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đź’  (2.14.0) All New Sync Grids

Oct 27th, 2021
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  1. Trainer : Guzma (Special Costume)
  2. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  3. HP 10
  4. HP 10
  5. Color Grid: Blue
  6.  
  7. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  8. Attack 5
  9. Attack 5
  10. Color Grid: Blue
  11.  
  12. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  13. Defense 5
  14. Defense 5
  15. Color Grid: Blue
  16.  
  17. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  18. Attack 5
  19. Attack 5
  20. Color Grid: Blue
  21.  
  22. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  23. Sp. Def 5
  24. Sp. Def 5
  25. Color Grid: Blue
  26.  
  27. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  28. Speed 5
  29. Speed 5
  30. Color Grid: Blue
  31.  
  32. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  33. Defense 5
  34. Defense 5
  35. Color Grid: Blue
  36. 1 or more adjacent tiles must
  37. be activated
  38.  
  39. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  40. Sp. Def 5
  41. Sp. Def 5
  42. Color Grid: Blue
  43. 1 or more adjacent tiles must
  44. be activated
  45.  
  46. Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
  47. Dynamic Punch: Power 2
  48. Dynamic Punch: Power ↑ 2
  49. Color Grid: Green
  50. 1 or more adjacent tiles must
  51. be activated
  52.  
  53. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  54. Speed 5
  55. Speed 5
  56. Color Grid: Blue
  57. 1 or more adjacent tiles must
  58. be activated
  59.  
  60. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  61. Dynamic Punch: Power 2
  62. Dynamic Punch: Power ↑ 2
  63. Color Grid: Green
  64. 1 or more adjacent tiles must
  65. be activated
  66.  
  67. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  68. Attack 10
  69. Attack 10
  70. Color Grid: Blue
  71. 1 or more adjacent tiles must
  72. be activated
  73.  
  74. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  75. Dynamic Punch: Power 2
  76. Dynamic Punch: Power ↑ 2
  77. Color Grid: Green
  78. 1 or more adjacent tiles must
  79. be activated
  80. Move level must be 2 or higher
  81.  
  82. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  83. Dynamic Punch: Move Gauge Refresh 3
  84. Move: Dynamic Punch Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  85. Color Grid: Red
  86. 1 or more adjacent tiles must
  87. be activated
  88. Move level must be 2 or higher
  89.  
  90. Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
  91. Dynamic Punch: Consolation Prize 1
  92. Move: Dynamic Punch Charges the user’s move gauge by 1 when its attack move misses.
  93. Color Grid: Red
  94. 1 or more adjacent tiles must
  95. be activated
  96. Move level must be 2 or higher
  97.  
  98. Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
  99. Fuzzy Strike 5
  100. Powers up the user’s sync moves when the target is confused.
  101. Color Grid: Yellow
  102. 1 or more adjacent tiles must
  103. be activated
  104. Move level must be 3 or higher
  105.  
  106. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  107. Dynamic Punch: Confusion Synergy 1
  108. Move: Dynamic Punch Powers up the user’s moves when the target is confused.
  109. Color Grid: Red
  110. 1 or more adjacent tiles must
  111. be activated
  112. Move level must be 3 or higher
  113.  
  114. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  115. Sp. Def 5
  116. Sp. Def 5
  117. Color Grid: Blue
  118. 1 or more adjacent tiles must
  119. be activated
  120.  
  121. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  122. Defense 5
  123. Defense 5
  124. Color Grid: Blue
  125. 1 or more adjacent tiles must
  126. be activated
  127.  
  128. Cell 20 | Cost: 5 Energy, 60 Sync Orb(s)
  129. Hammer Arm: Accuracy 10
  130. Hammer Arm: Accuracy ↑ 10
  131. Color Grid: Green
  132. 1 or more adjacent tiles must
  133. be activated
  134.  
  135. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  136. Hammer Arm: Power 3
  137. Hammer Arm: Power ↑ 3
  138. Color Grid: Green
  139. 1 or more adjacent tiles must
  140. be activated
  141.  
  142. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  143. Hammer Arm: Power 3
  144. Hammer Arm: Power ↑ 3
  145. Color Grid: Green
  146. 1 or more adjacent tiles must
  147. be activated
  148.  
  149. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  150. Hammer Arm: Power 3
  151. Hammer Arm: Power ↑ 3
  152. Color Grid: Green
  153. 1 or more adjacent tiles must
  154. be activated
  155.  
  156. Cell 24 | Cost: 2 Energy, 24 Sync Orb(s)
  157. Attack 5
  158. Attack 5
  159. Color Grid: Blue
  160. 1 or more adjacent tiles must
  161. be activated
  162. Move level must be 2 or higher
  163.  
  164. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  165. Hammer Arm: Move Gauge Refresh 2
  166. Move: Hammer Arm Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  167. Color Grid: Red
  168. 1 or more adjacent tiles must
  169. be activated
  170. Move level must be 2 or higher
  171.  
  172. Cell 26 | Cost: 4 Energy, 48 Sync Orb(s)
  173. Speed 10
  174. Speed 10
  175. Color Grid: Blue
  176. 1 or more adjacent tiles must
  177. be activated
  178. Move level must be 2 or higher
  179.  
  180. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  181. Super Victory
  182. Applies the Supereffective ↑ Next effect to the user when it knocks out an opponent with a move.
  183. Color Grid: Yellow
  184. 1 or more adjacent tiles must
  185. be activated
  186. Move level must be 3 or higher
  187.  
