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Absol-utely

💠 (2.16.0) All New Sync Grids

Dec 21st, 2021
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  1. Trainer : Cheryl
  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. Def 5
  34. Sp. Def 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. Sp. Atk 5
  40. Sp. Atk 5
  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: 3 Energy, 36 Sync Orb(s)
  51. Hyper Voice: Power 3
  52. Hyper Voice: Power ↑ 3
  53. Color Grid: Green
  54. 1 or more adjacent tiles must be activated
  55.  
  56. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  57. Hyper Voice: Power 3
  58. Hyper Voice: 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. Hyper Voice: Power 3
  64. Hyper Voice: 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: 4 Energy, 48 Sync Orb(s)
  70. HP 20
  71. HP 20
  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. Hyper Voice: Move Gauge Refresh 2
  77. Move: Hyper Voice Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  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: 8 Energy, 96 Sync Orb(s)
  83. Vigilance
  84. Protects the user against critical hits.
  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: 7 Energy, 84 Sync Orb(s)
  90. Hyper Voice: Move Gauge Refresh 2
  91. Move: Hyper Voice Has a chance (30%) 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: 8 Energy, 96 Sync Orb(s)
  97. Hyper Voice: Team Fast-Track 2
  98. Move: Hyper Voice Has a chance (30%) of raising the Speed of all allied sync pairs by one stat rank when the user’s Pokémon uses a move.
  99. Color Grid: Red
  100. 1 or more adjacent tiles must be activated
  101. Move level must be 3 or higher
  102.  
  103. Cell 18 | Cost: 3 Energy, 36 Sync Orb(s)
  104. Hyper Voice: Power 3
  105. Hyper Voice: Power ↑ 3
  106. Color Grid: Green
  107. 1 or more adjacent tiles must be activated
  108.  
  109. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  110. Hyper Voice: Power 3
  111. Hyper Voice: Power ↑ 3
  112. Color Grid: Green
  113. 1 or more adjacent tiles must be activated
  114.  
  115. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  116. HP 10
  117. HP 10
  118. Color Grid: Blue
  119. 1 or more adjacent tiles must be activated
  120.  
  121. Cell 21 | Cost: 5 Energy, 60 Sync Orb(s)
  122. Stalwart
  123. Sp. Def cannot be lowered.
  124. Color Grid: Yellow
  125. 1 or more adjacent tiles must be activated
  126.  
  127. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  128. Hyper Voice: Power 3
  129. Hyper Voice: Power ↑ 3
  130. Color Grid: Green
  131. 1 or more adjacent tiles must be activated
  132. Move level must be 2 or higher
  133.  
  134. Cell 23 | Cost: 2 Energy, 24 Sync Orb(s)
  135. Speed 5
  136. Speed 5
  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. All Out of Patience!: Master Healer 1
  143. Move: All Out of Patience! Increases the amount of HP restored by the user’s healing moves.
  144. Color Grid: Red
  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. Defense 20
  150. Defense 20
  151. Color Grid: Blue
  152. 1 or more adjacent tiles must be activated
  153. Move level must be 3 or higher
  154.  
  155. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  156. All Out of Patience!: MP Refresh 2
  157. Move: All Out of Patience! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  158. Color Grid: Red
  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. Speed 5
  164. Speed 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. Sp. Atk 5
  170. Sp. Atk 5
  171. Color Grid: Blue
  172. 1 or more adjacent tiles must be activated
  173.  
  174. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  175. Sp. Def 5
  176. Sp. Def 5
  177. Color Grid: Blue
  178. 1 or more adjacent tiles must be activated
  179.  
  180. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  181. HP 10
  182. HP 10
  183. Color Grid: Blue
  184. 1 or more adjacent tiles must be activated
  185.  
  186. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  187. Flamethrower: Power 4
  188. Flamethrower: Power ↑ 4
  189. Color Grid: Green
  190. 1 or more adjacent tiles must be activated
  191.  
  192. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  193. Flamethrower: Power 4
  194. Flamethrower: Power ↑ 4
  195. Color Grid: Green
  196. 1 or more adjacent tiles must be activated
  197. Move level must be 2 or higher
  198.  
  199. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  200. Flamethrower: Power 4
  201. Flamethrower: Power ↑ 4
  202. Color Grid: Green
  203. 1 or more adjacent tiles must be activated
  204.  
  205. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  206. Flamethrower: Move Gauge Refresh 2
  207. Move: Flamethrower Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  208. Color Grid: Red
  209. 1 or more adjacent tiles must be activated
  210. Move level must be 2 or higher
  211.  
  212. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  213. Healthy Buffer 5
  214. Reduces damage when the user is hit by an attack move when its HP is full.
  215. Color Grid: Yellow
  216. 1 or more adjacent tiles must be activated
  217. Move level must be 3 or higher
  218.  
  219. Cell 36 | Cost: 9 Energy, 108 Sync Orb(s)
  220. Team Sync Regen
  221. Applies the Gradual Healing effect to all allied sync pairs after the user uses a sync move.
  222. Color Grid: Yellow
  223. 1 or more adjacent tiles must be activated
  224. Move level must be 2 or higher
  225.  
  226. Cell 37 | Cost: 8 Energy, 96 Sync Orb(s)
  227. Flamethrower: Hostile Environment 2
  228. Move: Flamethrower Raises the chance of inflicting status conditions with the additional effects of moves.
  229. Color Grid: Red
  230. 1 or more adjacent tiles must be activated
  231. Move level must be 3 or higher
  232.  
  233. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  234. Sp. Atk 5
  235. Sp. Atk 5
  236. Color Grid: Blue
  237. 1 or more adjacent tiles must be activated
  238.  
  239. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  240. Speed 5
  241. Speed 5
  242. Color Grid: Blue
  243. 1 or more adjacent tiles must be activated
  244.  
  245. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  246. Flamethrower: Power 4
  247. Flamethrower: Power ↑ 4
  248. Color Grid: Green
  249. 1 or more adjacent tiles must be activated
  250.  
  251. Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
  252. X Sp. Atk All: MP Refresh 3
  253. Move: X Sp. Atk All Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  254. Color Grid: Red
  255. 1 or more adjacent tiles must be activated
  256.  
  257. Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  258. Sp. Def 10
  259. Sp. Def 10
  260. Color Grid: Blue
  261. 1 or more adjacent tiles must be activated
  262. Move level must be 2 or higher
  263.  
  264. Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
  265. Flamethrower: Power 4
  266. Flamethrower: Power ↑ 4
  267. Color Grid: Green
  268. 1 or more adjacent tiles must be activated
  269. Move level must be 2 or higher
  270.  
