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- Trainer : Guzma (Special Costume)
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
- Dynamic Punch: Power 2
- Dynamic Punch: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Dynamic Punch: Power 2
- Dynamic Punch: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Dynamic Punch: Power 2
- Dynamic Punch: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Dynamic Punch: Move Gauge Refresh 3
- Move: Dynamic Punch Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
- Dynamic Punch: Consolation Prize 1
- Move: Dynamic Punch Charges the user’s move gauge by 1 when its attack move misses.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
- Fuzzy Strike 5
- Powers up the user’s sync moves when the target is confused.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Dynamic Punch: Confusion Synergy 1
- Move: Dynamic Punch Powers up the user’s moves when the target is confused.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 20 | Cost: 5 Energy, 60 Sync Orb(s)
- Hammer Arm: Accuracy 10
- Hammer Arm: Accuracy ↑ 10
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Hammer Arm: Power 3
- Hammer Arm: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Hammer Arm: Power 3
- Hammer Arm: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Hammer Arm: Power 3
- Hammer Arm: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 24 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
- Hammer Arm: Move Gauge Refresh 2
- Move: Hammer Arm Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
- Super Victory
- Applies the Supereffective ↑ Next effect to the user when it knocks out an opponent with a move.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
- Superduper Effective 1
- Powers up moves that are super effective.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
- Dynamic Punch: Power 2
- Dynamic Punch: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
- Dynamic Punch: Power 2
- Dynamic Punch: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Show
- No Mercy!: MP Refresh 2
- Move: Show
- No Mercy! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 5 Energy, 60 Sync Orb(s)
- Headstrong
- Attack cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Haymaker
- The more the user’s Attack is raised, the more it powers up the user’s sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 39 | Cost: 5 Energy, 60 Sync Orb(s)
- Accuracy Ceiling
- The user’s accuracy cannot be raised.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
- X Sure Hit: MP Refresh 1
- Move: X Sure Hit Has a chance (20%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Hammer Arm: Power 3
- Hammer Arm: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Hammer Arm: Power 3
- Hammer Arm: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- X Sure Hit: MP Refresh 2
- Move: X Sure Hit Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- Dynamic Entry
- Applies the Sure Hit Next effect to the user when it enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 8 Energy, 96 Sync Orb(s)
- Sync Freebie
- Applies the Free Move Next effect to the user after using its sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Tenacity 1
- Increases the user’s Physical Moves ↑ Next effect by 1 rank when its attack move misses.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Beatdown Boss
- Fighting Impact: Power 25
- Beatdown Boss
- Fighting Impact: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Beatdown Boss
- Fighting Impact: Power 25
- Beatdown Boss
- Fighting Impact: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Trainer : Diantha (Special Costume)
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
- Secret Sword: Power 2
- Secret Sword: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Secret Sword: Power 2
- Secret Sword: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Secret Sword: Power 2
- Secret Sword: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 5 Energy, 60 Sync Orb(s)
- Stalwart
- Sp. Def cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Secret Sword: Move Gauge Refresh 3
- Move: Secret Sword Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
- Tough Cookie
- The more the user’s Defense is raised, the more it powers up the user’s moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Inertia
- The more user’s Speed is raised, the more it powers up the user’s sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
- Aura Sphere: Move Gauge Refresh 2
- Move: Aura Sphere Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Aura Sphere: Power 4
- Aura Sphere: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Aura Sphere: Power 4
- Aura Sphere: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Aura Sphere: Power 4
- Aura Sphere: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Atk 10
- Sp. Atk 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
- Brute Wits
- The more the user’s Sp. Def is raised, the more it powers up the user’s sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
- Aura Sphere: Move Gauge Refresh 2
- Move: Aura Sphere Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
- Secret Sword: Power 2
- Secret Sword: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
- Secret Sword: Power 2
- Secret Sword: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Secret Sword: Power 2
- Secret Sword: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
- Move Gauge Boost: MP Refresh 1
- Move: Move Gauge Boost Has a chance (20%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
- Move Gauge Boost: MP Refresh 2
- Move: Move Gauge Boost Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
- Move Gauge Boost: Move Gauge Refresh 9
- Move: Move Gauge Boost Charges the user’s move gauge by one when its move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
- Grand Entry 1
- Raises the user’s Sp. Atk by 1 stat rank when it enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 38 | Cost: 3 Energy, 36 Sync Orb(s)
- Aura Sphere: Power 4
- Aura Sphere: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
- Aura Sphere: Power 4
- Aura Sphere: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Aura Sphere: Power 4
- Aura Sphere: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 42 | Cost: 5 Energy, 60 Sync Orb(s)
- Unbending
- Defense cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- Strike True!: MP Refresh 2
- Move: Strike True! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Aura Sphere: Staggering 2
- Move: Aura Sphere Has a chance (30%) of making the target flinch when the user’s attack move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
- Strike True!: Ramp Up 1
- Move: Strike True! Raises the user’s Sp. Atk by 1 stat rank when its move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Shining Valor
- Fighting Beam: Power 25
- Shining Valor
- Fighting Beam: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Shining Valor
- Fighting Beam: Power 25
- Shining Valor
- Fighting Beam: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Trainer : Hilda (Special Costume)
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
- Diamond Storm: Accuracy 5
- Diamond Storm: Accuracy ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
