Absol-utely

💠 (2.17.0) All New Sync Grids

Jan 26th, 2022 (edited)
3,883
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 73.63 KB | None | 0 0
  1. Trainer : Sygna Suit Cyrus
  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. Sp. Atk 5
  9. Sp. Atk 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. Sp. Atk 5
  19. Sp. Atk 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. Sp. Atk 5
  34. Sp. Atk 5
  35. Color Grid: Blue
  36. 1 or more adjacent tiles must be activated
  37.  
  38. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  39. HP 10
  40. HP 10
  41. Color Grid: Blue
  42. 1 or more adjacent tiles must be activated
  43.  
  44. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  45. Speed 5
  46. Speed 5
  47. Color Grid: Blue
  48. 1 or more adjacent tiles must be activated
  49.  
  50. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  51. Sp. Def 5
  52. Sp. Def 5
  53. Color Grid: Blue
  54. 1 or more adjacent tiles must be activated
  55.  
  56. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  57. Dark Pulse: Power 3
  58. Dark Pulse: Power ↑ 3
  59. Color Grid: Green
  60. 1 or more adjacent tiles must be activated
  61.  
  62. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  63. Dark Pulse: Power 3
  64. Dark Pulse: Power ↑ 3
  65. Color Grid: Green
  66. 1 or more adjacent tiles must be activated
  67. Move level must be 2 or higher
  68.  
  69. Cell 13 | Cost: 2 Energy, 24 Sync Orb(s)
  70. Defense 5
  71. Defense 5
  72. Color Grid: Blue
  73. 1 or more adjacent tiles must be activated
  74.  
  75. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  76. Dark Void: Fast-Track 4
  77. Move: Dark Void Has a chance (50%) of raising the user’s Speed by one stat rank after its Pokémon uses a move.
  78. Color Grid: Red
  79. 1 or more adjacent tiles must be activated
  80. Move level must be 2 or higher
  81.  
  82. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  83. Super Preparation 1
  84. Has a chance (20%) of applying the Supereffective ↑ Next effect to the user when its move is successful.
  85. Color Grid: Yellow
  86. 1 or more adjacent tiles must be activated
  87. Move level must be 3 or higher
  88.  
  89. Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
  90. Dark Void: Move Gauge Refresh 4
  91. Move: Dark Void Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  92. Color Grid: Red
  93. 1 or more adjacent tiles must be activated
  94. Move level must be 2 or higher
  95.  
  96. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  97. Good Night-mare 5
  98. Powers up the user’s moves when the target is asleep.
  99. Color Grid: Yellow
  100. 1 or more adjacent tiles must be activated
  101. Move level must be 3 or higher
  102.  
  103. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  104. Defense 5
  105. Defense 5
  106. Color Grid: Blue
  107. 1 or more adjacent tiles must be activated
  108.  
  109. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  110. Speed 5
  111. Speed 5
  112. Color Grid: Blue
  113. 1 or more adjacent tiles must be activated
  114.  
  115. Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
  116. Dark Wish: Move Gauge Refresh 2
  117. Move: Dark Wish Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  118. Color Grid: Red
  119. 1 or more adjacent tiles must be activated
  120.  
  121. Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
  122. Pinpoint Entry 1
  123. Raises the user’s accuracy by 1 stat rank when it enters a battle.
  124. Color Grid: Yellow
  125. 1 or more adjacent tiles must be activated
  126. Move level must be 2 or higher
  127.  
  128. Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  129. HP 10
  130. HP 10
  131. Color Grid: Blue
  132. 1 or more adjacent tiles must be activated
  133.  
  134. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  135. Sp. Atk 20
  136. Sp. Atk 20
  137. Color Grid: Blue
  138. 1 or more adjacent tiles must be activated
  139. Move level must be 2 or higher
  140.  
  141. Cell 24 | Cost: 10 Energy, 120 Sync Orb(s)
  142. Umbral Acceleration 2
  143. Quickly charges the move gauge when the zone is Dark Zone.
  144. Color Grid: Yellow
  145. 1 or more adjacent tiles must be activated
  146. Move level must be 2 or higher
  147.  
  148. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  149. Dark Wish: MP Refresh 2
  150. Move: Dark Wish Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  151. Color Grid: Red
  152. 1 or more adjacent tiles must be activated
  153. Move level must be 3 or higher
  154.  
  155. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  156. Umbral Power 3
  157. Powers up the user’s moves when the zone is Dark Zone.
  158. Color Grid: Yellow
  159. 1 or more adjacent tiles must be activated
  160. Move level must be 3 or higher
  161.  
  162. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  163. Sp. Atk 5
  164. Sp. Atk 5
  165. Color Grid: Blue
  166. 1 or more adjacent tiles must be activated
  167.  
  168. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  169. Defense 5
  170. Defense 5
  171. Color Grid: Blue
  172. 1 or more adjacent tiles must be activated
  173.  
  174. Cell 29 | Cost: 3 Energy, 36 Sync Orb(s)
  175. Dark Pulse: Power 3
  176. Dark Pulse: Power ↑ 3
  177. Color Grid: Green
  178. 1 or more adjacent tiles must be activated
  179.  
  180. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  181. Dark Pulse: Power 3
  182. Dark Pulse: Power ↑ 3
  183. Color Grid: Green
  184. 1 or more adjacent tiles must be activated
  185.  
  186. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  187. Dark Pulse: Aggravation 1
  188. Move: Dark Pulse Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  189. Color Grid: Red
  190. 1 or more adjacent tiles must be activated
  191. Move level must be 2 or higher
  192.  
  193. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  194. Dark Pulse: Move Gauge Refresh 3
  195. Move: Dark Pulse Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  196. Color Grid: Red
  197. 1 or more adjacent tiles must be activated
  198. Move level must be 2 or higher
  199.  
  200. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  201. Dark Pulse: Good Night-mare 5
  202. Move: Dark Pulse Powers up the user’s moves when the target is asleep.
  203. Color Grid: Red
  204. 1 or more adjacent tiles must be activated
  205. Move level must be 3 or higher
  206.  
  207. Cell 34 | Cost: 3 Energy, 36 Sync Orb(s)
  208. Dark Pulse: Power 3
  209. Dark Pulse: Power ↑ 3
  210. Color Grid: Green
  211. 1 or more adjacent tiles must be activated
  212. Move level must be 2 or higher
  213.  
  214. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  215. Dark Pulse: Critical Strike 2
  216. Move: Dark Pulse Powers up the user’s attacks when they become critical hits.
  217. Color Grid: Red
  218. 1 or more adjacent tiles must be activated
  219. Move level must be 3 or higher
  220.  
  221. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  222. Speed 5
  223. Speed 5
  224. Color Grid: Blue
  225. 1 or more adjacent tiles must be activated
  226.  
  227. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  228. HP 10
  229. HP 10
  230. Color Grid: Blue
  231. 1 or more adjacent tiles must be activated
  232.  
  233. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  234. Sp. Def 5
  235. Sp. Def 5
  236. Color Grid: Blue
  237. 1 or more adjacent tiles must be activated
  238.  
  239. Cell 39 | Cost: 5 Energy, 60 Sync Orb(s)
  240. Wide Awake
  241. Prevents the user from falling asleep.
  242. Color Grid: Yellow
  243. 1 or more adjacent tiles must be activated
  244.  
  245. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  246. Sp. Def 5
  247. Sp. Def 5
  248. Color Grid: Blue
  249. 1 or more adjacent tiles must be activated
  250.  
  251. Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
  252. Speed 10
  253. Speed 10
  254. Color Grid: Blue
  255. 1 or more adjacent tiles must be activated
  256.  
  257. Cell 42 | Cost: 10 Energy, 120 Sync Orb(s)
  258. Grand Entry 2
  259. Raises the user’s Sp. Atk by 2 stat ranks when it enters a battle.
  260. Color Grid: Yellow
  261. 1 or more adjacent tiles must be activated
  262. Move level must be 2 or higher
  263.  
  264. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  265. Perpetual Nightmare!: MP Refresh 2
  266. Move: Perpetual Nightmare! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  267. Color Grid: Red
  268. 1 or more adjacent tiles must be activated
  269. Move level must be 2 or higher
  270.  
  271. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  272. Acuity
  273. Accuracy cannot be lowered.
  274. Color Grid: Yellow
  275. 1 or more adjacent tiles must be activated
  276. Move level must be 2 or higher
  277.  
  278. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  279. Power Play
  280. The more the target’s stats are lowered, the more it powers up the user's sync move.
  281. Color Grid: Yellow
  282. 1 or more adjacent tiles must be activated
  283. Move level must be 3 or higher
  284.  
  285. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  286. Bad Break 1
  287. Has a chance (20%) of lowering one of the following stats of all opposing sync pairs by one stat rank at random when the user’s Pokémon uses a status move: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.
  288. Color Grid: Yellow
  289. 1 or more adjacent tiles must be activated
  290. Move level must be 3 or higher
  291.  
  292. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  293. Perfect World Dark Pulse: Power 25
  294. Perfect World Dark Pulse: Power ↑ 25
  295. Color Grid: Purple
  296. 1 or more adjacent tiles must be activated
  297. Move level must be 3 or higher
  298.  
  299. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  300. Perfect World Dark Pulse: Power 25
  301. Perfect World Dark Pulse: Power ↑ 25
  302. Color Grid: Purple
  303. 1 or more adjacent tiles must be activated
  304. Move level must be 3 or higher
  305.  
  306. Trainer : Wulfric
  307. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  308. HP 10
  309. HP 10
  310. Color Grid: Blue
  311.  
  312. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  313. Sp. Atk 5
  314. Sp. Atk 5
  315. Color Grid: Blue
  316.  
  317. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  318. Defense 5
  319. Defense 5
  320. Color Grid: Blue
  321.  
  322. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  323. Sp. Atk 5
  324. Sp. Atk 5
  325. Color Grid: Blue
  326.  
  327. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  328. Sp. Def 5
  329. Sp. Def 5
  330. Color Grid: Blue
  331.  
  332. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  333. Speed 5
  334. Speed 5
  335. Color Grid: Blue
  336.  
  337. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  338. Defense 5
  339. Defense 5
  340. Color Grid: Blue
  341. 1 or more adjacent tiles must be activated
  342.  
  343. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  344. HP 10
  345. HP 10
  346. Color Grid: Blue
  347. 1 or more adjacent tiles must be activated
  348.  
