Buddy move

A buddy move (Japanese: シンクロわざ Synchro move), sometimes abbreviated B-MoveSeen in such as 1st S-Move: Restore B-Move MP 1., is a type of Pokémon move only in Pokémon Masters EX. Buddy moves are more powerful than normal moves, having higher base power and often several additional effects. As a trade-off, they have an activation condition that must be met before the move can be used. Buddy moves are distinguished from regular moves by their names as well as a pair of chains crossing the move's icon in menus and in battle.
There are currently 107 playable buddy moves in the game, each exclusive to a single sync pair.
Buddy moves were introduced in version 2.24.0, which was released on August 25, 2022. Originally, buddy moves' names consisted of the name of the move with "B" in front. However, this was changed in version 2.38.0 to add an adjective or phrase to the name of the move, with previously released buddy moves having their names revised.Announcement of name revisions to some buddy moves
==Mechanics==
All buddy moves have an activation condition, and most have a deactivation condition. A buddy move always starts deactivated, but once its activation condition is fulfilled, it becomes usable until its deactivation condition (if any) triggers. Then, the process repeats. In co-op battles, a buddy move can be activated or deactivated even when the sync pair is not in battle. Excluding Intimidating Freezing Glare, a buddy move's activation condition can be fulfilled even when its MP is zero.
Buddy moves have the same animation as the move they are based on, but none of the move's drawbacks. They are stronger and may have a different range than the original move, such as a move that normally hits only one target being able to hit all targets as a buddy move. If the move has an additional effect, the buddy move will usually also have that additional effect. Buddy moves typically also have one or more additional effects that are not present in the original move. A sync pair may know both a move and a buddy move version of that move.
==List of buddy moves==
{| border=1 width="100%" class="sortable roundytop" style="margin:auto; text-align: center; background: #FFF; border:1px solid #; border-collapse:collapse"	 	 	 	 	 	 	 	 	 	 	 	 	
Name 	Playable 	Type	 	Move gauge cost	MP 	Base	Max 	 	Target 	Effect tag(s) 	Activation condition 	Deactivation condition 	Effect
Absolute Zero Ice 	 	— 	2 MP	100 	120	100%	An opponent 	Quick Move 	When the user's Defense is raised. 	When the user's Defense is not raised. 	The user takes up a defensive posture. Using this move again will cause the user to leave this defensive posture, then attack. No other actions can be taken while in this defensive posture. Nullifies an attack move that targets the user or all allies while in this defensive posture, then the user leaves the defensive posture and attacks the target with double the power of this attack. Lowers the Attack and Sp. Atk of this attack's target by three stat ranks. 	 	
Abundant 	 	2 	2 MP	— 	— 	—% 	All opponents	Sure Hit 	When the user uses any move once. 	When this move is used. 	Never misses. Lowers the Speed of all opposing sync pairs by two stat ranks. Applies the Supereffective ↑ Next effect to all allied sync pairs. Increases the Physical Moves ↑ Next effect of all allied sync pairs by two ranks. 	 	
Accelerating 	 	1 	— 	160 	192	—% 	An opponent 	Sure Hit 	When the user's Speed is raised to its maximum stat rank. 	When the user's Speed is not raised to its maximum stat rank. 	Never misses. Lowers the target's accuracy by one stat rank. Leaves the target confused. 	 	
All-Out 	 	— 	— 	150 	180	100%	All opponents	Quick Move 	When the user's Pokémon uses a move once. 	When this move is used. 	Ignores passive skills that would reduce the damage of this attack. Ignores passive skills that would protect the target against a critical hit. Ignores the target's Enduring effect. The power of this move is not lowered even if there are multiple targets. Turns the field of play's zone into a Steel Zone the first time this attack move is successful each battle. (A Steel Zone powers up Steel-type attacks.) 	 	
Alluring 	 	2 	2 MP	— 	— 	100%	All opponents	— 	When there is at least one poisoned or badly poisoned Pokémon on the opponent's field of play. 	When there are no longer any poisoned or badly poisoned Pokémon on the opponent's field of play. 	Leaves the target confused. Lowers the target's accuracy by one stat rank. Applies the Move Gauge Acceleration effect to the allied field of play. Reduces the user's sync move countdown by one. 	 	
Almighty 	 	4 	1 MP	700 	840	100%	An opponent 	— 	When there is at least one burned Pokémon on the opponent’s field of play. 	When there are no longer any burned Pokémon on the opponent’s field of play. 	Leaves the target burned. 	 	
Almighty Flash 	 	— 	3 MP	120 	144	—% 	All opponents	• Quick Move• Sure Hit 	When the user uses any move once. 	When this move is used. 	Never misses. Lowers the target’s Defense and Sp. Def by two stat ranks. Raises the Defense and Sp. Def of all allied sync pairs by two stat ranks. 	 	
Almighty Rending 	 	2 	— 	250 	300	100%	All opponents	— 	When a sandstorm is caused. 	Cannot be deactivated. 	Lowers the target’s Defense by one stat rank. Increases the user’s Sync Move ↑ Next effect by one rank when its attack hits a target that is trapped. 	 	
Almighty Roar 	 	2 	1 MP	300 	360	—% 	An opponent 	Sure Hit 	When an ally’s Pokémon uses any moves three times. 	Cannot be deactivated. 	Never misses. The more the opponent’s Defense or Sp. Def are lowered, the greater the power of this attack. 	 	
