Jupiter & Skuntank
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
Venoshock
This attack’s power is doubled when the target is poisoned or badly poisoned.
X Sp. Atk All
Raises the Sp. Atk of all allied sync pairs by two stat ranks.
Toxic
Leaves the target badly poisoned.
Aren’t You Tough...
Raises the Defense and Sp. Def of all allied sync pairs by four stat ranks. Applies the Gradual Healing effect to the user.
Stoic Passionate Commander Poison 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
Wafting Poison Stench
Turns the field of play’s zone into a Poison Zone the first time the user’s Pokémon uses a status move each battle. (A Poison Zone powers up Poison-type attacks.) When the user’s status move is used and inflicted a status condition on an opponent, inflicts the same status condition on all opposing sync pairs.
Hit Poisoned Opp: Team HP Recovery 9
Restores the HP of all allied sync pairs when the user’s attack move is successful against a poisoned or badly poisoned opponent.
Opp Poisoned: Team S-Moves ↑ 3
Powers up the sync moves of all allied sync pairs when attacking a target that is poisoned or badly poisoned.
Sync Grid (BSB) 48 tiles
| Tile and effect | Move Lv. | Energy |
|---|---|---|
| Hit Poisoned Opp: Stat ↓ 9 Lowers one of the target’s following stats by one stat rank at random when the user’s attack move is successful against a poisoned or badly poisoned opponent: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. | 3 | 10 |
| X Sp. Atk All: 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 |
| Poison Zone Extension 3 Extends the duration of the Poison Zone when the zone turns into a Poison Zone while the user is on the field. | 3 | 10 |
| S-Move: Team HP Recovery (M) 1 Restores the HP of all allied sync pairs by approximately 20% of their maximum HP after using the user’s sync move. | 3 | 10 |
| Hit Poisoned Opp: MG ↑ 9 Charges the user’s move gauge by one when its attack move is successful against a poisoned or badly poisoned opponent. | 3 | 10 |
| Aren’t You Tough...: Team Smart Command 9 Increases the Special Moves ↑ Next effect of all allied sync pairs by one rank when the user’s Trainer uses a move. | 3 | 10 |
| Safety Tether Applies the Enduring effect to the user the first time its sync move is used each battle. | 3 | 10 |
| 1st S-Move: Team Special Boost 1 Increases the Special Moves ↑ Next effect of all allied sync pairs by one rank the first time the user’s sync move is used each battle. | 3 | 10 |
| Stoic Passionate Commander Poison Beam: Power +25 | 3 | 5 |
| Stoic Passionate Commander Poison Beam: Power +25 | 3 | 5 |
| Natural Remedy Removes all status conditions from the user the first time it is inflicted by any status condition each battle. | 2 | 7 |
| X Sp. Atk All: MP Refresh 2 Has a chance (30%) of restoring one MP of the user’s move when that move is successful. | 2 | 7 |
| Defense +10 | 2 | 4 |
| Quick Cure Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. | 2 | 7 |
| Psychic Guard Reduces damage when the user is attacked by Psychic-type moves. | 2 | 8 |
| Poisonous Acceleration 2 Quickly charges the move gauge when the zone is a Poison Zone. | 2 | 8 |
| Toxic: Accuracy +10 | 2 | 5 |
| Toxic: Move Gauge Refresh 3 Has a chance (40%) of charging the user’s move gauge by one when its move is successful. | 2 | 7 |
| Sp. Def +10 | 2 | 4 |
| Potent Toxin 2 Increases the amount of damage an opponent takes from being poisoned or badly poisoned. | 2 | 8 |
| HP +20 | 2 | 4 |
| Venoshock: 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 |
| Sp. Atk +5 | 1 | 0 |
| Defense +5 | 1 | 0 |
| Sp. Atk +5 | 1 | 0 |
| Sp. Def +5 | 1 | 0 |
| Speed +5 | 1 | 0 |
| Sp. Def +5 | 1 | 2 |
| Speed +5 | 1 | 2 |
| Venoshock: Power +4 | 1 | 3 |
| Sp. Atk +5 | 1 | 2 |
| Venoshock: Power +4 | 1 | 3 |
| Venoshock: Power +4 | 1 | 3 |
| Stalwart Sp. Def cannot be lowered. | 1 | 5 |
| Sp. Atk +5 | 1 | 2 |
| Speed +5 | 1 | 2 |
| Sp. Def +5 | 1 | 2 |
| Speed +5 | 1 | 2 |
| Sp. Atk +5 | 1 | 2 |
| HP +10 | 1 | 2 |
| Sp. Def +5 | 1 | 2 |
| Sp. Atk +5 | 1 | 2 |
| Antitoxin Prevents the user from getting poisoned or badly poisoned. | 1 | 5 |
| Sp. Atk +5 | 1 | 2 |
| Defense +5 | 1 | 2 |
| Venoshock: Power +4 | 1 | 3 |
| Venoshock: Power +4 | 1 | 3 |