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Jasmine Sync Grid

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Apr 27th, 2020
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  1. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  2. HP 10
  3. HP 10
  4.  
  5. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  6. Attack 5
  7. Attack 5
  8.  
  9. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  10. Defense 5
  11. Defense 5
  12.  
  13. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  14. Attack 5
  15. Attack 5
  16.  
  17. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  18. Sp. Def 5
  19. Sp. Def 5
  20.  
  21. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  22. Speed 5
  23. Speed 5
  24.  
  25. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  26. Defense 5
  27. Defense 5
  28. 1 or more adjacent tiles must be activated
  29.  
  30. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  31. Sp. Def 5
  32. Sp. Def 5
  33. 1 or more adjacent tiles must be activated
  34.  
  35. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  36. Defense 5
  37. Defense 5
  38. 1 or more adjacent tiles must be activated
  39.  
  40. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  41. Sp. Def 5
  42. Sp. Def 5
  43. 1 or more adjacent tiles must be activated
  44.  
  45. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  46. X Defense All: MP Refresh 3
  47. Move: X Defense All Has a moderately good chance of restoring one MP of the move used if the move is successful.
  48. 1 or more adjacent tiles must be activated
  49.  
  50. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  51. Defense 5
  52. Defense 5
  53. 1 or more adjacent tiles must be activated
  54. Move level must be 2 or higher
  55.  
  56. Cell 13 | Cost: 5 Energy, 60 Sync Orb(s)
  57. Sp. Def 10
  58. Sp. Def 10
  59. 1 or more adjacent tiles must be activated
  60.  
  61. Cell 14 | Cost: 8 Energy, 96 Sync Orb(s)
  62. Tough Cookie
  63. The more the user’s Defense has been raised, the more it powers up moves.
  64. 1 or more adjacent tiles must be activated
  65. Move level must be 2 or higher
  66.  
  67. Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
  68. Clang!: Berserk Bunch 1
  69. Move: Clang! Raises the Attack of all allied sync pairs when a move is successful.
  70. 1 or more adjacent tiles must be activated
  71. Move level must be 3 or higher
  72.  
  73. Cell 16 | Cost: 3 Energy, 36 Sync Orb(s)
  74. Sand Shelter
  75. Protects the Pokémon from damage from a sandstorm.
  76. 1 or more adjacent tiles must be activated
  77. Move level must be 2 or higher
  78.  
  79. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  80. Soothing Sand 1
  81. Restores the Pokémon’s HP whenever it takes an action during a sandstorm.
  82. 1 or more adjacent tiles must be activated
  83. Move level must be 3 or higher
  84.  
  85. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  86. Attack 5
  87. Attack 5
  88. 1 or more adjacent tiles must be activated
  89.  
  90. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  91. Attack 5
  92. Attack 5
  93. 1 or more adjacent tiles must be activated
  94.  
  95. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  96. Attack 5
  97. Attack 5
  98. 1 or more adjacent tiles must be activated
  99.  
  100. Cell 21 | Cost: 8 Energy, 96 Sync Orb(s)
  101. Tough Cookie
  102. The more the user’s Defense has been raised, the more it powers up moves.
  103. 1 or more adjacent tiles must be activated
  104.  
  105. Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
  106. Clang!: MP Refresh 3
  107. Move: Clang! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  108. 1 or more adjacent tiles must be activated
  109. Move level must be 2 or higher
  110.  
  111. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  112. HP 20
  113. HP 20
  114. 1 or more adjacent tiles must be activated
  115. Move level must be 2 or higher
  116.  
  117. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  118. Attack 20
  119. Attack 20
  120. 1 or more adjacent tiles must be activated
  121. Move level must be 2 or higher
  122.  
  123. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  124. Recuperation 2
  125. Restores the user’s HP after using a sync move.
  126. 1 or more adjacent tiles must be activated
  127. Move level must be 3 or higher
  128.  
  129. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  130. Impatient 1
  131. Has a small chance of reducing the user’s sync move countdown by one when the user is hit by an attack move.
  132. 1 or more adjacent tiles must be activated
  133. Move level must be 3 or higher
  134.  
  135. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  136. Attack 5
  137. Attack 5
  138. 1 or more adjacent tiles must be activated
  139.  
  140. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  141. Gyro Ball: Power 4
  142. Gyro Ball: Power ↑ 4
  143. 1 or more adjacent tiles must be activated
  144.  