Beautiful 	 	2 	— 	150 	180	—% 	All opponents	Sure Hit 	When the user's evasiveness is raised. 	Cannot be deactivated. 	Never misses. Ignores passive skills that would reduce the damage of this attack. Ignores passive skills that would protect the target against a critical hit. Ignores the target's Enduring effect. Lowers the target's Speed and accuracy by one stat rank. The power of this move is not lowered even if there are multiple targets. 	 	
Best Buddies 	 	0–6 	1 MP	400 	480	—% 	An opponent 	• Quick Move• Sure Hit 	When the user uses any moves three times. 	Cannot be deactivated. 	Never misses. Uses a maximum of six slots of the user's move gauge. The more amount used, the greater the power of this attack. 	 	
Binding 	 	1 	3 MP	— 	— 	—% 	All opponents	Sure Hit 	When there is at least one Pokémon with a lowered Type Rebuff on the opponent's field of play. 	When there are no longer any Pokémon with a lowered Type Rebuff on the opponent's field of play. 	Never misses. Lowers the target's Attack, Defense, and Speed by two stat ranks. Applies the No Evasion effect to the target. Applies the Restrain effect to the target. 	 	
Black Gale 	 	2 	— 	200 	240	—% 	All opponents	Sure Hit 	When the user uses any moves one time. 	When this move is used. 	Never misses. The more the user's Physical Moves ↑ Next effect is increased, the greater the power of this attack. Lowers the target's Speed by two stat ranks. Lowers the target's Flying Type Rebuff by one rank the first time this attack move is successful each battle. 	 	
Blazing 	 	2 	— 	100 	120	100%	An opponent 	• OK While Frozen• Heals	When there is at least one trapped Pokémon on the opponent's field of play. 	When there are no longer any trapped Pokémon on the opponent's field of play. 	Removes the frozen condition from the user. Has a chance (10%) of leaving the target burned. Restores the HP of all allied sync pairs when the target is burned. Restores the HP of all allied sync pairs when the target is trapped. 	 	
Blessed 	 	2 	— 	250 	300	100%	All opponents	— 	When your team's sync move countdown is reduced by three while this move is deactivated. 	When this move is used. 	Except in certain circumstances, successful hits with this attack become critical hits. Lowers the target's Sp. Def by two stat ranks. The power of this move is not lowered even if there are multiple targets. Increases the Special Moves ↑ Next effect of all allied sync pairs by one rank. 	 	
of Cursed Ice 	 	4 	1 MP	300 	360	100%	All opponents	— 	When a hailstorm is caused. 	When the weather condition is no longer a hailstorm. 	If the target's stats are lowered, the amount of decrease is doubled. Leaves the target frozen. The power of this move is not lowered even if there are multiple targets. 	 	
Blooming 	 	2 	2 MP	220 	264	—% 	All opponents	• Quick Move• Sure Hit 	When there is at least one poisoned or badly poisoned Pokémon on the opponent's field of play. 	When there are no longer any poisoned or badly poisoned Pokémon on the opponent's field of play. 	Never misses. Lowers the target's Defense by three stat ranks. Leaves the target poisoned. Turns the field of play's zone into a Poison Zone. (A Poison Zone powers up Poison-type attacks.) Removes a damage field from the allied field of play. Removes the trapped condition from the user. 	 	
Bounce Back 	 	1 	— 	150 	180	—% 	An opponent 	Sure Hit 	When the user uses any moves one time. 	Cannot be deactivated. 	Never misses. Applies the Restrain effect to the target and the user. If the remaining MP for the user’s Sitrus Berry is one or more when attacking with this move, reduces those MP by one and increases the Physical Moves ↑ Next effect of all allied sync pairs by two ranks. If the remaining MP for the user’s Sitrus Berry is zero when attacking with this move, restores its HP by approximately 10% of its maximum HP. 	 	
Boundless 	 	— 	2 MP	150 	180	—% 	An opponent 	• Quick Move• Sure Hit 	When any allies' attack moves hit a total of ten times while this move is deactivated. 	When this move is used. 	Never misses. Lowers the target's Defense and Sp. Def by two stat ranks. Lowers the target's Water Type Rebuff by one rank when the user's sync move is Water type. Lowers the target's Dark Type Rebuff by one rank when the user's sync move is Dark type. Reduces the user's sync move countdown by one. Raises the Speed of all allied sync pairs by three stat ranks. 	 	
Bugs' Singing 	 	2 	— 	120 	144	100%	An opponent 	• Heals• Absorb 	When a circle is applied to the allied field of play. 	When there are no longer any circles applied to the allied field of play. 	Lowers one of the target's following stats by two stat ranks at random: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. Raises the user's stat by the same amount. The more damage dealt to the target, the more it restores the user's HP. Restores the HP of all allied sync pairs by approximately 10% of their maximum HP. Turns the field of play's zone into a Bug Zone the first time this attack move is successful each battle. (A Bug Zone powers up Bug-type attacks.) 	 	
Bullet Speed 	() 	— 	2 MP	250 	300	—% 	An opponent 	• Quick Move• Sure Hit 	When the user uses any moves one time. 	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. 	 	
Classy 	(Galarian Form) 	2 	1 MP	— 	— 	—% 	All opponents	Sure Hit 	When a circle is applied to the allied field of play. 	When there are no longer any circles applied to the allied field of play. 	Never misses. Lowers the Defense, Sp. Def, and evasiveness of all opposing sync pairs by three stat ranks. Causes a hailstorm. Applies the No Stat Increases effect to the opponents’ field of play. Applies the Stat Reduction Defense effect to the allied field of play. Returns lowered stats of all allied sync pairs to normal. 	 	
