|Japanese (base text)||
Synchro Monsters (Japanese: シンクロモンスター Shinkuro Monsutā, abbreviated
To be properly Special Summoned, Synchro Monsters must first be Synchro Summoned. If they leave the Extra Deck without being Synchro Summoned, they cannot be Special Summoned while they are banished or in the Graveyard.
Like other Extra Deck monsters, Synchro Monsters cannot exist in the hand or Main Deck (even with card effects). If a Synchro Monster would be moved to the hand or Main Deck, it is returned to the Extra Deck instead. If a card like "Transmigration Break" or "Degenerate Circuit" is applying, this will override the Synchro Monster's ability to return to the Extra Deck.
A Synchro Summon is the act of Summoning a Synchro Monster from the Extra Deck using a Tuner monster with additional non-Tuner monsters. During the Main Phase 1 or 2, the turn player can Synchro Summon a Synchro Monster from the Extra Deck by sending monsters they control to the Graveyard (at least 1 Tuner and 1 or more non-Tuner monsters), provided the total Level of those monsters matches exactly the Level of that Synchro Monster.
Multiple Tuner Synchro Summoning
While most Synchro Monsters require exactly 1 Tuner to be Synchro Summoned, "Red Nova Dragon", "Hot Red Dragon Archfiend King Calamity", "Tyrant Red Dragon Archfiend" and "Vylon Omega" require 2 while Red Supernova Dragon requires 3.
"XX-Saber Gottoms" must be Synchro Summoned using a Tuner and EARTH monsters, but it does not specify that the EARTH monsters must be non-Tuners. Therefore, up to 9 Tuner monsters can be used for its Synchro Summon.
Tuner Synchro Monsters
Tuner Synchro Monsters are Synchro Monsters that are also Tuner monsters (i.e. [Type/Synchro/Tuner]). Such monsters typically have effects that make Synchro Summoning easier, such as "T.G. Wonder Magician" and "Phonon Pulse Dragon"; the former allows its controller to Synchro Summon during the opponent's turn and the latter manipulates its own Level.
Synchro-focused decks usually use a large number of monsters, with swarming capabilities, to take the advantage that Synchro Summoning provides. Many of these decks have low-Level monsters to control over which Synchro Monster would be Summoned. Another common trait shared is that cards that can manipulate levels are used to further aid this tactic.
Strategically speaking, Synchro Monsters allow for a large amount of rapid power to be Summoned with relative ease and speed. Most of them have very potent effects in addition to their ease in Summoning.
- In Yu-Gi-Oh! 5D's, Jakob stated that mankind's excessive use of Synchro Monsters caused Ener-D to spin faster, producing more energy and thus accelerating human evolution.
- "Flower Cardian Lightflare" has the highest ATK of all Synchro Monsters, with 5000 ATK. "Superheavy Samurai Steam Train King" has the highest DEF of all Synchro Monsters, with 4800 DEF.
- "Leo, the Keeper of the Sacred Tree" is the only Beast-Type Synchro Monster that can be Synchro Summoned by using generic Synchro Materials.
- "Sea Dragon Lord Gishilnodon" is the only Synchro Monster that specifies the Level of the non-Tuner monster required for its Synchro Summon.
- The illegal cards "Grizzly, the Red Star Beast" and "Stardust Divinity" are the only Match winner Synchro Monsters.
- In the Arabic dub of Yu-Gi-Oh! 5D's, Synchro Monsters were translated as "وحوش الدمج" "wohoush eldamj", and Tuners "modmej" which is the literal Arabic translation of Fusion Monsters. In Yu-Gi-Oh! ARC-V, "wohoush eldamj" was reverted to Fusion Monsters, and Synchro Monsters and Tuners were left untranslated.
- Dark Synchro Monster
- Accel Synchro Monster
- Delta Accel Synchro Monster
- Limit Over Accel Synchro Monster