  188. Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  189. Superduper Effective 1
  190. Powers up moves that are super effective.
  191. Color Grid: Yellow
  192. 1 or more adjacent tiles must
  193. be activated
  194. Move level must be 3 or higher
  195.  
  196. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  197. Defense 5
  198. Defense 5
  199. Color Grid: Blue
  200. 1 or more adjacent tiles must
  201. be activated
  202.  
  203. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  204. Sp. Def 5
  205. Sp. Def 5
  206. Color Grid: Blue
  207. 1 or more adjacent tiles must
  208. be activated
  209.  
  210. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  211. HP 10
  212. HP 10
  213. Color Grid: Blue
  214. 1 or more adjacent tiles must
  215. be activated
  216.  
  217. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  218. Dynamic Punch: Power 2
  219. Dynamic Punch: Power ↑ 2
  220. Color Grid: Green
  221. 1 or more adjacent tiles must
  222. be activated
  223.  
  224. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  225. Dynamic Punch: Power 2
  226. Dynamic Punch: Power ↑ 2
  227. Color Grid: Green
  228. 1 or more adjacent tiles must
  229. be activated
  230. Move level must be 2 or higher
  231.  
  232. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  233. Show
  234. No Mercy!: MP Refresh 2
  235. Move: Show
  236. No Mercy! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  237. Color Grid: Red
  238. 1 or more adjacent tiles must
  239. be activated
  240. Move level must be 2 or higher
  241.  
  242. Cell 35 | Cost: 5 Energy, 60 Sync Orb(s)
  243. Headstrong
  244. Attack cannot be lowered.
  245. Color Grid: Yellow
  246. 1 or more adjacent tiles must
  247. be activated
  248. Move level must be 2 or higher
  249.  
  250. Cell 36 | Cost: 4 Energy, 48 Sync Orb(s)
  251. HP 20
  252. HP 20
  253. Color Grid: Blue
  254. 1 or more adjacent tiles must
  255. be activated
  256. Move level must be 3 or higher
  257.  
  258. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  259. Haymaker
  260. The more the user’s Attack is raised, the more it powers up the user’s sync moves.
  261. Color Grid: Yellow
  262. 1 or more adjacent tiles must
  263. be activated
  264. Move level must be 3 or higher
  265.  
  266. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  267. HP 10
  268. HP 10
  269. Color Grid: Blue
  270. 1 or more adjacent tiles must
  271. be activated
  272.  
  273. Cell 39 | Cost: 5 Energy, 60 Sync Orb(s)
  274. Accuracy Ceiling
  275. The user’s accuracy cannot be raised.
  276. Color Grid: Yellow
  277. 1 or more adjacent tiles must
  278. be activated
  279.  
  280. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  281. X Sure Hit: MP Refresh 1
  282. Move: X Sure Hit Has a chance (20%) of restoring one MP of the user’s move when that move is successful.
  283. Color Grid: Red
  284. 1 or more adjacent tiles must
  285. be activated
  286.  
  287. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  288. Hammer Arm: Power 3
  289. Hammer Arm: Power ↑ 3
  290. Color Grid: Green
  291. 1 or more adjacent tiles must
  292. be activated
  293.  
  294. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  295. Hammer Arm: Power 3
  296. Hammer Arm: Power ↑ 3
  297. Color Grid: Green
  298. 1 or more adjacent tiles must
  299. be activated
  300. Move level must be 2 or higher
  301.  
  302. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  303. X Sure Hit: MP Refresh 2
  304. Move: X Sure Hit Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  305. Color Grid: Red
  306. 1 or more adjacent tiles must
  307. be activated
  308. Move level must be 2 or higher
  309.  
  310. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  311. Dynamic Entry
  312. Applies the Sure Hit Next effect to the user when it enters a battle.
  313. Color Grid: Yellow
  314. 1 or more adjacent tiles must
  315. be activated
  316. Move level must be 2 or higher
  317.  
  318. Cell 45 | Cost: 8 Energy, 96 Sync Orb(s)
  319. Sync Freebie
  320. Applies the Free Move Next effect to the user after using its sync move.
  321. Color Grid: Yellow
  322. 1 or more adjacent tiles must
  323. be activated
  324. Move level must be 3 or higher
  325.  
  326. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  327. Tenacity 1
  328. Increases the user’s Physical Moves ↑ Next effect by 1 rank when its attack move misses.
  329. Color Grid: Yellow
  330. 1 or more adjacent tiles must
  331. be activated
  332. Move level must be 3 or higher
  333.  
  334. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  335. Beatdown Boss
  336. Fighting Impact: Power 25
  337. Beatdown Boss
  338. Fighting Impact: Power ↑ 25
  339. Color Grid: Purple
  340. 1 or more adjacent tiles must
  341. be activated
  342. Move level must be 3 or higher
  343.  
  344. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  345. Beatdown Boss
  346. Fighting Impact: Power 25
  347. Beatdown Boss
  348. Fighting Impact: Power ↑ 25
  349. Color Grid: Purple
  350. 1 or more adjacent tiles must
  351. be activated
  352. Move level must be 3 or higher
  353.  
  354. Trainer : Diantha (Special Costume)
  355. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  356. HP 10
  357. HP 10
  358. Color Grid: Blue
  359.  