Crafty Poisonous 	 	2 	2 MP	150 	180	100%	All opponents	— 	When Poison Damage Field applies to the opponent's field of play. 	When the opponent's field of play is no longer Poison Damage Field. 	Leaves the target badly poisoned. Lowers the target's Poison Type Rebuff by one rank the first time this attack move is successful each battle. Raises the Defense and Sp. Def of all allied sync pairs by two stat ranks. 	 	
Crushing 	 	4 	— 	180 	216	100%	All opponents	— 	When the user's Attack is raised. 	When the user's Attack is not raised. 	The more the user's Sp. Atk is raised, the greater the power of this attack. Causes a sandstorm the first time this attack move is successful each battle. Lowers the target's Speed by one stat rank. 	 	
Crushing 	 	2 	1 MP	40 	48 	90% 	An opponent 	Multistrike 	When the user's HP is full. 	When the user's HP is not full. 	Attacks up to three times in a row. This attack's power increases for each hit. (The second attack is twice as powerful as the first attack, and the third attack is three times as powerful as the first attack.) Reduces the user's sync move countdown by one for each hit. Raises the user's critical-hit rate by one stat rank for each hit. After using this move, the attack's power returns to normal. 	 	
Dancing 	 	2 	1 MP	200 	240	—% 	An opponent 	Sure Hit 	When a hailstorm is caused. 	When the weather condition is no longer a hailstorm. 	Never misses. Has a chance (10%) of leaving the target frozen. Lowers the target's Sp. Def by four stat ranks. Applies the Move Gauge Acceleration effect to the allied field of play. Applies the Free Move Next effect to the user. 	 	
Dark Black 	 	4 	1 MP	250 	300	—% 	All opponents	Sure Hit 	When the user's Attack is raised. 	When the user's Attack is not raised. 	Never misses. Reduces the user's sync move countdown by one. 	 	
Deep Sleep 	 	2 	2 MP	— 	— 	—% 	All opponents	Sure Hit 	When the user uses any move once. 	When this move is used. 	Never misses. Lowers the Speed of all opposing sync pairs by three stat ranks. Puts all opposing sync pairs to sleep. Reduces the user's sync move countdown by one. Raises the Speed of all allied sync pairs by three stat ranks. 	 	
Descending Lightning 	 	2 	— 	160 	192	100%	An opponent 	Heals 	When there is at least one Pokémon affected by a status condition, flinching, confused, or trapped on the opponent's field of play. 	When there are no longer any Pokémon affected by a status condition, flinching, confused, or trapped on the opponent's field of play.	Lowers the target's Defense by two stat ranks when it is paralyzed. Lowers the target's Sp. Def by two stat ranks when it is burned. Lowers the target's Speed by two stat ranks when it is flinching. Restores the HP of all allied sync pairs when the target is poisoned or badly poisoned. Applies the Free Move Next effect to the user when the target is confused. Increases the user's Physical Moves ↑ Next effect by one rank when the target is trapped. 	 	
Diamond-Hard 	 	2 	— 	200 	240	100%	All opponents	— 	When the field of play's zone turns into a Steel Zone. 	When the field of play's zone is no longer a Steel Zone. 	Lowers the target's Attack and Sp. Atk by one stat rank. Has a chance (30%) of making the target flinch. If the user's Steelix has Mega Evolved, also lowers the target's Speed by one stat rank. Raises the Defense and Sp. Def of all allied sync pairs by one stat rank. If the user's Steelix has Mega Evolved, also raises the Speed of all allied sync pairs by one stat rank. 	 	
Dreamlike 	 	2 	— 	— 	— 	—% 	All opponents	Sure Hit 	When any allies' attack moves hit a total of five times while this move is deactivated. 	When this move is used. 	Never misses. Leaves all opposing sync pairs either flinching, confused, or trapped. Puts all opposing sync pairs to sleep. Raises one of the following stats of all allied sync pairs by one stat rank at random: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. 	 	
Eerily Captivating 	 	1 	2 MP	— 	— 	—% 	All opponents	Sure Hit 	When the user's Trainer uses any moves one time. 	When this move is used. 	Never misses. Lowers the target's Sp. Atk and Sp. Def by two stat ranks. Lowers the target's Dark Type Rebuff by one rank. 	 	
Experimental 	 	2 	— 	150 	180	—% 	An opponent 	Sure Hit 	When the user's stats are raised by a total of ten stat ranks or more. 	When the user's stats are raised by a total of nine stat ranks or less. 	Never misses. Except in certain circumstances, successful hits with this attack become critical hits. The more the user's stats are raised, the greater the power of this attack. Removes all of the user's stat increases. 	 	
Explosive 	 	4 	2 MP	250 	300	—% 	All opponents	Sure Hit 	When the user's Sp. Atk is raised. 	When the user's Sp. Atk is not raised. 	Never misses. The more the user's Defense is lowered, the greater the power of this attack. Lowers the target's Sp. Atk by two stat ranks. The power of this move is not lowered even if there are multiple targets. The more the user's Defense is lowered, the more it reduces its sync move countdown (can be reduced by up to three maximum). Returns the user's lowered stats to normal, then raises the user's same stats by the same amount. 	 	
