Synchro

Your pet of choice against most bosses because of its extremely high single target damage output. Synchro's attacks have pretty small AOE, so avoid using them against crowds of mobs.

The trade off for dealing such high damage is that Synchro has pretty mediocre HP, low defense, and poor PP recovery on its normal attacks.

Uniquely, Synchro’s PAs also feature a combo system.

Synchro 60s Revive Time
Stats
HP 1675
T-ATK 1556
DEX 485
S-DEF 1078
R-DEF 1185
T-DEF 1324
Devoted / Thoughtful

When you switch to Synchro from a dead pet, Synchro gains 12% damage.

This personality's effect is active indefinitely, provided you don't switch to a different pet. Switching pets (even to another Synchro) will remove this buff, requiring you to swap to a dead pet, then switch to Synchro again.

Synchro's preferred base personality.
Cunning / Sly

When switching to Synchro from a dead pet, Synchro’s PA costs are reduced by 20%.

Active so long as you don't swap off of Synchro, same as Devoted personality.

Gentle (14★)

Offers the bonuses of Devoted and Cunning as well as +5% RDR.

Synchro's finalized personality.
Always make sure to switch to Synchro from an incapacitated pet!
If you need a dead pet at the start of a boss fight, use an uncharged Maron/Melon Strike.
Basic Box
Box that gets Synchro to max crit with 205 PP or more.

Pancakes: Two Layer Pancake, Three Layer Pancake
Parfaits: Exquisite Deadly Parfait, Super Deadly Parfait
Rolls: Support Roll, Bravado Roll
Cookies: 3x Tech Cookie
Sticks: 2x Critical Candy Stick
Sandwiches: 2x Body Sandwich
Gummies: 5x Stamina Gummy

Candy Box

Upgraded Box
Guts some crit candy in favour of increased damage and survivability. Requires S6: Wise Skill and 250 PP or more to reach 100% crit.

Pancakes: Two Layer Pancake, Three Layer Pancake
Parfaits: Exquisite Deadly Parfait, Super Deadly Parfait
Rolls: Steadfast Roll, Bravado Roll
Cookies: 3x Tech-Sta Cookie
Sticks: 1x Vin-Spi Candy Stick, 1x All-Resist Candy Stick
Sandwiches: 2x Body Sandwich
Gummies: 5x Stamina Gummy

Once you have 300+ PP, you can replace Exquisite Deadly Parfait with Exquisite Tactics Parfait, and replace Steadfast Roll with another Bravado Roll.


Upgraded Candy Box

Basic Box
Box that gets Synchro to max crit with 205 PP or more.

Pancakes: Double Stack Pancake, Triple Stack Pancake
Parfaits: Exquisite Critical Parfait, Super Critical Parfait
Rolls: Support Roll, Courageous Roll
Cookies: 3x Casting Stamina Cookie
Sticks: 2x Critical Cane
Sandwiches: 2x Toughness Sandwich
Gummies: 5x Stamina Gummy

Candy Box

Upgraded Box
Guts some crit candy in favour of increased damage and survivability. Requires S6: Skillful Adept and 250 PP or more to reach 100% crit.

Pancakes: Double Stack Pancake, Triple Stack Pancake
Parfaits: Exquisite Critical Parfait, Super Critical Parfait
Rolls: Steadfast Roll, Courageous Roll
Cookies: 3x Casting Stamina Cookie
Sticks: 1x Vinculum Spirit Cane, 1x Sovereign Ward Cane
Sandwiches: 2x Toughness Sandwich
Gummies: 5x Stamina Gummy

Once you have 300+ PP, you can replace Exquisite Critical Parfait with Exquisite Tactical Parfait, and replace Steadfast Roll with another Courageous Roll.


Upgraded Candy Box

Synchro Dan Synchro Dan / Blast (5 PP)
Synchro launches a projectile, then returns to your side.

At zero combo count, this PA does more damage than Synchro's other PAs, which makes this a great combo starter.

When using Synchro, he'll sometimes get stuck in the air while comboing. If an enemy is knocked down, or otherwise rises or falls in combat, Dan > Zan is a great way to vertically reposition your Synchro and get it back onto the enemy's weak point.

Synchro Dan

If you cast this PA too quickly after switching to Synchro, Dan won't happen and your combo counter won't progress. Keep an eye out for this!