  271. Cell 44 | Cost: 9 Energy, 108 Sync Orb(s)
  272. Wise Entry 2
  273. Raises the user’s Sp. Def by 2 stat ranks when it enters a battle.
  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: 9 Energy, 108 Sync Orb(s)
  279. X Sp. Atk All: Pep Rally 1
  280. Move: X Sp. Atk All Raises the Speed of all allied sync pairs by 1 stat rank when the user’s move is successful.
  281. Color Grid: Red
  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. All Out of Patience!: Master Healer 1
  287. Move: All Out of Patience! Increases the amount of HP restored by the user’s healing moves.
  288. Color Grid: Red
  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. Blissful Echo Hyper Voice: Power 25
  294. Blissful Echo Hyper Voice: 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. Blissful Echo Hyper Voice: Power 25
  301. Blissful Echo Hyper Voice: 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 : Gardenia
  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: 5 Energy, 60 Sync Orb(s)
  344. Leaf Storm: Accuracy 10
  345. Leaf Storm: Accuracy ↑ 10
  346. Color Grid: Green
  347. 1 or more adjacent tiles must be activated
  348.  
  349. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  350. HP 10
  351. HP 10
  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. Leaf Storm: Power 3
  363. Leaf Storm: Power ↑ 3
  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. Leaf Storm: Power 3
  369. Leaf Storm: Power ↑ 3
  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. Leaf Storm: Power 3
  375. Leaf Storm: Power ↑ 3
  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. Leaf Storm: Move Gauge Refresh 3
  382. Move: Leaf Storm 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: 7 Energy, 84 Sync Orb(s)
  388. Sp. Atk 20
  389. Sp. Atk 20
  390. Color Grid: Blue
  391. 1 or more adjacent tiles must be activated
  392. Move level must be 2 or higher
  393.  
  394. Cell 16 | Cost: 9 Energy, 108 Sync Orb(s)
  395. Healthy Healing
  396. Applies the Gradual Healing effect to the user when its HP is full when it enters a battle.
  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: 9 Energy, 108 Sync Orb(s)
  402. Leaf Storm: Superduper Effective 2
  403. Move: Leaf Storm Powers up moves that are super effective.
  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. Speed 5
  410. Speed 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. HP 10
  416. HP 10
  417. Color Grid: Blue
  418. 1 or more adjacent tiles must be activated
  419.  
  420. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  421. Absorb: Power 2
  422. Absorb: Power ↑ 2
  423. Color Grid: Green
  424. 1 or more adjacent tiles must be activated
  425.  
  426. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  427. Sp. Atk 5
  428. Sp. Atk 5
  429. Color Grid: Blue
  430. 1 or more adjacent tiles must be activated
  431.  
  432. Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  433. Sp. Def 10
  434. Sp. Def 10
  435. Color Grid: Blue
  436. 1 or more adjacent tiles must be activated
  437.  
  438. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  439. Absorb: Power 2
  440. Absorb: Power ↑ 2
  441. Color Grid: Green
  442. 1 or more adjacent tiles must be activated
  443.  
  444. Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
  445. Absorb: Power 2
  446. Absorb: Power ↑ 2
  447. Color Grid: Green
  448. 1 or more adjacent tiles must be activated
  449. Move level must be 2 or higher
  450.  
  451. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  452. Absorb: Move Gauge Refresh 3
  453. Move: Absorb Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  454. Color Grid: Red
  455. 1 or more adjacent tiles must be activated
  456. Move level must be 2 or higher
  457.  
  458. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  459. Solar Flare 3
  460. Powers up the user’s sync moves when the weather is sunny.
  461. Color Grid: Yellow
  462. 1 or more adjacent tiles must be activated
  463. Move level must be 2 or higher
  464.  
  465. Cell 27 | Cost: 9 Energy, 108 Sync Orb(s)
  466. Sunny Disposition
  467. Stats cannot be lowered when the weather is sunny.
  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: 7 Energy, 84 Sync Orb(s)
  473. Speeding Sun 1
  474. Quickly charges the move gauge when the weather is sunny.
  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: 6 Energy, 72 Sync Orb(s)
  480. Steady Resolve 5
  481. When the user’s Sp. Atk is lowered, mitigates the reduction of Sp. Atk.
  482. Color Grid: Yellow
  483. 1 or more adjacent tiles must be activated
  484.  
  485. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  486. Leaf Storm: Power 3
  487. Leaf Storm: Power ↑ 3
  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. Speed 5
  499. Speed 5
  500. Color Grid: Blue
  501. 1 or more adjacent tiles must be activated
  502.  
  503. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  504. Leaf Storm: Power 3
  505. Leaf Storm: Power ↑ 3
  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. Trust in Nature!: MP Refresh 2
  512. Move: Trust in Nature! Has a chance (30%) of restoring one MP of the user’s move when that 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. Leaf Storm: Charging Sun 3
  519. Move: Leaf Storm Powers up the user’s moves when the weather is sunny.
  520. Color Grid: Red
  521. 1 or more adjacent tiles must be activated
  522. Move level must be 2 or higher
  523.  
  524. Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
  525. Grand Entry 2
  526. Raises the user’s Sp. Atk by 2 stat ranks when it enters a battle.
  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: 10 Energy, 120 Sync Orb(s)
  532. Trust in Nature!: BOGO 9
  533. Move: Trust in Nature! Applies the Free Move Next effect to the user when its 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. Defense 5
  540. Defense 5
  541. Color Grid: Blue
  542. 1 or more adjacent tiles must be activated
  543.  
  544. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  545. Sp. Def 5
  546. Sp. Def 5
  547. Color Grid: Blue
  548. 1 or more adjacent tiles must be activated
  549.  
  550. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  551. Absorb: Power 2
  552. Absorb: Power ↑ 2
  553. Color Grid: Green
  554. 1 or more adjacent tiles must be activated
  555.  
  556. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  557. HP 10
  558. HP 10
  559. Color Grid: Blue
  560. 1 or more adjacent tiles must be activated
  561.  
  562. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  563. Absorb: Power 2
  564. Absorb: Power ↑ 2
  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. Dire Hit +: MP Refresh 2
  571. Move: Dire Hit + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  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: 6 Energy, 72 Sync Orb(s)
  577. Antitoxin
  578. Prevents the user from getting poisoned or badly poisoned.
  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: 4 Energy, 48 Sync Orb(s)
  584. Speed 10
  585. Speed 10
  586. Color Grid: Blue
  587. 1 or more adjacent tiles must be activated
  588. Move level must be 3 or higher
  589.  
  590. Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
  591. Double Down 5
  592. Powers up sync moves that are super effective.
  593. Color Grid: Yellow
  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. Vivid Leaf Storm: Power 25
  599. Vivid Leaf Storm: 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. Vivid Leaf Storm: Power 25
  606. Vivid Leaf Storm: 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 : Thorton
  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. Sp. Atk 5
  629. Sp. Atk 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. Defense 5
  644. Defense 5
  645. Color Grid: Blue
  646. 1 or more adjacent tiles must be activated
  647.  
  648. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  649. Attack 5
  650. Attack 5
  651. Color Grid: Blue
  652. 1 or more adjacent tiles must be activated
  653.  
  654. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  655. Sp. Def 5
  656. Sp. Def 5
  657. Color Grid: Blue
  658. 1 or more adjacent tiles must be activated
  659.  
  660. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  661. Gyro Ball: Power 4
  662. Gyro Ball: Power ↑ 4
  663. Color Grid: Green
  664. 1 or more adjacent tiles must be activated
  665.  
  666. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  667. Gyro Ball: Power 4
  668. Gyro Ball: Power ↑ 4
  669. Color Grid: Green
  670. 1 or more adjacent tiles must be activated
  671.  