  360. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  361. Sp. Atk 5
  362. Sp. Atk 5
  363. Color Grid: Blue
  364.  
  365. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  366. Defense 5
  367. Defense 5
  368. Color Grid: Blue
  369.  
  370. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  371. Sp. Atk 5
  372. Sp. Atk 5
  373. Color Grid: Blue
  374.  
  375. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  376. Sp. Def 5
  377. Sp. Def 5
  378. Color Grid: Blue
  379.  
  380. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  381. Speed 5
  382. Speed 5
  383. Color Grid: Blue
  384.  
  385. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  386. Sp. Atk 5
  387. Sp. Atk 5
  388. Color Grid: Blue
  389. 1 or more adjacent tiles must
  390. be activated
  391.  
  392. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  393. HP 10
  394. HP 10
  395. Color Grid: Blue
  396. 1 or more adjacent tiles must
  397. be activated
  398.  
  399. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  400. Defense 5
  401. Defense 5
  402. Color Grid: Blue
  403. 1 or more adjacent tiles must
  404. be activated
  405.  
  406. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  407. Secret Sword: Power 2
  408. Secret Sword: Power ↑ 2
  409. Color Grid: Green
  410. 1 or more adjacent tiles must
  411. be activated
  412.  
  413. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  414. Secret Sword: Power 2
  415. Secret Sword: Power ↑ 2
  416. Color Grid: Green
  417. 1 or more adjacent tiles must
  418. be activated
  419.  
  420. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  421. Secret Sword: Power 2
  422. Secret Sword: Power ↑ 2
  423. Color Grid: Green
  424. 1 or more adjacent tiles must
  425. be activated
  426. Move level must be 2 or higher
  427.  
  428. Cell 13 | Cost: 5 Energy, 60 Sync Orb(s)
  429. Stalwart
  430. Sp. Def cannot be lowered.
  431. Color Grid: Yellow
  432. 1 or more adjacent tiles must
  433. be activated
  434.  
  435. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  436. Secret Sword: Move Gauge Refresh 3
  437. Move: Secret Sword Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  438. Color Grid: Red
  439. 1 or more adjacent tiles must
  440. be activated
  441. Move level must be 2 or higher
  442.  
  443. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  444. Tough Cookie
  445. The more the user’s Defense is raised, the more it powers up the user’s moves.
  446. Color Grid: Yellow
  447. 1 or more adjacent tiles must
  448. be activated
  449. Move level must be 3 or higher
  450.  
  451. Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
  452. Speed 10
  453. Speed 10
  454. Color Grid: Blue
  455. 1 or more adjacent tiles must
  456. be activated
  457. Move level must be 2 or higher
  458.  
  459. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  460. Inertia
  461. The more user’s Speed is raised, the more it powers up the user’s sync moves.
  462. Color Grid: Yellow
  463. 1 or more adjacent tiles must
  464. be activated
  465. Move level must be 3 or higher
  466.  
  467. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  468. Speed 5
  469. Speed 5
  470. Color Grid: Blue
  471. 1 or more adjacent tiles must
  472. be activated
  473.  
  474. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  475. Sp. Def 5
  476. Sp. Def 5
  477. Color Grid: Blue
  478. 1 or more adjacent tiles must
  479. be activated
  480.  
  481. Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
  482. Aura Sphere: Move Gauge Refresh 2
  483. Move: Aura Sphere Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  484. Color Grid: Red
  485. 1 or more adjacent tiles must
  486. be activated
  487.  
  488. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  489. Aura Sphere: Power 4
  490. Aura Sphere: Power ↑ 4
  491. Color Grid: Green
  492. 1 or more adjacent tiles must
  493. be activated
  494. Move level must be 2 or higher
  495.  
  496. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  497. Aura Sphere: Power 4
  498. Aura Sphere: Power ↑ 4
  499. Color Grid: Green
  500. 1 or more adjacent tiles must
  501. be activated
  502.  
  503. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  504. Aura Sphere: Power 4
  505. Aura Sphere: Power ↑ 4
  506. Color Grid: Green
  507. 1 or more adjacent tiles must
  508. be activated
  509. Move level must be 2 or higher
  510.  
  511. Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  512. Sp. Atk 10
  513. Sp. Atk 10
  514. Color Grid: Blue
  515. 1 or more adjacent tiles must
  516. be activated
  517. Move level must be 2 or higher
  518.  
  519. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  520. Brute Wits
  521. The more the user’s Sp. Def is raised, the more it powers up the user’s sync move.
  522. Color Grid: Yellow
  523. 1 or more adjacent tiles must
  524. be activated
  525. Move level must be 3 or higher
  526.  
  527. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  528. Aura Sphere: Move Gauge Refresh 2
  529. Move: Aura Sphere Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  530. Color Grid: Red
  531. 1 or more adjacent tiles must
  532. be activated
  533. Move level must be 3 or higher
  534.  
  535. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  536. Sp. Def 5
  537. Sp. Def 5
  538. Color Grid: Blue
  539. 1 or more adjacent tiles must
  540. be activated
  541.  
  542. Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
  543. Secret Sword: Power 2
  544. Secret Sword: Power ↑ 2
  545. Color Grid: Green
  546. 1 or more adjacent tiles must
  547. be activated
  548.  
  549. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  550. HP 10
  551. HP 10
  552. Color Grid: Blue
  553. 1 or more adjacent tiles must
  554. be activated
  555.  
