Fantina & Dusknoir
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
Astonish
Has a chance (30%) of making the target flinch.
Sinnoh Solidarity
Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by one rank. Applies Sinnoh Circle (Defensive) to the allied field of play. Sinnoh Circle (Defensive) grants all of the following effects: Powers up the moves and sync moves of all allied sync pairs by 5%. Reduces attack move and sync move damage taken by all allied sync pairs by 10%. 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 5% and reduces damage by 5%. The maximum power-up is 20%, and the maximum damage reduction is 25%.)
Mini Potion All
Restores the HP of all allied sync pairs by approximately 20% of their maximum HP.
Never Give Up!
Raises the Attack, Defense, Sp. Atk, and Sp. Def of all allied sync pairs by two stat ranks. Applies the Supereffective ↑ Next effect to all allied sync pairs.
Also a Contest Expert Ghost 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
Ghostly Rondo
Powers up the Ghost-type moves of all allied sync pairs. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by one rank when the user applies a circle to the allied field of play.
The Alluring, Soulful Dancer Superawakening
Reduces the user’s sync move countdown by one the first time it enters a battle each battle. Applies Sinnoh Circle (Defensive) to the allied field of play the first time the user’s sync move is used each battle. Extends the duration of Sinnoh Circle (Defensive) when Sinnoh Circle (Defensive) is applied to the allied field of play.
Adrenaline 1
Reduces the sync move countdown by one the first time the user’s sync move is used each battle.
First Aid 4
Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
Sync Grid (BSB) 48 tiles
| Tile and effect | Move Lv. | Energy |
|---|---|---|
| Mini Potion All: MP Refresh 2 Has a chance (30%) of restoring one MP of the user’s move when that move is successful. | 3 | 7 |
| Mini Potion All: Master Healer 1 Increases the amount of HP restored by the user’s healing moves. | 3 | 10 |
| HP +20 | 3 | 4 |
| 1st S-Move: Team HP Recovery (M) 1 Restores the HP of all allied sync pairs by approximately 20% of their maximum HP the first time the user’s sync move is used each battle. | 3 | 10 |
| Safety Tether Applies the Enduring effect to the user the first time its sync move is used each battle. | 3 | 10 |
| Sinnoh Solidarity: MP Refresh 1 Has a chance (20%) of restoring one MP of the user’s move when that move is successful. | 3 | 10 |
| Astonish: Aggravation 1 Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. | 3 | 10 |
| Team First Super Sync Applies the Supereffective ↑ Next effect to all allied sync pairs the first time the user’s sync move is used each battle. | 3 | 10 |
| Also a Contest Expert Ghost Impact: Power +25 | 3 | 5 |
| Also a Contest Expert Ghost Impact: Power +25 | 3 | 5 |
| Quick Cure Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. | 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 |
| Defense +10 | 2 | 4 |
| Circle: Status Immunity Status conditions cannot be inflicted on the user when a circle applies to the allied field of play. | 2 | 8 |
| Haunted Healing 1 Restores the user’s HP whenever its Pokémon takes an action when the zone is a Ghost Zone. | 2 | 8 |
| Never Give Up!: MP Refresh 2 Has a chance (30%) of restoring one MP of the user’s move when that move is successful. | 2 | 7 |
| Fighting Guard Reduces damage when the user is attacked by Fighting-type moves. | 2 | 8 |
| Circle: Attack Move DR 2 Reduces damage when the user is hit by an attack move while a circle applies to the allied field of play. | 2 | 10 |
| Circle: MG → 2 Quickly charges the move gauge when a circle applies to the allied field of play. | 2 | 8 |
| Astonish: Power +4 | 2 | 3 |
| Normal Guard Reduces damage when the user is attacked by Normal-type moves. | 2 | 8 |
| Sp. Def +10 | 2 | 4 |
| 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 |
| Defense +5 | 1 | 2 |
| Sp. Def +5 | 1 | 2 |
| Astonish: Power +4 | 1 | 3 |
| Speed +5 | 1 | 2 |
| Astonish: Power +4 | 1 | 3 |
| Unbending Defense cannot be lowered. | 1 | 5 |
| Defense +5 | 1 | 2 |
| Speed +5 | 1 | 2 |
| Speed +5 | 1 | 2 |
| Sp. Def +5 | 1 | 2 |
| Speed +5 | 1 | 2 |
| Attack +5 | 1 | 2 |
| Defense +5 | 1 | 2 |
| HP +10 | 1 | 2 |
| Sp. Def +5 | 1 | 2 |
| Stalwart Sp. Def cannot be lowered. | 1 | 5 |
| Attack +5 | 1 | 2 |
| HP +10 | 1 | 2 |
| Astonish: Power +4 | 1 | 3 |
| Astonish: Move Gauge Refresh 2 Has a chance (30%) of charging the user’s move gauge by one when its move is successful. | 1 | 7 |