  672. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  673. Gyro Ball: Power 4
  674. Gyro Ball: 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: 2 Energy, 24 Sync Orb(s)
  680. Defense 5
  681. Defense 5
  682. Color Grid: Blue
  683. 1 or more adjacent tiles must be activated
  684.  
  685. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  686. Gyro Ball: Move Gauge Refresh 2
  687. Move: Gyro Ball Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  688. Color Grid: Red
  689. 1 or more adjacent tiles must be activated
  690. Move level must be 2 or higher
  691.  
  692. Cell 15 | Cost: 6 Energy, 72 Sync Orb(s)
  693. Gyro Ball: Inspire Ire
  694. Move: Gyro Ball Makes opponents target the user for a short time when a move is successful.
  695. Color Grid: Red
  696. 1 or more adjacent tiles must be activated
  697. Move level must be 3 or higher
  698.  
  699. Cell 16 | Cost: 5 Energy, 60 Sync Orb(s)
  700. Clearheaded
  701. Prevents the user from becoming confused.
  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. Gyro Ball: Defense Crush 4
  708. Move: Gyro Ball Has a chance (50%) of lowering the target’s Defense 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: 5 Energy, 60 Sync Orb(s)
  714. Zen Headbutt: Accuracy 10
  715. Zen Headbutt: Accuracy ↑ 10
  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. Zen Headbutt: Power 4
  721. Zen Headbutt: 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. Defense 5
  727. Defense 5
  728. Color Grid: Blue
  729. 1 or more adjacent tiles must be activated
  730.  
  731. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  732. Zen Headbutt: Power 4
  733. Zen Headbutt: Power ↑ 4
  734. Color Grid: Green
  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. Sp. Def 5
  740. Sp. Def 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. Zen Headbutt: Move Gauge Refresh 2
  746. Move: Zen Headbutt Has a chance (30%) of charging the user’s move gauge by one when a 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: 10 Energy, 120 Sync Orb(s)
  752. Relentless
  753. The more the target’s Defense is lowered, the more it powers up the user’s sync moves.
  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: 10 Energy, 120 Sync Orb(s)
  759. Catalyst
  760. Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s sync move is used each battle.
  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. Zen Headbutt: Aggravation 1
  767. Move: Zen Headbutt Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  768. Color Grid: Red
  769. 1 or more adjacent tiles must be activated
  770. Move level must be 3 or higher
  771.  
  772. Cell 27 | Cost: 5 Energy, 60 Sync Orb(s)
  773. Antitoxin
  774. Prevents the user from getting poisoned or badly poisoned.
  775. Color Grid: Yellow
  776. 1 or more adjacent tiles must be activated
  777.  
  778. Cell 28 | Cost: 4 Energy, 48 Sync Orb(s)
  779. Speed 10
  780. Speed 10
  781. Color Grid: Blue
  782. 1 or more adjacent tiles must be activated
  783.  
  784. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  785. Sp. Def 5
  786. Sp. Def 5
  787. Color Grid: Blue
  788. 1 or more adjacent tiles must be activated
  789.  
  790. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  791. Sp. Atk 5
  792. Sp. Atk 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. Gyro Ball: Power 4
  798. Gyro Ball: Power ↑ 4
  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: 7 Energy, 84 Sync Orb(s)
  804. Analysis Complete!: MP Refresh 2
  805. Move: Analysis Complete! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  806. Color Grid: Red
  807. 1 or more adjacent tiles must be activated
  808. Move level must be 2 or higher
  809.  
  810. Cell 33 | Cost: 9 Energy, 108 Sync Orb(s)
  811. Analysis Complete!: Shielding Strikes 1
  812. Move: Analysis Complete! Raises the user’s Defense by 1 stat rank when its move is successful.
  813. Color Grid: Red
  814. 1 or more adjacent tiles must be activated
  815. Move level must be 3 or higher
  816.  
  817. Cell 34 | Cost: 3 Energy, 36 Sync Orb(s)
  818. Gyro Ball: Power 4
  819. Gyro Ball: Power ↑ 4
  820. Color Grid: Green
  821. 1 or more adjacent tiles must be activated
  822. Move level must be 2 or higher
  823.  
  824. Cell 35 | Cost: 9 Energy, 108 Sync Orb(s)
  825. Analysis Complete!: Barricade 1
  826. Move: Analysis Complete! Raises the user’s Sp. Def by 1 stat rank when its move is successful.
  827. Color Grid: Red
  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. Speed 5
  833. Speed 5
  834. Color Grid: Blue
  835. 1 or more adjacent tiles must be activated
  836.  
  837. Cell 37 | Cost: 5 Energy, 60 Sync Orb(s)
  838. Sand Shelter
  839. Protects the user from damage from a sandstorm.
  840. Color Grid: Yellow
  841. 1 or more adjacent tiles must be activated
  842.  
  843. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  844. Defense 5
  845. Defense 5
  846. Color Grid: Blue
  847. 1 or more adjacent tiles must be activated
  848.  
  849. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  850. Sp. Def 5
  851. Sp. Def 5
  852. Color Grid: Blue
  853. 1 or more adjacent tiles must be activated
  854.  
  855. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  856. Zen Headbutt: Power 4
  857. Zen Headbutt: Power ↑ 4
  858. Color Grid: Green
  859. 1 or more adjacent tiles must be activated
  860.  
  861. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  862. Zen Headbutt: Power 4
  863. Zen Headbutt: Power ↑ 4
  864. Color Grid: Green
  865. 1 or more adjacent tiles must be activated
  866.  
  867. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  868. Zen Headbutt: Power 4
  869. Zen Headbutt: Power ↑ 4
  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: 7 Energy, 84 Sync Orb(s)
  875. Telekinesis: Move Gauge Refresh 4
  876. Move: Telekinesis Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  877. Color Grid: Red
  878. 1 or more adjacent tiles must be activated
  879. Move level must be 2 or higher
  880.  
  881. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  882. HP 40
  883. HP 40
  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. Guarded Entry 1
  890. Raises the user’s Defense and Sp. Def by 1 stat rank when it enters a battle.
  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: 9 Energy, 108 Sync Orb(s)
  896. Endurance
  897. When the user enters battle with full HP, applies the Enduring effect to it.
  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. Post-analysis Flash Cannon: Power 25
  904. Post-analysis Flash Cannon: 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. Post-analysis Flash Cannon: Power 25
  911. Post-analysis Flash Cannon: 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 : Sygna Suit Cynthia (Renegade)
  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. Sp. Atk 5
  934. Sp. Atk 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. Defense 5
  949. Defense 5
  950. Color Grid: Blue
  951. 1 or more adjacent tiles must be activated
  952.  
  953. Cell 8 | Cost: 4 Energy, 48 Sync Orb(s)
  954. HP 20
  955. HP 20
  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: 4 Energy, 48 Sync Orb(s)
  966. Shadow Ball: Power 4
  967. Shadow Ball: Power ↑ 4
  968. Color Grid: Green
  969. 1 or more adjacent tiles must be activated
  970.  