  349. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  350. Sp. Atk 5
  351. Sp. Atk 5
  352. Color Grid: Blue
  353. 1 or more adjacent tiles must be activated
  354.  
  355. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  356. Speed 5
  357. Speed 5
  358. Color Grid: Blue
  359. 1 or more adjacent tiles must be activated
  360.  
  361. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  362. Swift: Power 4
  363. Swift: Power ↑ 4
  364. Color Grid: Green
  365. 1 or more adjacent tiles must be activated
  366.  
  367. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  368. Swift: Power 4
  369. Swift: Power ↑ 4
  370. Color Grid: Green
  371. 1 or more adjacent tiles must be activated
  372.  
  373. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  374. Swift: Power 4
  375. Swift: Power ↑ 4
  376. Color Grid: Green
  377. 1 or more adjacent tiles must be activated
  378. Move level must be 2 or higher
  379.  
  380. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  381. Swift: Move Gauge Refresh 3
  382. Move: Swift Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  383. Color Grid: Red
  384. 1 or more adjacent tiles must be activated
  385. Move level must be 2 or higher
  386.  
  387. Cell 15 | Cost: 5 Energy, 60 Sync Orb(s)
  388. Top Dog Fire Beam: Power 25
  389. Top Dog Fire Beam: Power ↑ 25
  390. Color Grid: Green
  391. 1 or more adjacent tiles must be activated
  392. Move level must be 2 or higher
  393.  
  394. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  395. Double Down 5
  396. Powers up sync moves that are super effective.
  397. Color Grid: Yellow
  398. 1 or more adjacent tiles must be activated
  399. Move level must be 3 or higher
  400.  
  401. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  402. Swift: Overwhelm 2
  403. Move: Swift Has a chance (30%) of lowering the target’s Attack by one stat rank when the user’s attack move against it is successful.
  404. Color Grid: Red
  405. 1 or more adjacent tiles must be activated
  406. Move level must be 3 or higher
  407.  
  408. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  409. Sp. Def 5
  410. Sp. Def 5
  411. Color Grid: Blue
  412. 1 or more adjacent tiles must be activated
  413.  
  414. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  415. Defense 5
  416. Defense 5
  417. Color Grid: Blue
  418. 1 or more adjacent tiles must be activated
  419.  
  420. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  421. Sp. Atk 5
  422. Sp. Atk 5
  423. Color Grid: Blue
  424. 1 or more adjacent tiles must be activated
  425.  
  426. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  427. HP 10
  428. HP 10
  429. Color Grid: Blue
  430. 1 or more adjacent tiles must be activated
  431.  
  432. Cell 22 | Cost: 5 Energy, 60 Sync Orb(s)
  433. Hyper Beam: Accuracy 10
  434. Hyper Beam: Accuracy ↑ 10
  435. Color Grid: Green
  436. 1 or more adjacent tiles must be activated
  437.  
  438. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  439. Hyper Beam: Power 2
  440. Hyper Beam: Power ↑ 2
  441. Color Grid: Green
  442. 1 or more adjacent tiles must be activated
  443.  
  444. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  445. Hyper Beam: Move Gauge Refresh 3
  446. Move: Hyper Beam Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  447. Color Grid: Red
  448. 1 or more adjacent tiles must be activated
  449. Move level must be 2 or higher
  450.  
  451. Cell 25 | Cost: 4 Energy, 48 Sync Orb(s)
  452. Hyper Beam: Power 2
  453. Hyper Beam: Power ↑ 2
  454. Color Grid: Green
  455. 1 or more adjacent tiles must be activated
  456. Move level must be 2 or higher
  457.  
  458. Cell 26 | Cost: 5 Energy, 60 Sync Orb(s)
  459. Top Dog Fire Beam: Power 25
  460. Top Dog Fire Beam: Power ↑ 25
  461. Color Grid: Green
  462. 1 or more adjacent tiles must be activated
  463. Move level must be 2 or higher
  464.  
  465. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  466. Sync Freebie
  467. Applies the Free Move Next effect to the user after using its sync move.
  468. Color Grid: Yellow
  469. 1 or more adjacent tiles must be activated
  470. Move level must be 3 or higher
  471.  
  472. Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  473. Super Syncer
  474. Applies the Supereffective ↑ Next effect to the user the first time its sync move is used each battle.
  475. Color Grid: Yellow
  476. 1 or more adjacent tiles must be activated
  477. Move level must be 3 or higher
  478.  
  479. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  480. Sp. Def 5
  481. Sp. Def 5
  482. Color Grid: Blue
  483. 1 or more adjacent tiles must be activated
  484.  
  485. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  486. Hyper Beam: Power 2
  487. Hyper Beam: Power ↑ 2
  488. Color Grid: Green
  489. 1 or more adjacent tiles must be activated
  490.  
  491. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  492. Defense 5
  493. Defense 5
  494. Color Grid: Blue
  495. 1 or more adjacent tiles must be activated
  496.  
  497. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  498. Sp. Def 5
  499. Sp. Def 5
  500. Color Grid: Blue
  501. 1 or more adjacent tiles must be activated
  502.  
  503. Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
  504. Hyper Beam: Power 2
  505. Hyper Beam: Power ↑ 2
  506. Color Grid: Green
  507. 1 or more adjacent tiles must be activated
  508. Move level must be 2 or higher
  509.  
  510. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  511. X Sp. Atk: Move Gauge Refresh 3
  512. Move: X Sp. Atk Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  513. Color Grid: Red
  514. 1 or more adjacent tiles must be activated
  515. Move level must be 2 or higher
  516.  
  517. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  518. Solar Flare 3
  519. Powers up the user’s sync moves when the weather is sunny.
  520. Color Grid: Yellow
  521. 1 or more adjacent tiles must be activated
  522. Move level must be 2 or higher
  523.  
  524. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  525. Speeding Sun 2
  526. Quickly charges the move gauge when the weather is sunny.
  527. Color Grid: Yellow
  528. 1 or more adjacent tiles must be activated
  529. Move level must be 3 or higher
  530.  
  531. Cell 37 | Cost: 7 Energy, 84 Sync Orb(s)
  532. X Sp. Atk: MP Refresh 3
  533. Move: X Sp. Atk Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  534. Color Grid: Red
  535. 1 or more adjacent tiles must be activated
  536. Move level must be 3 or higher
  537.  
  538. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  539. Speed 5
  540. Speed 5
  541. Color Grid: Blue
  542. 1 or more adjacent tiles must be activated
  543.  
  544. Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
  545. Swift: Power 4
  546. Swift: Power ↑ 4
  547. Color Grid: Green
  548. 1 or more adjacent tiles must be activated
  549.  
  550. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  551. HP 10
  552. HP 10
  553. Color Grid: Blue
  554. 1 or more adjacent tiles must be activated
  555.  
  556. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  557. Sp. Atk 5
  558. Sp. Atk 5
  559. Color Grid: Blue
  560. 1 or more adjacent tiles must be activated
  561.  
  562. Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
  563. Swift: Power 4
  564. Swift: Power ↑ 4
  565. Color Grid: Green
  566. 1 or more adjacent tiles must be activated
  567. Move level must be 2 or higher
  568.  
  569. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  570. Swift: Critical Strike 2
  571. Move: Swift Powers up the user’s attacks when they become critical hits.
  572. Color Grid: Red
  573. 1 or more adjacent tiles must be activated
  574. Move level must be 2 or higher
  575.  
  576. Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
  577. Team Speedy Entry 1
  578. Raises the Speed of all allied sync pairs by 1 stat rank when the user enters a battle.
  579. Color Grid: Yellow
  580. 1 or more adjacent tiles must be activated
  581. Move level must be 2 or higher
  582.  
  583. Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
  584. Can’t Be Beat!: MP Refresh 3
  585. Move: Can’t Be Beat! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  586. Color Grid: Red
  587. 1 or more adjacent tiles must be activated
  588. Move level must be 3 or higher
  589.  
  590. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  591. Swift: Power Posture
  592. Move: Swift The more the target’s Attack is lowered, the more it powers up the user’s moves.
  593. Color Grid: Red
  594. 1 or more adjacent tiles must be activated
  595. Move level must be 3 or higher
  596.  
  597. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  598. Top Dog Fire Beam: Power 25
  599. Top Dog Fire Beam: Power ↑ 25
  600. Color Grid: Purple
  601. 1 or more adjacent tiles must be activated
  602. Move level must be 3 or higher
  603.  
  604. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  605. Top Dog Fire Beam: Power 25
  606. Top Dog Fire Beam: Power ↑ 25
  607. Color Grid: Purple
  608. 1 or more adjacent tiles must be activated
  609. Move level must be 3 or higher
  610.  
  611. Trainer : Grant
  612. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  613. HP 10
  614. HP 10
  615. Color Grid: Blue
  616.  
  617. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  618. Attack 5
  619. Attack 5
  620. Color Grid: Blue
  621.  
  622. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  623. Defense 5
  624. Defense 5
  625. Color Grid: Blue
  626.  
  627. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  628. Attack 5
  629. Attack 5
  630. Color Grid: Blue
  631.  
  632. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  633. Sp. Def 5
  634. Sp. Def 5
  635. Color Grid: Blue
  636.  
  637. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  638. Speed 5
  639. Speed 5
  640. Color Grid: Blue
  641.  
  642. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  643. Attack 5
  644. Attack 5
  645. Color Grid: Blue
  646. 1 or more adjacent tiles must be activated
  647.  
  648. Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
  649. Rock Tomb: Accuracy 5
  650. Rock Tomb: Accuracy ↑ 5
  651. Color Grid: Green
  652. 1 or more adjacent tiles must be activated
  653.  
  654. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  655. Speed 5
  656. Speed 5
  657. Color Grid: Blue
  658. 1 or more adjacent tiles must be activated
  659.  
  660. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  661. Attack 5
  662. Attack 5
  663. Color Grid: Blue
  664. 1 or more adjacent tiles must be activated
  665.  
  666. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  667. Rock Tomb: Move Gauge Refresh 3
  668. Move: Rock Tomb Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  669. Color Grid: Red
  670. 1 or more adjacent tiles must be activated
  671.  
  672. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  673. Rock Tomb: Power 4
  674. Rock Tomb: Power ↑ 4
  675. Color Grid: Green
  676. 1 or more adjacent tiles must be activated
  677. Move level must be 2 or higher
  678.  
