POKEMAS LAB · DEBUFF RANKING
Debuffer Ranking
How Much Can Three Actions + a Sync Move Lower Stats?
Even with the same three actions, the number spent on setup changes the debuff total. Here, activating buddy moves and setting field effects also count as an action. We compare stat reductions from moves, passive skills, and sync grids together. One-opponent and three-opponent totals are calculated separately, accounting for targeting and stat limits.
Shauntal (Fall 2024) & Froslass
Entry effects, buddy move doubling, and effects after the first sync move are included.
The same sequence gives 23 stat ranks × 3 opponents.
Oleana follows with 20 stat ranks × 3 opponents = 60.
One Opponent: Total Guaranteed Stat Reductions
Atk, Def, Sp.Atk, Sp.Def, Speed, accuracy, and evasiveness start at 0, with each stat capped at −6. For example, Atk −6, Def −6, and Sp.Def −6 give a total of 18.
We searched the 669 sync pairs in the dataset and individually checked 22 candidates that can lower multiple stats in one action. This is not a definitive ranking from an exhaustive search of every sync grid and action sequence. Equal totals share a rank.
Scroll the table horizontally. Select “View action breakdown” below a sync pair’s name to display its action sequence, stat breakdown, and sync grid in the next row, using the conditions for that table.
| Rank | Sync pairs | Total | Final stat reductions | Three actions → Sync move |
|---|---|---|---|---|
| #1 | 23 | Atk−2 / Def−2 / Sp.Atk−2 / Sp.Def−5 / Speed−2 / accuracy−6 / evasiveness−4 | Hail → Powder Snow → Blizzard of Cursed Ice → Sync move | |
1 opponent: total 231.Hail → 2.Powder Snow → 3.Blizzard of Cursed Ice → 4.Sync move Atk−2 / Def−2 / Sp.Atk−2 / Sp.Def−5 / Speed−2 / accuracy−6 / evasiveness−4 The entry effect lowers all seven stats by 1 each. Hail lowers accuracy by another 2, and the buddy move doubles the reductions after Powder Snow has lowered Sp.Def. A further Sp.Def drop of 1 after the buddy move and accuracy/evasiveness drops of 2 after the first sync move are included. Accuracy stops at −6. The three random stat drops are excluded from the table. Required tiles: Debut: Team 7 Stats ↓ 1, Hail Hit: Sp. Def ↓ 9, 1st S-Move: Team Accuracy ↓ & Evasiveness ↓ 2. 39/70 energy including connecting tiles. | ||||
| #2 | 20 | Atk−6 / Def−2 / Sp.Atk−6 / Speed−6 | G-Max Malodor (max move) → Venom Drench → Venom Drench → Sync move | |
1 opponent: total 201.G-Max Malodor (max move) → 2.Venom Drench → 3.Venom Drench → 4.Sync move Atk−6 / Def−2 / Sp.Atk−6 / Speed−6 Use G-Max Malodor to poison all opponents, then Venom Drench twice. The passive triples the reduction per use, bringing Atk, Sp.Atk, and Speed to −6 each. The sync grid’s post-max-move Def drop of 2 also applies to all opponents. The max move occupies one of the three actions. Required tiles: Max Move: Team Defense ↓ 2. 23/70 energy including connecting tiles. | ||||
| #3 | 18 | Atk−6 / Def−6 / Sp.Atk−6 | White Light Sacred Sword → Sacred Sword → Sacred Sword → Sync move | |
1 opponent: total 181.White Light Sacred Sword → 2.Sacred Sword → 3.Sacred Sword → 4.Sync move Atk−6 / Def−6 / Sp.Atk−6 The entry circle has already activated the buddy move. It lowers Atk and Sp.Atk by 3 each, with the sync grid adding another 1 to each and lowering Def by 2. Follow with Sacred Sword twice to bring one opponent’s Atk, Def, and Sp.Atk to −6 each. For three opponents, the buddy move targets the center, then the regular moves target left and right, giving 10 + 4 + 4. Required tiles: Defense Destroyer 9, Circle Hit: Attack ↓ & Sp. Atk ↓ 9. 33/70 energy including connecting tiles. | ||||
| #3 | 18 | Atk−6 / Def−3 / Sp.Atk−6 / Sp.Def−3 | Shatterproof Dragon Breath → Shatterproof Dragon Breath → Shatterproof Dragon Breath → Sync move | |
1 opponent: total 181.Shatterproof Dragon Breath → 2.Shatterproof Dragon Breath → 3.Shatterproof Dragon Breath → 4.Sync move Atk−6 / Def−3 / Sp.Atk−6 / Sp.Def−3 The entry effect raises allied Def, so Shatterproof Dragon Breath is available immediately. Each use lowers Atk and Sp.Atk by 2 each, plus 1 each to Def and Sp.Def from the sync grid. Three uses give Atk and Sp.Atk −6 each, and Def and Sp.Def −3 each. The other buddy move activated by the user’s first sync move is not used in this evaluation window. Required tiles: Shatterproof Dragon Breath: Mind Games 9, Shatterproof Dragon Breath: Defense Crush 9. 29/70 energy including connecting tiles. | ||||
| #3 | 18 | Atk−6 / Def−6 / Sp.Def−6 | Growl → Growl → Growl → Sync move | |
1 opponent: total 181.Growl → 2.Growl → 3.Growl → 4.Sync move Atk−6 / Def−6 / Sp.Def−6 Growl’s Atk drop of 1, the sync grid’s post-status-move Atk drop of 1, and the passive’s Def and Sp.Def drops of 2 each all occur in one action. Three uses bring Atk, Def, and Sp.Def to −6 each. The first sync move also lowers Def and Sp.Def afterward, but they are already capped, so it adds no score. Required tiles: Might Afflicter 9. 13/70 energy including connecting tiles. | ||||
| #6 | 17 | Atk−2 / Sp.Def−6 / Speed−6 / accuracy−3 | Mud Shot → Mud Shot → Mud Shot → Sync move | |
1 opponent: total 171.Mud Shot → 2.Mud Shot → 3.Mud Shot → 4.Sync move Atk−2 / Sp.Def−6 / Speed−6 / accuracy−3 This assumes the corresponding Academy moves and upgrade tiles have been learned. Against one opponent, Mud Shot three times gives Sp.Def −6, Speed −6, and accuracy −3, plus Atk −2 on entry. Against three opponents, Hyper Voice twice followed by Mud Shot gives a total of 29. Required tiles: Hyper Voice: Satisfied Snicker 9, Hyper Voice: Hit: Attack ↓2 9, Learn Move: Mud Shot, Mud Shot: Trip Up 9, Mud Shot: Discombobulate 9, Mud Shot: Hit: Sp. Def ↓2 9, Terrify 2. 0/70 energy including connecting tiles. | ||||