  556. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  557. Secret Sword: Power 2
  558. Secret Sword: Power ↑ 2
  559. Color Grid: Green
  560. 1 or more adjacent tiles must
  561. be activated
  562.  
  563. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  564. Secret Sword: Power 2
  565. Secret Sword: Power ↑ 2
  566. Color Grid: Green
  567. 1 or more adjacent tiles must
  568. be activated
  569. Move level must be 2 or higher
  570.  
  571. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  572. Move Gauge Boost: MP Refresh 1
  573. Move: Move Gauge Boost Has a chance (20%) of restoring one MP of the user’s move when that move is successful.
  574. Color Grid: Red
  575. 1 or more adjacent tiles must
  576. be activated
  577. Move level must be 2 or higher
  578.  
  579. Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
  580. Move Gauge Boost: MP Refresh 2
  581. Move: Move Gauge Boost Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  582. Color Grid: Red
  583. 1 or more adjacent tiles must
  584. be activated
  585. Move level must be 3 or higher
  586.  
  587. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  588. Move Gauge Boost: Move Gauge Refresh 9
  589. Move: Move Gauge Boost Charges the user’s move gauge by one when its move is successful.
  590. Color Grid: Red
  591. 1 or more adjacent tiles must
  592. be activated
  593. Move level must be 2 or higher
  594.  
  595. Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
  596. Grand Entry 1
  597. Raises the user’s Sp. Atk by 1 stat rank when it enters a battle.
  598. Color Grid: Yellow
  599. 1 or more adjacent tiles must
  600. be activated
  601. Move level must be 3 or higher
  602.  
  603. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  604. Defense 5
  605. Defense 5
  606. Color Grid: Blue
  607. 1 or more adjacent tiles must
  608. be activated
  609.  
  610. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  611. Speed 5
  612. Speed 5
  613. Color Grid: Blue
  614. 1 or more adjacent tiles must
  615. be activated
  616.  
  617. Cell 38 | Cost: 3 Energy, 36 Sync Orb(s)
  618. Aura Sphere: Power 4
  619. Aura Sphere: Power ↑ 4
  620. Color Grid: Green
  621. 1 or more adjacent tiles must
  622. be activated
  623.  
  624. Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
  625. Aura Sphere: Power 4
  626. Aura Sphere: Power ↑ 4
  627. Color Grid: Green
  628. 1 or more adjacent tiles must
  629. be activated
  630.  
  631. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  632. Aura Sphere: Power 4
  633. Aura Sphere: Power ↑ 4
  634. Color Grid: Green
  635. 1 or more adjacent tiles must
  636. be activated
  637.  
  638. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  639. Sp. Def 5
  640. Sp. Def 5
  641. Color Grid: Blue
  642. 1 or more adjacent tiles must
  643. be activated
  644.  
  645. Cell 42 | Cost: 5 Energy, 60 Sync Orb(s)
  646. Unbending
  647. Defense cannot be lowered.
  648. Color Grid: Yellow
  649. 1 or more adjacent tiles must
  650. be activated
  651. Move level must be 2 or higher
  652.  
  653. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  654. Strike True!: MP Refresh 2
  655. Move: Strike True! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  656. Color Grid: Red
  657. 1 or more adjacent tiles must
  658. be activated
  659. Move level must be 2 or higher
  660.  
  661. Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  662. Defense 10
  663. Defense 10
  664. Color Grid: Blue
  665. 1 or more adjacent tiles must
  666. be activated
  667. Move level must be 2 or higher
  668.  
  669. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  670. Aura Sphere: Staggering 2
  671. Move: Aura Sphere Has a chance (30%) of making the target flinch when the user’s attack move is successful.
  672. Color Grid: Red
  673. 1 or more adjacent tiles must
  674. be activated
  675. Move level must be 3 or higher
  676.  
  677. Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
  678. Strike True!: Ramp Up 1
  679. Move: Strike True! Raises the user’s Sp. Atk by 1 stat rank when its move is successful.
  680. Color Grid: Red
  681. 1 or more adjacent tiles must
  682. be activated
  683. Move level must be 3 or higher
  684.  
  685. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  686. Shining Valor
  687. Fighting Beam: Power 25
  688. Shining Valor
  689. Fighting Beam: Power ↑ 25
  690. Color Grid: Purple
  691. 1 or more adjacent tiles must
  692. be activated
  693. Move level must be 3 or higher
  694.  
  695. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  696. Shining Valor
  697. Fighting Beam: Power 25
  698. Shining Valor
  699. Fighting Beam: Power ↑ 25
  700. Color Grid: Purple
  701. 1 or more adjacent tiles must
  702. be activated
  703. Move level must be 3 or higher
  704.  
  705. Trainer : Hilda (Special Costume)
  706. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  707. HP 10
  708. HP 10
  709. Color Grid: Blue
  710.  
  711. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  712. Attack 5
  713. Attack 5
  714. Color Grid: Blue
  715.  
  716. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  717. Defense 5
  718. Defense 5
  719. Color Grid: Blue
  720.  
  721. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  722. Attack 5
  723. Attack 5
  724. Color Grid: Blue
  725.  
  726. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  727. Sp. Def 5
  728. Sp. Def 5
  729. Color Grid: Blue
  730.  
  731. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  732. Speed 5
  733. Speed 5
  734. Color Grid: Blue
  735.  
