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Synchronize - Ability ID 28
In-Game Description
"Enemies inflicting status on this Pokémon get same status."
Extended In-Game Description
For use in Elite Redux extended ability UI (280-300 chars max)
When inflicted with poison, toxic, paralysis, or burn, the attacker receives the same status. Reflects exact status type (toxic stays toxic). Works through Safeguard. Also makes wild Pokémon have same nature when leading party. Status mirror that punishes status users. Deters status strategies.
Character count: 295
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Synchronize reflects status conditions back to the Pokémon that inflicted them. When a Pokémon with Synchronize is statused, the ability immediately attempts to inflict the same status on the attacker.
Technical Implementation
The ability uses two effect types:
ABILITYEFFECT_SYNCHRONIZE
: When the Synchronize user is targetedABILITYEFFECT_ATK_SYNCHRONIZE
: When the Synchronize user is the attacker
Key code elements:
- Stores status type in
gBattleStruct->synchronizeMoveEffect
- Triggers
BattleScript_SynchronizeActivates
- Uses
HITMARKER_IGNORE_SAFEGUARD
flag
In-Battle Effects
Reflected statuses:
- Poison (including Toxic as of Gen 5+)
- Paralysis
- Burn
- Sleep is NOT reflected
Activation conditions:
- Must be directly statused (not from secondary effects in some cases)
- Attacker must not already have a status
- Status immunities still apply to the attacker
Special properties:
- Bypasses Safeguard on the attacker
- In Gen 8 (Elite Redux), Toxic inflicts bad poison on the attacker
- Does not trigger from self-inflicted status
Out-of-Battle Effects
Wild Pokémon encounters:
- Gen 8 mechanics: 100% chance for wild Pokémon to have the same nature
- Lead Pokémon must have Synchronize
- Does not work on gift Pokémon or static encounters in some games
Implementation Locations
- Battle logic:
/src/battle_util.c
(lines 4421-4458) - Status trigger:
/src/battle_script_commands.c
(line 2457) - Wild encounters:
/src/wild_encounter.c
(line 295) - Battle script:
/data/battle_scripts_1.s
- Config flags:
/include/constants/battle_config.h
Pokémon with Synchronize
Common users include:
- Munna/Musharna
- Espeon
- Umbreon
- Gardevoir line
- Various Psychic-type Pokémon
Strategic Implications
Defensive use:
- Deters status moves like Will-O-Wisp and Thunder Wave
- Forces opponents to consider status immunity before using status moves
- Can turn opponent's strategy against them
Limitations:
- Cannot proactively status opponents
- Requires taking a status first
- Opponent can switch out to cure status
- No effect if opponent is already statused
Nature Hunting Applications
- Essential for competitive breeding
- 100% nature transfer rate makes finding specific natures trivial
- Synchronize Pokémon of each useful nature recommended
- Common choices: Modest, Adamant, Jolly, Timid
Synergies
- Natural Cure: Can reflect status then switch to heal
- Magic Bounce: Different approach to status prevention
- Heal Bell/Aromatherapy: Team support after reflecting
Counters
- Already statused Pokémon
- Status immune types (Electric vs paralysis, Fire vs burn)
- Substitute blocks direct status
- Magic Guard prevents status damage even if reflected
- Simply avoiding status moves
Competitive Usage Notes
Synchronize provides moderate defensive utility by creating risk for status users. The nature synchronization effect is invaluable for team building. In battle, it's best on Pokémon that can function despite status or have ways to cure it. The psychological effect often outweighs the practical application, as opponents may avoid using status moves entirely.
AI Considerations
- AI Rating: 4/10 (moderate defensive value)
- AI recognizes Synchronize and may avoid using status moves
- Factors status reflection risk into move selection
Version History
- Gen 3-4: Basic status reflection, 50% nature sync
- Gen 5+: Toxic properly reflected as bad poison
- Gen 8+: Nature synchronization increased to 100%