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💠 (2.23.0) All New Sync Grids

Jul 27th, 2022 (edited)
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  1. ====================================================
  2. Trainer : Sygna Suit Brendan
  3. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  4. HP 10
  5. HP 10
  6. Color Grid: 🟦 Blue
  7.  
  8. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  9. Sp. Atk 5
  10. Sp. Atk 5
  11. Color Grid: 🟦 Blue
  12.  
  13. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  14. Defense 5
  15. Defense 5
  16. Color Grid: 🟦 Blue
  17.  
  18. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  19. Sp. Atk 5
  20. Sp. Atk 5
  21. Color Grid: 🟦 Blue
  22.  
  23. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  24. Sp. Def 5
  25. Sp. Def 5
  26. Color Grid: 🟦 Blue
  27.  
  28. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  29. Speed 5
  30. Speed 5
  31. Color Grid: 🟦 Blue
  32.  
  33. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  34. Speed 5
  35. Speed 5
  36. Color Grid: 🟦 Blue
  37. 1 or more adjacent tiles must be activated
  38.  
  39. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  40. Defense 5
  41. Defense 5
  42. Color Grid: 🟦 Blue
  43. 1 or more adjacent tiles must be activated
  44.  
  45. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  46. Sp. Def 5
  47. Sp. Def 5
  48. Color Grid: 🟦 Blue
  49. 1 or more adjacent tiles must be activated
  50.  
  51. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  52. Luster Purge: Power 3
  53. Luster Purge: Power ↑ 3
  54. Color Grid: 🟩 Green
  55. 1 or more adjacent tiles must be activated
  56.  
  57. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  58. Luster Purge: Move Gauge Refresh 3
  59. Move: Luster Purge Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  60. Color Grid: 🟥 Red
  61. 1 or more adjacent tiles must be activated
  62.  
  63. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  64. Luster Purge: Power 3
  65. Luster Purge: Power ↑ 3
  66. Color Grid: 🟩 Green
  67. 1 or more adjacent tiles must be activated
  68. Move level must be 2 or higher
  69.  
  70. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  71. Luster Purge: Power 3
  72. Luster Purge: Power ↑ 3
  73. Color Grid: 🟩 Green
  74. 1 or more adjacent tiles must be activated
  75.  
  76. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  77. Quick Cure
  78. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  79. Color Grid: 🟨 Yellow
  80. 1 or more adjacent tiles must be activated
  81. Move level must be 2 or higher
  82.  
  83. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  84. Head Start 1
  85. Reduces the user’s sync move countdown by 1 the first time it enters a battle each battle.
  86. Color Grid: 🟨 Yellow
  87. 1 or more adjacent tiles must be activated
  88. Move level must be 3 or higher
  89.  
  90. Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
  91. Flying Free!: MP Refresh 2
  92. Move: Flying Free! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  93. Color Grid: 🟥 Red
  94. 1 or more adjacent tiles must be activated
  95. Move level must be 2 or higher
  96.  
  97. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  98. Team Sharp Entry 1
  99. Raises the critical-hit rate of all allied sync pairs by 1 stat rank when the user enters a battle.
  100. Color Grid: 🟨 Yellow
  101. 1 or more adjacent tiles must be activated
  102. Move level must be 3 or higher
  103.  
  104. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  105. Speed 5
  106. Speed 5
  107. Color Grid: 🟦 Blue
  108. 1 or more adjacent tiles must be activated
  109.  
  110. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  111. Sp. Def 5
  112. Sp. Def 5
  113. Color Grid: 🟦 Blue
  114. 1 or more adjacent tiles must be activated
  115.  
  116. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  117. HP 10
  118. HP 10
  119. Color Grid: 🟦 Blue
  120. 1 or more adjacent tiles must be activated
  121.  
  122. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  123. Luster Purge: Power 3
  124. Luster Purge: Power ↑ 3
  125. Color Grid: 🟩 Green
  126. 1 or more adjacent tiles must be activated
  127.  
  128. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  129. Luster Purge: Power 3
  130. Luster Purge: Power ↑ 3
  131. Color Grid: 🟩 Green
  132. 1 or more adjacent tiles must be activated
  133. Move level must be 2 or higher
  134.  
  135. Cell 23 | Cost: 10 Energy, 120 Sync Orb(s)
  136. Potion: Master Healer 1
  137. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  138. Color Grid: 🟥 Red
  139. 1 or more adjacent tiles must be activated
  140. Move level must be 2 or higher
  141.  
  142. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  143. Potion: MP Refresh 2
  144. Move: Potion Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  145. Color Grid: 🟥 Red
  146. 1 or more adjacent tiles must be activated
  147. Move level must be 2 or higher
  148.  
  149. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  150. Potion: MP Refresh 2
  151. Move: Potion Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  152. Color Grid: 🟥 Red
  153. 1 or more adjacent tiles must be activated
  154. Move level must be 3 or higher
  155.  
  156. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  157. Potion: Master Healer 1
  158. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  159. Color Grid: 🟥 Red
  160. 1 or more adjacent tiles must be activated
  161. Move level must be 3 or higher
  162.  
  163. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  164. Speed 5
  165. Speed 5
  166. Color Grid: 🟦 Blue
  167. 1 or more adjacent tiles must be activated
  168.  