  736. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  737. Sp. Def 5
  738. Sp. Def 5
  739. Color Grid: Blue
  740. 1 or more adjacent tiles must
  741. be activated
  742.  
  743. Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
  744. Diamond Storm: Accuracy 5
  745. Diamond Storm: Accuracy ↑ 5
  746. Color Grid: Green
  747. 1 or more adjacent tiles must
  748. be activated
  749.  
  750. Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
  751. Diamond Storm: Power 2
  752. Diamond Storm: Power ↑ 2
  753. Color Grid: Green
  754. 1 or more adjacent tiles must
  755. be activated
  756.  
  757. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  758. Attack 5
  759. Attack 5
  760. Color Grid: Blue
  761. 1 or more adjacent tiles must
  762. be activated
  763.  
  764. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  765. Diamond Storm: Power 2
  766. Diamond Storm: Power ↑ 2
  767. Color Grid: Green
  768. 1 or more adjacent tiles must
  769. be activated
  770.  
  771. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  772. Speed 10
  773. Speed 10
  774. Color Grid: Blue
  775. 1 or more adjacent tiles must
  776. be activated
  777.  
  778. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  779. Diamond Storm: Power 2
  780. Diamond Storm: Power ↑ 2
  781. Color Grid: Green
  782. 1 or more adjacent tiles must
  783. be activated
  784. Move level must be 2 or higher
  785.  
  786. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  787. Diamond Storm: Move Gauge Refresh 3
  788. Move: Diamond Storm Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  789. Color Grid: Red
  790. 1 or more adjacent tiles must
  791. be activated
  792. Move level must be 2 or higher
  793.  
  794. Cell 15 | Cost: 2 Energy, 24 Sync Orb(s)
  795. Defense 5
  796. Defense 5
  797. Color Grid: Blue
  798. 1 or more adjacent tiles must
  799. be activated
  800. Move level must be 2 or higher
  801.  
  802. Cell 16 | Cost: 9 Energy, 108 Sync Orb(s)
  803. Super Syncer
  804. Applies the Supereffective ↑ Next effect to the user the first time its sync move is used each battle.
  805. Color Grid: Yellow
  806. 1 or more adjacent tiles must
  807. be activated
  808. Move level must be 3 or higher
  809.  
  810. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  811. Diamond Storm: Ramming Speed
  812. Move: Diamond Storm The more the user’s Speed is raised, the more it powers up the user’s moves.
  813. Color Grid: Red
  814. 1 or more adjacent tiles must
  815. be activated
  816. Move level must be 3 or higher
  817.  
  818. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  819. Speed 5
  820. Speed 5
  821. Color Grid: Blue
  822. 1 or more adjacent tiles must
  823. be activated
  824.  
  825. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  826. Defense 5
  827. Defense 5
  828. Color Grid: Blue
  829. 1 or more adjacent tiles must
  830. be activated
  831.  
  832. Cell 20 | Cost: 5 Energy, 60 Sync Orb(s)
  833. Sand Shelter
  834. Protects the user from damage from a sandstorm.
  835. Color Grid: Yellow
  836. 1 or more adjacent tiles must
  837. be activated
  838.  
  839. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  840. Attack 5
  841. Attack 5
  842. Color Grid: Blue
  843. 1 or more adjacent tiles must
  844. be activated
  845.  
  846. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  847. Stone Edge: Power 3
  848. Stone Edge: Power ↑ 3
  849. Color Grid: Green
  850. 1 or more adjacent tiles must
  851. be activated
  852.  
  853. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  854. HP 20
  855. HP 20
  856. Color Grid: Blue
  857. 1 or more adjacent tiles must
  858. be activated
  859.  
  860. Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
  861. Stone Edge: Power 3
  862. Stone Edge: Power ↑ 3
  863. Color Grid: Green
  864. 1 or more adjacent tiles must
  865. be activated
  866. Move level must be 2 or higher
  867.  
  868. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  869. Stone Edge: Move Gauge Refresh 3
  870. Move: Stone Edge Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  871. Color Grid: Red
  872. 1 or more adjacent tiles must
  873. be activated
  874. Move level must be 2 or higher
  875.  
  876. Cell 26 | Cost: 9 Energy, 108 Sync Orb(s)
  877. Stone Edge: Critical Strike 1
  878. Move: Stone Edge Powers up the user’s attacks when they become critical hits.
  879. Color Grid: Red
  880. 1 or more adjacent tiles must
  881. be activated
  882. Move level must be 2 or higher
  883.  
  884. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  885. Towering Force
  886. The more the user’s Defense is raised, the more it powers up the user’s sync move.
  887. Color Grid: Yellow
  888. 1 or more adjacent tiles must
  889. be activated
  890. Move level must be 3 or higher
  891.  
  892. Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  893. Adrenaline 1
  894. Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
  895. Color Grid: Yellow
  896. 1 or more adjacent tiles must
  897. be activated
  898. Move level must be 3 or higher
  899.  
  900. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  901. Speed 5
  902. Speed 5
  903. Color Grid: Blue
  904. 1 or more adjacent tiles must
  905. be activated
  906.  
  907. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  908. Diamond Storm: Power 2
  909. Diamond Storm: Power ↑ 2
  910. Color Grid: Green
  911. 1 or more adjacent tiles must
  912. be activated
  913.  