  145. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  146. Gyro Ball: Power 4
  147. Gyro Ball: Power ↑ 4
  148. 1 or more adjacent tiles must be activated
  149.  
  150. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  151. Gyro Ball: Power 4
  152. Gyro Ball: Power ↑ 4
  153. 1 or more adjacent tiles must be activated
  154.  
  155. Cell 31 | Cost: 6 Energy, 72 Sync Orb(s)
  156. Gyro Ball: Move Gauge Refresh 4
  157. Move: Gyro Ball Has a good chance of charging the user’s move gauge by one when a move is successful.
  158. 1 or more adjacent tiles must be activated
  159.  
  160. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  161. Gyro Ball: Power 4
  162. Gyro Ball: Power ↑ 4
  163. 1 or more adjacent tiles must be activated
  164. Move level must be 2 or higher
  165.  
  166. Cell 33 | Cost: 2 Energy, 24 Sync Orb(s)
  167. Gyro Ball: Power 4
  168. Gyro Ball: Power ↑ 4
  169. 1 or more adjacent tiles must be activated
  170.  
  171. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  172. Clang!: Lockstep 9
  173. Move: Clang! Charges the move gauges of all allied sync pairs by one when a move is successful.
  174. 1 or more adjacent tiles must be activated
  175. Move level must be 2 or higher
  176.  
  177. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  178. Gyro Ball: Surging Sand 9
  179. Move: Gyro Ball Powers up moves in a sandstorm.
  180. 1 or more adjacent tiles must be activated
  181. Move level must be 3 or higher
  182.  
  183. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  184. Unyielding 2
  185. When the user has endured the most recent hit and has 1 HP remaining, has a moderate chance of allowing the user to endure an additional hit.
  186. 1 or more adjacent tiles must be activated
  187. Move level must be 2 or higher
  188.  
  189. Cell 37 | Cost: 8 Energy, 96 Sync Orb(s)
  190. Rejuvenate 6
  191. Charges the user’s move gauge by six after using a sync move.
  192. 1 or more adjacent tiles must be activated
  193. Move level must be 3 or higher
  194.  
  195. Cell 38 | Cost: 5 Energy, 60 Sync Orb(s)
  196. Iron Tail: Accuracy 10
  197. Iron Tail: Accuracy ↑ 10
  198. 1 or more adjacent tiles must be activated
  199.  
  200. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  201. Iron Tail: Power 3
  202. Iron Tail: Power ↑ 3
  203. 1 or more adjacent tiles must be activated
  204.  
  205. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  206. Iron Tail: Power 3
  207. Iron Tail: Power ↑ 3
  208. 1 or more adjacent tiles must be activated
  209.  
  210. Cell 41 | Cost: 6 Energy, 72 Sync Orb(s)
  211. Iron Tail: Move Gauge Refresh 3
  212. Move: Iron Tail Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  213. 1 or more adjacent tiles must be activated
  214.  
  215. Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
  216. Iron Tail: Power 3
  217. Iron Tail: Power ↑ 3
  218. 1 or more adjacent tiles must be activated
  219. Move level must be 2 or higher
  220.  
  221. Cell 43 | Cost: 2 Energy, 24 Sync Orb(s)
  222. Iron Tail: Power 3
  223. Iron Tail: Power ↑ 3
  224. 1 or more adjacent tiles must be activated
  225. Move level must be 2 or higher
  226.  
  227. Cell 44 | Cost: 5 Energy, 60 Sync Orb(s)
  228. Iron Tail: Accuracy 10
  229. Iron Tail: Accuracy ↑ 10
  230. 1 or more adjacent tiles must be activated
  231. Move level must be 2 or higher
  232.  
  233. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  234. HP 50
  235. HP 50
  236. 1 or more adjacent tiles must be activated
  237. Move level must be 3 or higher
  238.  
  239. Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
  240. Iron Tail: On a Roll 1
  241. Move: Iron Tail Raises the chance of lowering stat values with the additional effects of moves.
  242. 1 or more adjacent tiles must be activated
  243. Move level must be 3 or higher
  244.  
  245. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  246. Steel-Clad Iron Tail: Power 25
  247. Steel-Clad Iron Tail: Power ↑ 25
  248. 1 or more adjacent tiles must be activated
  249. Move level must be 3 or higher
  250.  
  251. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  252. Steel-Clad Iron Tail: Power 25
  253. Steel-Clad Iron Tail: Power ↑ 25
  254. 1 or more adjacent tiles must be activated
  255. Move level must be 3 or higher
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