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The best Sync Grid is not a completely filled grid. It is a deliberate route of tiles that improves a pair’s job on your team while staying within two separate limits: pair-specific sync orbs and the pair’s energy allowance. First identify the pair’s role, then unlock the tiles that strengthen its key move, survival plan, or battle-condition strategy. Leave low-impact stat tiles for last if they would consume energy needed by a defining effect.
This guide explains the resource loop, move-level gates, orb collection, and a repeatable method for choosing tiles without pretending there is one universal build for every Sync Pair.
What a Sync Grid does
A Sync Grid is a pair-specific map of upgrade tiles for a Sync Pair in Pokémon Masters EX. Activating tiles can raise stats, increase the power of particular moves, restore move uses through MP Refresh effects, or add passive effects that work only when a stated battle condition is met. The official feature guide describes grids as one of the game’s most involved and impactful ways to improve a pair. See Pokémon.com’s Sync Grid guide.
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The two resources you must manage
| Resource | What it pays for | Important limit or rule | How to obtain or use it |
|---|---|---|---|
| Sync orbs | The orb cost shown on individual grid tiles | General sync orbs must be converted into orbs for the specific pair you are enhancing. | The Sync Orb Area in the Training Area and most events are listed as sources. The official guide recommends checking the current in-game rules; it reports up to ten daily Sync Orb Area replays and no stamina requirement for that area. |
| Energy | The energy cost of activating tiles | The official feature guide says a pair can spend up to 60 energy. Energy is separate from sync-orb stock, so a tile can be affordable in orbs but still impossible to add when the budget is full. | Energy is a grid-allocation limit rather than an item you farm. Plan the route on the grid before confirming tiles. |
The 60-energy figure and the ten-replay detail are guide-reported mechanics, not a guarantee that every current interface or expansion uses the same presentation. Confirm the value, replay counter, and menu labels in your own game after updates.
When Sync Grid becomes available
An official game announcement identified completion of Main Story Chapter 11, “Alola’s Rising Stars: Part 2,” as the feature unlock condition at the time of that announcement. Read the announcement at the official Pokémon Masters EX site. That notice is historical, so it should not be treated as proof that every current onboarding flow is unchanged. If the grid option is missing, finish the relevant story requirement shown by your current game client and check its help text or notices.
How to read a grid before spending anything
Start with the pair’s assigned job
Decide whether the pair is primarily dealing damage, supporting allies, or applying a tactical effect. A damage pair may care most about one attack and its damage multipliers. A support pair may gain more from team-wide improvements, defensive effects, or reliable move uses. A tech-oriented pair may need a passive that activates under a weather, status, gauge, or other battle condition. The grid should reinforce the plan you actually use, not an abstract list of the pair’s available moves.
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Trace the route to the tile you want
Grid tiles are connected. Inspect the path from the starting point to a defining tile and include every intermediate tile in your energy calculation. A powerful effect can be a poor choice if reaching it consumes most of the budget on small increases that do not help your team. The game displays each tile’s effect, energy cost, and orb cost; use those values rather than assuming adjacent tiles have equal value.
Separate visible power from conditional power
A flat move-power increase generally helps whenever that move is used. A conditional passive can be stronger in the right battle but irrelevant when its condition is absent. Read the activation text and compare it with the content you are preparing for. A tile that requires a condition you cannot maintain should not displace a reliable improvement simply because its description sounds more dramatic.
Move level controls which tiles you can use
Move level is the pair’s duplicate-based progression level, shown on the pair screen. The official guide says the strongest grid tiles are typically locked until move level 2/5 or 3/5. “Typically” matters: this is a broad pattern, not a promise that every pair, older grid, or later expansion follows the same gate.
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- Open the target Sync Pair and enter its Sync Grid screen.
- Check the pair’s current move level before planning a route.
- Identify tiles that are visible and unlocked at that level.
- Do not count a locked tile in your build until the game shows that the required move level has been reached.
- If a future tile would change your plan, save your orb and energy decisions for the point when you can inspect the full route available to you.