  679. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  680. Rock Tomb: Power 4
  681. Rock Tomb: Power ↑ 4
  682. Color Grid: Green
  683. 1 or more adjacent tiles must be activated
  684.  
  685. Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
  686. Rock Tomb: Power 4
  687. Rock Tomb: Power ↑ 4
  688. Color Grid: Green
  689. 1 or more adjacent tiles must be activated
  690. Move level must be 2 or higher
  691.  
  692. Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  693. HP 40
  694. HP 40
  695. Color Grid: Blue
  696. 1 or more adjacent tiles must be activated
  697. Move level must be 3 or higher
  698.  
  699. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  700. Weather Surge 2
  701. Powers up moves when weather conditions are in effect.
  702. Color Grid: Yellow
  703. 1 or more adjacent tiles must be activated
  704. Move level must be 2 or higher
  705.  
  706. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  707. Rock Tomb: Trip Up 6
  708. Move: Rock Tomb Has a chance (70%) of lowering the target’s Speed by one stat rank when the user’s attack move against it is successful.
  709. Color Grid: Red
  710. 1 or more adjacent tiles must be activated
  711. Move level must be 3 or higher
  712.  
  713. Cell 18 | Cost: 3 Energy, 36 Sync Orb(s)
  714. Rock Tomb: Power 4
  715. Rock Tomb: Power ↑ 4
  716. Color Grid: Green
  717. 1 or more adjacent tiles must be activated
  718.  
  719. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  720. Rock Tomb: Power 4
  721. Rock Tomb: Power ↑ 4
  722. Color Grid: Green
  723. 1 or more adjacent tiles must be activated
  724.  
  725. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  726. Sp. Def 5
  727. Sp. Def 5
  728. Color Grid: Blue
  729. 1 or more adjacent tiles must be activated
  730.  
  731. Cell 21 | Cost: 9 Energy, 108 Sync Orb(s)
  732. Over the Wall!: Follow-Through 9
  733. Move: Over the Wall! Applies the Critical Hit Next effect to the user when its move is successful.
  734. Color Grid: Red
  735. 1 or more adjacent tiles must be activated
  736. Move level must be 2 or higher
  737.  
  738. Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  739. Defense 5
  740. Defense 5
  741. Color Grid: Blue
  742. 1 or more adjacent tiles must be activated
  743.  
  744. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  745. Over the Wall!: MP Refresh 3
  746. Move: Over the Wall! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  747. Color Grid: Red
  748. 1 or more adjacent tiles must be activated
  749. Move level must be 2 or higher
  750.  
  751. Cell 24 | Cost: 9 Energy, 108 Sync Orb(s)
  752. Healing Hail 1
  753. Restores the user’s HP whenever its Pokémon takes an action during a hailstorm.
  754. Color Grid: Yellow
  755. 1 or more adjacent tiles must be activated
  756. Move level must be 2 or higher
  757.  
  758. Cell 25 | Cost: 9 Energy, 108 Sync Orb(s)
  759. Weather Sync-Up 5
  760. Powers up sync moves when weather conditions are in effect.
  761. Color Grid: Yellow
  762. 1 or more adjacent tiles must be activated
  763. Move level must be 3 or higher
  764.  
  765. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  766. Hasty Hail 2
  767. Quickly charges the move gauge during a hailstorm.
  768. Color Grid: Yellow
  769. 1 or more adjacent tiles must be activated
  770. Move level must be 3 or higher
  771.  
  772. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  773. Speed 5
  774. Speed 5
  775. Color Grid: Blue
  776. 1 or more adjacent tiles must be activated
  777.  
  778. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  779. Sp. Def 5
  780. Sp. Def 5
  781. Color Grid: Blue
  782. 1 or more adjacent tiles must be activated
  783.  
  784. Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
  785. X Sp. Def: MP Refresh 3
  786. Move: X Sp. Def Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  787. Color Grid: Red
  788. 1 or more adjacent tiles must be activated
  789.  
  790. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  791. Sp. Def 5
  792. Sp. Def 5
  793. Color Grid: Blue
  794. 1 or more adjacent tiles must be activated
  795.  
  796. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  797. Rock Slide: Power 3
  798. Rock Slide: Power ↑ 3
  799. Color Grid: Green
  800. 1 or more adjacent tiles must be activated
  801. Move level must be 2 or higher
  802.  
  803. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  804. Rock Slide: Power 3
  805. Rock Slide: Power ↑ 3
  806. Color Grid: Green
  807. 1 or more adjacent tiles must be activated
  808. Move level must be 2 or higher
  809.  
  810. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  811. Sand Fortress
  812. Stats cannot be lowered during a sandstorm.
  813. Color Grid: Yellow
  814. 1 or more adjacent tiles must be activated
  815. Move level must be 3 or higher
  816.  
  817. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  818. Double Down 2
  819. Powers up sync moves that are super effective.
  820. Color Grid: Yellow
  821. 1 or more adjacent tiles must be activated
  822. Move level must be 2 or higher
  823.  
  824. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  825. Sands of Time 2
  826. Quickly charges the move gauge during a sandstorm.
  827. Color Grid: Yellow
  828. 1 or more adjacent tiles must be activated
  829. Move level must be 3 or higher
  830.  
  831. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  832. Attack 5
  833. Attack 5
  834. Color Grid: Blue
  835. 1 or more adjacent tiles must be activated
  836.  
  837. Cell 37 | Cost: 3 Energy, 36 Sync Orb(s)
  838. Rock Slide: Power 3
  839. Rock Slide: Power ↑ 3
  840. Color Grid: Green
  841. 1 or more adjacent tiles must be activated
  842.  
  843. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  844. HP 10
  845. HP 10
  846. Color Grid: Blue
  847. 1 or more adjacent tiles must be activated
  848.  
  849. Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
  850. Rock Slide: Power 3
  851. Rock Slide: Power ↑ 3
  852. Color Grid: Green
  853. 1 or more adjacent tiles must be activated
  854.  
  855. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  856. Rock Slide: Move Gauge Refresh 3
  857. Move: Rock Slide Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  858. Color Grid: Red
  859. 1 or more adjacent tiles must be activated
  860.  
  861. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  862. Sp. Def 5
  863. Sp. Def 5
  864. Color Grid: Blue
  865. 1 or more adjacent tiles must be activated
  866.  
  867. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  868. Rock Slide: Power 3
  869. Rock Slide: Power ↑ 3
  870. Color Grid: Green
  871. 1 or more adjacent tiles must be activated
  872. Move level must be 2 or higher
  873.  
  874. Cell 43 | Cost: 5 Energy, 60 Sync Orb(s)
  875. Rock Slide: Accuracy 10
  876. Rock Slide: Accuracy ↑ 10
  877. Color Grid: Green
  878. 1 or more adjacent tiles must be activated
  879. Move level must be 2 or higher
  880.  
  881. Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  882. Defense 20
  883. Defense 20
  884. Color Grid: Blue
  885. 1 or more adjacent tiles must be activated
  886. Move level must be 2 or higher
  887.  
  888. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  889. Cakewalk
  890. The more the target’s Speed is lowered, the more it powers up the user’s sync moves.
  891. Color Grid: Yellow
  892. 1 or more adjacent tiles must be activated
  893. Move level must be 3 or higher
  894.  
  895. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  896. First Aid 4
  897. Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
  898. Color Grid: Yellow
  899. 1 or more adjacent tiles must be activated
  900. Move level must be 3 or higher
  901.  
  902. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  903. Crazy Cool Rock Tomb: Power 25
  904. Crazy Cool Rock Tomb: Power ↑ 25
  905. Color Grid: Purple
  906. 1 or more adjacent tiles must be activated
  907. Move level must be 3 or higher
  908.  
  909. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  910. Crazy Cool Rock Tomb: Power 25
  911. Crazy Cool Rock Tomb: Power ↑ 25
  912. Color Grid: Purple
  913. 1 or more adjacent tiles must be activated
  914. Move level must be 3 or higher
  915.  
  916. Trainer : Bruno
  917. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  918. HP 10
  919. HP 10
  920. Color Grid: Blue
  921.  
  922. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  923. Attack 5
  924. Attack 5
  925. Color Grid: Blue
  926.  
  927. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  928. Defense 5
  929. Defense 5
  930. Color Grid: Blue
  931.  
  932. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  933. Attack 5
  934. Attack 5
  935. Color Grid: Blue
  936.  
  937. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  938. Sp. Def 5
  939. Sp. Def 5
  940. Color Grid: Blue
  941.  
  942. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  943. Speed 5
  944. Speed 5
  945. Color Grid: Blue
  946.  
  947. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  948. Sp. Def 5
  949. Sp. Def 5
  950. Color Grid: Blue
  951. 1 or more adjacent tiles must be activated
  952.  
  953. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  954. Defense 5
  955. Defense 5
  956. Color Grid: Blue
  957. 1 or more adjacent tiles must be activated
  958.  
  959. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  960. Speed 5
  961. Speed 5
  962. Color Grid: Blue
  963. 1 or more adjacent tiles must be activated
  964.  
  965. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  966. HP 10
  967. HP 10
  968. Color Grid: Blue
  969. 1 or more adjacent tiles must be activated
  970.  
  971. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  972. Cross Chop: Move Gauge Refresh 3
  973. Move: Cross Chop Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  974. Color Grid: Red
  975. 1 or more adjacent tiles must be activated
  976.  
  977. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  978. Cross Chop: Power 3
  979. Cross Chop: Power ↑ 3
  980. Color Grid: Green
  981. 1 or more adjacent tiles must be activated
  982.  
  983. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  984. Cross Chop: Power 3
  985. Cross Chop: Power ↑ 3
  986. Color Grid: Green
  987. 1 or more adjacent tiles must be activated
  988. Move level must be 2 or higher
  989.  
  990. Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
  991. Cross Chop: Power 3
  992. Cross Chop: Power ↑ 3
  993. Color Grid: Green
  994. 1 or more adjacent tiles must be activated
  995. Move level must be 2 or higher
  996.  
  997. Cell 15 | Cost: 4 Energy, 48 Sync Orb(s)
  998. Speed 10
  999. Speed 10
  1000. Color Grid: Blue
  1001. 1 or more adjacent tiles must be activated
  1002. Move level must be 2 or higher
  1003.  