On the other hand, if you time it correctly, you can cancel out almost the entire animation but still progress Synchro's combo. Ping effects pet swap speed, so you may have to time it differently to get this to work.

Dan Canceled into Combo

Synchro Kyaku Synchro Kyaku / Kick (10 PP)
Attacks nearby enemies with a spinning kick. When used in a combo, the PA’s range will increase.

This PA has two main uses: firstly, this provides Synchro with guard frames. Throw this PA into a combo whenever Synchro's gonna take a hit.

Secondly, because of this PA’s long animation, you can cast Kyaku to stall out your combo. This lets you leisurely meet Pet Sympathy, fully charge Shifta/Deband on your pet, or cast Alter Ego without fear of losing your combo.

Synchro Kyaku

If you're quick though, you can cast Point Assist or Alter Ego mid combo without Kyaku stalling - the same can be done with an uncharged Technique, but only after Zan.

PA During a Synchro Combo

Synchro Zan Synchro Zan / Slash (5 PP)
Synchro locks onto an enemy and strikes once. Power increases in a combo.

Useful as a general damage PA during Synchro combos, or to reposition Synchro during a combo.

Synchro Zan

Synchro Ken Synchro Ken / Punch (10 PP)
Synchro delivers a flurry of punches. Number of hits increases when used in a combo.

This is Synchro's highest damage PA other than Geki, and as such it's often used alongside Zan for building combo.

Synchro Ken

Synchro Geki Synchro Geki / Strike (25 PP)
Synchro body checks an enemy for massive damage. Deals significantly less damage when used without combo count.

A substantial amount of Synchro's power comes from using this PA - to fully power up Geki, simply alternate four PAs, then cast Geki.

Synchro Geki

Synchro Combos are pretty simple - cast any four alternating PAs, then Geki. You can tell that Synchro Geki is ready to go when your character's back forms a purple sigil on it.

Repeated PAs (Zan > Zan, Ken > Ken, etc) will preserve your current combo count, but will not advance it. Combo count is lost when Synchro normal attacks or doesn’t cast a PA for a few seconds.

Synchro Sigil

Synchro Dan Synchro Zan Synchro Ken Synchro Zan Synchro Geki
Dan > Zan > Ken > Zan > Geki

Synchro's standard opening combo.

Synchro Dan,
                                    Synchro Zan, Synchro Ken, SYnchro Ken, Synchro Zan, Synchro Geki

Synchro Zan Synchro Ken Synchro Zan Synchro Geki
Geki > Zan > Ken > Zan > Geki - 2nd Combo
Geki > Zan > Ken > Zan > Geki - 3rd Combo
Geki > Zan > Ken > Zan > Geki - etc.

In every combo after the first, the Geki at the end of each Combo can function as the first PA in the next combo.

The main benefit of this combo is that Zan > Geki allows Synchro to converge on an enemy right before Geki - which can help to ensure your Geki lands against mobile targets.

Synchro Geki, Synchro Zan, SYnchro Ken, Synchro Zan, Synchro Geki

Synchro Ken Synchro Zan Synchro Ken Synchro Geki
Geki > Ken > Zan > Ken > Geki

This combo offers slightly higher DPS, but slightly worse PP efficiency.

You'd choose to use this combo if you think downtime in the fight (where you can fully recover PP with PP Convert, Ketos Proi, etc) is coming soon, or you're otherwise confident you won't run out of PP.

This is something you can start to implement on a larger scale by gaining access to more PP efficiency tools, such as Lightstream Canxion, S7: Glowing Grace, or higher PP on your units.

Synchro Geki, Synchro Ken, Synchro Zan, Synchro Ken, Synchro Geki

Don’t be afraid to deviate from the standard combos! If the enemy’s about to throw out an attack that would hit your Synchro, consider subbing Kyaku into your combo.

If the enemy flies from one side of the screen to the other, don’t hesitate to Dan > Zan your Synchro back into position. Most bosses won’t cooperate enough for you to exclusively use Zan > Ken > Zan > Geki or Ken > Zan > Ken > Geki.

