Sabi & Rhyperior
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
Earthquake
No additional effect.
Sinnoh Passion
Increases the Physical Moves ↑ Next effect of all allied sync pairs by one rank. Applies Sinnoh Circle (Physical) to the allied field of play. Sinnoh Circle (Physical) grants all of the following effects: Powers up the physical attack moves and physical sync moves of all allied sync pairs by 10%. Reduces physical attack move and physical sync move damage taken by all allied sync pairs by 5%. 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 10% and reduces damage by 3%. The maximum power-up is 40%, and the maximum damage reduction is 14%.)
Earth-Smashing Drill Run
Activation Condition: When the user’s Physical Moves ↑ Next effect is increased. Deactivation Condition: When the user’s Physical Moves ↑ Next effect is not increased. Never misses. Except in certain circumstances, successful hits with this attack become critical hits. Increases the user’s Sync Move ↑ Next effect by five ranks. Grants all of the following effects the first time this attack move is successful each battle: Applies the Physical Move Break effect to the target. Reduces the user’s sync move countdown by two. Increases the user’s Physical Moves ↑ Next effect by double the number of ranks consumed when using this move.
The Real Question!
Raises the user’s critical-hit rate by three stat ranks. Applies the Supereffective ↑ Next effect to the user. Increases the user’s Physical Moves ↑ Next effect by two ranks. Increases the user’s Sync Move ↑ Next effect by five ranks.
Clairvoyant Drill Run
The more the user’s Attack is raised, the greater the power of this attack.
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
Sinnoh Rush
Reduces the user’s sync move countdown by one the first time it enters a battle each battle. When used in a co-op battle, reduces the user’s sync move countdown by one the first time your team enters a battle each battle instead. The more allied sync pairs with the Sinnoh theme you have on your team, the greater the reduction is. (Each additional sync pair increases the reduction by one, and the maximum reduction is three.) The effects do not stack if you have more than one sync pair on your team with passive skills of the same name.
Carefree Clairvoyance Superawakening
Reduces the user’s sync move countdown by one the first time its sync move is used each battle. Turns the field of play’s zone into a Ground Zone the first time the user’s sync move is used each battle. (A Ground Zone powers up Ground-type attacks.) Extends the duration of the Ground Zone when the zone turns into a Ground Zone while the user is on the field.
You Got Cold Feet?
Grants all of the following effects the first time the user enters a battle each battle: Applies Sinnoh Circle (Physical) to the allied field of play. Raises the user’s Attack by six stat ranks. Increases the user’s Physical Moves ↑ Next effect by two ranks.
Try and Catch Me!
Applies the Free Move Next effect to the user when its attack move (except its buddy move) is successful while the remaining MP for its buddy move is zero. Increases the Physical Moves ↑ Next effect of all allied sync pairs by one rank when the user’s attack move (except its buddy move) is successful while the remaining MP for its buddy move is zero.
Soften Up 1
Critical hits land more easily when the user attacks with a sync move.
Sync Grid (BSB) 54 tiles
| Tile and effect | Move Lv. | Energy |
|---|---|---|
| User Sets Sinnoh C (Phys): Sync CD ↓ 1 Reduces the user’s sync move countdown by one when it applies Sinnoh Circle (Physical) to the allied field of play. | 5 | 10 |
| 1st Use S-Move: S-Moves ×2 The power of the user’s sync move is doubled the first time its sync move is used each battle. | 5 | 10 |
| Sinnoh C (Phys) Extension 3 Extends the duration of Sinnoh Circle (Physical) when Sinnoh Circle (Physical) is applied to the allied field of play. | 4 | 10 |
| Hit: Physical Boost ↑1 9 Increases the user’s Physical Moves ↑ Next effect by one rank when its attack move is successful. | 4 | 10 |
| Sharpened Body 3 Powers up the user’s moves when its Attack is raised. | 3 | 10 |
| Earthquake: Unfortuitous 9 Lowers one of the target’s following stats by one stat rank at random when the user’s attack move against it is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. | 3 | 10 |
| Entry: Physical Boost 1 Increases the user’s Physical Moves ↑ Next effect by one rank when it enters a battle. | 3 | 10 |
| Enfeeble 2 Lowers the Defense of all opposing sync pairs by two stat ranks when the user enters a battle. | 3 | 10 |
| Adrenaline 1 Reduces the sync move countdown by one the first time the user’s sync move is used each battle. | 3 | 10 |
| Vigilance Protects the user against critical hits. | 3 | 10 |
| Haymaker The more the user’s Attack is raised, the more it powers up the user’s sync move. | 3 | 10 |
| 1st Hit: Supereffective ↑ Next Applies the Supereffective ↑ Next effect to the user the first time its attack move is successful each battle. | 3 | 7 |
| Clairvoyant Drill Run: Power +25 | 3 | 5 |
| Clairvoyant Drill Run: Power +25 | 3 | 5 |
| Poison Guard Reduces damage when the user is attacked by Poison-type moves. | 2 | 8 |
| Electric Guard Reduces damage when the user is attacked by Electric-type moves. | 2 | 8 |
| Earthquake: Power +3 | 2 | 3 |
| Earthquake: Move Gauge Refresh 3 Has a chance (40%) of charging the user’s move gauge by one when its move is successful. | 2 | 7 |
| Earthquake: Superduper Effective 5 Powers up moves that are super effective. | 2 | 8 |
| Earth-Smashing Drill Run: Power +2 | 2 | 3 |
| Attack +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 |
| Earth-Smashing Drill Run: Move Gauge Refresh 3 Has a chance (40%) of charging the user’s move gauge by one when its move is successful. | 2 | 7 |
| The Real Question!: MP Refresh 2 Has a chance (30%) of restoring one MP of the user’s move when that move is successful. | 2 | 7 |
| Sinnoh Passion: Hit and Heal 9 Applies the Gradual Healing effect to the user when its move is successful. | 2 | 7 |
| Sinnoh Passion: MP Refresh 2 Has a chance (30%) of restoring one MP of the user’s move when that move is successful. | 2 | 7 |
| Gobsmack 4 Has a chance (50%) of leaving the target confused when the user’s attack move against it is successful. | 2 | 8 |
| Natural Remedy Removes all status conditions from the user the first time it is inflicted by any status condition each battle. | 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 |
| Attack +5 | 1 | 2 |
| Defense +5 | 1 | 2 |
| Sp. Def +5 | 1 | 2 |
| Speed +5 | 1 | 2 |
| Earthquake: Power +3 | 1 | 3 |
| Earthquake: Power +3 | 1 | 3 |
| HP +10 | 1 | 2 |
| Attack +5 | 1 | 2 |
| Earth-Smashing Drill Run: Power +2 | 1 | 3 |
| Earth-Smashing Drill Run: Power +2 | 1 | 3 |
| Sp. Def +5 | 1 | 2 |
| Speed +5 | 1 | 2 |
| Earth-Smashing Drill Run: Power +2 | 1 | 3 |
| Earth-Smashing Drill Run: Power +2 | 1 | 3 |
| Attack +5 | 1 | 2 |
| Lithe Prevents the user from getting paralyzed. | 1 | 5 |
| Speed +5 | 1 | 2 |
| HP +10 | 1 | 2 |
| Earthquake: Power +3 | 1 | 3 |
| Earthquake: Power +3 | 1 | 3 |