Jasmine (Special Costume)& Celesteela
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
Absorb
The more damage dealt to the target, the more it restores the user’s HP.
X Regen All
Applies the Gradual Healing effect to all allied sync pairs.
Flash Cannon
Has a chance (10%) of lowering the target’s Sp. Def by one stat rank.
Steel Yourselves!
Raises the Sp. Def of all allied sync pairs by three stat ranks. Raises the critical-hit rate of all allied sync pairs by one stat rank.
Iron Will Steel Beam
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
Team Sharp Entry 1
Raises the critical-hit rate of all allied sync pairs by one stat rank when the user enters a battle.
Group Morale Boost 9
Raises the Sp. Atk of all allied sync pairs by one stat rank when the user’s Trainer uses a move.
Safety Net
Applies the Enduring effect to all allied sync pairs the first time the user’s sync move is used each battle.
Sync Grid (BSB) 48 tiles
| Tile and effect | Move Lv. | Energy |
|---|---|---|
| Absorb: Move Gauge Refresh 9 Charges the user’s move gauge by one when its move is successful. | 3 | 9 |
| Absorb: Mind Games 4 Has a chance (50%) of lowering the target’s Sp. Def by one stat rank when the user’s attack move against it is successful. | 3 | 10 |
| Catalyst Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s sync move is used each battle. | 3 | 9 |
| Steel Yourselves!: All Ramped Up 1 Raises the Sp. Atk of all allied sync pairs by one stat rank when the user’s move is successful. | 3 | 10 |
| HP +20 | 3 | 4 |
| Flash Cannon: On a Roll 9 Raises the chance of lowering stat values with the additional effects of the user’s moves. | 3 | 8 |
| Team Triage Tank 2 Has a chance (30%) of restoring the HP of all allied sync pairs when the user is hit by an attack move. | 3 | 10 |
| Unyielding 2 Except in certain circumstances, when the user’s Enduring effect activates and the user has 1 HP remaining, has a chance (30%) of applying the Enduring effect to the user again. | 3 | 12 |
| Iron Will Steel Beam: Power +25 | 3 | 5 |
| Iron Will Steel Beam: Power +25 | 3 | 5 |
| Absorb: Power +2 | 2 | 3 |
| Absorb: Power +2 | 2 | 3 |
| Sp. Def +10 | 2 | 4 |
| Absorb: Power +2 | 2 | 3 |
| Quick Cure Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. | 2 | 7 |
| Survivor Mentality 2 Reduces damage when the user is hit by a special attack move while it is in a pinch. | 2 | 8 |
| Stalwart Sp. Def cannot be lowered. | 2 | 5 |
| Flash Cannon: Move Gauge Refresh 3 Has a chance (40%) of charging the user’s move gauge by one when its move is successful. | 2 | 7 |
| Flash Cannon: Power +3 | 2 | 3 |
| Speed +10 | 2 | 4 |
| Flash Cannon: Power +3 | 2 | 3 |
| Vigilance Protects the user against critical hits. | 2 | 8 |
| HP +10 | 1 | 0 |
| Sp. Atk +5 | 1 | 0 |
| Defense +5 | 1 | 0 |
| Sp. Atk +5 | 1 | 0 |
| Sp. Def +5 | 1 | 0 |
| Speed +5 | 1 | 0 |
| Speed +5 | 1 | 2 |
| Sand Shelter Protects the user from damage from a sandstorm. | 1 | 5 |
| Sp. Atk +5 | 1 | 2 |
| Absorb: Power +2 | 1 | 3 |
| Defense +5 | 1 | 2 |
| Antitoxin Prevents the user from getting poisoned or badly poisoned. | 1 | 6 |
| Absorb: Power +2 | 1 | 3 |
| Absorb: Power +2 | 1 | 3 |
| HP +10 | 1 | 2 |
| Steel Yourselves!: MP Refresh 2 Has a chance (30%) of restoring one MP of the user’s move when that move is successful. | 1 | 7 |
| Speed +5 | 1 | 2 |
| Flash Cannon: Power +3 | 1 | 3 |
| Defense +5 | 1 | 2 |
| Sp. Atk +5 | 1 | 2 |
| Flash Cannon: Move Gauge Refresh 3 Has a chance (40%) of charging the user’s move gauge by one when its move is successful. | 1 | 7 |
| Flash Cannon: Power +3 | 1 | 3 |
| Defense +5 | 1 | 2 |
| Sp. Def +5 | 1 | 2 |
| Flash Cannon: Power +3 | 1 | 3 |
| X Regen All: MP Refresh 2 Has a chance (30%) of restoring one MP of the user’s move when that move is successful. | 1 | 7 |