Frames Power DPS Notes/Global Names DPP*
Dan 40F 889 1333 Blast 177.8
Kyaku 44F 849 1157 84.9
Zan 44F 724 987 Slash 144.8
Combo Zan 44F 1086 1480 217.2
Ken 44F 662 902 Punch 66.2
Combo Ken 44F 1324 1805 132.4
Geki 44F 792 1080 Strike 31.7
2 PA Combo'd Geki 44F 1188 1620 47.5
3 PA Combo'd Geki 44F 2376 3240 95.0
4 PA Combo'd Geki 44F 4752 6480 190.1
Combo'd Zan > Ken > Zan > Geki 176F 8248 2812 Slash > Punch > Slash > Strike 183.3
Combo'd Ken > Zan > Ken > Geki 176F 8486 2893 Punch > Slash > Punch > Strike 169.7
Normal Attack Normal 1 48F
Normal 1+2 126F
Normal 1+2+3 222F
650
1575
3975
813
750
1074
DPP column refers to PP gained per second 9.3
8.57
8.64

Information referenced from https://pso2.swiki.jp/index.php?%シンクロウ * DPP = Damage per PP spent

Vulcan

The evolved form of Synchro! Vulcan features slower attacks, a 7-hit combo system instead of Synchro's 4, massively improved defensive stats, and a 70% damage reduction on its personality, Aggressive.

Vulcan deals less damage than Synchro, and also has a much longer windup on Geki - as such, Vulcan is used only in cases where you need a tankier bossing pet and the enemy is predictable enough that you can land Geki.

Vulcan 15s Revive Time
Stats
HP 2973
T-ATK 1343
DEX 228
S-DEF 2156
R-DEF 2356
T-DEF 2125
Gentle

Provides Vulcan the bonuses of both of Synchro's base personalities and +5% RDR.

Aggressive

Reduces damage taken by 70%, reduces critical hit rate by 50%, and increases critical hit damage by 16%. Additionally increases RDR by 5%.

Vulcan's preferred personality.

The crit rate reduction on this pet is hella steep, but despite that, Aggressive is still the preferred personality. If you have access to S6: Wise Skill, it's not that difficult to cap out on crit, and if not, Aggressive is still recommended because Vulcan's niche is "Tanky Synchro" - Vulcan wouldn't be Vulcan without Aggressive personality.

Vulcan Dan Vulcan Dan (5 PP)
Vulcan launches a projectile, then returns to your side.

Similar to Synchro Dan, Dan > Zan is useful to vertically reposition Vulcan, but unlike Synchro, this isn't used as your typical combo opener.

It still has the highest damage as an opening PA, but its animation is so slow that it's better to just open up with Zan instead.

Vulcan Dan

Vulcan Kyaku Vulcan Kyaku (15 PP)
Attacks nearby enemies with a series of spinning kicks. When used in a combo, the PA’s range will increase, and gain additional kicks.

Provides Vulcan with Guard frames. Since Vulcan Ken's animation is so generous, Vulcan Kyaku will seldom be used to stall combos in combat.

Kyaku also has a new use on Vulcan as a general use combo PA! Vulcan Ken is really long, which makes building to your next Geki slow, alongside having poor synergy with Rykros Staff. As such, Zan > Kyaku becomes your general PA rotation on Vulcan. Kyaku has multiple kicks, but it's better for your DPS to start your next PA immediately after Kyaku's first hit.

Vulcan Kyaku

Vulcan Zan Vulcan Zan (5 PP)
Vulcan locks onto an enemy and strikes once. Power increases in a combo.

On top of being used to reposition Vulcan, this is used as one of your standard damage PAs during combos.

Vulcan Zan

Vulcan Ken Vulcan Ken (10 PP)
Vulcan punches forward towards its target. Number of hits increases when used in a combo.

This isn't a bread and butter PA for combos (Ken's full animation is too long for that), but it does still have a few important uses.

Firstly, Ken is useful for its great accuracy and tracking. If the boss has moved slightly away from Vulcan, this PA is an effective way to move Vulcan back to the enemy's weak point without performing the clunkier alternative, Dan > Zan. During Ego, aim to use only the first two hits of Ken for this. Only use all four hits if you really need Vulcan to cover that extra distance.

Outside of the bounds of Rykros and Alter Ego, letting Vulcan perform all four hits of Ken can be pretty useful. Since Rykros isn't active, this PA's long animation is no longer a detriment, and having Vulcan do damage for a while without you commanding it gives you freedom to dodge, reposition, heal/buff Vulcan, whatever.

Vulcan Ken

Vulcan Geki Vulcan Geki (20 PP)
Vulcan slams into the ground from the sky, striking 3 times for massive damage. Deals significantly less damage when used without combo count.