  971. Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
  972. Sp. Atk 5
  973. Sp. Atk 5
  974. Color Grid: Blue
  975. 1 or more adjacent tiles must be activated
  976.  
  977. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  978. Shadow Ball: Power 4
  979. Shadow Ball: Power ↑ 4
  980. Color Grid: Green
  981. 1 or more adjacent tiles must be activated
  982. Move level must be 2 or higher
  983.  
  984. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  985. Shadow Ball: Power 4
  986. Shadow Ball: Power ↑ 4
  987. Color Grid: Green
  988. 1 or more adjacent tiles must be activated
  989.  
  990. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  991. Shadow Ball: Move Gauge Refresh 2
  992. Move: Shadow Ball Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  993. Color Grid: Red
  994. 1 or more adjacent tiles must be activated
  995. Move level must be 2 or higher
  996.  
  997. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  998. Ghost Wish: Group Morale Boost 4
  999. Move: Ghost Wish Has a chance (50%) of raising the Sp. Atk of all allied sync pairs by one stat rank when the user’s Trainer uses a move.
  1000. Color Grid: Red
  1001. 1 or more adjacent tiles must be activated
  1002. Move level must be 3 or higher
  1003.  
  1004. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  1005. Shadow Ball: Superduper Effective 1
  1006. Move: Shadow Ball Powers up moves that are super effective.
  1007. Color Grid: Red
  1008. 1 or more adjacent tiles must be activated
  1009. Move level must be 2 or higher
  1010.  
  1011. Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
  1012. Shadow Ball: On a Roll 2
  1013. Move: Shadow Ball Raises the chance of lowering stat values with the additional effects of moves.
  1014. Color Grid: Red
  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. Defense 5
  1020. Defense 5
  1021. Color Grid: Blue
  1022. 1 or more adjacent tiles must be activated
  1023.  
  1024. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1025. Sp. Def 5
  1026. Sp. Def 5
  1027. Color Grid: Blue
  1028. 1 or more adjacent tiles must be activated
  1029.  
  1030. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1031. Sp. Atk 5
  1032. Sp. Atk 5
  1033. Color Grid: Blue
  1034. 1 or more adjacent tiles must be activated
  1035.  
  1036. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  1037. Shadow Force: Power 2
  1038. Shadow Force: Power ↑ 2
  1039. Color Grid: Green
  1040. 1 or more adjacent tiles must be activated
  1041. Move level must be 2 or higher
  1042.  
  1043. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  1044. Shadow Force: Power 2
  1045. Shadow Force: Power ↑ 2
  1046. Color Grid: Green
  1047. 1 or more adjacent tiles must be activated
  1048.  
  1049. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  1050. Invigorating Shadow 1
  1051. Charges the user’s move gauge by 1 when it takes on a shadow presence.
  1052. Color Grid: Yellow
  1053. 1 or more adjacent tiles must be activated
  1054. Move level must be 2 or higher
  1055.  
  1056. Cell 24 | Cost: 10 Energy, 120 Sync Orb(s)
  1057. Superduper Effective 2
  1058. Powers up moves that are super effective.
  1059. Color Grid: Yellow
  1060. 1 or more adjacent tiles must be activated
  1061. Move level must be 2 or higher
  1062.  
  1063. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  1064. Brain Sync 5
  1065. Powers up the user’s sync move when its Sp. Atk is raised.
  1066. Color Grid: Yellow
  1067. 1 or more adjacent tiles must be activated
  1068. Move level must be 3 or higher
  1069.  
  1070. Cell 26 | Cost: 9 Energy, 108 Sync Orb(s)
  1071. Sync Quickening 1
  1072. Restores 1 MP of the user’s moves with a quick move effect tag after using its sync move.
  1073. Color Grid: Yellow
  1074. 1 or more adjacent tiles must be activated
  1075. Move level must be 3 or higher
  1076.  
  1077. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1078. Speed 5
  1079. Speed 5
  1080. Color Grid: Blue
  1081. 1 or more adjacent tiles must be activated
  1082.  
  1083. Cell 28 | Cost: 4 Energy, 48 Sync Orb(s)
  1084. Attack 10
  1085. Attack 10
  1086. Color Grid: Blue
  1087. 1 or more adjacent tiles must be activated
  1088.  
  1089. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1090. Defense 5
  1091. Defense 5
  1092. Color Grid: Blue
  1093. 1 or more adjacent tiles must be activated
  1094.  
  1095. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  1096. Shadow Force: Power 2
  1097. Shadow Force: Power ↑ 2
  1098. Color Grid: Green
  1099. 1 or more adjacent tiles must be activated
  1100.  
  1101. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  1102. Ghost Wish: Move Gauge Refresh 2
  1103. Move: Ghost Wish Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  1104. Color Grid: Red
  1105. 1 or more adjacent tiles must be activated
  1106. Move level must be 2 or higher
  1107.  
  1108. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  1109. Ghost Wish: Move Gauge Refresh 2
  1110. Move: Ghost Wish Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  1111. Color Grid: Red
  1112. 1 or more adjacent tiles must be activated
  1113. Move level must be 2 or higher
  1114.  
  1115. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  1116. Ghost Wish: Group Pep Talk 4
  1117. Move: Ghost Wish Has a chance (50%) of raising the Attack of all allied sync pairs by one stat rank when the user’s Trainer uses a move.
  1118. Color Grid: Red
  1119. 1 or more adjacent tiles must be activated
  1120. Move level must be 3 or higher
  1121.  
  1122. Cell 34 | Cost: 3 Energy, 36 Sync Orb(s)
  1123. Shadow Force: Power 2
  1124. Shadow Force: Power ↑ 2
  1125. Color Grid: Green
  1126. 1 or more adjacent tiles must be activated
  1127. Move level must be 2 or higher
  1128.  
  1129. Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
  1130. Ghost Wish: MP Refresh 2
  1131. Move: Ghost Wish Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1132. Color Grid: Red
  1133. 1 or more adjacent tiles must be activated
  1134. Move level must be 3 or higher
  1135.  
  1136. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  1137. HP 10
  1138. HP 10
  1139. Color Grid: Blue
  1140. 1 or more adjacent tiles must be activated
  1141.  
  1142. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  1143. Sp. Def 5
  1144. Sp. Def 5
  1145. Color Grid: Blue
  1146. 1 or more adjacent tiles must be activated
  1147.  
  1148. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1149. Attack 5
  1150. Attack 5
  1151. Color Grid: Blue
  1152. 1 or more adjacent tiles must be activated
  1153.  
  1154. Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
  1155. Speed 10
  1156. Speed 10
  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. Shadow Force: Power 2
  1162. Shadow Force: Power ↑ 2
  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. Shadow Force: Power 2
  1168. Shadow Force: Power ↑ 2
  1169. Color Grid: Green
  1170. 1 or more adjacent tiles must be activated
  1171.  
  1172. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  1173. Shadow Force: Power 2
  1174. Shadow Force: Power ↑ 2
  1175. Color Grid: Green
  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. Show Me Your Secrets!: MP Refresh 2
  1181. Move: Show Me Your Secrets! Has a chance (30%) 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: 8 Energy, 96 Sync Orb(s)
  1187. Sync Stat Reboot 9
  1188. Returns the user’s lowered stats to normal after using its sync move.
  1189. Color Grid: Yellow
  1190. 1 or more adjacent tiles must be activated
  1191. Move level must be 2 or higher
  1192.  
