Recommended sync grids for Tabitha, Shelly and Matt
This guide explains each pair’s role and offers three builds per pair, for nine builds in total. Apply a build in the editor below, then add or remove tiles to suit your team.
The tables list each build’s required move level and energy limit. With energy upgrades, move level 3 allows 66 energy, level 4 allows 68, and level 5 allows 70. Without upgrades, the limit is 60; change the editor settings and adjust the tiles accordingly.
Where to start
Tabitha & Camerupt
Start with Circle duration and sync acceleration
Tabitha protects the team with a defensive Circle, Attack and Sp. Atk drops, and team healing when he is hit. He can support both physical and special attackers. Start with the build that combines Circle extension and sync countdown reduction.
Choose the rain sync build if Shelly will use sync moves
Shelly is a Sprint pair who can set rain and reduce the sync move countdown by one each time she uses Aqua Jet. Choose a build based on whether she will use sync moves herself or support a physical attacker.
Matt supports special attackers with a special Circle and Special Moves Up Next. Start with the build that combines Circle extension with extra boosts after his buffing Trainer move and his first sync move.
View moves and passive skills outside the sync grid
Build choices and battle tips
Tabitha & Camerupt
Set up the Circle with his Circle move, then use his other Trainer move to raise the team’s Defense and Sp. Def and apply gradual healing. Time the first Will-O-Wisp for the sync countdown reduction. Use Mud Shot afterward to lower the target’s Attack and Sp. Atk.
Let Tabitha use a sync move to activate his team-healing tile. Choose the healing build for longer battles, or the gauge build when your attackers use expensive moves.
Build
Move level
Energy used
Circle duration and sync countdown
5
70 / 70
Healing and durability
4
68 / 68
Circle and gauge support
4
68 / 68
Shelly & Sharpedo
For her own sync move, keep rain active and raise her Attack, using teammates’ buffs as needed. Her sync move is physical, while Surf is special: Attack boosts help her sync move, and Sp. Atk boosts help Surf.
Aqua Jet has three uses. With the Physical Moves Up Next tile selected, follow Aqua Jet with a teammate’s physical attack. The rain and regular-move build suits teams that want Shelly to maintain rain and manage the gauge while using Surf.
Build
Move level
Energy used
Sync move damage in rain
4
68 / 68
Rain duration and regular moves
5
70 / 70
Quick moves and physical support
3
66 / 66
Matt & Sharpedo
His Circle move grants two ranks of Special Moves Up Next in total: one from the move and one from his passive. His other Trainer move raises Sp. Atk and Speed. Use Whirlpool to trap a target, or Snarl to lower all opponents’ Sp. Atk.
The trapping build’s team move boost requires the target to be trapped. His passive team sync boost instead requires an active Circle. These are separate conditions. The extra Special Moves Up Next after his first sync requires Matt himself to use that sync move.
Build
Move level
Energy used
Special damage and sync support
5
70 / 70
Allied damage against trapped targets
3
66 / 66
Maintain circle and gauge
3
66 / 66
Before using a build
Tile connections and energy costs have been checked. Build names describe their purpose; they are not a claim of optimality for every team. If your energy limit is higher than a build requires, you can use the spare energy to adjust it for your opponents and roster.
MP refreshes are chance-based. Plan Circle and rain uptime and choose your sync user around your actual action sequence. EX and EX role effects apply only when the relevant upgrades are unlocked.