Synergies

Normal (90)

Normal Pokémon and their adjacent allies gain Shield when combat starts, and can craft various scarves.

Flying (83)

Flying Pokémon fly away when they fall under a certain amount of HP unless affected by Paralysis, Freeze, Locked or Sleep.

Field (72)

When a Field Pokémon is KO'd, all the other Field Pokémon are healed and gain Speed

Dark (56)

Dark Pokémon's critical hits are more powerful and more frequent. Melee Dark Pokémon jump to the farthest target reachable.

Ground (47)

Ground Pokémon dig holes on board in between stages, and gain stats based on the depth of the hole they start in. They sometimes find buried items at max depth (5 stages).

Psychic (105)

Psychic Pokémon gain additional Ability Power and attract Unowns.

Grass (68)

Grass Pokémon heal and produce berries over time. 40% of overheal is gained as max HP.

Bug (54)

At the start of combat spawns a copy of your strongest Bug Pokémon.

Water (81)

Water Pokémon generate more PP and can be fished with a rod.

Aquatic (51)

Aquatic Pokémon mitigate status afflictions for all your team. After 7 seconds, a TIDAL_WAVE cleans up negative status and field effects, heals your Aquatic allies, and knocks back and damages enemies.

Poison (52)

Poison Pokémon have a chance to Poison their target for 4 seconds on hit. Poison inflicts true damage over time

Fairy (73)

Fairy Pokémon use wands to deal additional special damage and various effects with their attacks.

Fighting (63)

Fighting Pokémon block a flat amount of damage on every hit received. After 10 hits blocked, throw the melee target away, destroying their Shield.

Fire (51)

Fire Pokémon have a chance to Burn their enemies on hit, and gain Attack after every attack.

Ghost (51)

Ghost applies various curses on opposing Pokémon. Ghost Pokémon have 15% chance to dodge attacks and apply Silence on hit when synergy active.

Rock (47)

Rock Pokémon gain Defense, better resist to critical attacks, and can adapt to weather.

Monster (41)

Monster Pokémon can Flinch their opponents for 3 seconds on attack. Every time they get a KO, they gain stats, heal and grow in size.

Amorphous (57)

Amorphous Pokémon are extremely flexible and lack their own shape. Your team gains HP and Speed by activating a wide variety of synergies.

Wild (43)

Wild Pokémon are only found during PvE encounters stages when synergy is not active (6% base chance). Their attacks have 25% chance to inflict Wound for 3 seconds.

Sound (41)

Sound Pokémon emit a cry when they use their abilities, waking up sleeping allies and giving them bonus stats.

Flora (47)

When a Flora Pokémon is KO'd, a Flower Pot blossoms and you collect Rich Mulch. Higher units give more mulch, which can be used to evolve your Flower Pots.

Steel (52)

Steel Pokémon deal a percentage of their damage as true damage and give 3 Defense to your whole team when activated.

Electric (55)

Electric Pokémon basic attacks can trigger two additional attacks.

Ice (38)

Ice Pokémon have 20% chance to Freeze the enemy for 2 seconds on hit and give Special Defense to your whole team.

Baby (22)

Baby Pokémon have a chance to bring you Pokémon Eggs to comfort you after a defeat. Chance stacks with losing streaks.

Human (40)

Human Pokémon heal for a percentage of the damage they deal with attacks and abilities, and can learn a new ability with TMs.

Dragon (52)

Dragon Pokémon amplify synergies and gain more stats when fully evolved.

Light (33)

Light Pokémon reveal a spotlight on the battlefield. The Pokémon standing in the spotlight at the start of combat gains unique bonuses.

Gourmet (47)

Gourmet Pokémon can be equipped with a Chef's Hat. Chefs will cook up their Signature Dish between fights and feed adjacent allies, giving them various buffs and effects.

Fossil (33)

At 30% HP, Fossil Pokemon awaken their primordial power, gaining Shield and Attack.

Artificial (54)

Artificial Pokémon give tools and gain Attack, Ability Power and Shield when holding items.