  1193. Cell 45 | Cost: 8 Energy, 96 Sync Orb(s)
  1194. Haunted Healing 1
  1195. Restores the user’s HP whenever its Pokémon takes an action when the zone is Ghost Zone.
  1196. Color Grid: Yellow
  1197. 1 or more adjacent tiles must be activated
  1198. Move level must be 3 or higher
  1199.  
  1200. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1201. Smarty-Pants
  1202. The more the target’s Sp. Def is lowered, the more it powers up the user’s sync moves.
  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. Renegade Shadow Force: Power 25
  1209. Renegade Shadow Force: 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. Renegade Shadow Force: Power 25
  1216. Renegade Shadow Force: 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 : Sabrina (New Year’s 2022)
  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. Speed 5
  1254. Speed 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. Sp. Def 5
  1260. Sp. Def 5
  1261. Color Grid: Blue
  1262. 1 or more adjacent tiles must be activated
  1263.  
  1264. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1265. Defense 5
  1266. Defense 5
  1267. Color Grid: Blue
  1268. 1 or more adjacent tiles must be activated
  1269.  
  1270. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  1271. Defense 5
  1272. Defense 5
  1273. Color Grid: Blue
  1274. 1 or more adjacent tiles must be activated
  1275.  
  1276. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  1277. Confusion: Power 4
  1278. Confusion: Power ↑ 4
  1279. Color Grid: Green
  1280. 1 or more adjacent tiles must be activated
  1281.  
  1282. Cell 12 | Cost: 7 Energy, 84 Sync Orb(s)
  1283. Confusion: Team Fast-Track 2
  1284. Move: Confusion Has a chance (30%) of raising the Speed of all allied sync pairs by one stat rank when the user’s Pokémon uses a move.
  1285. Color Grid: Red
  1286. 1 or more adjacent tiles must be activated
  1287. Move level must be 2 or higher
  1288.  
  1289. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  1290. Sp. Atk 10
  1291. Sp. Atk 10
  1292. Color Grid: Blue
  1293. 1 or more adjacent tiles must be activated
  1294.  
  1295. Cell 14 | Cost: 8 Energy, 96 Sync Orb(s)
  1296. Confusion: Move Gauge Refresh 9
  1297. Move: Confusion Charges the user’s move gauge by one when its move is successful.
  1298. Color Grid: Red
  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. Recuperation 2
  1304. Restores the user’s HP by approximately 40% of its maximum HP after using its sync move.
  1305. Color Grid: Yellow
  1306. 1 or more adjacent tiles must be activated
  1307. Move level must be 3 or higher
  1308.  
  1309. Cell 16 | Cost: 3 Energy, 36 Sync Orb(s)
  1310. Confusion: Power 4
  1311. Confusion: Power ↑ 4
  1312. Color Grid: Green
  1313. 1 or more adjacent tiles must be activated
  1314. Move level must be 2 or higher
  1315.  
  1316. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1317. Team Tough Luck 4
  1318. Has a chance (50%) of raising the Defense or Sp. Def—or both—of all allied sync pairs by one stat rank when the user is hit by an attack move.
  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. Defense 5
  1325. Defense 5
  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. Confusion: Power 4
  1331. Confusion: 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. Sp. Def 5
  1337. Sp. Def 5
  1338. Color Grid: Blue
  1339. 1 or more adjacent tiles must be activated
  1340.  
  1341. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  1342. Confusion: Power 4
  1343. Confusion: Power ↑ 4
  1344. Color Grid: Green
  1345. 1 or more adjacent tiles must be activated
  1346.  
  1347. Cell 22 | Cost: 10 Energy, 120 Sync Orb(s)
  1348. Clear Your Mind...: Master Healer 1
  1349. Move: Clear Your Mind... Increases the amount of HP restored by the user’s healing moves.
  1350. Color Grid: Red
  1351. 1 or more adjacent tiles must be activated
  1352. Move level must be 2 or higher
  1353.  
  1354. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  1355. Quick Cure
  1356. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  1357. Color Grid: Yellow
  1358. 1 or more adjacent tiles must be activated
  1359. Move level must be 2 or higher
  1360.  
  1361. Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  1362. HP 20
  1363. HP 20
  1364. Color Grid: Blue
  1365. 1 or more adjacent tiles must be activated
  1366. Move level must be 2 or higher
  1367.  
  1368. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  1369. Clear Your Mind...: MP Refresh 2
  1370. Move: Clear Your Mind... Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1371. Color Grid: Red
  1372. 1 or more adjacent tiles must be activated
  1373. Move level must be 3 or higher
  1374.  
  1375. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  1376. Clear Your Mind...: Master Healer 1
  1377. Move: Clear Your Mind... Increases the amount of HP restored by the user’s healing moves.
  1378. Color Grid: Red
  1379. 1 or more adjacent tiles must be activated
  1380. Move level must be 3 or higher
  1381.  
  1382. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1383. Speed 5
  1384. Speed 5
  1385. Color Grid: Blue
  1386. 1 or more adjacent tiles must be activated
  1387.  
  1388. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  1389. Sp. Atk 5
  1390. Sp. Atk 5
  1391. Color Grid: Blue
  1392. 1 or more adjacent tiles must be activated
  1393.  
  1394. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1395. Defense 5
  1396. Defense 5
  1397. Color Grid: Blue
  1398. 1 or more adjacent tiles must be activated
  1399.  
  1400. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  1401. Speed 10
  1402. Speed 10
  1403. Color Grid: Blue
  1404. 1 or more adjacent tiles must be activated
  1405.  
  1406. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  1407. Confusion: Power 4
  1408. Confusion: Power ↑ 4
  1409. Color Grid: Green
  1410. 1 or more adjacent tiles must be activated
  1411.  
  1412. Cell 32 | Cost: 6 Energy, 72 Sync Orb(s)
  1413. Guarded Entry 1
  1414. Raises the user’s Defense and Sp. Def by 1 stat rank when it enters a battle.
  1415. Color Grid: Yellow
  1416. 1 or more adjacent tiles must be activated
  1417. Move level must be 2 or higher
  1418.  
  1419. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  1420. Confusion: Power 4
  1421. Confusion: Power ↑ 4
  1422. Color Grid: Green
  1423. 1 or more adjacent tiles must be activated
  1424.  
  1425. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  1426. Condition Shield: MP Refresh 2
  1427. Move: Condition Shield Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1428. Color Grid: Red
  1429. 1 or more adjacent tiles must be activated
  1430. Move level must be 2 or higher
  1431.  
  1432. Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
  1433. Condition Shield: Group Therapy
  1434. Move: Condition Shield Removes all status conditions from all allied sync pairs when a move is successful.
  1435. Color Grid: Red
  1436. 1 or more adjacent tiles must be activated
  1437. Move level must be 3 or higher
  1438.  