  1004. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  1005. Cross Chop: Smart Cookie
  1006. Move: Cross Chop The more the user’s Sp. Def is raised, the more it powers up the user’s moves.
  1007. Color Grid: Red
  1008. 1 or more adjacent tiles must be activated
  1009. Move level must be 3 or higher
  1010.  
  1011. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1012. Double Down 5
  1013. Powers up sync moves that are super effective.
  1014. Color Grid: Yellow
  1015. 1 or more adjacent tiles must be activated
  1016. Move level must be 3 or higher
  1017.  
  1018. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1019. HP 10
  1020. HP 10
  1021. Color Grid: Blue
  1022. 1 or more adjacent tiles must be activated
  1023.  
  1024. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  1025. Karate Chop: Power 4
  1026. Karate Chop: Power ↑ 4
  1027. Color Grid: Green
  1028. 1 or more adjacent tiles must be activated
  1029.  
  1030. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1031. Speed 5
  1032. Speed 5
  1033. Color Grid: Blue
  1034. 1 or more adjacent tiles must be activated
  1035.  
  1036. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  1037. Sp. Def 5
  1038. Sp. Def 5
  1039. Color Grid: Blue
  1040. 1 or more adjacent tiles must be activated
  1041.  
  1042. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  1043. Karate Chop: Power 4
  1044. Karate Chop: Power ↑ 4
  1045. Color Grid: Green
  1046. 1 or more adjacent tiles must be activated
  1047.  
  1048. Cell 23 | Cost: 2 Energy, 24 Sync Orb(s)
  1049. Defense 5
  1050. Defense 5
  1051. Color Grid: Blue
  1052. 1 or more adjacent tiles must be activated
  1053.  
  1054. Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
  1055. Karate Chop: Power 4
  1056. Karate Chop: Power ↑ 4
  1057. Color Grid: Green
  1058. 1 or more adjacent tiles must be activated
  1059. Move level must be 2 or higher
  1060.  
  1061. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  1062. Karate Chop: Move Gauge Refresh 3
  1063. Move: Karate Chop Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1064. Color Grid: Red
  1065. 1 or more adjacent tiles must be activated
  1066. Move level must be 2 or higher
  1067.  
  1068. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  1069. Last Dash 3
  1070. Raises the user’s Speed by 3 stat ranks the first time it is in a pinch each battle.
  1071. Color Grid: Yellow
  1072. 1 or more adjacent tiles must be activated
  1073. Move level must be 2 or higher
  1074.  
  1075. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  1076. Critical Strike 2
  1077. Powers up the user’s attacks when they become critical hits.
  1078. Color Grid: Yellow
  1079. 1 or more adjacent tiles must be activated
  1080. Move level must be 3 or higher
  1081.  
  1082. Cell 28 | Cost: 8 Energy, 96 Sync Orb(s)
  1083. Amped Up 2
  1084. Raises the user’s Speed by 2 stat ranks when it lands a critical hit.
  1085. Color Grid: Yellow
  1086. 1 or more adjacent tiles must be activated
  1087. Move level must be 3 or higher
  1088.  
  1089. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1090. Speed 5
  1091. Speed 5
  1092. Color Grid: Blue
  1093. 1 or more adjacent tiles must be activated
  1094.  
  1095. Cell 30 | Cost: 5 Energy, 60 Sync Orb(s)
  1096. Flameproof
  1097. Prevents the user from getting burned.
  1098. Color Grid: Yellow
  1099. 1 or more adjacent tiles must be activated
  1100.  
  1101. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  1102. HP 10
  1103. HP 10
  1104. Color Grid: Blue
  1105. 1 or more adjacent tiles must be activated
  1106.  
  1107. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  1108. Attack 5
  1109. Attack 5
  1110. Color Grid: Blue
  1111. 1 or more adjacent tiles must be activated
  1112.  
  1113. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  1114. Karate Chop: Power 4
  1115. Karate Chop: Power ↑ 4
  1116. Color Grid: Green
  1117. 1 or more adjacent tiles must be activated
  1118. Move level must be 2 or higher
  1119.  
  1120. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  1121. Dire Hit +: MP Refresh 3
  1122. Move: Dire Hit + Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1123. Color Grid: Red
  1124. 1 or more adjacent tiles must be activated
  1125. Move level must be 2 or higher
  1126.  
  1127. Cell 35 | Cost: 3 Energy, 36 Sync Orb(s)
  1128. Karate Chop: Power 4
  1129. Karate Chop: Power ↑ 4
  1130. Color Grid: Green
  1131. 1 or more adjacent tiles must be activated
  1132. Move level must be 2 or higher
  1133.  
  1134. Cell 36 | Cost: 7 Energy, 84 Sync Orb(s)
  1135. Attack 20
  1136. Attack 20
  1137. Color Grid: Blue
  1138. 1 or more adjacent tiles must be activated
  1139. Move level must be 3 or higher
  1140.  
  1141. Cell 37 | Cost: 8 Energy, 96 Sync Orb(s)
  1142. Sync Freebie
  1143. Applies the Free Move Next effect to the user after using its sync move.
  1144. Color Grid: Yellow
  1145. 1 or more adjacent tiles must be activated
  1146. Move level must be 3 or higher
  1147.  
  1148. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1149. Defense 5
  1150. Defense 5
  1151. Color Grid: Blue
  1152. 1 or more adjacent tiles must be activated
  1153.  
  1154. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1155. Sp. Def 5
  1156. Sp. Def 5
  1157. Color Grid: Blue
  1158. 1 or more adjacent tiles must be activated
  1159.  
  1160. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  1161. Cross Chop: Power 3
  1162. Cross Chop: Power ↑ 3
  1163. Color Grid: Green
  1164. 1 or more adjacent tiles must be activated
  1165.  
  1166. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  1167. Cross Chop: Power 3
  1168. Cross Chop: Power ↑ 3
  1169. Color Grid: Green
  1170. 1 or more adjacent tiles must be activated
  1171.  
  1172. Cell 42 | Cost: 5 Energy, 60 Sync Orb(s)
  1173. Headstrong
  1174. Attack cannot be lowered.
  1175. Color Grid: Yellow
  1176. 1 or more adjacent tiles must be activated
  1177. Move level must be 2 or higher
  1178.  
  1179. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  1180. Hoo Hah!: MP Refresh 3
  1181. Move: Hoo Hah! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1182. Color Grid: Red
  1183. 1 or more adjacent tiles must be activated
  1184. Move level must be 2 or higher
  1185.  
  1186. Cell 44 | Cost: 5 Energy, 60 Sync Orb(s)
  1187. Cross Chop: Accuracy 10
  1188. Cross Chop: Accuracy ↑ 10
  1189. Color Grid: Green
  1190. 1 or more adjacent tiles must be activated
  1191. Move level must be 2 or higher
  1192.  
  1193. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1194. Hoo Hah!: Super Preparation 4
  1195. Move: Hoo Hah! Has a chance (50%) of applying the Supereffective ↑ Next effect to the user when its move is successful.
  1196. Color Grid: Red
  1197. 1 or more adjacent tiles must be activated
  1198. Move level must be 3 or higher
  1199.  
  1200. Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
  1201. Pinpoint Entry 1
  1202. Raises the user’s accuracy by 1 stat rank when it enters a battle.
  1203. Color Grid: Yellow
  1204. 1 or more adjacent tiles must be activated
  1205. Move level must be 3 or higher
  1206.  
  1207. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1208. Trained-to-the-Max Dynamic Punch: Power 25
  1209. Trained-to-the-Max Dynamic Punch: Power ↑ 25
  1210. Color Grid: Purple
  1211. 1 or more adjacent tiles must be activated
  1212. Move level must be 3 or higher
  1213.  
  1214. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1215. Trained-to-the-Max Dynamic Punch: Power 25
  1216. Trained-to-the-Max Dynamic Punch: Power ↑ 25
  1217. Color Grid: Purple
  1218. 1 or more adjacent tiles must be activated
  1219. Move level must be 3 or higher
  1220.  
  1221. Trainer : Siebold
  1222. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1223. HP 10
  1224. HP 10
  1225. Color Grid: Blue
  1226.  
  1227. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1228. Sp. Atk 5
  1229. Sp. Atk 5
  1230. Color Grid: Blue
  1231.  
  1232. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1233. Defense 5
  1234. Defense 5
  1235. Color Grid: Blue
  1236.  
  1237. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1238. Sp. Atk 5
  1239. Sp. Atk 5
  1240. Color Grid: Blue
  1241.  
  1242. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1243. Sp. Def 5
  1244. Sp. Def 5
  1245. Color Grid: Blue
  1246.  
  1247. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1248. Speed 5
  1249. Speed 5
  1250. Color Grid: Blue
  1251.  
  1252. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1253. Sp. Atk 5
  1254. Sp. Atk 5
  1255. Color Grid: Blue
  1256. 1 or more adjacent tiles must be activated
  1257.  
  1258. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1259. Defense 5
  1260. Defense 5
  1261. Color Grid: Blue
  1262. 1 or more adjacent tiles must be activated
  1263.  
  1264. Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
  1265. Water Pulse: Power 4
  1266. Water Pulse: Power ↑ 4
  1267. Color Grid: Green
  1268. 1 or more adjacent tiles must be activated
  1269.  
  1270. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  1271. Sp. Def 5
  1272. Sp. Def 5
  1273. Color Grid: Blue
  1274. 1 or more adjacent tiles must be activated
  1275.  
  1276. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  1277. Water Pulse: Move Gauge Refresh 3
  1278. Move: Water Pulse Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1279. Color Grid: Red
  1280. 1 or more adjacent tiles must be activated
  1281.  
  1282. Cell 12 | Cost: 2 Energy, 24 Sync Orb(s)
  1283. Speed 5
  1284. Speed 5
  1285. Color Grid: Blue
  1286. 1 or more adjacent tiles must be activated
  1287.  
  1288. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  1289. Water Pulse: Power 4
  1290. Water Pulse: Power ↑ 4
  1291. Color Grid: Green
  1292. 1 or more adjacent tiles must be activated
  1293. Move level must be 2 or higher
  1294.  
  1295. Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
  1296. Water Pulse: Power 4
  1297. Water Pulse: Power ↑ 4
  1298. Color Grid: Green
  1299. 1 or more adjacent tiles must be activated
  1300. Move level must be 2 or higher
  1301.  
