Barry & Infernape
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
Close Combat
Lowers the user’s Defense and Sp. Def by one stat rank.
Fighting Wish
Turns the field of play’s zone into a Fighting Zone. (A Fighting Zone powers up Fighting-type attacks.)
Flaming Rock Smash
Activation 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 four stat ranks. Lowers the target’s Fighting Type Rebuff by one rank the first time this attack move is successful each battle.
I Believe in You!
Raises an ally’s Attack by four stat ranks. Raises an ally’s critical-hit rate by three stat ranks. Applies the Supereffective ↑ Next effect to an ally.
There’s No End Fighting Impact
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
Exclusive lucky-cookie data is not available for this form.
Passives and Superawakening
Who’s Got Time to Count?!
Reduces the user’s sync move countdown by one when it uses Fighting Wish. Increases the user’s Physical Moves ↑ Next effect by two ranks when it uses Fighting Wish.
Headstrong and Reckless
Powers up the user’s Close Combat. The user’s stats cannot be lowered. Lowers the target’s Attack and Sp. Atk by one stat rank when the user’s Close Combat is successful.
Fighting Zone &Hit: Free Move Next 9
Applies the Free Move Next effect to the user when its attack move is successful while the zone is a Fighting Zone.
Sync Grid (BSB) 48 tiles
| Tile and effect | Move Lv. | Energy |
|---|---|---|
| Furious Brawn The more the user’s Attack is raised, the more it powers up the user’s moves. | 3 | 10 |
| Close Combat: Hit: Sync Move Boost ↑1 9 Increases the user’s Sync Move ↑ Next effect by one rank when its attack move is successful. | 3 | 10 |
| Fierce Entry 2 Raises the user’s Attack by two stat ranks when it enters a battle. | 3 | 10 |
| Fighting Zone Extension 3 Extends the duration of the Fighting Zone when the zone turns into a Fighting Zone while the user is on the field. | 3 | 10 |
| I Believe in You!: Mighty Physical Boost 9 Increases the user’s Physical Moves ↑ Next effect by two ranks when its move is successful. | 3 | 10 |
| Head Start 1 Reduces the user’s sync move countdown by one the first time it enters a battle each battle. | 3 | 10 |
| Fighting Zone: S-Moves ↑ 9 Powers up the user’s sync move when the zone is a Fighting Zone. | 3 | 10 |
| Soften Up 1 Critical hits land more easily when the user attacks with a sync move. | 3 | 10 |
| There’s No End Fighting Impact: Power +25 | 3 | 5 |
| There’s No End Fighting Impact: Power +25 | 3 | 5 |
| Gobsmack 4 Has a chance (50%) of leaving the target confused when the user’s attack move against it is successful. | 2 | 9 |
| Attack +10 | 2 | 4 |
| Close Combat: Power +3 | 2 | 3 |
| Flaming Rock Smash: Power +2 | 2 | 3 |
| Brawling Healing 1 Restores the user’s HP whenever its Pokémon takes an action when the zone is a Fighting Zone. | 2 | 9 |
| Brawling Acceleration 2 Quickly charges the move gauge when the zone is a Fighting Zone. | 2 | 8 |
| Flaming Rock Smash: Move Gauge Refresh 9 Charges the user’s move gauge by one when its move is successful. | 2 | 7 |
| I Believe in You!: MP Refresh 2 Has a chance (30%) of restoring one MP of the user’s move when that move is successful. | 2 | 7 |
| Natural Remedy Removes all status conditions from the user the first time it is inflicted by any status condition each battle. | 2 | 7 |
| Close Combat: Power +3 | 2 | 3 |
| Trip Up 9 Lowers the target’s Speed by one stat rank when the user’s attack move against it is successful. | 2 | 9 |
| Quick Cure Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. | 2 | 7 |
| HP +10 | 1 | 0 |
| Attack +5 | 1 | 0 |
| Defense +5 | 1 | 0 |
| Attack +5 | 1 | 0 |
| Sp. Def +5 | 1 | 0 |
| Speed +5 | 1 | 0 |
| Speed +5 | 1 | 2 |
| Flameproof Prevents the user from getting burned. | 1 | 5 |
| Close Combat: Power +3 | 1 | 3 |
| Close Combat: Power +3 | 1 | 3 |
| Sp. Def +5 | 1 | 2 |
| Defense +5 | 1 | 2 |
| Attack +5 | 1 | 2 |
| Attack +5 | 1 | 2 |
| Flaming Rock Smash: Power +2 | 1 | 3 |
| Flaming Rock Smash: Power +2 | 1 | 3 |
| HP +10 | 1 | 2 |
| Attack +5 | 1 | 2 |
| Defense +5 | 1 | 2 |
| Sp. Def +5 | 1 | 2 |
| Flaming Rock Smash: Power +2 | 1 | 3 |
| Flaming Rock Smash: Power +2 | 1 | 3 |
| HP +10 | 1 | 2 |
| Speed +5 | 1 | 2 |
| Close Combat: Move Gauge Refresh 3 Has a chance (40%) of charging the user’s move gauge by one when its move is successful. | 1 | 7 |
| Close Combat: Power +3 | 1 | 3 |