This prevents a common mistake: farming orbs for a build whose key multiplier or passive is still inaccessible. If you are comparing two versions of a build, compare them at the same move level; otherwise the apparent difference may simply be a gate.
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1. Write down the battle plan
Before touching a tile, state the pair’s intended job in one sentence: for example, “This pair is my primary single-target attacker,” “This pair keeps the team alive,” or “This pair applies a condition and exploits it.” Also identify the move, passive, or team interaction that makes the pair worth bringing. This gives you a standard for judging every tile.
2. Mark defining tiles
Scan the grid for effects that directly deliver that job. For an attacker, look for a relevant move-power increase or multiplier. For support, look for an effect that improves the team or prevents the failure your team is experiencing. For a tech pair, look for a passive or condition-dependent effect that enables the intended tactic. Mark these tiles before considering generic stat boosts.
3. Check move-level availability
Remove any marked tile that is locked behind a move level you do not have. If the pair’s role depends on a locked effect, decide whether you are willing to change the plan or wait for access; do not budget as if the tile were already available.
4. Calculate energy along the entire path
Add the energy cost of every tile required to reach your defining effects. Keep a reserve until you have checked the complete route. The official guide’s 60-energy ceiling means that a route can fail even when its orb total is affordable. A path that reaches two complementary effects within the budget is usually more useful than a path that reaches one effect and leaves no room for utility.
5. Compare orb cost with practical contribution
Sync orbs are pair-specific after conversion, so spending them on a tile is a commitment to that pair. Compare a candidate tile’s displayed orb cost with how often its effect will matter in your battles. If two paths perform the same job, prefer the one that leaves more energy and orbs for a second useful effect.
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6. Add reliability tiles before luxury tiles
Once the core route is affordable, consider MP Refresh effects, defensive improvements, or secondary move upgrades that solve a recurring problem. Small stat nodes can fill remaining energy, but they should not crowd out an effect that changes how reliably the pair performs.
7. Confirm the route in the game
Preview the selected tiles and verify that every connection, cost, and prerequisite is still shown as expected. Grid expansions and interface labels can change. Confirm the final selection only after the game displays the complete energy and orb totals.
Priorities by Sync Pair role
Damage-focused pairs
Start with the move that carries most of the pair’s damage. A multiplier for an attack you rarely use is less valuable than a smaller increase on the move that actually closes battles. Then consider effects that improve the pair’s ability to use that move repeatedly, such as an MP Refresh tile when the move’s limited uses are a real constraint. Conditional damage passives belong in the plan only when your team can maintain their condition.
- Primary attack power or multiplier
- Effects that make the primary move available often enough
- Condition-dependent damage effects your team can reliably activate
- Survival or gauge-related utility if the pair fails before it can attack
Do not assume every offensive node is an upgrade. If a route spends substantial energy on a move that is not part of your rotation, it can reduce total damage by preventing access to a more relevant tile.
Support pairs
Support grids should be judged by team outcome rather than the pair’s personal damage. Prioritize effects that improve the team’s planned statistics, sustain, or consistency. An MP Refresh effect can matter when the support move is essential and has few uses. Defensive tiles are especially valuable when the pair is being defeated before it can deliver its buffs or protection.
- Team-facing buffs or survival effects that match your lineup
- Reliable access to the support pair’s key move
- Defensive improvements when survivability is the limiting factor
- Personal damage only after the support job is secure
Tech and condition-oriented pairs
Tech pairs often have the widest gap between a good and bad grid because their value can depend on a specific condition. Identify the condition first, then check whether your team, stage, and rotation can create it consistently. A passive that is excellent under a condition you cannot trigger is effectively dormant. If the condition is reliable, it can outrank a generic stat tile by changing the pair’s entire tactical role.
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- The condition or status your strategy is built around
- Passives that activate while that condition is present
- Move upgrades that apply or exploit the condition
- Utility or survival nodes needed to maintain the setup
How to collect and convert sync orbs
Use the Sync Orb Area
Pokémon.com identifies the Sync Orb Area in the Training Area as a collection route. Its guide says the area does not require stamina and recommends using all ten daily replays. Because replay counts and menu wording can change, open the current Training Area screen and follow the counter shown there rather than relying on an old screenshot or memory.