| #7 | 16 | Atk−4 / Def−4 / Sp.Atk−4 / Sp.Def−4 | Leer → Fiery Wings Flare Blitz → Fiery Wings Flare Blitz → Sync move | |
1 opponent: total 161.Leer → 2.Fiery Wings Flare Blitz → 3.Fiery Wings Flare Blitz → 4.Sync move Atk−4 / Def−4 / Sp.Atk−4 / Sp.Def−4 Leer targets all opponents. Its one-rank Def drop stacks with one-rank Atk, Sp.Atk, and Sp.Def drops from her passive. Against one opponent, Leer once → the single-target buddy move twice puts four stats at −4 each, totaling 16. Against three opponents, Leer three times puts four stats at −3 on every opponent, giving 12 × 3 = 36. This sequence requires no additional sync grid tiles for stat reduction. | ||||
| #7 | 16 | Atk−6 / Sp.Atk−6 / Sp.Def−3 / Speed−1 | Noble Roar → Noble Roar → Ice Beam → Sync move | |
1 opponent: total 161.Noble Roar → 2.Noble Roar → 3.Ice Beam → 4.Sync move Atk−6 / Sp.Atk−6 / Sp.Def−3 / Speed−1 The two Noble Roar sync grid tiles allow Atk and Sp.Atk to fall by 3 each per use. Against one opponent, use it twice to reach −6 each, then Ice Beam adds Sp.Def −3 and the sync grid’s Speed drop of 1. Against three opponents, using Noble Roar once on each target gives the higher total of 18. Required tiles: Noble Roar: Move on Opp: Sp. Atk ↓2 9, Noble Roar: Move on Opp: Attack ↓2 9, Trip Up 9. 39/70 energy including connecting tiles. | ||||
| #9 | 15 | Atk−3 / Def−3 / Sp.Atk−3 / Sp.Def−3 / Speed−3 | Nuzzle → Nuzzle → Nuzzle → Sync move | |
1 opponent: total 151.Nuzzle → 2.Nuzzle → 3.Nuzzle → 4.Sync move Atk−3 / Def−3 / Sp.Atk−3 / Sp.Def−3 / Speed−3 The passive lowers five stats by 1 each on the same attack that Nuzzle uses to paralyze the target. Three uses give Atk, Def, Sp.Atk, Sp.Def, and Speed −3 each. The sync grid’s 20% extra drop is excluded. For three opponents, each is targeted once. This sequence requires no additional sync grid tiles for stat reduction. | ||||
| #9 | 15 | Atk−6 / Def−6 / Speed−3 | Giga Impact → Baby Blue Play Rough → Giga Impact → Sync move | |
1 opponent: total 151.Giga Impact → 2.Baby Blue Play Rough → 3.Giga Impact → 4.Sync move Atk−6 / Def−6 / Speed−3 Each attack combines passive Atk and Def drops of 2 each with sync grid drops of another 1 each and Speed −1. This three-action sequence uses the buddy move against all opponents once. It is deactivated afterward and reactivated by using a regular move. Combined with two single-target attacks, it gives 15 on the center and 7 on each side, totaling 29. The move’s own 10% Atk drop is excluded. Required tiles: Trip Up 9, Hit: Attack ↓ & Defense ↓ 9. 28/70 energy including connecting tiles. | ||||
| 11th | 14 | Atk−3 / Sp.Atk−3 / accuracy−6 / evasiveness−2 | Sludge Bomb → Sludge Bomb → Alluring Sweet Scent → Sync move | |
1 opponent: total 141.Sludge Bomb → 2.Sludge Bomb → 3.Alluring Sweet Scent → 4.Sync move Atk−3 / Sp.Atk−3 / accuracy−6 / evasiveness−2 The sync grid’s post-Pokémon-move Atk and Sp.Atk drops of 1 each apply to both regular Pokémon moves and the buddy move. Against one opponent, Sludge Bomb twice brings accuracy to −6 before the buddy move. Against three opponents, Sludge Bomb once followed by the buddy move against all opponents twice gives 13 on the center and 8 on each side, totaling 29. Required tiles: P-Move on Opp: Sp. Atk ↓ 9, P-Move on Opp: Attack ↓ 9, Sludge Bomb: Hit: Accuracy ↓3 9. 51/70 energy including connecting tiles. | ||||
| 12th | 12 | Atk−3 / Def−6 / Sp.Atk−3 | Almighty Rock Smash → Almighty Rock Smash → Almighty Rock Smash → Sync move | |
1 opponent: total 121.Almighty Rock Smash → 2.Almighty Rock Smash → 3.Almighty Rock Smash → 4.Sync move Atk−3 / Def−6 / Sp.Atk−3 Unless the user is in a pinch, the buddy move is available from the start. Almighty Rock Smash lowers Def by 2, with the sync grid adding Atk and Sp.Atk drops of 1 each. Three uses give all opponents Atk and Sp.Atk −3 each and Def −6. Switching to Almighty Aura Sphere can lower Sp.Def, but this table uses the sequence focused on Def. Required tiles: Overwhelm 9, Satisfied Snicker 9. 36/70 energy including connecting tiles. | ||||
| 12th | 12 | Atk−4 / Def−4 / Speed−4 | Tackle → Binding Leer → Binding Leer → Sync move | |
1 opponent: total 121.Tackle → 2.Binding Leer → 3.Binding Leer → 4.Sync move Atk−4 / Def−4 / Speed−4 Tackle lowers the target’s weakness-type rebuff and activates the buddy move. Binding Leer is a status move that targets all opponents. Two uses lower every opponent’s Atk, Def, and Speed by 4 each. Type rebuffs themselves are not included in the seven-stat total. This sequence requires no additional sync grid tiles for stat reduction. | ||||
| 12th | 12 | Atk−3 / Def−3 / Sp.Atk−3 / Sp.Def−3 | Dazzling Gleam → Dazzling Gleam → Dazzling Gleam → Sync move | |
1 opponent: total 121.Dazzling Gleam → 2.Dazzling Gleam → 3.Dazzling Gleam → 4.Sync move Atk−3 / Def−3 / Sp.Atk−3 / Sp.Def−3 Each Dazzling Gleam attack lowers Atk and Sp.Atk by 1 each through the passive and Def and Sp.Def by 1 each through the sync grid. Three uses give all opponents −3 in each of four stats. This sequence requires no buddy move setup. Required tiles: Hit: Defense ↓ & Sp. Def ↓ 9. 18/70 energy including connecting tiles. | ||||
| 12th | 12 | Atk−6 / Def−6 | Breaking Swipe → Breaking Swipe → Breaking Swipe → Sync move | |