Explosive 	 	2 	2 MP	240 	288	100%	All opponents	OK While Frozen 	When the user uses any move once. 	When this move is used. 	Removes the frozen condition from the user. Has a chance (10%) of leaving the target burned. The power and chance of applying additional effects of this move are not lowered even if there are multiple targets. Applies the Supereffective ↑ Next effect to all allied sync pairs. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by one rank. 	 	
Ferocious 	 	4 	— 	150 	180	—% 	All opponents	Sure Hit 	When the user uses any moves one time. 	Cannot be deactivated. 	Never misses. Lowers the target’s Attack and Defense by one stat rank. The power of this move is not lowered even if there are multiple targets. 	 	
Fierce 	(Galarian Form) 	— 	— 	200 	240	100%	All opponents	Quick Move 	When your team's sync pair uses a sync move one time. 	When this move is used. 	Has a chance (50%) of making the target flinch. Ignores passive skills that would reduce the damage of this attack. Ignores passive skills that would protect the target against a critical hit. Ignores the target's Enduring effect. The power and chance of applying additional effects of this move are not lowered even if there are multiple targets. This attack's power increases 20% when the user is in a pinch. 	 	
Fiery Wings 	 	3 	— 	150 	180	100%	An opponent 	OK While Frozen 	When there is at least one Pokémon with a lowered Type Rebuff on the opponent's field of play. 	When there are no longer any Pokémon with a lowered Type Rebuff on the opponent's field of play. 	Removes the frozen condition from the user. If the target's stats are lowered, the amount of decrease is doubled. Makes the weather sunny the first time this attack move is successful each battle. Has a chance (10%) of leaving the target burned. 	 	
Fighting Spirit 	(Galarian Form) 	1 	2 MP	180 	216	100%	An opponent 	Quick Move 	When the user's Pokémon uses a move once. 	When this move is used. 	The more times Icicle Crash is used before this move is used (up to a maximum of four times), the greater the power of this attack. (This attack powers up by 50% every time the user's Icicle Crash is used. The maximum power-up is 200%.) After using this attack, its power returns to normal. Makes the target flinch. 	 	
Frenzied 	() 	2 	— 	200 	240	100%	All opponents	— 	When there is at least one Pokémon affected by a status condition on the opponent's field of play. 	When there are no longer any Pokémon affected by a status condition on the opponent's field of play. 	Lowers the target's Sp. Def by two stat ranks. Has a chance (10%) of leaving the target poisoned. This attack's power increases 50% when the terrain is Electric Terrain. 	 	
Frozen Butterfly 	() 	— 	1 MP	— 	— 	—% 	All opponents	Sure Hit 	When the field of play's zone turns into a Bug Zone. 	When the field of play's zone is no longer a Bug Zone. 	Never misses. Leaves the target paralyzed. Leaves the target confused. Lowers the target's Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, and evasiveness by one stat rank. 	 	
Frozen Wings 	 	2 	— 	150 	180	100%	An opponent 	— 	When there is at least one Pokémon with a lowered Type Rebuff on the opponent's field of play. 	When there are no longer any Pokémon with a lowered Type Rebuff on the opponent's field of play. 	Ignores passive skills that would reduce the damage of this attack. Ignores passive skills that would protect the target against a critical hit. Ignores the target's Enduring effect. Leaves the target frozen. 	 	
Full Blast 	 	2 	— 	180 	216	100%	All opponents	— 	When the weather turns rainy. 	When the weather condition is no longer rainy. 	Lowers the target's Attack and Sp. Atk by one stat rank. The power of this move is not lowered even if there are multiple targets. 	 	
G 	 	4 	1 MP	400 	480	100%	An opponent 	Heals 	When the user uses any moves, sync move, or max move a total of five times. 	When this move is used. 	Lowers the target's Defense by six stat ranks. Restores the user's HP by approximately 50% of its maximum HP. 	 	
Giga 	 	2 	— 	180 	216	100%	All opponents	— 	When the field of play's terrain turns into Grassy Terrain. 	When the field of play's terrain is no longer Grassy Terrain. 	Lowers the target's Sp. Def by two stat ranks. The power of this move is not lowered even if there are multiple targets. 	 	
Ginormous 	 	2 	2 MP	120 	144	100%	All opponents	— 	When the user's Defense is raised to its maximum stat rank. 	When the user's Defense is not raised to its maximum stat rank. 	Lowers the target's Speed by two stat ranks. Turns the field of play's zone into a Rock Zone. (A Rock Zone powers up Rock-type attacks.) Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by one rank. 	 	
of Binding Sand 	 	2 	— 	— 	— 	—% 	All opponents	Sure Hit 	When a sandstorm is caused. 	When the weather condition is no longer a sandstorm. 	Never misses. Lowers the target's Defense, Sp. Def, and Speed by one stat rank. Leaves the target paralyzed. 	 	
Gorging 	 	2 	— 	100 	120	100%	An opponent 	— 	When the user's Defense and Sp. Def total six stat ranks or higher. 	When the user's Defense and Sp. Def total five stat ranks or less. 	The more the user's Defense or Sp. Def are raised, the greater the power of this attack. Lowers the target's Defense and Sp. Def by one stat rank. Removes all of the user's Defense and Sp. Def increases. 	 	
Ground-Splitting 	 	4 	2 MP	400 	480	—% 	An opponent 	Sure Hit 	When the field of play's zone turns into a Ground Zone. 	When the field of play's zone is no longer a Ground Zone. 	Never misses. Lowers the target's Defense by four stat ranks. Applies the Supereffective ↑ Next effect to the user. 	 	