  914. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  915. Diamond Storm: Power 2
  916. Diamond Storm: Power ↑ 2
  917. Color Grid: Green
  918. 1 or more adjacent tiles must
  919. be activated
  920.  
  921. Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  922. Sp. Def 10
  923. Sp. Def 10
  924. Color Grid: Blue
  925. 1 or more adjacent tiles must
  926. be activated
  927.  
  928. Cell 33 | Cost: 5 Energy, 60 Sync Orb(s)
  929. Princess Power
  930. Rock Impact: Power 25
  931. Princess Power
  932. Rock Impact: Power ↑ 25
  933. Color Grid: Green
  934. 1 or more adjacent tiles must
  935. be activated
  936. Move level must be 2 or higher
  937.  
  938. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  939. X Attack: MP Refresh 3
  940. Move: X Attack Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  941. Color Grid: Red
  942. 1 or more adjacent tiles must
  943. be activated
  944. Move level must be 2 or higher
  945.  
  946. Cell 35 | Cost: 3 Energy, 36 Sync Orb(s)
  947. Diamond Storm: Power 2
  948. Diamond Storm: Power ↑ 2
  949. Color Grid: Green
  950. 1 or more adjacent tiles must
  951. be activated
  952. Move level must be 2 or higher
  953.  
  954. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  955. Sync Regen
  956. Applies the Gradual Healing effect to the user after using its sync move.
  957. Color Grid: Yellow
  958. 1 or more adjacent tiles must
  959. be activated
  960. Move level must be 3 or higher
  961.  
  962. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  963. Impervious
  964. Stats cannot be lowered.
  965. Color Grid: Yellow
  966. 1 or more adjacent tiles must
  967. be activated
  968. Move level must be 3 or higher
  969.  
  970. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  971. Attack 5
  972. Attack 5
  973. Color Grid: Blue
  974. 1 or more adjacent tiles must
  975. be activated
  976.  
  977. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  978. Defense 5
  979. Defense 5
  980. Color Grid: Blue
  981. 1 or more adjacent tiles must
  982. be activated
  983.  
  984. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  985. Shine On!: MP Refresh 2
  986. Move: Shine On! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  987. Color Grid: Red
  988. 1 or more adjacent tiles must
  989. be activated
  990.  
  991. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  992. Stone Edge: Power 3
  993. Stone Edge: Power ↑ 3
  994. Color Grid: Green
  995. 1 or more adjacent tiles must
  996. be activated
  997.  
  998. Cell 42 | Cost: 5 Energy, 60 Sync Orb(s)
  999. Princess Power
  1000. Rock Impact: Power 25
  1001. Princess Power
  1002. Rock Impact: Power ↑ 25
  1003. Color Grid: Green
  1004. 1 or more adjacent tiles must
  1005. be activated
  1006. Move level must be 2 or higher
  1007.  
  1008. Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
  1009. Stone Edge: Power 3
  1010. Stone Edge: Power ↑ 3
  1011. Color Grid: Green
  1012. 1 or more adjacent tiles must
  1013. be activated
  1014. Move level must be 2 or higher
  1015.  
  1016. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  1017. Double Down 5
  1018. Powers up sync moves that are super effective.
  1019. Color Grid: Yellow
  1020. 1 or more adjacent tiles must
  1021. be activated
  1022. Move level must be 2 or higher
  1023.  
  1024. Cell 45 | Cost: 3 Energy, 36 Sync Orb(s)
  1025. Stone Edge: Power 3
  1026. Stone Edge: Power ↑ 3
  1027. Color Grid: Green
  1028. 1 or more adjacent tiles must
  1029. be activated
  1030. Move level must be 3 or higher
  1031.  
  1032. Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
  1033. Fast-Track 9
  1034. Raises the user’s Speed by one stat rank after its Pokémon uses a move.
  1035. Color Grid: Yellow
  1036. 1 or more adjacent tiles must
  1037. be activated
  1038. Move level must be 3 or higher
  1039.  
  1040. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1041. Princess Power
  1042. Rock Impact: Power 25
  1043. Princess Power
  1044. Rock Impact: Power ↑ 25
  1045. Color Grid: Purple
  1046. 1 or more adjacent tiles must
  1047. be activated
  1048. Move level must be 3 or higher
  1049.  
  1050. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1051. Princess Power
  1052. Rock Impact: Power 25
  1053. Princess Power
  1054. Rock Impact: Power ↑ 25
  1055. Color Grid: Purple
  1056. 1 or more adjacent tiles must
  1057. be activated
  1058. Move level must be 3 or higher
  1059.  
  1060. Trainer : Jasmine (Special Costume)
  1061. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1062. HP 10
  1063. HP 10
  1064. Color Grid: Blue
  1065.  
  1066. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1067. Sp. Atk 5
  1068. Sp. Atk 5
  1069. Color Grid: Blue
  1070.  
  1071. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1072. Defense 5
  1073. Defense 5
  1074. Color Grid: Blue
  1075.  
  1076. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1077. Sp. Atk 5
  1078. Sp. Atk 5
  1079. Color Grid: Blue
  1080.  
  1081. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1082. Sp. Def 5
  1083. Sp. Def 5
  1084. Color Grid: Blue
  1085.  
  1086. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1087. Speed 5
  1088. Speed 5
  1089. Color Grid: Blue
  1090.  