  1302. Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
  1303. Water Pulse: Foul Fighting 3
  1304. Move: Water Pulse Powers up the user’s moves when the move’s target or targets are flinching, confused, or trapped.
  1305. Color Grid: Red
  1306. 1 or more adjacent tiles must be activated
  1307. Move level must be 2 or higher
  1308.  
  1309. Cell 16 | Cost: 9 Energy, 108 Sync Orb(s)
  1310. Water Pulse: Aggravation 1
  1311. Move: Water Pulse Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  1312. Color Grid: Red
  1313. 1 or more adjacent tiles must be activated
  1314. Move level must be 3 or higher
  1315.  
  1316. Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
  1317. Burst In
  1318. Applies the Critical Hit Next effect to the user when it enters a battle.
  1319. Color Grid: Yellow
  1320. 1 or more adjacent tiles must be activated
  1321. Move level must be 3 or higher
  1322.  
  1323. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1324. HP 10
  1325. HP 10
  1326. Color Grid: Blue
  1327. 1 or more adjacent tiles must be activated
  1328.  
  1329. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  1330. Water Pulse: Power 4
  1331. Water Pulse: Power ↑ 4
  1332. Color Grid: Green
  1333. 1 or more adjacent tiles must be activated
  1334.  
  1335. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1336. Defense 5
  1337. Defense 5
  1338. Color Grid: Blue
  1339. 1 or more adjacent tiles must be activated
  1340.  
  1341. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  1342. Sp. Def 5
  1343. Sp. Def 5
  1344. Color Grid: Blue
  1345. 1 or more adjacent tiles must be activated
  1346.  
  1347. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  1348. Water Pulse: Power 4
  1349. Water Pulse: Power ↑ 4
  1350. Color Grid: Green
  1351. 1 or more adjacent tiles must be activated
  1352.  
  1353. Cell 23 | Cost: 5 Energy, 60 Sync Orb(s)
  1354. Dauntless
  1355. Sp. Atk cannot be lowered.
  1356. Color Grid: Yellow
  1357. 1 or more adjacent tiles must be activated
  1358.  
  1359. Cell 24 | Cost: 2 Energy, 24 Sync Orb(s)
  1360. Speed 5
  1361. Speed 5
  1362. Color Grid: Blue
  1363. 1 or more adjacent tiles must be activated
  1364. Move level must be 2 or higher
  1365.  
  1366. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  1367. The Definition of Art!: MP Refresh 2
  1368. Move: The Definition of Art! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1369. Color Grid: Red
  1370. 1 or more adjacent tiles must be activated
  1371. Move level must be 2 or higher
  1372.  
  1373. Cell 26 | Cost: 4 Energy, 48 Sync Orb(s)
  1374. Sp. Atk 10
  1375. Sp. Atk 10
  1376. Color Grid: Blue
  1377. 1 or more adjacent tiles must be activated
  1378. Move level must be 2 or higher
  1379.  
  1380. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  1381. The Definition of Art!: Super Preparation 4
  1382. Move: The Definition of Art! Has a chance (50%) of applying the Supereffective ↑ Next effect to the user when its move is successful.
  1383. Color Grid: Red
  1384. 1 or more adjacent tiles must be activated
  1385. Move level must be 3 or higher
  1386.  
  1387. Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  1388. The Definition of Art!: Master Healer 1
  1389. Move: The Definition of Art! Increases the amount of HP restored by the user’s healing moves.
  1390. Color Grid: Red
  1391. 1 or more adjacent tiles must be activated
  1392. Move level must be 3 or higher
  1393.  
  1394. Cell 29 | Cost: 3 Energy, 36 Sync Orb(s)
  1395. Aura Sphere: Power 4
  1396. Aura Sphere: Power ↑ 4
  1397. Color Grid: Green
  1398. 1 or more adjacent tiles must be activated
  1399.  
  1400. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  1401. Aura Sphere: Power 4
  1402. Aura Sphere: Power ↑ 4
  1403. Color Grid: Green
  1404. 1 or more adjacent tiles must be activated
  1405.  
  1406. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  1407. Aura Sphere: Move Gauge Refresh 3
  1408. Move: Aura Sphere Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1409. Color Grid: Red
  1410. 1 or more adjacent tiles must be activated
  1411.  
  1412. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  1413. HP 10
  1414. HP 10
  1415. Color Grid: Blue
  1416. 1 or more adjacent tiles must be activated
  1417.  
  1418. Cell 33 | Cost: 2 Energy, 24 Sync Orb(s)
  1419. Speed 5
  1420. Speed 5
  1421. Color Grid: Blue
  1422. 1 or more adjacent tiles must be activated
  1423. Move level must be 2 or higher
  1424.  
  1425. Cell 34 | Cost: 3 Energy, 36 Sync Orb(s)
  1426. Aura Sphere: Power 4
  1427. Aura Sphere: Power ↑ 4
  1428. Color Grid: Green
  1429. 1 or more adjacent tiles must be activated
  1430. Move level must be 2 or higher
  1431.  
  1432. Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
  1433. Raging Rain 2
  1434. Powers up the user’s moves when the weather is rainy.
  1435. Color Grid: Yellow
  1436. 1 or more adjacent tiles must be activated
  1437. Move level must be 2 or higher
  1438.  
  1439. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  1440. Aura Sphere: Move Gauge Refresh 9
  1441. Move: Aura Sphere Charges the user’s move gauge by one when its move is successful.
  1442. Color Grid: Red
  1443. 1 or more adjacent tiles must be activated
  1444. Move level must be 3 or higher
  1445.  
  1446. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1447. Brain Sync 5
  1448. Powers up the user’s sync move when its Sp. Atk is raised.
  1449. Color Grid: Yellow
  1450. 1 or more adjacent tiles must be activated
  1451. Move level must be 3 or higher
  1452.  
  1453. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1454. Speed 5
  1455. Speed 5
  1456. Color Grid: Blue
  1457. 1 or more adjacent tiles must be activated
  1458.  
  1459. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1460. Sp. Atk 5
  1461. Sp. Atk 5
  1462. Color Grid: Blue
  1463. 1 or more adjacent tiles must be activated
  1464.  
  1465. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  1466. X Sp. Atk: MP Refresh 3
  1467. Move: X Sp. Atk Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1468. Color Grid: Red
  1469. 1 or more adjacent tiles must be activated
  1470.  
  1471. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  1472. Aura Sphere: Power 4
  1473. Aura Sphere: Power ↑ 4
  1474. Color Grid: Green
  1475. 1 or more adjacent tiles must be activated
  1476.  
  1477. Cell 42 | Cost: 7 Energy, 84 Sync Orb(s)
  1478. Racing Rain 1
  1479. Quickly charges the move gauge when the weather is rainy.
  1480. Color Grid: Yellow
  1481. 1 or more adjacent tiles must be activated
  1482. Move level must be 2 or higher
  1483.  
  1484. Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
  1485. Aura Sphere: Power 4
  1486. Aura Sphere: Power ↑ 4
  1487. Color Grid: Green
  1488. 1 or more adjacent tiles must be activated
  1489. Move level must be 2 or higher
  1490.  
  1491. Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  1492. Sp. Atk 10
  1493. Sp. Atk 10
  1494. Color Grid: Blue
  1495. 1 or more adjacent tiles must be activated
  1496. Move level must be 2 or higher
  1497.  
  1498. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1499. Sync Burst 1
  1500. Restores 1 MP for the user the first time its sync move is used each battle.
  1501. Color Grid: Yellow
  1502. 1 or more adjacent tiles must be activated
  1503. Move level must be 3 or higher
  1504.  
  1505. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1506. Double Down 5
  1507. Powers up sync moves that are super effective.
  1508. Color Grid: Yellow
  1509. 1 or more adjacent tiles must be activated
  1510. Move level must be 3 or higher
  1511.  
  1512. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1513. Water Pulse Du Jour: Power 25
  1514. Water Pulse Du Jour: Power ↑ 25
  1515. Color Grid: Purple
  1516. 1 or more adjacent tiles must be activated
  1517. Move level must be 3 or higher
  1518.  
  1519. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1520. Water Pulse Du Jour: Power 25
  1521. Water Pulse Du Jour: Power ↑ 25
  1522. Color Grid: Purple
  1523. 1 or more adjacent tiles must be activated
  1524. Move level must be 3 or higher
  1525.  
  1526. Trainer : Sygna Suit Dawn
  1527. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1528. HP 10
  1529. HP 10
  1530. Color Grid: Blue
  1531.  
  1532. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1533. Sp. Atk 5
  1534. Sp. Atk 5
  1535. Color Grid: Blue
  1536.  
  1537. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1538. Defense 5
  1539. Defense 5
  1540. Color Grid: Blue
  1541.  
  1542. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1543. Sp. Atk 5
  1544. Sp. Atk 5
  1545. Color Grid: Blue
  1546.  
  1547. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1548. Sp. Def 5
  1549. Sp. Def 5
  1550. Color Grid: Blue
  1551.  
  1552. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1553. Speed 5
  1554. Speed 5
  1555. Color Grid: Blue
  1556.  
  1557. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1558. Defense 5
  1559. Defense 5
  1560. Color Grid: Blue
  1561. 1 or more adjacent tiles must be activated
  1562.  
  1563. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1564. Sp. Def 5
  1565. Sp. Def 5
  1566. Color Grid: Blue
  1567. 1 or more adjacent tiles must be activated
  1568.  
  1569. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1570. Speed 5
  1571. Speed 5
  1572. Color Grid: Blue
  1573. 1 or more adjacent tiles must be activated
  1574.  
  1575. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  1576. Sp. Atk 5
  1577. Sp. Atk 5
  1578. Color Grid: Blue
  1579. 1 or more adjacent tiles must be activated
  1580.  
  1581. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  1582. Confusion: Power 4
  1583. Confusion: Power ↑ 4
  1584. Color Grid: Green
  1585. 1 or more adjacent tiles must be activated
  1586.  
  1587. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  1588. Confusion: Power 4
  1589. Confusion: Power ↑ 4
  1590. Color Grid: Green
  1591. 1 or more adjacent tiles must be activated
  1592. Move level must be 2 or higher
  1593.  
  1594. Cell 13 | Cost: 7 Energy, 84 Sync Orb(s)
  1595. Confusion: Aggravation 2
  1596. Move: Confusion Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  1597. Color Grid: Red
  1598. 1 or more adjacent tiles must be activated
  1599.  
