Piers & 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
Night Slash
Critical hits land more easily.
X Regen All
Applies the Gradual Healing effect to all allied sync pairs.
Poison Gas
Leaves the target poisoned.
Singin’ You a Song!
Raises the Sp. Def of all allied sync pairs by four stat ranks. Raises the accuracy of all allied sync pairs by one stat rank.
I Don’t Do Encores Dark 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
Staggering 2
Has a chance (30%) of making the target flinch when the user’s attack move against it is successful.
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.
Last Word
The user uses Explosion immediately before fainting.
Sync Grid (BSB) 48 tiles
| Tile and effect | Move Lv. | Energy |
|---|---|---|
| Hit Poisoned Opp: HP Recovery 9 Restores the user’s HP when its attack move is successful against a poisoned or badly poisoned opponent. | 3 | 10 |
| Night Slash: Satisfied Snicker 9 Lowers the target’s Sp. Atk by one stat rank when the user’s attack move against it is successful. | 3 | 10 |
| Catalytic Infliction Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s Pokémon uses a status move each battle. | 3 | 10 |
| Debut: Field Special DR Applies the Special Damage Reduction effect to the allied field of play the first time the user enters a battle each battle. | 3 | 10 |
| Singin’ You a Song!: Barricade Buddies 2 Raises the Sp. Def of all allied sync pairs by two stat ranks when the user’s move is successful. | 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 |
| Night Slash: Flabbergast 9 Leaves the target confused when the user’s move targeting that opponent is successful. | 3 | 10 |
| Opp Poisoned: Team P-Moves& S-Moves DR 1 Reduces damage when an ally is hit by an attack move or sync move from an opponent that is poisoned or badly poisoned. | 3 | 10 |
| I Don’t Do Encores Dark Impact: Power +25 | 3 | 5 |
| I Don’t Do Encores Dark Impact: Power +25 | 3 | 5 |
| Night Slash: Power +4 | 2 | 3 |
| HP +20 | 2 | 4 |
| Defense +10 | 2 | 4 |
| X Regen All: Fleet Feet 1 Raises the user’s Speed by one stat rank when its 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 |
| X Regen All: MP Refresh 2 Has a chance (30%) of restoring one MP of the user’s move when that move is successful. | 2 | 7 |
| 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 | 9 |
| Singin’ You a Song!: MP Refresh 2 Has a chance (30%) of restoring one MP of the user’s move when that move is successful. | 2 | 7 |
| Sp. Def +10 | 2 | 4 |
| On the Run 1 Raises the user’s evasiveness by one stat rank the first time it is in a pinch each battle. | 2 | 7 |
| Poison Gas: 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 |
| Attack +5 | 1 | 0 |
| Sp. Def +5 | 1 | 0 |
| Speed +5 | 1 | 0 |
| Defense +5 | 1 | 2 |
| Sp. Def +5 | 1 | 2 |
| Speed +5 | 1 | 2 |
| Night Slash: Power +4 | 1 | 3 |
| Night Slash: Power +4 | 1 | 3 |
| Night Slash: 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 |
| Sp. Def +5 | 1 | 2 |
| Speed +5 | 1 | 2 |
| HP +10 | 1 | 2 |
| Speed +5 | 1 | 2 |
| Defense +5 | 1 | 2 |
| Sp. Def +5 | 1 | 2 |
| Defense +5 | 1 | 2 |
| Sp. Def +5 | 1 | 2 |
| HP +10 | 1 | 2 |
| Speed +5 | 1 | 2 |
| Acuity Accuracy cannot be lowered. | 1 | 5 |
| Night Slash: Power +4 | 1 | 3 |
| Night Slash: Power +4 | 1 | 3 |