Grudgeful 	 	— 	— 	120 	144	100%	All opponents	— 	When there is at least one trapped Pokémon on the opponent's field of play. 	When there are no longer any trapped Pokémon on the opponent's field of play. 	Lowers the target's Defense and Speed by one stat rank. Raises the Defense and Speed of all allied sync pairs by one stat rank. 	 	
Guzzling 	 	2 	2 MP	— 	— 	—% 	All allies 	Heals 	When the user uses Stockpile. 	When this move is used. 	Restores the HP of all allied sync pairs by approximately 20% of their maximum HP. The more the user's Defense or Sp. Def are raised, the more it also restores its HP. Removes all of the user's Defense and Sp. Def increases. 	 	
Hazy 	 	2 	— 	200 	240	—% 	An opponent 	Sure Hit 	When the user is burned. 	When the user is not burned. 	Never misses. The smaller the user's percentage of remaining HP, the greater the power of this attack. 	 	
Heat 	 	3 	1 MP	250 	300	100%	All opponents	— 	When there is at least one burned Pokémon on the opponent's field of play. 	When there are no longer any burned Pokémon on the opponent's field of play. 	The power of this move is not lowered even if there are multiple targets. Applies the Supereffective ↑ Next effect to the user. Applies the Free Move Next effect to the user. Increases the user's Special Moves ↑ Next effect by a number of ranks equal to the number of burned Pokémon on the opponent's field of play. 	 	
High-Pressure 	 	2 	— 	400 	480	100%	An opponent 	— 	When your team's sync pair uses a sync move one time. 	When this move is used. 	Critical hits land more easily. Lowers the target's Sp. Def by three stat ranks. 	 	
Hyper 	 	2 	2 MP	200 	240	—% 	An opponent 	Sure Hit 	When the remaining MP for the user's Sitrus Berry is two or lower. 	When the remaining MP for the user's Sitrus Berry is three. 	Never misses. Lowers the target's Attack, Defense, Sp. Atk, and Sp. Def by two stat ranks. Leaves the target badly poisoned. 	 	
Intimidating 	(Galarian Form) 	— 	1 MP	170 	204	—% 	An opponent 	• Quick Move• Sure Hit 	When your team's sync move countdown is reduced by three while this move is deactivated. (The activation countdown is not reduced when the remaining MP for this move is 0.)	When this move is used. 	Never misses. Has a chance (10%) of leaving the target frozen. Raises the Defense and Sp. Def of all allied sync pairs by one stat rank. Applies the Free Move Next effect to all allied sync pairs. 	 	
Dance 	 	2 	— 	200 	240	—% 	All opponents	Sure Hit 	When the user's Speed is raised. 	When the user's Speed is not raised. 	Never misses. The more the user's Speed is raised, the greater the power of this attack. Lowers the target's Defense by two stat ranks. The power of this move is not lowered even if there are multiple targets. Removes all of the user's Speed increases. 	 	
Massive 	 	— 	— 	200 	240	100%	All opponents	— 	When your team's sync pair uses a sync move one time. 	When this move is used. 	Makes the target flinch. Ignores passive skills that would reduce the damage of this attack. Ignores passive skills that would protect the target against a critical hit. Ignores the target's Enduring effect. The power of this move is not lowered even if there are multiple targets. 	 	
Masterful 	 	1 	— 	— 	— 	—% 	— 	— 	When the user uses any move once. 	When this move is used. 	Uses one of several moves at random. (With some exceptions, the user will use a move other than Metronome.) Activates one of several additional effects at random. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by one rank.
Applies one of the following six field effects to the allied field of play. Each field effect has a ⅙ chance to be chosen:Details of Masterful Metronome by Absol-utely
* Move Gauge Acceleration effect
* Physical Damage Reduction effect
* Special Damage Reduction effect
* Critical-Hit Defense effect
* Stat Reduction Defense effect
* Status Condition Defense effect 	 	
Metallic 	 	— 	3 MP	100 	120	—% 	An opponent 	• Quick Move• Sure Hit 	When the field of play's zone turns into a Steel Zone. 	When the field of play's zone is no longer a Steel Zone. 	Never misses. Makes the target flinch. If the user's Scizor has Mega Evolved, also restores one MP of its buddy move. 	 	
Mystifying 	(Hisuian Form) 	— 	2 MP	200 	240	100%	An opponent 	Quick Move 	When any allies use moves a total of three times. 	When this move is used. 	This attack's power is doubled against targets that are affected by a status condition, flinching, confused, or trapped. Lowers the target's Attack by four stat ranks. Makes the target flinch. 	 	
Neo 	 	2 	— 	180 	216	100%	All opponents	— 	When the weather turns sunny. 	When the weather condition is no longer sunny. 	Lowers the target's Defense and Sp. Def by one stat rank. The power of this move is not lowered even if there are multiple targets. 	 	
Neo 	 	4 	— 	140 	168	—% 	All opponents	Sure Hit 	When weather, terrain, or zone effects are activated. 	When all weather, terrain, and zone effects are cleared. 	Never misses. Except in certain circumstances, successful hits with this attack become critical hits. The power of this move is not lowered even if there are multiple targets. Decreases the amount of move gauge slots needed to use this move by two when the terrain is Psychic Terrain. 	 	