  1600. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1601. Moonlight: Move Gauge Refresh 3
  1602. Move: Moonlight Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1603. Color Grid: Red
  1604. 1 or more adjacent tiles must be activated
  1605. Move level must be 2 or higher
  1606.  
  1607. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  1608. Moonlight: Master Healer 1
  1609. Move: Moonlight Increases the amount of HP restored by the user’s healing moves.
  1610. Color Grid: Red
  1611. 1 or more adjacent tiles must be activated
  1612. Move level must be 3 or higher
  1613.  
  1614. Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
  1615. HP 20
  1616. HP 20
  1617. Color Grid: Blue
  1618. 1 or more adjacent tiles must be activated
  1619. Move level must be 2 or higher
  1620.  
  1621. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1622. Moonlight: Catalyzing Recovery
  1623. Move: Moonlight Applies the Move Gauge Acceleration effect to the allied field of play when the user uses a move that has the heal effect tag.
  1624. Color Grid: Red
  1625. 1 or more adjacent tiles must be activated
  1626. Move level must be 3 or higher
  1627.  
  1628. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1629. Sp. Atk 5
  1630. Sp. Atk 5
  1631. Color Grid: Blue
  1632. 1 or more adjacent tiles must be activated
  1633.  
  1634. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1635. Speed 5
  1636. Speed 5
  1637. Color Grid: Blue
  1638. 1 or more adjacent tiles must be activated
  1639.  
  1640. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  1641. Moonblast: Power 3
  1642. Moonblast: Power ↑ 3
  1643. Color Grid: Green
  1644. 1 or more adjacent tiles must be activated
  1645.  
  1646. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  1647. Moonblast: Power 3
  1648. Moonblast: Power ↑ 3
  1649. Color Grid: Green
  1650. 1 or more adjacent tiles must be activated
  1651.  
  1652. Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
  1653. Sweet Dreams!: Move Gauge Refresh 3
  1654. Move: Sweet Dreams! Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1655. Color Grid: Red
  1656. 1 or more adjacent tiles must be activated
  1657. Move level must be 2 or higher
  1658.  
  1659. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  1660. Moonblast: Power 3
  1661. Moonblast: Power ↑ 3
  1662. Color Grid: Green
  1663. 1 or more adjacent tiles must be activated
  1664. Move level must be 2 or higher
  1665.  
  1666. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  1667. Sweet Dreams!: MP Refresh 2
  1668. Move: Sweet Dreams! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1669. Color Grid: Red
  1670. 1 or more adjacent tiles must be activated
  1671. Move level must be 2 or higher
  1672.  
  1673. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  1674. Sweet Dreams!: All Ramped Up 1
  1675. Move: Sweet Dreams! Raises the Sp. Atk of all allied sync pairs by 1 stat rank when the user’s move is successful.
  1676. Color Grid: Red
  1677. 1 or more adjacent tiles must be activated
  1678. Move level must be 3 or higher
  1679.  
  1680. Cell 26 | Cost: 12 Energy, 144 Sync Orb(s)
  1681. Danger Damage Guard
  1682. Applies the Damage Guard Next effect to the user the first time its HP drops to half or below each battle.
  1683. Color Grid: Yellow
  1684. 1 or more adjacent tiles must be activated
  1685. Move level must be 3 or higher
  1686.  
  1687. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1688. HP 10
  1689. HP 10
  1690. Color Grid: Blue
  1691. 1 or more adjacent tiles must be activated
  1692.  
  1693. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  1694. Defense 5
  1695. Defense 5
  1696. Color Grid: Blue
  1697. 1 or more adjacent tiles must be activated
  1698.  
  1699. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1700. Sp. Def 5
  1701. Sp. Def 5
  1702. Color Grid: Blue
  1703. 1 or more adjacent tiles must be activated
  1704.  
  1705. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  1706. HP 10
  1707. HP 10
  1708. Color Grid: Blue
  1709. 1 or more adjacent tiles must be activated
  1710.  
  1711. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  1712. Moonblast: Power 3
  1713. Moonblast: Power ↑ 3
  1714. Color Grid: Green
  1715. 1 or more adjacent tiles must be activated
  1716.  
  1717. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  1718. Moonblast: Power 3
  1719. Moonblast: Power ↑ 3
  1720. Color Grid: Green
  1721. 1 or more adjacent tiles must be activated
  1722. Move level must be 2 or higher
  1723.  
  1724. Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
  1725. Moonblast: Move Gauge Refresh 3
  1726. Move: Moonblast Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1727. Color Grid: Red
  1728. 1 or more adjacent tiles must be activated
  1729.  
  1730. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  1731. Moonblast: On a Roll 1
  1732. Move: Moonblast Raises the chance of lowering stat values with the additional effects of moves.
  1733. Color Grid: Red
  1734. 1 or more adjacent tiles must be activated
  1735. Move level must be 2 or higher
  1736.  
  1737. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  1738. Desperate Team Freebie 9
  1739. Once per battle, applies the Free Move Next effect to all allied sync pairs when the user’s HP drops to half or below.
  1740. Color Grid: Yellow
  1741. 1 or more adjacent tiles must be activated
  1742. Move level must be 3 or higher
  1743.  
  1744. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  1745. Crisis Countdown 9
  1746. Once per battle, reduces the user’s sync move countdown by one when its HP drops to half or below.
  1747. Color Grid: Yellow
  1748. 1 or more adjacent tiles must be activated
  1749. Move level must be 2 or higher
  1750.  
  1751. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1752. Crisis Countdown 9
  1753. Once per battle, reduces the user’s sync move countdown by one when its HP drops to half or below.
  1754. Color Grid: Yellow
  1755. 1 or more adjacent tiles must be activated
  1756. Move level must be 3 or higher
  1757.  
  1758. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1759. Defense 5
  1760. Defense 5
  1761. Color Grid: Blue
  1762. 1 or more adjacent tiles must be activated
  1763.  
  1764. Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
  1765. Confusion: Power 4
  1766. Confusion: Power ↑ 4
  1767. Color Grid: Green
  1768. 1 or more adjacent tiles must be activated
  1769.  
  1770. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  1771. Sp. Def 5
  1772. Sp. Def 5
  1773. Color Grid: Blue
  1774. 1 or more adjacent tiles must be activated
  1775.  
  1776. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  1777. Confusion: Power 4
  1778. Confusion: Power ↑ 4
  1779. Color Grid: Green
  1780. 1 or more adjacent tiles must be activated
  1781.  
  1782. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  1783. Confusion: Power 4
  1784. Confusion: Power ↑ 4
  1785. Color Grid: Green
  1786. 1 or more adjacent tiles must be activated
  1787. Move level must be 2 or higher
  1788.  
  1789. Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  1790. HP 20
  1791. HP 20
  1792. Color Grid: Blue
  1793. 1 or more adjacent tiles must be activated
  1794. Move level must be 2 or higher
  1795.  
  1796. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  1797. Confusion: Move Gauge Refresh 3
  1798. Move: Confusion Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1799. Color Grid: Red
  1800. 1 or more adjacent tiles must be activated
  1801. Move level must be 2 or higher
  1802.  
  1803. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1804. Endurance
  1805. When the user enters battle with full HP, applies the Enduring effect to it.
  1806. Color Grid: Yellow
  1807. 1 or more adjacent tiles must be activated
  1808. Move level must be 3 or higher
  1809.  
  1810. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1811. Sync Heal Refill 1
  1812. Restores 1 MP for the user’s moves that have the heal effect tag the first time its sync move is used each battle.
  1813. Color Grid: Yellow
  1814. 1 or more adjacent tiles must be activated
  1815. Move level must be 3 or higher
  1816.  
  1817. Cell 47 | Cost: 12 Energy, 144 Sync Orb(s)
  1818. Adrenaline 1
  1819. Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
  1820. Color Grid: Yellow
  1821. 1 or more adjacent tiles must be activated
  1822. Move level must be 3 or higher
  1823.  
  1824. Cell 48 | Cost: 10 Energy, 120 Sync Orb(s)
  1825. Sync Regen
  1826. Applies the Gradual Healing effect to the user after using its sync move.
  1827. Color Grid: Yellow
  1828. 1 or more adjacent tiles must be activated
  1829. Move level must be 3 or higher
  1830.  
  1831. Trainer : Cyrus
  1832.  
  1833. Cell 49 | Cost: 0 Energy, 5 Sync Orb(s)
  1834. Sp. Atk 20
  1835. Sp. Atk 20
  1836. Color Grid: Blue
  1837. 1 or more adjacent tiles must be activated
  1838.  
  1839. Cell 50 | Cost: 3 Energy, 36 Sync Orb(s)
  1840. Sharp Entry 1
  1841. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  1842. Color Grid: Yellow
  1843. 1 or more adjacent tiles must be activated
  1844. Move level must be 2 or higher
  1845.  
  1846. Cell 51 | Cost: 5 Energy, 60 Sync Orb(s)
  1847. First Aid 4
  1848. Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
  1849. Color Grid: Yellow
  1850. 1 or more adjacent tiles must be activated
  1851. Move level must be 3 or higher
  1852.  
  1853. Cell 52 | Cost: 0 Energy, 5 Sync Orb(s)
  1854. Speed 20
  1855. Speed 20
  1856. Color Grid: Blue
  1857. 1 or more adjacent tiles must be activated
  1858.  
  1859. Cell 53 | Cost: 3 Energy, 36 Sync Orb(s)
  1860. Critastrophe 2
  1861. Powers up the user’s sync moves when they become critical hits.
  1862. Color Grid: Yellow
  1863. 1 or more adjacent tiles must be activated
  1864. Move level must be 2 or higher
  1865.  
  1866. Cell 54 | Cost: 5 Energy, 60 Sync Orb(s)
  1867. Spacial Rend: Ramming Speed
  1868. Move: Spacial Rend The more the user’s Speed is raised, the more it powers up the user’s moves.
  1869. Color Grid: Red
  1870. 1 or more adjacent tiles must be activated
  1871. Move level must be 3 or higher
  1872.  
  1873. Trainer : Marnie (Palentine’s 2022)
  1874. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1875. HP 10
  1876. HP 10
  1877. Color Grid: Blue
  1878.  
  1879. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1880. Attack 5
  1881. Attack 5
  1882. Color Grid: Blue
  1883.  