1 opponent: total 121.Breaking Swipe → 2.Breaking Swipe → 3.Breaking Swipe → 4.Sync move Atk−6 / Def−6 Superawakening and the sync grid lower Atk and Def by 3 each on entry. Breaking Swipe three times brings Atk to −6, then the doubling after the first sync move brings Def to −6 too. The Strike EX role makes the sync move target all opponents. Extra random stat drops are excluded. Required tiles: Terrify 3. 19/70 energy including connecting tiles. | ||||
| 12th | 12 | Atk−4 / Sp.Atk−4 / Sp.Def−4 | Believe in Our Team! → Luxuriant Leaf Storm → Luxuriant Leaf Storm → Sync move | |
1 opponent: total 121.Believe in Our Team! → 2.Luxuriant Leaf Storm → 3.Luxuriant Leaf Storm → 4.Sync move Atk−4 / Sp.Atk−4 / Sp.Def−4 Believe in Our Team! raises Sp.Atk and sets physical and special damage reduction, activating the buddy move. Each buddy move lowers Sp.Def by 2, adds Atk and Sp.Atk drops of 1 each from the two damage-reduction effects, and adds another 1 each through the sync grid. One setup action and two buddy moves give 12 against one opponent and 36 across all opponents. Required tiles: Hit: Attack ↓ & Sp. Atk ↓ 9. 17/70 energy including connecting tiles. | ||||
| 17th | 11 | Def−3 / Sp.Def−5 / evasiveness−3 | Galar Analysis → Classy Chilly Reception → Max Mindstorm (max move) → Sync move | |
1 opponent: total 111.Galar Analysis → 2.Classy Chilly Reception → 3.Max Mindstorm (max move) → 4.Sync move Def−3 / Sp.Def−5 / evasiveness−3 Galar Analysis sets a circle and activates the buddy move. The buddy move lowers every opponent’s Def, Sp.Def, and evasiveness by 3 each. The post-max-move sync grid effect on action three lowers all opponents’ Sp.Def by another 2. Setup, the buddy move, and the max move each count as one action. Required tiles: Max Move Hit: Team Sp. Def ↓ 2. 23/70 energy including connecting tiles. | ||||
| 18th | 10 | Atk−3 / Def−2 / Sp.Atk−3 / Sp.Def−2 | Discharge → Discharge → Discharge → Sync move | |
1 opponent: total 101.Discharge → 2.Discharge → 3.Discharge → 4.Sync move Atk−3 / Def−2 / Sp.Atk−3 / Sp.Def−2 Three uses of Discharge with its two dedicated sync grid tiles lower every opponent’s Atk and Sp.Atk by 3 each. The first sync move’s subsequent Def and Sp.Def drops of 2 each reach all opponents because the Strike EX role makes the sync move target all opponents. Chance-based paralysis and flinching are not scored. Required tiles: Discharge: Overwhelm 9, Discharge: Satisfied Snicker 9, 1st S-Move on Opp: Defense ↓ & Sp. Def ↓ 2. 42/70 energy including connecting tiles. | ||||
| 18th | 10 | Atk−3 / Def−2 / Sp.Atk−3 / Sp.Def−2 | Iron Head → Almighty Flash Bullet Punch → Iron Head → Sync move | |
1 opponent: total 101.Iron Head → 2.Almighty Flash Bullet Punch → 3.Iron Head → 4.Sync move Atk−3 / Def−2 / Sp.Atk−3 / Sp.Def−2 Iron Head counts as one action for both setup and debuffing, activating the buddy move. The move-level-4 sync grid tile Hit: Attack ↓ & Sp. Atk ↓ 9 lowers Atk and Sp.Atk by one each after successful regular and buddy move attacks. Combined with its all-opponent Def and Sp.Def drops of two each, the buddy move contributes 6 per opponent and 18 across three. Add 2 from each of the two regular moves for 10 against one opponent and 22 across three. Because the buddy move deactivates after use, it can only be used once within these three actions. The first sync move’s Type Rebuff drop is excluded from the seven-stat total. Required tiles: Hit: Attack ↓ & Sp. Atk ↓ 9 (move level 4 or higher). 0/70 energy including connecting tiles. | ||||
| 20th | 9 | Atk−1 / Def−1 / Sp.Atk−2 / Sp.Def−1 / Speed−2 / accuracy−1 / evasiveness−1 | Bug Wish → Frozen Butterfly Stun Spore → Struggle Bug → Sync move | |
1 opponent: total 91.Bug Wish → 2.Frozen Butterfly Stun Spore → 3.Struggle Bug → 4.Sync move Atk−1 / Def−1 / Sp.Atk−2 / Sp.Def−1 / Speed−2 / accuracy−1 / evasiveness−1 Spend one action on Bug Wish to activate the buddy move. The buddy move lowers all seven stats by 1 each, then Struggle Bug adds Sp.Atk −1 and Speed −1 from its dedicated sync grid tile. Extra random stat drops against targets with a status condition are excluded. Required tiles: Shocking Slowdown 9. 23/70 energy including connecting tiles. | ||||
| 21st | 6 | Atk−2 / Sp.Atk−2 / Speed−2 | Freeze Shock (prepare) → Resonating Noble Roar → Freeze Shock (fire) → Sync move | |
1 opponent: total 61.Freeze Shock (prepare) → 2.Resonating Noble Roar → 3.Freeze Shock (fire) → 4.Sync move Atk−2 / Sp.Atk−2 / Speed−2 Spend one action preparing Freeze Shock, one on the activated buddy move, and one firing Freeze Shock. The buddy move gives all opponents Atk, Sp.Atk, and Speed −2 each. Neither the buddy move nor the preparation is treated as an extra free action. This sequence requires no additional sync grid tiles for stat reduction. | ||||
| 21st | 6 | Atk−3 / Sp.Atk−3 | Noble Roar → Noble Roar → Noble Roar → Sync move | |
1 opponent: total 61.Noble Roar → 2.Noble Roar → 3.Noble Roar → 4.Sync move Atk−3 / Sp.Atk−3 Noble Roar is normally a single-target move, but the passive that expands Pokémon moves’ targeting makes it reach all opponents. Three uses give Atk and Sp.Atk −3 each. The 50%-chance extra drops are excluded. This sequence requires no additional sync grid tiles for stat reduction. | ||||
Three Opponents: Combined Stat Reductions Across Each Target
We do not simply multiply every single-target score by three. These totals account for moves that target all opponents, passive skills that expand targeting, sync move EX effects, and switching targets with single-target moves. Each stat on each opponent is capped at −6.
