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- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
- X Defense All: MP Refresh 3
- Move: X Defense All Has a moderately good chance of restoring one MP of the move used if the move is successful.
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 5
- Defense 5
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 5 Energy, 60 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 8 Energy, 96 Sync Orb(s)
- Tough Cookie
- The more the user’s Defense has been raised, the more it powers up moves.
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
- Clang!: Berserk Bunch 1
- Move: Clang! Raises the Attack of all allied sync pairs when a move is successful.
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 3 Energy, 36 Sync Orb(s)
- Sand Shelter
- Protects the Pokémon from damage from a sandstorm.
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Soothing Sand 1
- Restores the Pokémon’s HP whenever it takes an action during a sandstorm.
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 8 Energy, 96 Sync Orb(s)
- Tough Cookie
- The more the user’s Defense has been raised, the more it powers up moves.
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
- Clang!: MP Refresh 3
- Move: Clang! Has a moderately good chance of restoring one MP of the move used if the move is successful.
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
- Attack 20
- Attack 20
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
- Recuperation 2
- Restores the user’s HP after using a sync move.
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Impatient 1
- Has a small chance of reducing the user’s sync move countdown by one when the user is hit by an attack move.
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- Gyro Ball: Power 4
- Gyro Ball: Power ↑ 4
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Gyro Ball: Power 4
- Gyro Ball: Power ↑ 4
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Gyro Ball: Power 4
- Gyro Ball: Power ↑ 4
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 6 Energy, 72 Sync Orb(s)
- Gyro Ball: Move Gauge Refresh 4
- Move: Gyro Ball Has a good chance of charging the user’s move gauge by one when a move is successful.
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
- Gyro Ball: Power 4
- Gyro Ball: Power ↑ 4
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 2 Energy, 24 Sync Orb(s)
- Gyro Ball: Power 4
- Gyro Ball: Power ↑ 4
- 1 or more adjacent tiles must be activated
- Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
- Clang!: Lockstep 9
- Move: Clang! Charges the move gauges of all allied sync pairs by one when a move is successful.
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Gyro Ball: Surging Sand 9
- Move: Gyro Ball Powers up moves in a sandstorm.
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
- Unyielding 2
- 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.
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 37 | Cost: 8 Energy, 96 Sync Orb(s)
- Rejuvenate 6
- Charges the user’s move gauge by six after using a sync move.
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 5 Energy, 60 Sync Orb(s)
- Iron Tail: Accuracy 10
- Iron Tail: Accuracy ↑ 10
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Iron Tail: Power 3
- Iron Tail: Power ↑ 3
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
- Iron Tail: Power 3
- Iron Tail: Power ↑ 3
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 6 Energy, 72 Sync Orb(s)
- Iron Tail: Move Gauge Refresh 3
- Move: Iron Tail Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
- Iron Tail: Power 3
- Iron Tail: Power ↑ 3
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 2 Energy, 24 Sync Orb(s)
- Iron Tail: Power 3
- Iron Tail: Power ↑ 3
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 5 Energy, 60 Sync Orb(s)
- Iron Tail: Accuracy 10
- Iron Tail: Accuracy ↑ 10
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- HP 50
- HP 50
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
- Iron Tail: On a Roll 1
- Move: Iron Tail Raises the chance of lowering stat values with the additional effects of moves.
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Steel-Clad Iron Tail: Power 25
- Steel-Clad Iron Tail: Power ↑ 25
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Steel-Clad Iron Tail: Power 25
- Steel-Clad Iron Tail: Power ↑ 25
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
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