  1884. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1885. Defense 5
  1886. Defense 5
  1887. Color Grid: Blue
  1888.  
  1889. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1890. Attack 5
  1891. Attack 5
  1892. Color Grid: Blue
  1893.  
  1894. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1895. Sp. Def 5
  1896. Sp. Def 5
  1897. Color Grid: Blue
  1898.  
  1899. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1900. Speed 5
  1901. Speed 5
  1902. Color Grid: Blue
  1903.  
  1904. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1905. Attack 5
  1906. Attack 5
  1907. Color Grid: Blue
  1908. 1 or more adjacent tiles must be activated
  1909.  
  1910. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1911. Defense 5
  1912. Defense 5
  1913. Color Grid: Blue
  1914. 1 or more adjacent tiles must be activated
  1915.  
  1916. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1917. Sp. Def 5
  1918. Sp. Def 5
  1919. Color Grid: Blue
  1920. 1 or more adjacent tiles must be activated
  1921.  
  1922. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  1923. Iron Head: Power 3
  1924. Iron Head: Power ↑ 3
  1925. Color Grid: Green
  1926. 1 or more adjacent tiles must be activated
  1927.  
  1928. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  1929. Iron Head: Power 3
  1930. Iron Head: Power ↑ 3
  1931. Color Grid: Green
  1932. 1 or more adjacent tiles must be activated
  1933.  
  1934. Cell 12 | Cost: 10 Energy, 120 Sync Orb(s)
  1935. Iron Head: Aggravation 1
  1936. Move: Iron Head Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  1937. Color Grid: Red
  1938. 1 or more adjacent tiles must be activated
  1939. Move level must be 2 or higher
  1940.  
  1941. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  1942. Iron Head: Power 3
  1943. Iron Head: Power ↑ 3
  1944. Color Grid: Green
  1945. 1 or more adjacent tiles must be activated
  1946.  
  1947. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1948. Iron Head: Move Gauge Refresh 3
  1949. Move: Iron Head Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1950. Color Grid: Red
  1951. 1 or more adjacent tiles must be activated
  1952. Move level must be 2 or higher
  1953.  
  1954. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  1955. Iron Head: Superduper Effective 3
  1956. Move: Iron Head Powers up moves that are super effective.
  1957. Color Grid: Red
  1958. 1 or more adjacent tiles must be activated
  1959. Move level must be 3 or higher
  1960.  
  1961. Cell 16 | Cost: 5 Energy, 60 Sync Orb(s)
  1962. Sweetheart Steel Impact: Power 25
  1963. Sweetheart Steel Impact: Power ↑ 25
  1964. Color Grid: Green
  1965. 1 or more adjacent tiles must be activated
  1966. Move level must be 2 or higher
  1967.  
  1968. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1969. Fierce Entry 2
  1970. Raises the user’s Attack by 2 stat ranks when it enters a battle.
  1971. Color Grid: Yellow
  1972. 1 or more adjacent tiles must be activated
  1973. Move level must be 3 or higher
  1974.  
  1975. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1976. Defense 5
  1977. Defense 5
  1978. Color Grid: Blue
  1979. 1 or more adjacent tiles must be activated
  1980.  
  1981. Cell 19 | Cost: 5 Energy, 60 Sync Orb(s)
  1982. Sand Shelter
  1983. Protects the user from damage from a sandstorm.
  1984. Color Grid: Yellow
  1985. 1 or more adjacent tiles must be activated
  1986.  
  1987. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1988. Speed 5
  1989. Speed 5
  1990. Color Grid: Blue
  1991. 1 or more adjacent tiles must be activated
  1992.  
  1993. Cell 21 | Cost: 8 Energy, 96 Sync Orb(s)
  1994. Steel Wish: Critical Eye 1
  1995. Move: Steel Wish Raises the user’s critical-hit rate by 1 stat rank when its move is successful.
  1996. Color Grid: Red
  1997. 1 or more adjacent tiles must be activated
  1998. Move level must be 2 or higher
  1999.  
  2000. Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  2001. Sp. Def 5
  2002. Sp. Def 5
  2003. Color Grid: Blue
  2004. 1 or more adjacent tiles must be activated
  2005.  
  2006. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  2007. Metallic Acceleration 2
  2008. Quickly charges the move gauge when the zone is Steel Zone.
  2009. Color Grid: Yellow
  2010. 1 or more adjacent tiles must be activated
  2011. Move level must be 2 or higher
  2012.  
  2013. Cell 24 | Cost: 5 Energy, 60 Sync Orb(s)
  2014. Sweetheart Steel Impact: Power 25
  2015. Sweetheart Steel Impact: Power ↑ 25
  2016. Color Grid: Green
  2017. 1 or more adjacent tiles must be activated
  2018. Move level must be 2 or higher
  2019.  
  2020. Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
  2021. Metallic Surge 5
  2022. Powers up the user’s sync move when the zone is Steel Zone.
  2023. Color Grid: Yellow
  2024. 1 or more adjacent tiles must be activated
  2025. Move level must be 3 or higher
  2026.  
  2027. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  2028. Steel Wish: MP Refresh 2
  2029. Move: Steel Wish Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2030. Color Grid: Red
  2031. 1 or more adjacent tiles must be activated
  2032. Move level must be 3 or higher
  2033.  
  2034. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  2035. Defense 5
  2036. Defense 5
  2037. Color Grid: Blue
  2038. 1 or more adjacent tiles must be activated
  2039.  
  2040. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  2041. Sp. Def 5
  2042. Sp. Def 5
  2043. Color Grid: Blue
  2044. 1 or more adjacent tiles must be activated
  2045.  
  2046. Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
  2047. Growl: Move Gauge Refresh 3
  2048. Move: Growl Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  2049. Color Grid: Red
  2050. 1 or more adjacent tiles must be activated
  2051.  
  2052. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  2053. Speed 5
  2054. Speed 5
  2055. Color Grid: Blue
  2056. 1 or more adjacent tiles must be activated
  2057.  
  2058. Cell 31 | Cost: 8 Energy, 96 Sync Orb(s)
  2059. Super Syncer
  2060. Applies the Supereffective ↑ Next effect to the user the first time its sync move is used each battle.
  2061. Color Grid: Yellow
  2062. 1 or more adjacent tiles must be activated
  2063. Move level must be 2 or higher
  2064.  
  2065. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  2066. Growl: Move Gauge Refresh 3
  2067. Move: Growl Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  2068. Color Grid: Red
  2069. 1 or more adjacent tiles must be activated
  2070. Move level must be 2 or higher
  2071.  
  2072. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  2073. Pecking Order
  2074. The more the target’s Attack is lowered, the more it powers up the user’s sync moves.
  2075. Color Grid: Yellow
  2076. 1 or more adjacent tiles must be activated
  2077. Move level must be 3 or higher
  2078.  
  2079. Cell 34 | Cost: 10 Energy, 120 Sync Orb(s)
  2080. Power Posture
  2081. The more the target’s Attack is lowered, the more it powers up the user’s moves.
  2082. Color Grid: Yellow
  2083. 1 or more adjacent tiles must be activated
  2084. Move level must be 2 or higher
  2085.  
  2086. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  2087. Growl: Might Afflicter 9
  2088. Move: Growl Lowers the Attack of all opposing sync pairs by one stat rank when a status move used by the user’s Pokémon is successful.
  2089. Color Grid: Red
  2090. 1 or more adjacent tiles must be activated
  2091. Move level must be 3 or higher
  2092.  
  2093. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  2094. HP 10
  2095. HP 10
  2096. Color Grid: Blue
  2097. 1 or more adjacent tiles must be activated
  2098.  
  2099. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  2100. Attack 5
  2101. Attack 5
  2102. Color Grid: Blue
  2103. 1 or more adjacent tiles must be activated
  2104.  
  2105. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  2106. Speed 5
  2107. Speed 5
  2108. Color Grid: Blue
  2109. 1 or more adjacent tiles must be activated
  2110.  
  2111. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  2112. HP 10
  2113. HP 10
  2114. Color Grid: Blue
  2115. 1 or more adjacent tiles must be activated
  2116.  
  2117. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  2118. Shout It Out!: MP Refresh 2
  2119. Move: Shout It Out! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2120. Color Grid: Red
  2121. 1 or more adjacent tiles must be activated
  2122.  
  2123. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  2124. Iron Head: Power 3
  2125. Iron Head: Power ↑ 3
  2126. Color Grid: Green
  2127. 1 or more adjacent tiles must be activated
  2128.  
  2129. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  2130. Iron Head: Power 3
  2131. Iron Head: Power ↑ 3
  2132. Color Grid: Green
  2133. 1 or more adjacent tiles must be activated
  2134. Move level must be 2 or higher
  2135.  
  2136. Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
  2137. Iron Head: Power 3
  2138. Iron Head: Power ↑ 3
  2139. Color Grid: Green
  2140. 1 or more adjacent tiles must be activated
  2141. Move level must be 2 or higher
  2142.  
  2143. Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
  2144. Endurance
  2145. When the user enters battle with full HP, applies the Enduring effect to it.
  2146. Color Grid: Yellow
  2147. 1 or more adjacent tiles must be activated
  2148. Move level must be 2 or higher
  2149.  
  2150. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  2151. Head Start 1
  2152. Reduces the user’s sync move countdown by 1 the first time it enters a battle each battle.
  2153. Color Grid: Yellow
  2154. 1 or more adjacent tiles must be activated
  2155. Move level must be 3 or higher
  2156.  
  2157. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  2158. Enfeeble 1
  2159. Lowers the Defense of all opposing sync pairs by 1 stat rank when the user enters a battle.
  2160. Color Grid: Yellow
  2161. 1 or more adjacent tiles must be activated
  2162. Move level must be 3 or higher
  2163.  
  2164. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  2165. Sweetheart Steel Impact: Power 25
  2166. Sweetheart Steel Impact: Power ↑ 25
  2167. Color Grid: Purple
  2168. 1 or more adjacent tiles must be activated
  2169. Move level must be 3 or higher
  2170.  
  2171. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  2172. Sweetheart Steel Impact: Power 25
  2173. Sweetheart Steel Impact: Power ↑ 25
  2174. Color Grid: Purple
  2175. 1 or more adjacent tiles must be activated
  2176. Move level must be 3 or higher
  2177.  
  2178.  