Select “View action breakdown” to display the three-opponent action sequence, stat breakdown, and sync grid in the next row.
| Rank | Sync pairs | Total | Total per opponent (center + left + right) | Three actions → Sync move |
|---|---|---|---|---|
| #1 | 69 | 23+23+23 | Hail → Powder Snow → Blizzard of Cursed Ice → Sync move | |
3 opponents: total 691.Hail → 2.Powder Snow → 3.Blizzard of Cursed Ice → 4.Sync move Center: Atk−2 / Def−2 / Sp.Atk−2 / Sp.Def−5 / Speed−2 / accuracy−6 / evasiveness−4 ; Left: Atk−2 / Def−2 / Sp.Atk−2 / Sp.Def−5 / Speed−2 / accuracy−6 / evasiveness−4 ; Right: Atk−2 / Def−2 / Sp.Atk−2 / Sp.Def−5 / Speed−2 / accuracy−6 / evasiveness−4 The entry effect lowers all seven stats by 1 each. Hail lowers accuracy by another 2, and the buddy move doubles the reductions after Powder Snow has lowered Sp.Def. A further Sp.Def drop of 1 after the buddy move and accuracy/evasiveness drops of 2 after the first sync move are included. Accuracy stops at −6. The three random stat drops are excluded from the table. Required tiles: Debut: Team 7 Stats ↓ 1, Hail Hit: Sp. Def ↓ 9, 1st S-Move: Team Accuracy ↓ & Evasiveness ↓ 2. 39/70 energy including connecting tiles. | ||||
| #2 | 60 | 20+20+20 | G-Max Malodor (max move) [center] → Venom Drench → Venom Drench → Sync move | |
3 opponents: total 601.G-Max Malodor (max move) [center] → 2.Venom Drench → 3.Venom Drench → 4.Sync move Center: Atk−6 / Def−2 / Sp.Atk−6 / Speed−6 ; Left: Atk−6 / Def−2 / Sp.Atk−6 / Speed−6 ; Right: Atk−6 / Def−2 / Sp.Atk−6 / Speed−6 Use G-Max Malodor to poison all opponents, then Venom Drench twice. The passive triples the reduction per use, bringing Atk, Sp.Atk, and Speed to −6 each. The sync grid’s post-max-move Def drop of 2 also applies to all opponents. The max move occupies one of the three actions. Required tiles: Max Move: Team Defense ↓ 2. 23/70 energy including connecting tiles. | ||||
| #3 | 54 | 18+18+18 | Shatterproof Dragon Breath → Shatterproof Dragon Breath → Shatterproof Dragon Breath → Sync move | |
3 opponents: total 541.Shatterproof Dragon Breath → 2.Shatterproof Dragon Breath → 3.Shatterproof Dragon Breath → 4.Sync move Center: Atk−6 / Def−3 / Sp.Atk−6 / Sp.Def−3 ; Left: Atk−6 / Def−3 / Sp.Atk−6 / Sp.Def−3 ; Right: Atk−6 / Def−3 / Sp.Atk−6 / Sp.Def−3 The entry effect raises allied Def, so Shatterproof Dragon Breath is available immediately. Each use lowers Atk and Sp.Atk by 2 each, plus 1 each to Def and Sp.Def from the sync grid. Three uses give Atk and Sp.Atk −6 each, and Def and Sp.Def −3 each. The other buddy move activated by the user’s first sync move is not used in this evaluation window. Required tiles: Shatterproof Dragon Breath: Mind Games 9, Shatterproof Dragon Breath: Defense Crush 9. 29/70 energy including connecting tiles. | ||||
| #3 | 54 | 18+18+18 | Growl → Growl → Growl → Sync move | |
3 opponents: total 541.Growl → 2.Growl → 3.Growl → 4.Sync move Center: Atk−6 / Def−6 / Sp.Def−6 ; Left: Atk−6 / Def−6 / Sp.Def−6 ; Right: Atk−6 / Def−6 / Sp.Def−6 Growl’s Atk drop of 1, the sync grid’s post-status-move Atk drop of 1, and the passive’s Def and Sp.Def drops of 2 each all occur in one action. Three uses bring Atk, Def, and Sp.Def to −6 each. The first sync move also lowers Def and Sp.Def afterward, but they are already capped, so it adds no score. Required tiles: Might Afflicter 9. 13/70 energy including connecting tiles. | ||||
| 5th | 36 | 12+12+12 | Almighty Rock Smash → Almighty Rock Smash → Almighty Rock Smash → Sync move | |
3 opponents: total 361.Almighty Rock Smash → 2.Almighty Rock Smash → 3.Almighty Rock Smash → 4.Sync move Center: Atk−3 / Def−6 / Sp.Atk−3 ; Left: Atk−3 / Def−6 / Sp.Atk−3 ; Right: Atk−3 / Def−6 / Sp.Atk−3 Unless the user is in a pinch, the buddy move is available from the start. Almighty Rock Smash lowers Def by 2, with the sync grid adding Atk and Sp.Atk drops of 1 each. Three uses give all opponents Atk and Sp.Atk −3 each and Def −6. Switching to Almighty Aura Sphere can lower Sp.Def, but this table uses the sequence focused on Def. Required tiles: Overwhelm 9, Satisfied Snicker 9. 36/70 energy including connecting tiles. | ||||
| 5th | 36 | 12+12+12 | Leer → Leer → Leer → Sync move | |
3 opponents: total 361.Leer → 2.Leer → 3.Leer → 4.Sync move Center: Atk−3 / Def−3 / Sp.Atk−3 / Sp.Def−3 ; Left: Atk−3 / Def−3 / Sp.Atk−3 / Sp.Def−3 ; Right: Atk−3 / Def−3 / Sp.Atk−3 / Sp.Def−3 Leer targets all opponents. Its one-rank Def drop stacks with one-rank Atk, Sp.Atk, and Sp.Def drops from her passive. Against one opponent, Leer once → the single-target buddy move twice puts four stats at −4 each, totaling 16. Against three opponents, Leer three times puts four stats at −3 on every opponent, giving 12 × 3 = 36. This sequence requires no additional sync grid tiles for stat reduction. | ||||
| 5th | 36 | 12+12+12 | Tackle [center] → Binding Leer → Binding Leer → Sync move | |
3 opponents: total 361.Tackle [center] → 2.Binding Leer → 3.Binding Leer → 4.Sync move Center: Atk−4 / Def−4 / Speed−4 ; Left: Atk−4 / Def−4 / Speed−4 ; Right: Atk−4 / Def−4 / Speed−4 Tackle lowers the target’s weakness-type rebuff and activates the buddy move. Binding Leer is a status move that targets all opponents. Two uses lower every opponent’s Atk, Def, and Speed by 4 each. Type rebuffs themselves are not included in the seven-stat total. This sequence requires no additional sync grid tiles for stat reduction. | ||||
| 5th | 36 | 12+12+12 | Dazzling Gleam → Dazzling Gleam → Dazzling Gleam → Sync move | |
