Larry &Dudunsparce (Two-Segment Form)
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
Hyper Drill
No additional effect.
Dire Hit All +
Raises the critical-hit rate of all allied sync pairs by two stat ranks.
Bullet Speed Hyper Drill
Activation Condition: When the user uses any moves one time. Deactivation Condition: When this move is used. Never misses. Lowers the target’s Defense by two stat ranks. Lowers the target’s Normal Type Rebuff by one rank. Applies the Free Move Next effect to the user.
Plain and Simple
Applies the Move Gauge Acceleration effect to the allied field of play. Reduces the user’s sync move countdown by one. Raises the Speed of all allied sync pairs by two stat ranks.
Exceptional Everyman Hyper Drill
This attack’s power increases when the target’s Type Rebuff is lowered.
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
Status Immunity Exclusive lucky cookie 1
Status conditions cannot be inflicted on the user.
Passives and Superawakening
Working Man’s Methods
Raises the user’s Attack by four stat ranks when it enters a battle. Grants all of the following effects when the user is attacking: Ignores the target’s passive skills that would reduce the damage of attacks. Ignores the target’s passive skills that would protect the target against a critical hit. Ignores the target’s Enduring effect.
The Exceptional Everyman Superawakening
Turns the field of play’s zone into a Normal Zone the first time the user enters a battle each battle. Turns the field of play’s zone into a Normal Zone the first time the user’s sync move is used each battle. (A Normal Zone powers up Normal-type attacks.) Extends the duration of the Normal Zone when the zone turns into a Normal Zone while the user is on the field.
Opp Rebuff ↓: Team Moves ↑ 2
Powers up the moves of all allied sync pairs when attacking a target with a lowered Type Rebuff.
Rebuff Reducing Hit (Weakness)
Lowers the target’s Type Rebuff of its weakness type by one rank the first time the user’s attack move is successful each battle.
Sync Grid (BSB) 54 tiles
| Tile and effect | Move Lv. | Energy |
|---|---|---|
| S-Move: HP Recovery (M) 2 Restores the user’s HP by approximately 40% of its maximum HP after using its sync move. | 5 | 10 |
| Dire Hit All +: Team Brawn Gain 9 Increases the Physical Moves ↑ Next effect of all allied sync pairs by one rank when the user’s move is successful. | 5 | 10 |
| Enfeeble 2 Lowers the Defense of all opposing sync pairs by two stat ranks when the user enters a battle. | 4 | 10 |
| Team Speedy Entry 2 Raises the Speed of all allied sync pairs by two stat ranks when the user enters a battle. | 4 | 10 |
| Hyper Drill: Move Gauge Refresh 9 Charges the user’s move gauge by one when its move is successful. | 3 | 9 |
| Ramming Speed The more the user’s Speed is raised, the more it powers up the user’s moves. | 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 |
| Endurance Applies the Enduring effect to the user if its HP is full when it enters a battle. | 3 | 9 |
| Inertia The more the user’s Speed is raised, the more it powers up the user’s sync move. | 3 | 10 |
| Mighty Command 9 Increases the user’s Physical Moves ↑ Next effect by one rank when its Trainer uses a move. | 3 | 9 |
| S-Move on Opp: Attack ↓& Sp. Atk ↓ 2 Lowers the target’s Attack and Sp. Atk by two stat ranks when the user’s sync move targeting that opponent is successful. | 3 | 10 |
| Hit Rebuff ↓ Opp: Free Move Next 4 Has a chance (50%) of applying the Free Move Next effect to the user when its attack move is successful while the target’s Type Rebuff is lowered. | 3 | 10 |
| Exceptional Everyman Hyper Drill: Power +25 | 3 | 5 |
| Exceptional Everyman Hyper Drill: Power +25 | 3 | 5 |
| Unflappable Prevents the user from flinching. | 2 | 5 |
| Escape Artist Prevents the user from becoming trapped. | 2 | 5 |
| Hyper Drill: Power +2 | 2 | 3 |
| Hyper Drill: Move Gauge Refresh 3 Has a chance (40%) of charging the user’s move gauge by one when its move is successful. | 2 | 7 |
| Numbing Blow 4 Has a chance (50%) of leaving the target paralyzed when the user’s attack move against it is successful. | 2 | 8 |
| Bullet Speed Hyper Drill: Power +2 | 2 | 3 |
| Dire Hit All +: MP Refresh 2 Has a chance (30%) of restoring one MP of the user’s move when that move is successful. | 2 | 7 |
| Attack Trap 4 Has a chance (50%) of leaving the target trapped when the user’s attack move against it is successful. | 2 | 8 |
| Sp. Def +5 | 2 | 2 |
| Plain and Simple: MP Refresh 2 Has a chance (30%) of restoring one MP of the user’s move when that move is successful. | 2 | 7 |
| HP +40 | 2 | 7 |
| Speed +5 | 2 | 2 |
| Mad Strength 9 Raises the user’s Attack by one stat rank when its attack move is successful. | 2 | 10 |
| Ghost Guard Reduces damage when the user is attacked by Ghost-type moves. | 2 | 8 |
| 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 |
| HP +10 | 1 | 2 |
| Hyper Drill: Power +2 | 1 | 3 |
| Hyper Drill: Power +2 | 1 | 3 |
| Defense +5 | 1 | 2 |
| Sp. Def +5 | 1 | 2 |
| Bullet Speed Hyper Drill: Power +2 | 1 | 3 |
| Bullet Speed Hyper Drill: Power +2 | 1 | 3 |
| Speed +5 | 1 | 2 |
| HP +10 | 1 | 2 |
| Attack +5 | 1 | 2 |
| Defense +5 | 1 | 2 |
| Bullet Speed Hyper Drill: Power +2 | 1 | 3 |
| Bullet Speed Hyper Drill: Power +2 | 1 | 3 |
| Attack +5 | 1 | 2 |
| Sp. Def +5 | 1 | 2 |
| Defense +5 | 1 | 2 |
| HP +10 | 1 | 2 |
| Hyper Drill: Power +2 | 1 | 3 |
| Hyper Drill: Power +2 | 1 | 3 |