- Diamond Storm: Power 2
- Diamond Storm: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Diamond Storm: Power 2
- Diamond Storm: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Diamond Storm: Power 2
- Diamond Storm: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Diamond Storm: Move Gauge Refresh 3
- Move: Diamond Storm Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 16 | Cost: 9 Energy, 108 Sync Orb(s)
- Super Syncer
- Applies the Supereffective ↑ Next effect to the user the first time its sync move is used each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Diamond Storm: Ramming Speed
- Move: Diamond Storm The more the user’s Speed is raised, the more it powers up the user’s moves.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 20 | Cost: 5 Energy, 60 Sync Orb(s)
- Sand Shelter
- Protects the user from damage from a sandstorm.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Stone Edge: Power 3
- Stone Edge: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
- Stone Edge: Power 3
- Stone Edge: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
- Stone Edge: Move Gauge Refresh 3
- Move: Stone Edge Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 9 Energy, 108 Sync Orb(s)
- Stone Edge: Critical Strike 1
- Move: Stone Edge Powers up the user’s attacks when they become critical hits.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
- Towering Force
- The more the user’s Defense is raised, the more it powers up the user’s sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
- Adrenaline 1
- Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
- Diamond Storm: Power 2
- Diamond Storm: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Diamond Storm: Power 2
- Diamond Storm: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 33 | Cost: 5 Energy, 60 Sync Orb(s)
- Princess Power
- Rock Impact: Power 25
- Princess Power
- Rock Impact: Power ↑ 25
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- X Attack: MP Refresh 3
- Move: X Attack Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 3 Energy, 36 Sync Orb(s)
- Diamond Storm: Power 2
- Diamond Storm: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
- Sync Regen
- Applies the Gradual Healing effect to the user after using its sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Impervious
- Stats cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
- Shine On!: MP Refresh 2
- Move: Shine On! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Stone Edge: Power 3
- Stone Edge: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 42 | Cost: 5 Energy, 60 Sync Orb(s)
- Princess Power
- Rock Impact: Power 25
- Princess Power
- Rock Impact: Power ↑ 25
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
- Stone Edge: Power 3
- Stone Edge: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
- Double Down 5
- Powers up sync moves that are super effective.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 3 Energy, 36 Sync Orb(s)
- Stone Edge: Power 3
- Stone Edge: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
- Fast-Track 9
- Raises the user’s Speed by one stat rank after its Pokémon uses a move.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Princess Power
- Rock Impact: Power 25
- Princess Power
- Rock Impact: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Princess Power
- Rock Impact: Power 25
- Princess Power
- Rock Impact: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Trainer : Jasmine (Special Costume)
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 8 | Cost: 5 Energy, 60 Sync Orb(s)
- Sand Shelter
- Protects the user from damage from a sandstorm.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
- Absorb: Power 2
- Absorb: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Absorb: Power 2
- Absorb: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 6 Energy, 72 Sync Orb(s)
- Antitoxin
- Prevents the user from getting poisoned or badly poisoned.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
- Absorb: Power 2
- Absorb: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 9 Energy, 108 Sync Orb(s)
- Absorb: Move Gauge Refresh 9
- Move: Absorb Charges the user’s move gauge by one when its move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Absorb: Mind Games 4
- 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.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 3 Energy, 36 Sync Orb(s)
- Absorb: Power 2
- Absorb: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
- Absorb: Power 2
- Absorb: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
- Steel
- Yourselves!: MP Refresh 2
- Move: Steel
- Yourselves! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Absorb: Power 2
- Absorb: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
- Quick Cure
- Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
- Survivor Mentality 2
- Reduces damage when the user is hit by a special attack move while in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 9 Energy, 108 Sync Orb(s)
- Catalyst
- Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s sync move is used each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Steel
- Yourselves!: All Ramped Up 1
- Move: Steel
- Yourselves! Raises the Sp. Atk of all allied sync pairs by 1 stat rank when the user’s move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
- Flash Cannon: Power 3
- Flash Cannon: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
- Flash Cannon: Move Gauge Refresh 3
- Move: Flash Cannon Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Cell 32 | Cost: 5 Energy, 60 Sync Orb(s)
- Stalwart
- Sp. Def cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
- Flash Cannon: Power 3
- Flash Cannon: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Flash Cannon: Move Gauge Refresh 3
- Move: Flash Cannon Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 3 Energy, 36 Sync Orb(s)
- Flash Cannon: Power 3
- Flash Cannon: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 37 | Cost: 8 Energy, 96 Sync Orb(s)
- Flash Cannon: On a Roll 9
- Move: Flash Cannon Raises the chance of lowering stat values with the additional effects of moves.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Flash Cannon: Power 3
- Flash Cannon: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
- X Regen All: MP Refresh 2
- Move: X Regen All Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
- Flash Cannon: Power 3
- Flash Cannon: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
- Vigilance
- Protects the user against critical hits.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Team Triage Tank 2
- Has a chance (30%) of restoring the HP of all allied sync pairs when the user is hit by an attack move.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 12 Energy, 144 Sync Orb(s)
- Unyielding 2
- 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.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Iron Will
- Steel Beam: Power 25
- Iron Will
- Steel Beam: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Iron Will
- Steel Beam: Power 25
- Iron Will
- Steel Beam: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
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