3 opponents: total 361.Dazzling Gleam → 2.Dazzling Gleam → 3.Dazzling Gleam → 4.Sync move Center: Atk−3 / Def−3 / Sp.Atk−3 / Sp.Def−3 ; Left: Atk−3 / Def−3 / Sp.Atk−3 / Sp.Def−3 ; Right: Atk−3 / Def−3 / Sp.Atk−3 / Sp.Def−3 Each Dazzling Gleam attack lowers Atk and Sp.Atk by 1 each through the passive and Def and Sp.Def by 1 each through the sync grid. Three uses give all opponents −3 in each of four stats. This sequence requires no buddy move setup. Required tiles: Hit: Defense ↓ & Sp. Def ↓ 9. 18/70 energy including connecting tiles. | ||||
| 5th | 36 | 12+12+12 | Breaking Swipe → Breaking Swipe → Breaking Swipe → Sync move | |
3 opponents: total 361.Breaking Swipe → 2.Breaking Swipe → 3.Breaking Swipe → 4.Sync move Center: Atk−6 / Def−6 ; Left: Atk−6 / Def−6 ; Right: Atk−6 / Def−6 Superawakening and the sync grid lower Atk and Def by 3 each on entry. Breaking Swipe three times brings Atk to −6, then the doubling after the first sync move brings Def to −6 too. The Strike EX role makes the sync move target all opponents. Extra random stat drops are excluded. Required tiles: Terrify 3. 19/70 energy including connecting tiles. | ||||
| 5th | 36 | 12+12+12 | Believe in Our Team! → Luxuriant Leaf Storm → Luxuriant Leaf Storm → Sync move | |
3 opponents: total 361.Believe in Our Team! → 2.Luxuriant Leaf Storm → 3.Luxuriant Leaf Storm → 4.Sync move Center: Atk−4 / Sp.Atk−4 / Sp.Def−4 ; Left: Atk−4 / Sp.Atk−4 / Sp.Def−4 ; Right: Atk−4 / Sp.Atk−4 / Sp.Def−4 Believe in Our Team! raises Sp.Atk and sets physical and special damage reduction, activating the buddy move. Each buddy move lowers Sp.Def by 2, adds Atk and Sp.Atk drops of 1 each from the two damage-reduction effects, and adds another 1 each through the sync grid. One setup action and two buddy moves give 12 against one opponent and 36 across all opponents. Required tiles: Hit: Attack ↓ & Sp. Atk ↓ 9. 17/70 energy including connecting tiles. | ||||
| 11th | 33 | 11+11+11 | Galar Analysis → Classy Chilly Reception → Max Mindstorm (max move) [center] → Sync move | |
3 opponents: total 331.Galar Analysis → 2.Classy Chilly Reception → 3.Max Mindstorm (max move) [center] → 4.Sync move Center: Def−3 / Sp.Def−5 / evasiveness−3 ; Left: Def−3 / Sp.Def−5 / evasiveness−3 ; Right: Def−3 / Sp.Def−5 / evasiveness−3 Galar Analysis sets a circle and activates the buddy move. The buddy move lowers every opponent’s Def, Sp.Def, and evasiveness by 3 each. The post-max-move sync grid effect on action three lowers all opponents’ Sp.Def by another 2. Setup, the buddy move, and the max move each count as one action. Required tiles: Max Move Hit: Team Sp. Def ↓ 2. 23/70 energy including connecting tiles. | ||||
| 12th | 30 | 10+10+10 | Discharge → Discharge → Discharge → Sync move | |
3 opponents: total 301.Discharge → 2.Discharge → 3.Discharge → 4.Sync move Center: Atk−3 / Def−2 / Sp.Atk−3 / Sp.Def−2 ; Left: Atk−3 / Def−2 / Sp.Atk−3 / Sp.Def−2 ; Right: Atk−3 / Def−2 / Sp.Atk−3 / Sp.Def−2 Three uses of Discharge with its two dedicated sync grid tiles lower every opponent’s Atk and Sp.Atk by 3 each. The first sync move’s subsequent Def and Sp.Def drops of 2 each reach all opponents because the Strike EX role makes the sync move target all opponents. Chance-based paralysis and flinching are not scored. Required tiles: Discharge: Overwhelm 9, Discharge: Satisfied Snicker 9, 1st S-Move on Opp: Defense ↓ & Sp. Def ↓ 2. 42/70 energy including connecting tiles. | ||||
| 13th | 29 | 15+7+7 | Giga Impact [center] → Baby Blue Play Rough → Giga Impact [center] → Sync move | |
3 opponents: total 291.Giga Impact [center] → 2.Baby Blue Play Rough → 3.Giga Impact [center] → 4.Sync move Center: Atk−6 / Def−6 / Speed−3 ; Left: Atk−3 / Def−3 / Speed−1 ; Right: Atk−3 / Def−3 / Speed−1 Each attack combines passive Atk and Def drops of 2 each with sync grid drops of another 1 each and Speed −1. This three-action sequence uses the buddy move against all opponents once. It is deactivated afterward and reactivated by using a regular move. Combined with two single-target attacks, it gives 15 on the center and 7 on each side, totaling 29. The move’s own 10% Atk drop is excluded. Required tiles: Trip Up 9, Hit: Attack ↓ & Defense ↓ 9. 28/70 energy including connecting tiles. | ||||
| 13th | 29 | 13+8+8 | Hyper Voice → Hyper Voice → Mud Shot [center] → Sync move | |
3 opponents: total 291.Hyper Voice → 2.Hyper Voice → 3.Mud Shot [center] → 4.Sync move Center: Atk−6 / Sp.Atk−2 / Sp.Def−2 / Speed−2 / accuracy−1 ; Left: Atk−6 / Sp.Atk−2 ; Right: Atk−6 / Sp.Atk−2 This assumes the corresponding Academy moves and upgrade tiles have been learned. Against one opponent, Mud Shot three times gives Sp.Def −6, Speed −6, and accuracy −3, plus Atk −2 on entry. Against three opponents, Hyper Voice twice followed by Mud Shot gives a total of 29. Required tiles: Hyper Voice: Satisfied Snicker 9, Hyper Voice: Hit: Attack ↓2 9, Learn Move: Mud Shot, Mud Shot: Trip Up 9, Mud Shot: Discombobulate 9, Mud Shot: Hit: Sp. Def ↓2 9, Terrify 2. 0/70 energy including connecting tiles. | ||||
| 13th | 29 | 13+8+8 | Sludge Bomb [center] → Alluring Sweet Scent → Alluring Sweet Scent → Sync move | |
3 opponents: total 291.Sludge Bomb [center] → 2.Alluring Sweet Scent → 3.Alluring Sweet Scent → 4.Sync move Center: Atk−3 / Sp.Atk−3 / accuracy−3 / evasiveness−4 ; Left: Atk−2 / Sp.Atk−2 / evasiveness−4 ; Right: Atk−2 / Sp.Atk−2 / evasiveness−4 The sync grid’s post-Pokémon-move Atk and Sp.Atk drops of 1 each apply to both regular Pokémon moves and the buddy move. Against one opponent, Sludge Bomb twice brings accuracy to −6 before the buddy move. Against three opponents, Sludge Bomb once followed by the buddy move against all opponents twice gives 13 on the center and 8 on each side, totaling 29. Required tiles: P-Move on Opp: Sp. Atk ↓ 9, P-Move on Opp: Attack ↓ 9, Sludge Bomb: Hit: Accuracy ↓3 9. 51/70 energy including connecting tiles. | ||||
