Lysandre & Yveltal join the fray with powerful Oblivion Wing restoring the Legendary Pokémon’s health. While costly, it can help keep Yveltal in the fight longer, but Dark Pulse may see more use because of its lower move gauge cost. However, it may be worth saving your orbs until the sync pair reaches sync level 3 because almost all good skills are on the edge of the grid. However, one build for level 2 is included here.
The best sync grid builds for Lysandre & Yveltal are Sync Level 2, Dark Pulse Aggravation, and Oblivion Wing.
Universal Upgrades
HP +10
Defense +5
Sp. Atk +10
Sp. Def +5
Speed +5
Universal Recommended Lucky Skill:
Critical Strike 2
No build shares a single tile but the core six! But every build wants to use the passive skill Critical Strike 2 because Yveltal is able to boost its own critical-hit rate to max easily. It will increase damage dealt whenever Yveltal has a critical hit.
Sync Grid Builds
Sync Level 2 Build
Total Sync Orb Cost: 750
Total Energy Used: 60
Unique Upgrades:
HP +10
Sp. Atk +15
Speed +25
Dark Pulse Power +12
Dark Pulse Move Gauge Refresh 2
Dark Pulse Move Gauge Refresh 2
X Sp. Atk MP Refresh 2
Unflappable
Without access to nearly all passive skills, Yveltal picks up minor upgrades over its ungridded moveset. Dark Pulse gains +12 power and two Move Gauge Refresh 2 tiles. Each tile will have a 30% chance of activating meaning there is a small chance to regain two bars on the move gauge.
X Sp. Atk MP Refresh 2 will allow Yveltal to reach max Sp. Atk with one activation. On the way to power to Dark Pulse, the build picks up Unflappable which prevents Yveltal from flinching. The remaining energy is spent on improving both Sp. Atk and Speed. Consider saving your orbs for sync pairs that will really benefit from them until Yveltal’s grid is fully unlocked.
Dark Pulse Aggravation Build (Sync Level 3/5)
Total Sync Orb Cost: 750
Total Energy Used: 60
Unique Upgrades:
HP +10
Defense +10
Sp. Atk +5
Speed +5
Dark Pulse Power +3
Dark Pulse Aggravation 1
Oblivion Wing Power +6
HP Advantage 2
Choose One:
Healthy Buffer 5
Sharp Entry 1
Harry 2
Rejuvenate 6
Taking advantage of Dark Pulse’s ability to flinch opponents, this build comes in offensive and defensive variations. Dark Pulse gains a meager +3 power and Oblivion Wing gains +6 power. Yveltal uses HP Advantage 2 to boost its power when its health is full or close to full. Dark Pulse Aggravation 1 will add an additional roll to cause the opponent to flinch.
To opt for a more defensive variation, picking up Healthy Buffer 5 and Sharp Entry 1 will round out the build. Healthy Buffer 5 will reduce damage taken when Yveltal’s HP is full. Utilizing Oblivion Wing and its two passive skills to top off its health will help Yveltal take less and deal more damage. Sharp Entry 1 will boost Yveltal’s critical-hit rate by +1 when it enters the battlefield. This really eliminates the need for a second use of End the World! since critical-hit rate is maxed out at +3.
Harry 2 powers up moves against flinching targets and Rejuvenate 6 will fully charge the move gauge after Yveltal uses its sync move. Especially if the opponent is flinching, right after the sync move is a great time to use the expensive Oblivion Wing to refill Yveltal’s HP.
Oblivion Wing Build (Sync Level 3/5)
Total Sync Orb Cost: 738
Total Energy Used: 59
Unique Upgrades:
Oblivion Wing Power +6
Cleansing Oblivion Wing Power +25
Healthy Buffer 5
HP Advantage 2
Rejuvenate 6
Sharp Entry 1
If you choose to focus on Oblivion Wing, Yveltal’s grid invests almost all energy into four passive skills to keep it at high health and max damage. Sharp Entry 1 will boost its critical-hit rate by +1 when it enters the battlefield, eliminating the need to use End the World! twice to get 100% critical-hit chance. HP Advantage 2 boosts Yveltal’s move damage if its HP is full or close to full.
Cleansing Oblivion Wing gains +25 power, but each use will cause Rejuvenate 6 to activate and completely refill the move gauge. This allows you to immediately use Oblivion Wing. Filling up Yveltal’s HP to full will cause Healthy Buffer 5 to become active, which will reduce damage taken whenever it is hit by an attack move. If there is any lost health, it won’t activate.