Alternate seven PAs to fully power up Geki. Same as with Synchro, you want to build up to (and use Geki) as much as you can.

The big difference between Synchro and Vulcan Geki is that you can use Geki (but not a fully powered Geki) without resetting Vulcan's combo counter! Using Geki at zero combo isn't effective, but Vulcan reaches this sort of medium charge state if you cast 4 PAs before using Geki, which is pretty decent damage - and there's nothing stopping you from using a few medium Gekis while you build up to a fully powered Geki.

You can also fully cast a technique during Geki's animation.

Vulcan Geki

Alternate between seven PAs, then cast Vulcan Geki! You can tell that Vulcan Geki is ready to go when your character's back forms a sigil on it.

Repeated PAs (Zan > Zan, Ken > Ken, etc) will preserve your current combo count, but will not advance it. Combo count is lost when Vulcan normal attacks or doesn’t cast a PA for a few seconds.

Note that Opening Combos on this page only need to be used when building from zero combo count.

Vulcan Sigil

Standard Combo
Opening Combo
Vulcan Zan Vulcan Kyaku Vulcan Zan Vulcan Kyaku
Zan > Kyaku > Zan > Kyaku >
Vulcan Zan Vulcan Kyaku Vulcan Zan Vulcan Geki
Zan > Kyaku > Zan > Geki

Main Combo:
Vulcan Kyaku Vulcan Zan Vulcan Kyaku Vulcan Zan
Kyaku > Zan > Kyaku > Zan >
Vulcan Kyaku Vulcan Zan Vulcan Geki
Kyaku > Zan > Geki

Kyaku > Zan provides you with quick Rykros ticks, and Zan > Geki makes you more likely to land your Geki.



"The Enemy's Literally Standing Still"
Opening Combo
Vulcan Zan Vulcan Kyaku Vulcan Zan Vulcan Kyaku Vulcan Zan
Zan > Kyaku > Zan > Kyaku > Zan >
Vulcan Geki Vulcan Zan Vulcan Geki Vulcan Zan Vulcan Geki
Geki > Zan > Geki > Zan > Geki

Main Combo:
Vulcan Kyaku Vulcan Zan Vulcan Kyaku Vulcan Zan
Kyaku > Zan > Kyaku > Zan >
Vulcan Geki Vulcan Zan Vulcan Geki Vulcan Zan Vulcan Geki
Geki > Zan > Geki > Zan > Geki

Takes advantage of the fact that Geki doesn't burn Vulcan's combo count to use multiple medium-charge Geki's per combo.

Generally not viable because of Vulcan's Geki slow animation - this combo will miss on a lot of enemies, but it is none the less slightly higher DPS than the standard combo.



Off-Alter Ego Combo
Vulcan Zan Vulcan Ken Vulcan Zan Vulcan Ken
Zan > Ken > Zan > Ken >
Vulcan Zan Vulcan Ken Vulcan Geki
Zan > Ken > Geki

Takes advantage of Ken's long animation to let you deal damage while having the freedom to dodge. Useful while don't have Alter Ego's Super Armour.



Candy Box

Pancakes: Two Layer Pancake, Three Layer Pancake
Parfaits: Exquisite Deadly Parfait, Super Deadly Parfait
Rolls: 2x Support Roll
Cookies: 3x Tech-Spi Cookie
Sticks: 2x Critical Candy Stick
Sandwiches: 2x Body Sandwich
Gummies: 5x Stamina Gummy

Vulcan's box is kinda set in stone for you - the -50% crit rate means 2x Critical Candy Stick, 2x Support Roll, and Exquisite Deadly Parfait are all but required. Reaches 96% crit with 300 PP and S6: Wise Skill.

Candy Box

Sweets Box

Pancakes: Double Stack Pancake, Triple Pancake
Parfaits: Exquisite Critical Parfait, Super Critical Parfait
Rolls: 2x Support Roll
Cookies: 3x Casting Spirit Cookie
Sticks: 2x Critical Cane
Sandwiches: 2x Toughness Sandwich
Gummies: 5x Stamina Gummy

Vulcan's box is kinda set in stone for you - the -50% crit rate means 2x Critical Cane, 2x Support Roll, and Exquisite Critical Parfait are all but required. With 300 PP and S6: Skillful Adept, Vulcan is able to reach 96% crit while using Rykros Staff.

Candy Box