| 16th | 27 | 9+9+9 | Bug Wish → Frozen Butterfly Stun Spore → Struggle Bug → Sync move | |
3 opponents: total 271.Bug Wish → 2.Frozen Butterfly Stun Spore → 3.Struggle Bug → 4.Sync move Center: Atk−1 / Def−1 / Sp.Atk−2 / Sp.Def−1 / Speed−2 / accuracy−1 / evasiveness−1 ; Left: Atk−1 / Def−1 / Sp.Atk−2 / Sp.Def−1 / Speed−2 / accuracy−1 / evasiveness−1 ; Right: Atk−1 / Def−1 / Sp.Atk−2 / Sp.Def−1 / Speed−2 / accuracy−1 / evasiveness−1 Spend one action on Bug Wish to activate the buddy move. The buddy move lowers all seven stats by 1 each, then Struggle Bug adds Sp.Atk −1 and Speed −1 from its dedicated sync grid tile. Extra random stat drops against targets with a status condition are excluded. Required tiles: Shocking Slowdown 9. 23/70 energy including connecting tiles. | ||||
| 17th | 22 | 10+6+6 | Iron Head [center] → Almighty Flash Bullet Punch → Iron Head [center] → Sync move | |
3 opponents: total 221.Iron Head [center] → 2.Almighty Flash Bullet Punch → 3.Iron Head [center] → 4.Sync move Center: Atk−3 / Def−2 / Sp.Atk−3 / Sp.Def−2 | Left: Atk−1 / Def−2 / Sp.Atk−1 / Sp.Def−2 | Right: Atk−1 / Def−2 / Sp.Atk−1 / Sp.Def−2 Iron Head counts as one action for both setup and debuffing, activating the buddy move. The move-level-4 sync grid tile Hit: Attack ↓ & Sp. Atk ↓ 9 lowers Atk and Sp.Atk by one each after successful regular and buddy move attacks. Combined with its all-opponent Def and Sp.Def drops of two each, the buddy move contributes 6 per opponent and 18 across three. Add 2 from each of the two regular moves for 10 against one opponent and 22 across three. Because the buddy move deactivates after use, it can only be used once within these three actions. The first sync move’s Type Rebuff drop is excluded from the seven-stat total. Required tiles: Hit: Attack ↓ & Sp. Atk ↓ 9 (move level 4 or higher). 0/70 energy including connecting tiles. | ||||
| 18th | 18 | 6+6+6 | Noble Roar [center] → Noble Roar [left] → Noble Roar [right] → Sync move | |
3 opponents: total 181.Noble Roar [center] → 2.Noble Roar [left] → 3.Noble Roar [right] → 4.Sync move Center: Atk−3 / Sp.Atk−3 ; Left: Atk−3 / Sp.Atk−3 ; Right: Atk−3 / Sp.Atk−3 The two Noble Roar sync grid tiles allow Atk and Sp.Atk to fall by 3 each per use. Against one opponent, use it twice to reach −6 each, then Ice Beam adds Sp.Def −3 and the sync grid’s Speed drop of 1. Against three opponents, using Noble Roar once on each target gives the higher total of 18. Required tiles: Noble Roar: Move on Opp: Sp. Atk ↓2 9, Noble Roar: Move on Opp: Attack ↓2 9, Trip Up 9. 39/70 energy including connecting tiles. | ||||
| 18th | 18 | 6+6+6 | Freeze Shock (prepare) [center] → Resonating Noble Roar → Freeze Shock (fire) [center] → Sync move | |
3 opponents: total 181.Freeze Shock (prepare) [center] → 2.Resonating Noble Roar → 3.Freeze Shock (fire) [center] → 4.Sync move Center: Atk−2 / Sp.Atk−2 / Speed−2 ; Left: Atk−2 / Sp.Atk−2 / Speed−2 ; Right: Atk−2 / Sp.Atk−2 / Speed−2 Spend one action preparing Freeze Shock, one on the activated buddy move, and one firing Freeze Shock. The buddy move gives all opponents Atk, Sp.Atk, and Speed −2 each. Neither the buddy move nor the preparation is treated as an extra free action. This sequence requires no additional sync grid tiles for stat reduction. | ||||
| 18th | 18 | 6+6+6 | Noble Roar → Noble Roar → Noble Roar → Sync move | |
3 opponents: total 181.Noble Roar → 2.Noble Roar → 3.Noble Roar → 4.Sync move Center: Atk−3 / Sp.Atk−3 ; Left: Atk−3 / Sp.Atk−3 ; Right: Atk−3 / Sp.Atk−3 Noble Roar is normally a single-target move, but the passive that expands Pokémon moves’ targeting makes it reach all opponents. Three uses give Atk and Sp.Atk −3 each. The 50%-chance extra drops are excluded. This sequence requires no additional sync grid tiles for stat reduction. | ||||
| 18th | 18 | 10+4+4 | White Light Sacred Sword [center] → Sacred Sword [left] → Sacred Sword [right] → Sync move | |
3 opponents: total 181.White Light Sacred Sword [center] → 2.Sacred Sword [left] → 3.Sacred Sword [right] → 4.Sync move Center: Atk−4 / Def−2 / Sp.Atk−4 ; Left: Atk−1 / Def−2 / Sp.Atk−1 ; Right: Atk−1 / Def−2 / Sp.Atk−1 The entry circle has already activated the buddy move. It lowers Atk and Sp.Atk by 3 each, with the sync grid adding another 1 to each and lowering Def by 2. Follow with Sacred Sword twice to bring one opponent’s Atk, Def, and Sp.Atk to −6 each. For three opponents, the buddy move targets the center, then the regular moves target left and right, giving 10 + 4 + 4. Required tiles: Defense Destroyer 9, Circle Hit: Attack ↓ & Sp. Atk ↓ 9. 33/70 energy including connecting tiles. | ||||
| Rank 22 | 15 | 5+5+5 | Nuzzle [center] → Nuzzle [left] → Nuzzle [right] → Sync move | |
3 opponents: total 151.Nuzzle [center] → 2.Nuzzle [left] → 3.Nuzzle [right] → 4.Sync move Center: Atk−1 / Def−1 / Sp.Atk−1 / Sp.Def−1 / Speed−1 ; Left: Atk−1 / Def−1 / Sp.Atk−1 / Sp.Def−1 / Speed−1 ; Right: Atk−1 / Def−1 / Sp.Atk−1 / Sp.Def−1 / Speed−1 The passive lowers five stats by 1 each on the same attack that Nuzzle uses to paralyze the target. Three uses give Atk, Def, Sp.Atk, Sp.Def, and Speed −3 each. The sync grid’s 20% extra drop is excluded. For three opponents, each is targeted once. This sequence requires no additional sync grid tiles for stat reduction. | ||||
What Separates the Leaders: Setup and Targeting
Shauntal (Fall 2024) needs to lower stats before doubling the reductions.Her entry effect lowers all seven stats. Hail lowers accuracy further, followed by Powder Snow lowering Sp.Def, before the buddy move doubles the reductions. Even without counting random drops, the final total is 23 stat ranks per opponent.