Nihil 	 	4 	— 	210 	252	—% 	All opponents	Sure Hit 	When the user’s Sp. Atk is raised. 	When the user’s Sp. Atk is not raised. 	The user gets ready to attack. Raises the user’s Sp. Atk by one stat rank when it gets ready to attack. (The user’s Sp. Atk will not rise if it has not gotten ready to attack.) Using this move again will cause the user to leave this posture, then attack. No other actions can be taken while ready to attack.Never misses. The more the target’s Sp. Def is lowered, the greater the power of this attack. Lowers the target’s Sp. Def by one stat rank when it is poisoned or badly poisoned. The preparation period is skipped when a circle applies to the allied field of play, and the user will attack right away. 	 	
Origin 	 	2 	— 	150 	180	100%	All opponents	— 	When the field of play's terrain turns into Electric Terrain. 	When the field of play's terrain is no longer Electric Terrain. 	Ignores passive skills that would reduce the damage of this attack. Ignores passive skills that would protect the target against a critical hit. Ignores the target's Enduring effect. The power of this move is not lowered even if there are multiple targets. Lowers the target's Defense and Sp. Def by one stat rank when the target is paralyzed. 	 	
Perfect 	 	4 	2 MP	400 	480	—% 	All opponents	Sure Hit 	When the user's Sync Move ↑ Next effect is increased. 	When the user's Sync Move ↑ Next effect is not increased. 	Never misses. The more the user's Sync Move ↑ Next effect is increased, the greater the power of this attack. Ignores passive skills that would reduce the damage of this attack. Ignores passive skills that would protect the target against a critical hit. Ignores the target's Enduring effect. Increases the user's Physical Moves ↑ Next effect by a number of ranks equal to the number of fainted Pokémon on your team. 	 	
Piercing 	 	4 	1 MP	220 	264	—% 	All opponents	Sure Hit 	When the user's Pokémon uses a move once. 	When this move is used. 	Never misses. The more the currently targeted opponent's Sp. Atk is lowered, the greater the power of this attack. The power of this move is not lowered even if there are multiple targets. The more the currently targeted opponent's Sp. Atk is lowered, the more it increases the user's Special Moves ↑ Next effect (can be increased by up to three ranks maximum). 	 	
Pink 	 	2 	— 	163 	195	100%	All opponents	— 	When the field of play's zone turns into a Rock Zone. 	When the field of play's zone is no longer a Rock Zone. 	Lowers the target's Defense by two stat ranks. Raises the Defense of all allied sync pairs by two stat ranks. 	 	
Poisonous 	(Galarian Form) 	2 	 	240 	288	—% 	An opponent 	Sure Hit 	When the user’s Physical Moves ↑ Next effect or Special Moves ↑ Next effect is increased. 	When the user’s Physical Moves ↑ Next effect and Special Moves ↑ Next effect are not increased. 	This move’s category changes to Physical when the user’s Physical Moves ↑ Next effect rank is higher than its Special Moves ↑ Next effect rank. Conversely, this move’s category changes to Special when the user’s Special Moves ↑ Next effect rank is equal to or higher than its Physical Moves ↑ Next effect rank. The category for this move’s corresponding max move will not change from Special.Never misses. Leaves the target poisoned. In addition, grants the following two effects when this move’s category is Physical: Lowers the target’s Attack and Defense by two stat ranks. Restores the user’s HP. In addition, grants the following two effects when this move’s category is Special: Lowers the target’s Sp. Atk and Sp. Def by two stat ranks. Applies the Free Move Next effect to the user. 	 	
Precious 	Sygna Suit Lear & Gholdengo	— 	— 	300 	360	100%	All opponents	Quick Move 	When your team's sync pair uses a sync move one time. 	When this move is used. 	Lowers the target's Sp. Def by three stat ranks. Applies the Free Move Next effect to all allied sync pairs. The power of this move is not lowered even if there are multiple targets. 	 	
Profusion of Flowers 	 	2 	— 	100 	120	—% 	An opponent 	• Sure Hit• Heals 	When the user's Sp. Atk is raised. 	Cannot be deactivated. 	Never misses. If the remaining MP for the user's Lum Berry is three when attacking with this move, reduces those MP by three and grants the following three effects: This attack's power increases. (This attack powers up by 400%.) Lowers the target's Sp. Atk and Sp. Def by three stat ranks. Restores the user's HP by approximately 30% of its maximum HP. If the remaining MP for the user's Lum Berry is two when attacking with this move, reduces those MP by two and grants the following three effects: This attack's power increases. (This attack powers up by 200%.) Lowers the target's Sp. Atk and Sp. Def by two stat ranks. Restores the user's HP by approximately 20% of its maximum HP. If the remaining MP for the user's Lum Berry is one when attacking with this move, reduces those MP by one and grants the following three effects: This attack's power increases. (This attack powers up by 50%.) Lowers the target's Sp. Atk and Sp. Def by one stat rank. Restores the user's HP by approximately 10% of its maximum HP. If the remaining MP for the user's Lum Berry is zero when attacking with this move, has a chance (10%) of lowering the target's Sp. Def by one stat rank.	 	
Light of Dawn 	 	4 	1 MP	300 	360	—% 	An opponent 	Sure Hit 	When the user's Sp. Atk is raised. 	When the user's Sp. Atk is not raised. 	Never misses. Lowers the target's Sp. Def by two stat ranks. Applies the Free Move Next effect to the user. Increases the user's Special Moves ↑ Next effect by one rank. If the remaining MP for the user's Lum Berry is one or more when attacking with this move, reduces those MP by one and restores one MP of its buddy move. 	 	