  1091. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1092. Speed 5
  1093. Speed 5
  1094. Color Grid: Blue
  1095. 1 or more adjacent tiles must
  1096. be activated
  1097.  
  1098. Cell 8 | Cost: 5 Energy, 60 Sync Orb(s)
  1099. Sand Shelter
  1100. Protects the user from damage from a sandstorm.
  1101. Color Grid: Yellow
  1102. 1 or more adjacent tiles must
  1103. be activated
  1104.  
  1105. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1106. Sp. Atk 5
  1107. Sp. Atk 5
  1108. Color Grid: Blue
  1109. 1 or more adjacent tiles must
  1110. be activated
  1111.  
  1112. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  1113. Absorb: Power 2
  1114. Absorb: Power ↑ 2
  1115. Color Grid: Green
  1116. 1 or more adjacent tiles must
  1117. be activated
  1118.  
  1119. Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
  1120. Defense 5
  1121. Defense 5
  1122. Color Grid: Blue
  1123. 1 or more adjacent tiles must
  1124. be activated
  1125.  
  1126. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  1127. Absorb: Power 2
  1128. Absorb: Power ↑ 2
  1129. Color Grid: Green
  1130. 1 or more adjacent tiles must
  1131. be activated
  1132. Move level must be 2 or higher
  1133.  
  1134. Cell 13 | Cost: 6 Energy, 72 Sync Orb(s)
  1135. Antitoxin
  1136. Prevents the user from getting poisoned or badly poisoned.
  1137. Color Grid: Yellow
  1138. 1 or more adjacent tiles must
  1139. be activated
  1140.  
  1141. Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
  1142. Absorb: Power 2
  1143. Absorb: Power ↑ 2
  1144. Color Grid: Green
  1145. 1 or more adjacent tiles must
  1146. be activated
  1147. Move level must be 2 or higher
  1148.  
  1149. Cell 15 | Cost: 9 Energy, 108 Sync Orb(s)
  1150. Absorb: Move Gauge Refresh 9
  1151. Move: Absorb Charges the user’s move gauge by one when its move is successful.
  1152. Color Grid: Red
  1153. 1 or more adjacent tiles must
  1154. be activated
  1155. Move level must be 3 or higher
  1156.  
  1157. Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
  1158. Sp. Def 10
  1159. Sp. Def 10
  1160. Color Grid: Blue
  1161. 1 or more adjacent tiles must
  1162. be activated
  1163. Move level must be 2 or higher
  1164.  
  1165. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1166. Absorb: Mind Games 4
  1167. Move: Absorb Has a chance (50%) of lowering the target’s Sp. Def by one stat rank when the user’s attack move is successful.
  1168. Color Grid: Red
  1169. 1 or more adjacent tiles must
  1170. be activated
  1171. Move level must be 3 or higher
  1172.  
  1173. Cell 18 | Cost: 3 Energy, 36 Sync Orb(s)
  1174. Absorb: Power 2
  1175. Absorb: Power ↑ 2
  1176. Color Grid: Green
  1177. 1 or more adjacent tiles must
  1178. be activated
  1179.  
  1180. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  1181. Absorb: Power 2
  1182. Absorb: Power ↑ 2
  1183. Color Grid: Green
  1184. 1 or more adjacent tiles must
  1185. be activated
  1186.  
  1187. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1188. HP 10
  1189. HP 10
  1190. Color Grid: Blue
  1191. 1 or more adjacent tiles must
  1192. be activated
  1193.  
  1194. Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
  1195. Steel
  1196. Yourselves!: MP Refresh 2
  1197. Move: Steel
  1198. Yourselves! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1199. Color Grid: Red
  1200. 1 or more adjacent tiles must
  1201. be activated
  1202.  
  1203. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  1204. Absorb: Power 2
  1205. Absorb: Power ↑ 2
  1206. Color Grid: Green
  1207. 1 or more adjacent tiles must
  1208. be activated
  1209. Move level must be 2 or higher
  1210.  
  1211. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  1212. Quick Cure
  1213. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  1214. Color Grid: Yellow
  1215. 1 or more adjacent tiles must
  1216. be activated
  1217. Move level must be 2 or higher
  1218.  
  1219. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  1220. Survivor Mentality 2
  1221. Reduces damage when the user is hit by a special attack move while in a pinch.
  1222. Color Grid: Yellow
  1223. 1 or more adjacent tiles must
  1224. be activated
  1225. Move level must be 2 or higher
  1226.  
  1227. Cell 25 | Cost: 9 Energy, 108 Sync Orb(s)
  1228. Catalyst
  1229. Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s sync move is used each battle.
  1230. Color Grid: Yellow
  1231. 1 or more adjacent tiles must
  1232. be activated
  1233. Move level must be 3 or higher
  1234.  
  1235. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  1236. Steel
  1237. Yourselves!: All Ramped Up 1
  1238. Move: Steel
  1239. Yourselves! Raises the Sp. Atk of all allied sync pairs by 1 stat rank when the user’s move is successful.
  1240. Color Grid: Red
  1241. 1 or more adjacent tiles must
  1242. be activated
  1243. Move level must be 3 or higher
  1244.  
  1245. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1246. Speed 5
  1247. Speed 5
  1248. Color Grid: Blue
  1249. 1 or more adjacent tiles must
  1250. be activated
  1251.  
  1252. Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
  1253. Flash Cannon: Power 3
  1254. Flash Cannon: Power ↑ 3
  1255. Color Grid: Green
  1256. 1 or more adjacent tiles must
  1257. be activated
  1258.  