Oleana’s max move also uses one setup action.G-Max Malodor guarantees poison on all opponents, followed by Venom Drench twice. All opponents reach −6 Atk, Sp.Atk, and Speed, with the post-max-move Def reduction added as well.
Lucas (Champion) and Chase can spend all three actions lowering every opponent’s stats.Lucas (Champion) starts with his buddy move activated by the entry Def boost. One Growl from Chase combines its own Atk drop with sync grid and passive reductions. Both score 18 against one opponent and 54 across three, but they lower different stats.
Leaf (Champion) scores 16 against one opponent with Leer → buddy move twice. Against three opponents, using the all-opponent Leer three times gives 36, a higher combined total than including her buddy move. Arc Suit Steven activates his buddy move with a regular move, then combines all-opponent Def and Sp.Def drops with the sync grid’s Atk and Sp.Atk drops for 22 across three opponents. The setup attack also counts toward the total. Florian & Lechonk also raise their three-opponent total by switching from repeated Mud Shot to a sequence that includes Hyper Voice.
Ideal Totals Including Random Debuffs: Three Actions + First Sync Move
We also compared pairs such as Arc Suit Sabrina and Arc Suit N that lower random stats repeatedly in one action. Here, we calculate the total reached when the randomly selected stats are distributed as favorably as possible. This supplements the guaranteed-drop comparison over the same interval of the user’s three actions followed by the user’s first sync move.
Among these six pairs, focusing on one opponent gives Sabrina 40 ranks and N 34. Across three opponents, Shauntal (Fall 2024) reaches 96 with all-opponent moves and doubling. The best choice of target changes when focusing on one opponent versus distributing actions across three.
Scroll the table horizontally. Select a sync pair’s name to open the cumulative totals per action, target choices, and required sync grid. This compares six notable pairs; it is not an exhaustive ranking of every sync pair and every random effect.
| Sync pairs | One opponent | Total Across 3 Opponents | Three actions → Sync move | How the Ideal Total Works |
|---|---|---|---|---|
| 40 | 60 | Almighty Psybeam ×3 → Sync move | Ten random selections per action, three times, then ten for every opponent after the first sync move. | |
Arc Suit Sabrina & Alakazam: Ideal Action BreakdownHer entry effects provide +6 Sp.Atk and both Physical and Special Damage Reduction, so the buddy move is available without setup. While both reductions remain active, each use gives 2 + 4 + 4 = 10 random drops. This is ten stat selections in one action, rather than an attack with ten hits. Focusing on one opponent gives 10 → 20 → 30 → 40 after the first sync move. One possible distribution has five of the seven stats at −6 and the remaining two at −5. The ten all-opponent drops after the first sync move require the 1st S-Move: Team Stat ↓ (10 Times) sync grid tile. Against three opponents, use the buddy move once on the center, left, and right. Each has 10 ranks lowered, then gains another 10 after the first sync move: 20 + 20 + 20 = 60. Focusing all three buddy moves on one opponent also totals 60, but the displayed route distributes 20 to each. Required sync grid: 1st S-Move: Team Stat ↓ (10 Times). 10/70 energy including connecting tiles. Both damage-reduction effects must remain active for all three attacks. Almighty Psychic, activated by the first sync move, is not added as a fourth action. | ||||
| 34 | 46 | Almighty Obsidian Night Daze → Night Daze ×2 → Sync move | Each attack counts −6 accuracy plus six Math Genius selections. | |
Arc Suit N & Zoroark: Ideal Action BreakdownHis entry Dark Type Rebuff drop activates the buddy move immediately. The passive multiplies its one-rank accuracy drop by six, giving −6 accuracy. That accuracy reduction makes Math Genius activate six times for one rank each. Regular Night Daze’s accuracy drop is also treated as guaranteed through the increased stat-drop chance. Focusing on one opponent gives 12 → 18 → 24 → 34 after the first sync move. The three normal actions provide 6 × 3 = 18 random drops, and the sync move adds ten one-rank drops. Adding 6 accuracy ranks gives 34. One example is Atk−6, Def−6, Sp.Atk−6, Sp.Def−5, Speed−5, and accuracy−6. Evasiveness is not lowered. Against three opponents, use the buddy move on the center and the regular move on the left and right. Each receives 6 accuracy ranks + 6 random ranks = 12, then the sync move adds 10 to the center. This gives 22 + 12 + 12 = 46. The sync move targets one opponent, so its ten drops are not added to all three. No additional sync grid tiles are needed for stat drops. This estimate assumes the move’s additional effect is applied first and Math Genius activates from that same attack. The sixfold multiplier applies to the additional effects of Pokémon moves and buddy moves, not to the separate Math Genius passive or the sync move’s ten drops. Every attack is assumed to hit. | ||||
| 32 | 96 | Hail → Powder Snow → Blizzard of Cursed Ice → Sync move | Up to nine added to the guaranteed 23 by random drops before and after doubling. | |
Shauntal (Fall 2024) & Froslass: Ideal Action BreakdownThis uses the same route as the guaranteed-drop ranking. The three random drops after Powder Snow are doubled by the following buddy move, contributing up to six ranks. Three more random drops follow the buddy move, adding up to nine to the existing 23 for 32. Distributions exceeding −6 accuracy or any other stat are not used. Against one opponent, the progression is 7 on entry → 9 after Hail → 13 after Powder Snow → 30 after the buddy move → 32 after the first sync move. One distribution reaching 32 is Atk−5, Def−5, Sp.Atk−5, Sp.Def−5, Speed−2, accuracy−6, and evasiveness−4. Every effect reaches all opponents, so reaching 32 on each gives 32 × 3 = 96. This is up to 27 ranks more than the existing guaranteed-drop total of 69. Required sync grid: Debut: Team 7 Stats ↓ 1, Hail Hit: Sp. Def ↓ 9, and 1st S-Move: Team Accuracy ↓ & Evasiveness ↓ 2. 39/70 energy including connecting tiles. Inflicting the frozen status condition itself is excluded from the total across the seven stats. | ||||
| 24 | 72 | Breaking Swipe ×3 → Sync move | Three random two-rank drops, doubled again after the first sync move. | |