Purifying 	 	4 	— 	160 	192	100%	All opponents	— 	When the user uses any moves twice. 	Cannot be deactivated. 	Has a chance (20%) of making the target flinch. The power and chance of applying additional effects of this move are not lowered even if there are multiple targets. 	 	
of Friendship 	 	3 	2 MP	50 	60 	—% 	An opponent 	• Sure Hit• Heals 	When the user is hit by an attack move one time. 	Cannot be deactivated. 	Never misses. This attack's power increases each time the user is hit by an attack move. (This attack powers up by 100% every time the user is hit. The maximum power-up is 600%.) Restores the user's HP by approximately 40% of its maximum HP. 	 	
Rampant 	 	1 	1 MP	20 	24 	—% 	All opponents	Sure Hit 	When the user is hit by an attack move one time. 	When this move is used. 	Never misses. Lowers the target's accuracy by two stat ranks. Leaves the target poisoned. Turns the field of play's zone into a Ground Zone. (A Ground Zone powers up Ground-type attacks.) Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by two ranks. 	 	
Rapid 	 	— 	1 MP	100 	120	100%	An opponent 	Quick Move 	When the user's Speed is raised. 	When the user's Speed is not raised. 	The more the user's Speed is raised, the greater the power of this attack. Applies the Free Move Next effect to all allied sync pairs. 	 	
Razor-Sharp 	 	2 	2 MP	150 	180	100%	All opponents	— 	When the user uses any move once. 	When this move is used. 	Critical hits land more easily. Lowers the target's Defense by one stat rank. Lowers the target's Grass Type Rebuff by one rank. In addition, lowers the target's Defense by one stat rank when the weather is sunny. 	 	
of Wonder 	() 	 	2 	— 	100	120 	—% 	All opponents 	Sure Hit 	When the user is not in a pinch. 	When the user is in a pinch. 	Never misses. Has a chance (30%) of putting the target to sleep. Raises the critical-hit rate of all allied sync pairs by one stat rank. Raises one of the following stats of all allied sync pairs by two stat ranks at random: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. (The same stat is raised for all allied sync pairs.)	
of Wonder 	() 	 	2 	— 	100	120 	—% 	All opponents 	Sure Hit 	When the user is not in a pinch. 	When the user is in a pinch. 	Never misses. Has a chance (30%) of putting the target to sleep. Raises the critical-hit rate of all allied sync pairs by one stat rank. Raises one of the following stats of all allied sync pairs by two stat ranks at random: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. (The same stat is raised for all allied sync pairs.)	
Resonating 	() 	— 	— 	— 	— 	—% 	All opponents	Sure Hit 	When the user gets ready to attack. 	When this move is used. 	Never misses. Lowers the Attack, Sp. Atk, and Speed of all opposing sync pairs by two stat ranks. Applies the Supereffective ↑ Next effect to the user. Applies the Free Move Next effect to the user. Increases the user's Physical Moves ↑ Next effect by one rank. 	 	
Rising Flames 	 	2 	— 	80 	96 	100%	An opponent 	Heals 	When there is at least one Pokémon affected by a status condition, flinching, confused, or trapped on the opponent's field of play. 	When there are no longer any Pokémon affected by a status condition, flinching, confused, or trapped on the opponent's field of play.	This attack's power is doubled against targets that are affected by a status condition, flinching, confused, or trapped. Lowers the target's Defense by two stat ranks when it is paralyzed. Lowers the target's Sp. Def by two stat ranks when it is burned. Lowers the target's Speed by two stat ranks when it is flinching. Restores the HP of all allied sync pairs when the target is poisoned or badly poisoned. Applies the Free Move Next effect to the user when the target is trapped. Increases the user's Special Moves ↑ Next effect by one rank when the target is confused. 	 	
Roaring 	(Galarian Form) 	— 	— 	200 	240	—% 	An opponent 	• Quick Move• Sure Hit 	When your team's sync move countdown is reduced by six while this move is deactivated. 	When this move is used. 	Never misses. Ignores passive skills that would reduce the damage of this attack. Ignores passive skills that would protect the target against a critical hit. Ignores the target's Enduring effect. Lowers the target's Defense and Speed by three stat ranks. 	 	
S 	 	4 	— 	200 	240	—% 	An opponent 	Sure Hit 	When the weather turns sunny. 	When the weather condition is no longer sunny. 	Never misses. Except in certain circumstances, successful hits with this attack become critical hits. This attack's power increases 30% when it is super effective. Lowers the target's Defense by three stat ranks. If the remaining MP for the user's Sunny Day is one or more when attacking with this move, reduces those MP by one and grants all of the following effects: Makes the weather sunny. Reduces the user's sync move countdown by one. Increases the user's Physical Moves ↑ Next effect by two ranks. 	 	
Scattershot 	 	4 	— 	300 	360	100%	All opponents	— 	When your team's sync pair uses a max move one time. 	When this move is used. 	The power of this move is not lowered even if there are multiple targets. Lowers the target's Speed by one stat rank. 	 	
Sea Deity 	 	— 	1 MP	— 	— 	—% 	All allies 	Heals 	When weather, terrain, or zone effects are activated. 	When all weather, terrain, and zone effects are cleared. 	Applies the Damage Guard Next effect to all allied sync pairs. Restores the HP of all allied sync pairs by approximately 20% of their maximum HP. HP is restored by 30% instead when the zone is a Fairy Zone. Returns lowered stats of all allied sync pairs to normal when the weather is rainy. 	 	