  1259. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1260. Defense 5
  1261. Defense 5
  1262. Color Grid: Blue
  1263. 1 or more adjacent tiles must
  1264. be activated
  1265.  
  1266. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  1267. Sp. Atk 5
  1268. Sp. Atk 5
  1269. Color Grid: Blue
  1270. 1 or more adjacent tiles must
  1271. be activated
  1272.  
  1273. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  1274. Flash Cannon: Move Gauge Refresh 3
  1275. Move: Flash Cannon Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1276. Color Grid: Red
  1277. 1 or more adjacent tiles must
  1278. be activated
  1279.  
  1280. Cell 32 | Cost: 5 Energy, 60 Sync Orb(s)
  1281. Stalwart
  1282. Sp. Def cannot be lowered.
  1283. Color Grid: Yellow
  1284. 1 or more adjacent tiles must
  1285. be activated
  1286. Move level must be 2 or higher
  1287.  
  1288. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  1289. Flash Cannon: Power 3
  1290. Flash Cannon: Power ↑ 3
  1291. Color Grid: Green
  1292. 1 or more adjacent tiles must
  1293. be activated
  1294.  
  1295. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  1296. Flash Cannon: Move Gauge Refresh 3
  1297. Move: Flash Cannon Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1298. Color Grid: Red
  1299. 1 or more adjacent tiles must
  1300. be activated
  1301. Move level must be 2 or higher
  1302.  
  1303. Cell 35 | Cost: 4 Energy, 48 Sync Orb(s)
  1304. HP 20
  1305. HP 20
  1306. Color Grid: Blue
  1307. 1 or more adjacent tiles must
  1308. be activated
  1309. Move level must be 3 or higher
  1310.  
  1311. Cell 36 | Cost: 3 Energy, 36 Sync Orb(s)
  1312. Flash Cannon: Power 3
  1313. Flash Cannon: Power ↑ 3
  1314. Color Grid: Green
  1315. 1 or more adjacent tiles must
  1316. be activated
  1317. Move level must be 2 or higher
  1318.  
  1319. Cell 37 | Cost: 8 Energy, 96 Sync Orb(s)
  1320. Flash Cannon: On a Roll 9
  1321. Move: Flash Cannon Raises the chance of lowering stat values with the additional effects of moves.
  1322. Color Grid: Red
  1323. 1 or more adjacent tiles must
  1324. be activated
  1325. Move level must be 3 or higher
  1326.  
  1327. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1328. Defense 5
  1329. Defense 5
  1330. Color Grid: Blue
  1331. 1 or more adjacent tiles must
  1332. be activated
  1333.  
  1334. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1335. Sp. Def 5
  1336. Sp. Def 5
  1337. Color Grid: Blue
  1338. 1 or more adjacent tiles must
  1339. be activated
  1340.  
  1341. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  1342. Flash Cannon: Power 3
  1343. Flash Cannon: Power ↑ 3
  1344. Color Grid: Green
  1345. 1 or more adjacent tiles must
  1346. be activated
  1347.  
  1348. Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
  1349. X Regen All: MP Refresh 2
  1350. Move: X Regen All Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1351. Color Grid: Red
  1352. 1 or more adjacent tiles must
  1353. be activated
  1354.  
  1355. Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  1356. Speed 10
  1357. Speed 10
  1358. Color Grid: Blue
  1359. 1 or more adjacent tiles must
  1360. be activated
  1361. Move level must be 2 or higher
  1362.  
  1363. Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
  1364. Flash Cannon: Power 3
  1365. Flash Cannon: Power ↑ 3
  1366. Color Grid: Green
  1367. 1 or more adjacent tiles must
  1368. be activated
  1369. Move level must be 2 or higher
  1370.  
  1371. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  1372. Vigilance
  1373. Protects the user against critical hits.
  1374. Color Grid: Yellow
  1375. 1 or more adjacent tiles must
  1376. be activated
  1377. Move level must be 2 or higher
  1378.  
  1379. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1380. Team Triage Tank 2
  1381. Has a chance (30%) of restoring the HP of all allied sync pairs when the user is hit by an attack move.
  1382. Color Grid: Yellow
  1383. 1 or more adjacent tiles must
  1384. be activated
  1385. Move level must be 3 or higher
  1386.  
  1387. Cell 46 | Cost: 12 Energy, 144 Sync Orb(s)
  1388. Unyielding 2
  1389. When the user’s Enduring effect activates and the user has 1 HP remaining, has a chance (30%) of applying the Enduring effect to the user again.
  1390. Color Grid: Yellow
  1391. 1 or more adjacent tiles must
  1392. be activated
  1393. Move level must be 3 or higher
  1394.  
  1395. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1396. Iron Will
  1397. Steel Beam: Power 25
  1398. Iron Will
  1399. Steel Beam: Power ↑ 25
  1400. Color Grid: Purple
  1401. 1 or more adjacent tiles must
  1402. be activated
  1403. Move level must be 3 or higher
  1404.  
  1405. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1406. Iron Will
  1407. Steel Beam: Power 25
  1408. Iron Will
  1409. Steel Beam: Power ↑ 25
  1410. Color Grid: Purple
  1411. 1 or more adjacent tiles must
  1412. be activated
  1413. Move level must be 3 or higher
  1414.  
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