  2179. Trainer : Bea (Palentine’s 2022)
  2180. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  2181. HP 10
  2182. HP 10
  2183. Color Grid: Blue
  2184.  
  2185. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  2186. Attack 5
  2187. Attack 5
  2188. Color Grid: Blue
  2189.  
  2190. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  2191. Defense 5
  2192. Defense 5
  2193. Color Grid: Blue
  2194.  
  2195. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  2196. Attack 5
  2197. Attack 5
  2198. Color Grid: Blue
  2199.  
  2200. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  2201. Sp. Def 5
  2202. Sp. Def 5
  2203. Color Grid: Blue
  2204.  
  2205. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  2206. Speed 5
  2207. Speed 5
  2208. Color Grid: Blue
  2209.  
  2210. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  2211. HP 10
  2212. HP 10
  2213. Color Grid: Blue
  2214. 1 or more adjacent tiles must be activated
  2215.  
  2216. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  2217. Speed 5
  2218. Speed 5
  2219. Color Grid: Blue
  2220. 1 or more adjacent tiles must be activated
  2221.  
  2222. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  2223. Defense 5
  2224. Defense 5
  2225. Color Grid: Blue
  2226. 1 or more adjacent tiles must be activated
  2227.  
  2228. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  2229. Astonish: Power 4
  2230. Astonish: Power ↑ 4
  2231. Color Grid: Green
  2232. 1 or more adjacent tiles must be activated
  2233.  
  2234. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  2235. Astonish: Power 4
  2236. Astonish: Power ↑ 4
  2237. Color Grid: Green
  2238. 1 or more adjacent tiles must be activated
  2239.  
  2240. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  2241. Astonish: Power 4
  2242. Astonish: Power ↑ 4
  2243. Color Grid: Green
  2244. 1 or more adjacent tiles must be activated
  2245. Move level must be 2 or higher
  2246.  
  2247. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  2248. Astonish: Power 4
  2249. Astonish: Power ↑ 4
  2250. Color Grid: Green
  2251. 1 or more adjacent tiles must be activated
  2252.  
  2253. Cell 14 | Cost: 10 Energy, 120 Sync Orb(s)
  2254. Astonish: Aggravation 1
  2255. Move: Astonish Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  2256. Color Grid: Red
  2257. 1 or more adjacent tiles must be activated
  2258. Move level must be 2 or higher
  2259.  
  2260. Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
  2261. Vigilance
  2262. Protects the user against critical hits.
  2263. Color Grid: Yellow
  2264. 1 or more adjacent tiles must be activated
  2265. Move level must be 3 or higher
  2266.  
  2267. Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
  2268. Astonish: Flag Bearer 2
  2269. Move: Astonish Has a chance (30%) of raising the Attack of all allied sync pairs by one stat rank when the user’s Pokémon uses a move.
  2270. Color Grid: Red
  2271. 1 or more adjacent tiles must be activated
  2272. Move level must be 2 or higher
  2273.  
  2274. Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
  2275. Astonish: Move Gauge Refresh 9
  2276. Move: Astonish Charges the user’s move gauge by one when its move is successful.
  2277. Color Grid: Red
  2278. 1 or more adjacent tiles must be activated
  2279. Move level must be 3 or higher
  2280.  
  2281. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  2282. HP 10
  2283. HP 10
  2284. Color Grid: Blue
  2285. 1 or more adjacent tiles must be activated
  2286.  
  2287. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  2288. Defense 5
  2289. Defense 5
  2290. Color Grid: Blue
  2291. 1 or more adjacent tiles must be activated
  2292.  
  2293. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  2294. Speed 5
  2295. Speed 5
  2296. Color Grid: Blue
  2297. 1 or more adjacent tiles must be activated
  2298.  
  2299. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  2300. Sp. Def 5
  2301. Sp. Def 5
  2302. Color Grid: Blue
  2303. 1 or more adjacent tiles must be activated
  2304.  
  2305. Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
  2306. Potion: MP Refresh 2
  2307. Move: Potion Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2308. Color Grid: Red
  2309. 1 or more adjacent tiles must be activated
  2310. Move level must be 2 or higher
  2311.  
  2312. Cell 23 | Cost: 10 Energy, 120 Sync Orb(s)
  2313. Potion: Master Healer 1
  2314. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  2315. Color Grid: Red
  2316. 1 or more adjacent tiles must be activated
  2317. Move level must be 2 or higher
  2318.  
  2319. Cell 24 | Cost: 5 Energy, 60 Sync Orb(s)
  2320. Stalwart
  2321. Sp. Def cannot be lowered.
  2322. Color Grid: Yellow
  2323. 1 or more adjacent tiles must be activated
  2324. Move level must be 2 or higher
  2325.  
  2326. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  2327. Potion: MP Refresh 2
  2328. Move: Potion Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2329. Color Grid: Red
  2330. 1 or more adjacent tiles must be activated
  2331. Move level must be 3 or higher
  2332.  
  2333. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  2334. Potion: Master Healer 1
  2335. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  2336. Color Grid: Red
  2337. 1 or more adjacent tiles must be activated
  2338. Move level must be 3 or higher
  2339.  
  2340. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  2341. Sp. Def 5
  2342. Sp. Def 5
  2343. Color Grid: Blue
  2344. 1 or more adjacent tiles must be activated
  2345.  
  2346. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  2347. Defense 5
  2348. Defense 5
  2349. Color Grid: Blue
  2350. 1 or more adjacent tiles must be activated
  2351.  
  2352. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  2353. Speed 5
  2354. Speed 5
  2355. Color Grid: Blue
  2356. 1 or more adjacent tiles must be activated
  2357.  
  2358. Cell 30 | Cost: 5 Energy, 60 Sync Orb(s)
  2359. Antifreeze
  2360. Prevents the user from becoming frozen.
  2361. Color Grid: Yellow
  2362. 1 or more adjacent tiles must be activated
  2363.  
  2364. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  2365. Sp. Def 5
  2366. Sp. Def 5
  2367. Color Grid: Blue
  2368. 1 or more adjacent tiles must be activated
  2369.  
  2370. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  2371. HP 10
  2372. HP 10
  2373. Color Grid: Blue
  2374. 1 or more adjacent tiles must be activated
  2375. Move level must be 2 or higher
  2376.  
  2377. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  2378. Icicle Spear: Power 1
  2379. Icicle Spear: Power ↑ 1
  2380. Color Grid: Green
  2381. 1 or more adjacent tiles must be activated
  2382.  
  2383. Cell 34 | Cost: 3 Energy, 36 Sync Orb(s)
  2384. Icicle Spear: Power 1
  2385. Icicle Spear: Power ↑ 1
  2386. Color Grid: Green
  2387. 1 or more adjacent tiles must be activated
  2388. Move level must be 2 or higher
  2389.  
  2390. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  2391. Hail Bringer
  2392. Causes a hailstorm after using the user’s sync move.
  2393. Color Grid: Yellow
  2394. 1 or more adjacent tiles must be activated
  2395. Move level must be 3 or higher
  2396.  
  2397. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  2398. Hasty Hail 3
  2399. Quickly charges the move gauge during a hailstorm.
  2400. Color Grid: Yellow
  2401. 1 or more adjacent tiles must be activated
  2402. Move level must be 2 or higher
  2403.  
  2404. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  2405. Healing Hail 2
  2406. Restores the user’s HP whenever its Pokémon takes an action during a hailstorm.
  2407. Color Grid: Yellow
  2408. 1 or more adjacent tiles must be activated
  2409. Move level must be 3 or higher
  2410.  
  2411. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  2412. Sp. Def 5
  2413. Sp. Def 5
  2414. Color Grid: Blue
  2415. 1 or more adjacent tiles must be activated
  2416.  
  2417. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  2418. Defense 5
  2419. Defense 5
  2420. Color Grid: Blue
  2421. 1 or more adjacent tiles must be activated
  2422.  
  2423. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  2424. Icicle Spear: Power 1
  2425. Icicle Spear: Power ↑ 1
  2426. Color Grid: Green
  2427. 1 or more adjacent tiles must be activated
  2428.  
  2429. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  2430. Icicle Spear: Power 1
  2431. Icicle Spear: Power ↑ 1
  2432. Color Grid: Green
  2433. 1 or more adjacent tiles must be activated
  2434.  
  2435. Cell 42 | Cost: 7 Energy, 84 Sync Orb(s)
  2436. Icicle Spear: Move Gauge Refresh 4
  2437. Move: Icicle Spear Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  2438. Color Grid: Red
  2439. 1 or more adjacent tiles must be activated
  2440. Move level must be 2 or higher
  2441.  
  2442. Cell 43 | Cost: 10 Energy, 120 Sync Orb(s)
  2443. Let’s Share!: MP Refresh 2
  2444. Move: Let’s Share! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2445. Color Grid: Red
  2446. 1 or more adjacent tiles must be activated
  2447. Move level must be 2 or higher
  2448.  
  2449. Cell 44 | Cost: 5 Energy, 60 Sync Orb(s)
  2450. Unbending
  2451. Defense cannot be lowered.
  2452. Color Grid: Yellow
  2453. 1 or more adjacent tiles must be activated
  2454. Move level must be 2 or higher
  2455.  
  2456. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  2457. Snow Sentinel 9
  2458. Raises the user’s Defense and Sp. Def by one stat rank when its Pokémon uses a move during a hailstorm.
  2459. Color Grid: Yellow
  2460. 1 or more adjacent tiles must be activated
  2461. Move level must be 3 or higher
  2462.  
  2463. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  2464. Team Sharp Entry 1
  2465. Raises the critical-hit rate of all allied sync pairs by 1 stat rank when the user enters a battle.
  2466. Color Grid: Yellow
  2467. 1 or more adjacent tiles must be activated
  2468. Move level must be 3 or higher
  2469.  
  2470. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  2471. Sweet Tooth Ice Impact: Power 25
  2472. Sweet Tooth Ice Impact: Power ↑ 25
  2473. Color Grid: Purple
  2474. 1 or more adjacent tiles must be activated
  2475. Move level must be 3 or higher
  2476.  
  2477. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  2478. Sweet Tooth Ice Impact: Power 25
  2479. Sweet Tooth Ice Impact: Power ↑ 25
  2480. Color Grid: Purple
  2481. 1 or more adjacent tiles must be activated
  2482. Move level must be 3 or higher
  2483.  
  2484.  
Add Comment
Please, Sign In to add comment