Shoreline 	 	2 	2 MP	100 	120	100%	All opponents	— 	When the user's HP is at 80% or more. 	When the user's HP is less than 80%. 	Raises the Attack, Defense, Sp. Atk, Sp. Def, and Speed of all allied sync pairs by two stat ranks. 	 	
Slashing 	 	2 	— 	120 	144	100%	All opponents	— 	When the user uses any move once. 	Cannot be deactivated. 	Lowers the target's Attack, Defense, and Speed by one stat rank. 	 	
Sorrowful Echoes 	() 	4 	— 	180 	216	100%	All opponents	— 	When weather, terrain, or zone effects are activated. 	When all weather, terrain, and zone effects are cleared. 	The power of this move is not lowered even if there are multiple targets. Decreases the amount of move gauge slots needed to use this move by two when the zone is a Poison Zone. This attack's power increases 20% when the target is affected by a status condition. 	 	
Spiral 	 	4 	— 	300 	360	100%	All opponents	— 	When any of the user's attack moves hit a total of five times while this move is deactivated. 	When this move is used. 	The power of this move is not lowered even if there are multiple targets. 	 	
Starry 	 	2 	2 MP	120 	144	—% 	An opponent 	• Sure Hit• Heals 	When the user uses any move once. 	When this move is used. 	Never misses. Returns the target's raised stats to normal, then raises the user's same stats by the same amount. Restores the user's HP by approximately 40% of its maximum HP. 	 	
Starry Night 	 	2 	3 MP	285 	342	—% 	All opponents	Sure Hit 	When the user uses any move once. 	When this move is used. 	Never misses. Reduces the user's sync move countdown by 1. Applies the Supereffective ↑ Next effect to all allied sync pairs. Applies the Free Move Next effect to all allied sync pairs. The power of this move is not lowered even if there are multiple targets. 	 	
Steel-Hard 	 	4 	— 	450 	540	100%	An opponent 	— 	When the user uses any move one time. 	When this move is used. 	No additional effect. 	 	
Strange Flames 	 	4 	— 	200 	240	100%	All opponents	— 	When the user uses any move once. 	Cannot be deactivated. 	Increases the user's Special Moves ↑ Next effect by zero to ten ranks at random. (The higher the rank of the effect increased, the lower the chance it will activate.)
Details of Wallace (New Year's 2024) & Blacephalon by Absol-utely
{| class="wikitable" style="margin:auto; text-align: center; width: 200px" 	 	
Number of ranks increased per use	Chance 	 	 	 	 	 	 	 	 	 	 	 	
0 	30% 	 	 	 	 	 	 	 	 	 	 	 	
1 	20% 	 	 	 	 	 	 	 	 	 	 	 	
2 	20% 	 	 	 	 	 	 	 	 	 	 	 	
3 	15% 	 	 	 	 	 	 	 	 	 	 	 	
4 	10% 	 	 	 	 	 	 	 	 	 	 	 	
5 	3% 	 	 	 	 	 	 	 	 	 	 	 	
6 	1% 	 	 	 	 	 	 	 	 	 	 	 	
7 	0.4% 	 	 	 	 	 	 	 	 	 	 	 	
8 	0.3% 	 	 	 	 	 	 	 	 	 	 	 	
9 	0.2% 	 	 	 	 	 	 	 	 	 	 	 	
10 	0.1% 	 	 	 	 	 	 	 	 	 	 	 	
===Masterful Metronome===
The following table shows the 11 possible moves that Masterful can choose.Masterful Metronome's Move List by Absol-utely All these moves target a single opponent. In addition, thanks to Volo & Togepi's Piqued Curiosity, these moves bypass checks to always hit—unless the target is in the semi-invulnerable state of a move such as .
{| border=1 width="100%" class="sortable roundytop expandable" style="margin:auto; text-align: center; background: #FFF; border:1px solid #; border-collapse:collapse"	 	 	 	 	 	
Name	Type	 	Base 	Max 	Effect tag	Effect
 	223 	267	— 	No additional effect. 	 	
 	223 	267	— 	No additional effect. 	 	
 	178 	213	— 	No additional effect 	 	
 	183 	219	— 	Leaves the target burned. 	 	
 	178 	213	— 	No additional effect. 	 	
 	183 	219	— 	Leaves the target paralyzed. 	 	
 	178 	213	— 	No additional effect. 	 	
 	198 	237	— 	Leaves the target confused. 	 	
 	194 	232	— 	Has a chance (30%) of leaving the target poisoned. 	 	
 	189 	226	— 	No additional effect. 	 	
 	— 	— 	One-Hit KO	Except in certain circumstances, deals damage equal to the target's maximum HP ignoring the opponent's effects that would reduce the damage of this attack.	 	
==Trivia==
* Crushing is the only buddy move that does not have 100% accuracy or the Sure Hit effect tag.
* Steel-Hard is the buddy move that functions closest to the original move. The only functional difference from the original is that the buddy move cannot be used immediately upon first entering each battle.
* was the last of the 18 types to receive a buddy move.
* is the most common buddy move type; there are 12 Normal-type buddy moves (14 if Relic Song of Wonder and Almighty Roar Hyper Beam are included).
* is the least common buddy move type; there are only two Flying-type buddy moves. ( is tied with it if Almighty Roar Hyper Beam is excluded.)
==Notes==
==References==
==In other languages==
Category:Pokémon Masters EX
*
Category:Game mechanics