Exclusive lucky cookie 1
Has a chance (50%) of restoring the user’s HP when its attack move is successful.
Passives and Superawakening
Group Fire Guard
Reduces the damage all allied sync pairs take when attacked by Fire-type moves.
Group Water Guard
Reduces the damage all allied sync pairs take when attacked by Water-type moves.
Propelling Strike 9
Charges the user’s move gauge by one when its attack move is successful.
Sync Grid (BSB) 48 tiles
| Tile and effect | Move Lv. | Energy |
|---|---|---|
| HP Trade-Off 4 The smaller the user’s percentage of remaining HP, the more it powers up the user’s moves. | 3 | 10 |
| Tough Cookie The more the user’s Defense is raised, the more it powers up the user’s moves. | 3 | 7 |
| Karpe Diem!: Move Gauge Refresh 9 Charges the user’s move gauge by one when its move is successful. | 3 | 9 |
| Stamina Reserves 6 Charges the user’s move gauge by six the first time it is in a pinch each battle. | 3 | 8 |
| Wide Guard: MP Refresh 5 Has a chance (60%) of restoring one MP of the user’s move when that move is successful. | 3 | 7 |
| Block and Heal 9 Restores the user’s HP by approximately 20% of its maximum HP when the user nullifies an opponent’s move while in a defensive posture. | 3 | 7 |
| Racing Rain 2 Quickly charges the move gauge when the weather is rainy. | 3 | 10 |
| Speed +10 | 3 | 4 |
| Seaside Sister Hydro Vortex: Power +25 | 3 | 5 |
| Seaside Sister Hydro Vortex: Power +25 | 3 | 5 |
| Endurance Applies the Enduring effect to the user if its HP is full when it enters a battle. | 2 | 7 |
| Leech Life: Power +4 | 2 | 4 |
| Catalytic Cure 1 Has a chance (20%) of restoring the user’s HP by approximately 20% of its maximum HP when its move is successful. | 2 | 8 |
| Defense +10 | 2 | 4 |
| Sp. Def +10 | 2 | 4 |
| Critical Strike 1 Powers up the user’s attacks when they become critical hits. | 2 | 8 |
| Speed +10 | 2 | 4 |
| Block and Charge 1 Charges the user’s move gauge by one when it nullifies an opponent’s move while in a defensive posture. | 2 | 10 |
| Speed +10 | 2 | 4 |
| Vigilance Protects the user against critical hits. | 2 | 6 |
| Rain Gear 1 Reduces damage when the user is hit by an attack move while the weather is rainy. | 2 | 9 |
| Water Gun: Move Gauge Refresh 3 Has a chance (40%) of charging the user’s move gauge by one when its move is successful. | 2 | 7 |
| HP +10 | 1 | 0 |
| Attack +5 | 1 | 0 |
| Defense +5 | 1 | 0 |
| Sp. Atk +5 | 1 | 0 |
| Sp. Def +5 | 1 | 0 |
| Speed +5 | 1 | 0 |
| Attack +5 | 1 | 2 |
| HP +10 | 1 | 2 |
| Leech Life: Power +4 | 1 | 4 |
| Leech Life: Move Gauge Refresh 3 Has a chance (40%) of charging the user’s move gauge by one when its move is successful. | 1 | 7 |
| Defense +5 | 1 | 2 |
| Leech Life: Power +4 | 1 | 4 |
| Sp. Def +5 | 1 | 2 |
| Speed +5 | 1 | 2 |
| Sp. Atk +5 | 1 | 2 |
| Karpe Diem!: Move Gauge Refresh 3 Has a chance (40%) of charging the user’s move gauge by one when its move is successful. | 1 | 7 |
| HP +10 | 1 | 2 |
| Defense +5 | 1 | 2 |
| Sp. Def +5 | 1 | 2 |
| Speed +5 | 1 | 2 |
| Unbending Defense cannot be lowered. | 1 | 5 |
| Stalwart Sp. Def cannot be lowered. | 1 | 5 |
| Attack +5 | 1 | 2 |
| Sp. Atk +5 | 1 | 2 |
| Refreshing Rain 1 Restores the user’s HP whenever its Pokémon takes an action while the weather is rainy. | 1 | 7 |
| HP +10 | 1 | 2 |