Hassel & Baxcalibur: Ideal Action BreakdownUse Superawakening’s −3 Def on entry and the sync grid’s −3 Atk on entry. Distribute the random two-rank drop after each of the three attacks among stats other than Atk and Def, then double the reductions after the user’s first sync move. Doubling the six random ranks gives 12, plus 6 each from Atk and Def for 24. Against one opponent, the progression is 6 on entry → 9 → 12 → 15 → 24 after the first sync move. One example is Atk−6, Def−6, Sp.Atk−4, Sp.Def−4, and Speed−4. Doubling Atk already at −6 adds no extra ranks. The regular move targets all opponents, and unlocking the Strike EX role also makes the post-sync doubling apply to all opponents. This gives 24 × 3 = 72. Required sync grid: Terrify 3. 19/70 energy including connecting tiles. Includes Superawakening level 5 and the EX role unlocked. Random drops triggered after regular moves are not also added after the sync move. | ||||
| 24 | 48 | Share the Cuteness! → Love Dazzling Gleam → Dazzling Gleam → Sync move | Twelve ranks lowered on every opponent, with only the sync move’s target doubled to 24. | |
Lacey & Granbull: Ideal Action BreakdownThe trainer move setup counts as one action. The buddy move gives six random drops, its passive adds two while the Fairy Zone it sets is active, and the sync grid adds one, for nine in total. The following Dazzling Gleam gives two passive drops + one sync grid drop, for three in total. Against one opponent, the progression is 0 → 9 → 12 → 24 after the first sync move. Distribute the 12 ranks across all seven stats so that doubling after the sync move stays within each cap. The Pokémon move and buddy move target all opponents, but the sync move targets one. Only the center reaches 24, with 12 on each side: 24 + 12 + 12 = 48. This does not become 72 by doubling all three to 24. Required sync grid: 1st S-Move on Opp: Stat Ranks ↓ ×2 and Unfortuitous 9. 37/70 energy including connecting tiles. Attacks must occur while Fairy Zone is active. Chance-based MP restoration for the setup trainer move is not used. | ||||
| 21 | 27 | Triple Axel ×3 → Sync move | Three successful hits × three uses, for nine random drops in total, one per hit. | |
Sygna Suit Silver & Sneasel: Ideal Action BreakdownAll three hits of Triple Axel must succeed. Each hit lowers Def and Speed by one, with one random drop added by the Unfortunate Strike 9 sync grid tile. One use of the move counts as one action, with its per-hit effects totaled within that action. Focusing on one opponent gives 9 → 18 → 21 → 21 after the first sync move. Def and Speed each reach −6 on the second use, so their drops on the third use add nothing. Distributing the nine random drops among the remaining stats gives 21. Against three opponents, use the regular move once on the center, left, and right. Each receives 3 Def ranks + 3 Speed ranks + 3 random ranks = 9, for 9 × 3 = 27. Required sync grid: Unfortunate Strike 9 (move level 5). 20/70 energy including connecting tiles. Includes Superawakening level 5, which adds the Def drop. No on-hit drops intended for regular moves are added after the sync move. Missing any intermediate hit prevents the listed total from being reached. | ||||
Ideal total = apply each action’s actual drops in order → cap each stat at −6 → apply doubling and post-sync effects → sum the final seven stats for each opponent
For example, N still contributes only 6 accuracy ranks even when the −6 accuracy drop is repeated three times. Lacey’s sync move also targets just one opponent, so the 12 ranks remaining on all three opponents cannot all be doubled. The calculation accounts for these caps and targets, rather than simply multiplying the number of selections by the reduction.
In battle, the timing of Def and Sp.Def drops can differ even at the same total. Use this supplement to help choose between guaranteed effects that target needed stats and random effects that make many selections in a short sequence, according to your team and the opponent’s mechanics.
Comparison Rules: Three Actions Including Setup → The User’s First Sync Move
- We evaluate the stat reductions provided by one sync pair. We searched for candidates that lower multiple stats in one action and checked their moves, passive skills, sync grids, and Superawakening where needed.
- Move level 5, 6★ EX, and EX role unlocked. Superawakening level 5 where needed; no lucky skills. Academy learnable moves assume their corresponding move-learning and upgrade tiles have been acquired. Required sync grid tiles were checked to be obtainable together within 70 energy, including connecting tiles.
- Trainer moves, setting weather/terrain/zone/circle effects, inflicting status effects, buddy move setup, and preparing/firing charging moves each occupy an action slot. A max move also uses one of the three action slots and is limited to one use by the sync pair. Setup and max moves are not added for free.
- After the three actions, the user uses its first sync move once, and the evaluation ends after that sync move’s subsequent effects. A buddy move activated by the first sync move is not added as a fourth action.
- Opponents start with all stats at 0, no status conditions, and no immunity to stat drops. Moves hit, and all three opponents remain alive. Weather and similar effects are assumed not to expire during this short sequence.
- We do not add stat drops, stat boosts, field effects, status effects, or Mega Evolutions that activate buddy moves from the other two allies, nor extra effects requiring the user to take a hit or faint. Normal allied actions that reduce the sync move countdown enough to use the sync move are allowed. Move gauge waits and animation times are not compared.
- All seven stats have equal weight, with each stat on each opponent capped at −6. The guaranteed-drop rankings exclude random stat selection; the later ideal-value table separately calculates the best distribution. Both tables exclude effects below a guaranteed 100% trigger rate and chance-based MP restoration. Poison, paralysis, flinching, being trapped, type rebuff reductions, and Physical/Special Move Break are separate effects and are excluded from these stat-rank totals.
In practice, first consider whether you can lower Def for a physical team or Sp.Def for a special team at the required time. Choose between pairs that broadly lower stats, including accuracy and evasiveness, and those focused on the stats needed for your team’s damage.