  1439. Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
  1440. Healthy Healing
  1441. Applies the Gradual Healing effect to the user when its HP is full when it enters a battle.
  1442. Color Grid: Yellow
  1443. 1 or more adjacent tiles must be activated
  1444. Move level must be 2 or higher
  1445.  
  1446. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1447. Sync Free-for-All
  1448. Applies the Free Move Next effect to all allied sync pairs the first time the user’s sync move is used each battle.
  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. Sp. Def 5
  1455. Sp. Def 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. HP 10
  1461. HP 10
  1462. Color Grid: Blue
  1463. 1 or more adjacent tiles must be activated
  1464.  
  1465. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  1466. Defense 5
  1467. Defense 5
  1468. Color Grid: Blue
  1469. 1 or more adjacent tiles must be activated
  1470.  
  1471. Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
  1472. X Sp. Atk All: MP Refresh 2
  1473. Move: X Sp. Atk All Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1474. Color Grid: Red
  1475. 1 or more adjacent tiles must be activated
  1476.  
  1477. Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  1478. Sp. Def 10
  1479. Sp. Def 10
  1480. Color Grid: Blue
  1481. 1 or more adjacent tiles must be activated
  1482. Move level must be 2 or higher
  1483.  
  1484. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  1485. Precognition 1
  1486. Quickly charges the user’s move gauge when the terrain is Psychic Terrain.
  1487. Color Grid: Yellow
  1488. 1 or more adjacent tiles must be activated
  1489. Move level must be 2 or higher
  1490.  
  1491. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  1492. Psychic Stasis
  1493. Stats cannot be lowered when the terrain is Psychic Terrain.
  1494. Color Grid: Yellow
  1495. 1 or more adjacent tiles must be activated
  1496. Move level must be 2 or higher
  1497.  
  1498. Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
  1499. X Sp. Atk All: All Ramped Up 1
  1500. Move: X Sp. Atk All Raises the Sp. Atk of all allied sync pairs by 1 stat rank when the user’s move is successful.
  1501. Color Grid: Red
  1502. 1 or more adjacent tiles must be activated
  1503. Move level must be 3 or higher
  1504.  
  1505. Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
  1506. Premonition 2
  1507. Reduces damage when the user is hit by an attack move while the terrain is Psychic Terrain.
  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. Peace and Tranquility Psychic Beam: Power 25
  1514. Peace and Tranquility Psychic Beam: 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. Peace and Tranquility Psychic Beam: Power 25
  1521. Peace and Tranquility Psychic Beam: 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 : Volkner (New Year’s 2022)
  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. Speed 5
  1559. Speed 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. HP 10
  1565. HP 10
  1566. Color Grid: Blue
  1567. 1 or more adjacent tiles must be activated
  1568.  
  1569. Cell 9 | Cost: 4 Energy, 48 Sync Orb(s)
  1570. Sp. Def 10
  1571. Sp. Def 10
  1572. Color Grid: Blue
  1573. 1 or more adjacent tiles must be activated
  1574.  
  1575. Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
  1576. Defense 10
  1577. Defense 10
  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. Discharge: Power 3
  1583. Discharge: Power ↑ 3
  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. Discharge: Power 3
  1589. Discharge: Power ↑ 3
  1590. Color Grid: Green
  1591. 1 or more adjacent tiles must be activated
  1592.  
  1593. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  1594. Discharge: Power 3
  1595. Discharge: Power ↑ 3
  1596. Color Grid: Green
  1597. 1 or more adjacent tiles must be activated
  1598. Move level must be 2 or higher
  1599.  
  1600. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1601. Discharge: Move Gauge Refresh 2
  1602. Move: Discharge Has a chance (30%) 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: 6 Energy, 72 Sync Orb(s)
  1608. Fast-Track 9
  1609. Raises the user’s Speed by one stat rank after its Pokémon uses a move.
  1610. Color Grid: Yellow
  1611. 1 or more adjacent tiles must be activated
  1612. Move level must be 2 or higher
  1613.  
  1614. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  1615. Soften Up 1
  1616. Critical hits land more easily when the user attacks with a sync move.
  1617. Color Grid: Yellow
  1618. 1 or more adjacent tiles must be activated
  1619. Move level must be 3 or higher
  1620.  
  1621. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1622. Ramming Speed
  1623. The more the user’s Speed is raised, the more it powers up the user’s moves.
  1624. Color Grid: Yellow
  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. HP 10
  1630. HP 10
  1631. Color Grid: Blue
  1632. 1 or more adjacent tiles must be activated
  1633.  
  1634. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  1635. Thunder: Power 3
  1636. Thunder: Power ↑ 3
  1637. Color Grid: Green
  1638. 1 or more adjacent tiles must be activated
  1639.  
  1640. Cell 20 | Cost: 4 Energy, 48 Sync Orb(s)
  1641. Speed 10
  1642. Speed 10
  1643. Color Grid: Blue
  1644. 1 or more adjacent tiles must be activated
  1645.  
  1646. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  1647. Thunder: Power 3
  1648. Thunder: Power ↑ 3
  1649. Color Grid: Green
  1650. 1 or more adjacent tiles must be activated
  1651.  
  1652. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  1653. Thunder: Power 3
  1654. Thunder: Power ↑ 3
  1655. Color Grid: Green
  1656. 1 or more adjacent tiles must be activated
  1657.  
  1658. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  1659. Thunder: Accuracy 10
  1660. Thunder: Accuracy ↑ 10
  1661. Color Grid: Green
  1662. 1 or more adjacent tiles must be activated
  1663.  
  1664. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  1665. Pinpoint Entry 1
  1666. Raises the user’s accuracy by 1 stat rank when it enters a battle.
  1667. Color Grid: Yellow
  1668. 1 or more adjacent tiles must be activated
  1669. Move level must be 2 or higher
  1670.  
  1671. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  1672. Thunder: Move Gauge Refresh 2
  1673. Move: Thunder Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  1674. Color Grid: Red
  1675. 1 or more adjacent tiles must be activated
  1676. Move level must be 2 or higher
  1677.  
  1678. Cell 26 | Cost: 4 Energy, 48 Sync Orb(s)
  1679. Thunder: Accuracy 10
  1680. Thunder: Accuracy ↑ 10
  1681. Color Grid: Green
  1682. 1 or more adjacent tiles must be activated
  1683. Move level must be 2 or higher
  1684.  
  1685. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  1686. Thunder: Paralysis Synergy 2
  1687. Move: Thunder Powers up the user’s moves when the target is paralyzed.
  1688. Color Grid: Red
  1689. 1 or more adjacent tiles must be activated
  1690. Move level must be 3 or higher
  1691.  
  1692. Cell 28 | Cost: 9 Energy, 108 Sync Orb(s)
  1693. Thunder: Super Countdown 1
  1694. Move: Thunder Has a chance (20%) of reducing the user’s sync move countdown by one when its move is super effective.
  1695. Color Grid: Red
  1696. 1 or more adjacent tiles must be activated
  1697. Move level must be 3 or higher
  1698.  
  1699. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1700. Speed 5
  1701. Speed 5
  1702. Color Grid: Blue
  1703. 1 or more adjacent tiles must be activated
  1704.  