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The same official guide lists most events as additional sync-orb sources. Event rules, currencies, and exchange menus vary, so read the event’s current information panel to confirm what is available and whether the reward is a general orb or a pair-specific item.
Convert general orbs for the target pair
General sync orbs are not automatically the final currency for every pair. The official guide explains that they must be converted into sync orbs for the pair being enhanced. Choose the intended pair in the conversion interface, verify the amount, and then return to the grid to check that the tile costs are covered. Avoid converting blindly when you are still comparing builds for several pairs; first decide which pair has the clearest team role.
How to compare two possible grids
When two routes look plausible, compare them on the same five axes rather than counting unlocked tiles:
| Axis | Question to ask |
|---|---|
| Role | Which route better serves the pair’s actual job in this team? |
| Move level | Are both routes available at the same current move level? |
| Effect | Does the route improve damage, utility, survival, or a conditional tactic that you will use? |
| Energy and orbs | What does each route cost, including every connecting tile? |
| Battle conditions | Can your team and the target stage reliably activate the route’s conditions? |
A route with fewer visible effects can be better if its effects are active more often and leave enough energy for the pair’s core function. Conversely, a conditional route can win when the team is designed specifically to maintain its condition.
Worked decision example without assuming a named pair
Imagine an attacker whose main move is usable only a limited number of times. The grid offers three possible directions: a direct multiplier for that move, an MP Refresh effect for the same move, and several small attack nodes. Begin by checking whether the multiplier and MP Refresh are unlocked at the pair’s current move level. Add the connecting energy costs. If both fit, take them before the small attack nodes because they improve the move’s effectiveness and availability. If only one fits, choose based on the battle problem: select the multiplier when damage per use is the issue, or MP Refresh when the pair regularly runs out of uses before the battle ends.
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Now change the situation so the pair is a support unit whose buffs expire before the team finishes the stage. In that case, a tile that restores or improves the key support move can be more valuable than personal attack increases. The example is intentionally generic: exact tile names, costs, and optimal routes differ by pair and by grid version.
Common mistakes and how to correct them
Trying to activate every tile
Energy is limited, so a fully illuminated grid is not the default target. Choose a purposeful subset and leave low-value nodes out when they displace a defining effect.
Spending orbs before checking move level
Powerful tiles are often gated at move level 2/5 or 3/5. Inspect the grid first and farm only for tiles you can currently use.
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General orbs must be converted for the chosen pair. Decide which pair you are building before conversion and verify the target in the game interface.
Choosing a conditional passive without a condition plan
Read the full activation requirement and compare it with your team’s actual rotation and the stage’s rules. If you cannot maintain the condition, select a reliable effect instead.
Comparing builds at different move levels
A higher move level can unlock tiles that are unavailable to the other build. Compare like with like, or label the move-level difference clearly when making a long-term plan.
Relying on an old menu or grid map
Grid mechanics and expansions have changed. Bulbapedia’s Sync grid reference is useful background, but it explicitly notes incomplete information for some changes added in 2025. Use the current in-game grid for final costs and availability.
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Version and information caveats
Sync Grid systems have expanded over time, and individual pairs do not necessarily share identical tile layouts, gates, or effects. The official Pokémon.com guide provides the broad mechanics—tile benefits, pair-specific orb conversion, the reported 60-energy limit, and typical move-level gates—but it does not establish an optimal grid for every named pair. The official announcement records an earlier unlock condition, while Bulbapedia documents historical changes and warns that some 2025 additions are incomplete. Treat the live game client as the final authority for a tile’s current text, cost, and prerequisite.
Quick Recap
A practical checklist before you confirm a grid
- Have you stated the pair’s job and identified its key move or condition?
- Is every planned tile unlocked at the current move level?
- Did you include the energy and orb cost of connecting tiles?
- Will the selected effects matter in the battles you actually play?
- Can your team maintain every listed condition?
- Have you checked the current Training Area and event routes for orbs?
- Did you convert general orbs for the correct pair?
- Did you verify the final route and totals in the current game interface?
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