  1705. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  1706. Sp. Atk 10
  1707. Sp. Atk 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. Discharge: Power 3
  1713. Discharge: Power ↑ 3
  1714. Color Grid: Green
  1715. 1 or more adjacent tiles must be activated
  1716.  
  1717. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  1718. Sp. Def 5
  1719. Sp. Def 5
  1720. Color Grid: Blue
  1721. 1 or more adjacent tiles must be activated
  1722.  
  1723. Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
  1724. Static Shock 3
  1725. Powers up the user’s sync moves when the target is paralyzed.
  1726. Color Grid: Yellow
  1727. 1 or more adjacent tiles must be activated
  1728. Move level must be 2 or higher
  1729.  
  1730. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  1731. X Sp. Atk: MP Refresh 2
  1732. Move: X Sp. Atk Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  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: 3 Energy, 36 Sync Orb(s)
  1738. Discharge: Power 3
  1739. Discharge: Power ↑ 3
  1740. Color Grid: Green
  1741. 1 or more adjacent tiles must be activated
  1742. Move level must be 2 or higher
  1743.  
  1744. Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
  1745. Static Shock 5
  1746. Powers up the user’s sync moves when the target is paralyzed.
  1747. Color Grid: Yellow
  1748. 1 or more adjacent tiles must be activated
  1749. Move level must be 3 or higher
  1750.  
  1751. Cell 37 | Cost: 8 Energy, 96 Sync Orb(s)
  1752. Super Syncer
  1753. Applies the Supereffective ↑ Next effect to the user the first time its sync move is used each battle.
  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: 5 Energy, 60 Sync Orb(s)
  1759. Lithe
  1760. Prevents the user from getting paralyzed.
  1761. Color Grid: Yellow
  1762. 1 or more adjacent tiles must be activated
  1763.  
  1764. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1765. HP 10
  1766. HP 10
  1767. Color Grid: Blue
  1768. 1 or more adjacent tiles must be activated
  1769.  
  1770. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  1771. Thunder: Power 3
  1772. Thunder: Power ↑ 3
  1773. Color Grid: Green
  1774. 1 or more adjacent tiles must be activated
  1775.  
  1776. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  1777. Defense 5
  1778. Defense 5
  1779. Color Grid: Blue
  1780. 1 or more adjacent tiles must be activated
  1781.  
  1782. Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
  1783. Super Crit 9
  1784. Raises the user’s critical-hit rate by one stat rank when its move is super effective.
  1785. Color Grid: Yellow
  1786. 1 or more adjacent tiles must be activated
  1787. Move level must be 2 or higher
  1788.  
  1789. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  1790. It’s Electric!: MP Refresh 2
  1791. Move: It’s Electric! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1792. Color Grid: Red
  1793. 1 or more adjacent tiles must be activated
  1794. Move level must be 2 or higher
  1795.  
  1796. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  1797. Shock Recovery 1
  1798. Restores the user’s HP whenever its Pokémon takes an action when the terrain is Electric Terrain.
  1799. Color Grid: Yellow
  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. Super Savvy 9
  1805. Raises the user’s Sp. Atk by one stat rank when its move is super effective.
  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: 8 Energy, 96 Sync Orb(s)
  1811. Double Down 3
  1812. Powers up sync moves that are super effective.
  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: 5 Energy, 60 Sync Orb(s)
  1818. Hope and Happiness Electric Beam: Power 25
  1819. Hope and Happiness Electric Beam: Power ↑ 25
  1820. Color Grid: Purple
  1821. 1 or more adjacent tiles must be activated
  1822. Move level must be 3 or higher
  1823.  
  1824. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1825. Hope and Happiness Electric Beam: Power 25
  1826. Hope and Happiness Electric Beam: Power ↑ 25
  1827. Color Grid: Purple
  1828. 1 or more adjacent tiles must be activated
  1829. Move level must be 3 or higher
  1830.  
  1831. Trainer : Lucas
  1832. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1833. HP 10
  1834. HP 10
  1835. Color Grid: Blue
  1836.  
  1837. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1838. Sp. Atk 5
  1839. Sp. Atk 5
  1840. Color Grid: Blue
  1841.  
  1842. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1843. Defense 5
  1844. Defense 5
  1845. Color Grid: Blue
  1846.  
  1847. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1848. Sp. Atk 5
  1849. Sp. Atk 5
  1850. Color Grid: Blue
  1851.  
  1852. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1853. Sp. Def 5
  1854. Sp. Def 5
  1855. Color Grid: Blue
  1856.  
  1857. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1858. Speed 5
  1859. Speed 5
  1860. Color Grid: Blue
  1861.  
  1862. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1863. Sp. Def 5
  1864. Sp. Def 5
  1865. Color Grid: Blue
  1866. 1 or more adjacent tiles must be activated
  1867.  
  1868. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1869. Defense 5
  1870. Defense 5
  1871. Color Grid: Blue
  1872. 1 or more adjacent tiles must be activated
  1873.  
  1874. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1875. Sp. Atk 5
  1876. Sp. Atk 5
  1877. Color Grid: Blue
  1878. 1 or more adjacent tiles must be activated
  1879.  
  1880. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  1881. Sp. Def 5
  1882. Sp. Def 5
  1883. Color Grid: Blue
  1884. 1 or more adjacent tiles must be activated
  1885.  
  1886. Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
  1887. Speed 5
  1888. Speed 5
  1889. Color Grid: Blue
  1890. 1 or more adjacent tiles must be activated
  1891.  
  1892. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  1893. Roar of Time: Power 2
  1894. Roar of Time: Power ↑ 2
  1895. Color Grid: Green
  1896. 1 or more adjacent tiles must be activated
  1897. Move level must be 2 or higher
  1898.  
  1899. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  1900. Roar of Time: Power 2
  1901. Roar of Time: Power ↑ 2
  1902. Color Grid: Green
  1903. 1 or more adjacent tiles must be activated
  1904.  
  1905. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1906. Roar of Time: Move Gauge Refresh 4
  1907. Move: Roar of Time Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  1908. Color Grid: Red
  1909. 1 or more adjacent tiles must be activated
  1910. Move level must be 2 or higher
  1911.  
  1912. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  1913. Roar of Time: Propulsion 1
  1914. Move: Roar of Time Has a chance (20%) of reducing the user’s sync move countdown by one when the user’s move is successful.
  1915. Color Grid: Red
  1916. 1 or more adjacent tiles must be activated
  1917. Move level must be 3 or higher
  1918.  
  1919. Cell 16 | Cost: 3 Energy, 36 Sync Orb(s)
  1920. Roar of Time: Power 2
  1921. Roar of Time: Power ↑ 2
  1922. Color Grid: Green
  1923. 1 or more adjacent tiles must be activated
  1924. Move level must be 2 or higher
  1925.  
  1926. Cell 17 | Cost: 9 Energy, 108 Sync Orb(s)
  1927. Roar of Time: Mind Games 4
  1928. Move: Roar of Time Has a chance (50%) of lowering the target’s Sp. Def by one stat rank when the user’s attack move against it is successful.
  1929. Color Grid: Red
  1930. 1 or more adjacent tiles must be activated
  1931. Move level must be 3 or higher
  1932.  
  1933. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1934. HP 10
  1935. HP 10
  1936. Color Grid: Blue
  1937. 1 or more adjacent tiles must be activated
  1938.  
  1939. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  1940. Roar of Time: Accuracy 5
  1941. Roar of Time: Accuracy ↑ 5
  1942. Color Grid: Green
  1943. 1 or more adjacent tiles must be activated
  1944.  
  1945. Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
  1946. X Speed +: MP Refresh 2
  1947. Move: X Speed + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1948. Color Grid: Red
  1949. 1 or more adjacent tiles must be activated
  1950.  
  1951. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  1952. Roar of Time: Accuracy 5
  1953. Roar of Time: Accuracy ↑ 5
  1954. Color Grid: Green
  1955. 1 or more adjacent tiles must be activated
  1956. Move level must be 2 or higher
  1957.  
  1958. Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  1959. Speed 5
  1960. Speed 5
  1961. Color Grid: Blue
  1962. 1 or more adjacent tiles must be activated
  1963.  
  1964. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  1965. HP 20
  1966. HP 20
  1967. Color Grid: Blue
  1968. 1 or more adjacent tiles must be activated
  1969. Move level must be 2 or higher
  1970.  
  1971. Cell 24 | Cost: 6 Energy, 72 Sync Orb(s)
  1972. Natural Remedy
  1973. Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
  1974. Color Grid: Yellow
  1975. 1 or more adjacent tiles must be activated
  1976. Move level must be 2 or higher
  1977.  
  1978. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  1979. Super Command 4
  1980. Has a chance (50%) of applying the Supereffective ↑ Next effect to the user when its Trainer uses a move.
  1981. Color Grid: Yellow
  1982. 1 or more adjacent tiles must be activated
  1983. Move level must be 3 or higher
  1984.  
  1985. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  1986. Piercing Gaze
  1987. Moves never miss.
  1988. Color Grid: Yellow
  1989. 1 or more adjacent tiles must be activated
  1990. Move level must be 3 or higher
  1991.  
  1992. Cell 27 | Cost: 5 Energy, 60 Sync Orb(s)
  1993. Sand Shelter
  1994. Protects the user from damage from a sandstorm.
  1995. Color Grid: Yellow
  1996. 1 or more adjacent tiles must be activated
  1997.  
  1998. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  1999. Sp. Def 5
  2000. Sp. Def 5
  2001. Color Grid: Blue
  2002. 1 or more adjacent tiles must be activated
  2003.  
  2004. Cell 29 | Cost: 3 Energy, 36 Sync Orb(s)
  2005. Roar of Time: Power 2
  2006. Roar of Time: Power ↑ 2
  2007. Color Grid: Green
  2008. 1 or more adjacent tiles must be activated
  2009.  
  2010. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  2011. Roar of Time: Power 2
  2012. Roar of Time: Power ↑ 2
  2013. Color Grid: Green
  2014. 1 or more adjacent tiles must be activated
  2015.  
  2016. Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
  2017. Speed 10
  2018. Speed 10
  2019. Color Grid: Blue
  2020. 1 or more adjacent tiles must be activated
  2021. Move level must be 2 or higher
  2022.  
  2023. Cell 32 | Cost: 9 Energy, 108 Sync Orb(s)
  2024. Draconic Sync 4
  2025. Powers up the user’s sync move when the zone is Dragon Zone.
  2026. Color Grid: Yellow
  2027. 1 or more adjacent tiles must be activated
  2028. Move level must be 2 or higher
  2029.  
  2030. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  2031. Draconic Power 2
  2032. Powers up the user’s moves when the zone is Dragon Zone.
  2033. Color Grid: Yellow
  2034. 1 or more adjacent tiles must be activated
  2035. Move level must be 3 or higher
  2036.  
  2037. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  2038. Dragon Wish: Move Gauge Refresh 3
  2039. Move: Dragon Wish Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  2040. Color Grid: Red
  2041. 1 or more adjacent tiles must be activated
  2042. Move level must be 2 or higher
  2043.  
  2044. Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
  2045. Dragon Wish: MP Refresh 2
  2046. Move: Dragon Wish Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2047. Color Grid: Red
  2048. 1 or more adjacent tiles must be activated
  2049. Move level must be 3 or higher
  2050.  
  2051. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  2052. Speed 5
  2053. Speed 5
  2054. Color Grid: Blue
  2055. 1 or more adjacent tiles must be activated
  2056.  
  2057. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  2058. HP 10
  2059. HP 10
  2060. Color Grid: Blue
  2061. 1 or more adjacent tiles must be activated
  2062.  
  2063. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  2064. Defense 5
  2065. Defense 5
  2066. Color Grid: Blue
  2067. 1 or more adjacent tiles must be activated
  2068.  
  2069. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  2070. Sp. Def 5
  2071. Sp. Def 5
  2072. Color Grid: Blue
  2073. 1 or more adjacent tiles must be activated
  2074.  
  2075. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  2076. It’s Our Time!: MP Refresh 2
  2077. Move: It’s Our Time! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2078. Color Grid: Red
  2079. 1 or more adjacent tiles must be activated
  2080.  
  2081. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  2082. Speed 5
  2083. Speed 5
  2084. Color Grid: Blue
  2085. 1 or more adjacent tiles must be activated
  2086.  
  2087. Cell 42 | Cost: 5 Energy, 60 Sync Orb(s)
  2088. Dauntless
  2089. Sp. Atk cannot be lowered.
  2090. Color Grid: Yellow
  2091. 1 or more adjacent tiles must be activated
  2092. Move level must be 2 or higher
  2093.  
  2094. Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  2095. Defense 10
  2096. Defense 10
  2097. Color Grid: Blue
  2098. 1 or more adjacent tiles must be activated
  2099. Move level must be 2 or higher
  2100.  
  2101. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  2102. Sp. Atk 20
  2103. Sp. Atk 20
  2104. Color Grid: Blue
  2105. 1 or more adjacent tiles must be activated
  2106. Move level must be 2 or higher
  2107.  
  2108. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  2109. Inertia
  2110. The more user’s Speed is raised, the more it powers up the user’s sync moves.
  2111. Color Grid: Yellow
  2112. 1 or more adjacent tiles must be activated
  2113. Move level must be 3 or higher
  2114.  
  2115. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  2116. Draconic Acceleration 2
  2117. Quickly charges the move gauge when the zone is Dragon Zone.
  2118. Color Grid: Yellow
  2119. 1 or more adjacent tiles must be activated
  2120. Move level must be 3 or higher
  2121.  
  2122. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  2123. Illuminating Roar of Time: Power 25
  2124. Illuminating Roar of Time: Power ↑ 25
  2125. Color Grid: Purple
  2126. 1 or more adjacent tiles must be activated
  2127. Move level must be 3 or higher
  2128.  
  2129. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  2130. Illuminating Roar of Time: Power 25
  2131. Illuminating Roar of Time: Power ↑ 25
  2132. Color Grid: Purple
  2133. 1 or more adjacent tiles must be activated
  2134. Move level must be 3 or higher
  2135.  
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