  169. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  170. HP 10
  171. HP 10
  172. Color Grid: 🟦 Blue
  173. 1 or more adjacent tiles must be activated
  174.  
  175. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  176. Defense 5
  177. Defense 5
  178. Color Grid: 🟦 Blue
  179. 1 or more adjacent tiles must be activated
  180.  
  181. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  182. Dragon Breath: Power 4
  183. Dragon Breath: Power ↑ 4
  184. Color Grid: 🟩 Green
  185. 1 or more adjacent tiles must be activated
  186.  
  187. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  188. Dragon Breath: Move Gauge Refresh 3
  189. Move: Dragon Breath Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  190. Color Grid: 🟥 Red
  191. 1 or more adjacent tiles must be activated
  192.  
  193. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  194. Dragon Breath: Power 4
  195. Dragon Breath: Power ↑ 4
  196. Color Grid: 🟩 Green
  197. 1 or more adjacent tiles must be activated
  198. Move level must be 2 or higher
  199.  
  200. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  201. Dragon Breath: Power 4
  202. Dragon Breath: Power ↑ 4
  203. Color Grid: 🟩 Green
  204. 1 or more adjacent tiles must be activated
  205.  
  206. Cell 34 | Cost: 10 Energy, 120 Sync Orb(s)
  207. Dragon Breath: Hostile Environment 1
  208. Move: Dragon Breath Raises the chance of inflicting status conditions with the additional effects of moves.
  209. Color Grid: 🟥 Red
  210. 1 or more adjacent tiles must be activated
  211. Move level must be 2 or higher
  212.  
  213. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  214. Impervious
  215. Stats cannot be lowered.
  216. Color Grid: 🟨 Yellow
  217. 1 or more adjacent tiles must be activated
  218. Move level must be 3 or higher
  219.  
  220. Cell 36 | Cost: 7 Energy, 84 Sync Orb(s)
  221. Sp. Def 20
  222. Sp. Def 20
  223. Color Grid: 🟦 Blue
  224. 1 or more adjacent tiles must be activated
  225. Move level must be 2 or higher
  226.  
  227. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  228. Sync Free-for-All
  229. Applies the Free Move Next effect to all allied sync pairs the first time the user’s sync move is used each battle.
  230. Color Grid: 🟨 Yellow
  231. 1 or more adjacent tiles must be activated
  232. Move level must be 3 or higher
  233.  
  234. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  235. Defense 5
  236. Defense 5
  237. Color Grid: 🟦 Blue
  238. 1 or more adjacent tiles must be activated
  239.  
  240. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  241. HP 10
  242. HP 10
  243. Color Grid: 🟦 Blue
  244. 1 or more adjacent tiles must be activated
  245.  
  246. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  247. Dragon Breath: Power 4
  248. Dragon Breath: Power ↑ 4
  249. Color Grid: 🟩 Green
  250. 1 or more adjacent tiles must be activated
  251.  
  252. Cell 41 | Cost: 8 Energy, 96 Sync Orb(s)
  253. Precognition 2
  254. Quickly charges the user’s move gauge when the terrain is Psychic Terrain.
  255. Color Grid: 🟨 Yellow
  256. 1 or more adjacent tiles must be activated
  257.  
  258. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  259. Dragon Breath: Power 4
  260. Dragon Breath: Power ↑ 4
  261. Color Grid: 🟩 Green
  262. 1 or more adjacent tiles must be activated
  263. Move level must be 2 or higher
  264.  
  265. Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
  266. Weird Recovery 1
  267. Restores the user’s HP whenever its Pokémon takes an action when the terrain is Psychic Terrain.
  268. Color Grid: 🟨 Yellow
  269. 1 or more adjacent tiles must be activated
  270. Move level must be 2 or higher
  271.  
  272. Cell 44 | Cost: 9 Energy, 108 Sync Orb(s)
  273. Fast-Track 9
  274. Raises the user’s Speed by one stat rank after its Pokémon uses a move.
  275. Color Grid: 🟨 Yellow
  276. 1 or more adjacent tiles must be activated
  277. Move level must be 2 or higher
  278.  
  279. Cell 45 | Cost: 9 Energy, 108 Sync Orb(s)
  280. Team Tough Luck 4
  281. 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.
  282. Color Grid: 🟨 Yellow
  283. 1 or more adjacent tiles must be activated
  284. Move level must be 3 or higher
  285.  
  286. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  287. Adrenaline 1
  288. Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
  289. Color Grid: 🟨 Yellow
  290. 1 or more adjacent tiles must be activated
  291. Move level must be 3 or higher
  292.  
  293. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  294. Good Times Draco Meteor: Power 25
  295. Good Times Draco Meteor: Power ↑ 25
  296. Color Grid: 🟪 Purple
  297. 1 or more adjacent tiles must be activated
  298. Move level must be 3 or higher
  299.  
  300. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  301. Good Times Draco Meteor: Power 25
  302. Good Times Draco Meteor: Power ↑ 25
  303. Color Grid: 🟪 Purple
  304. 1 or more adjacent tiles must be activated
  305. Move level must be 3 or higher
  306.  
  307.  
  308. ====================================================
  309. Trainer : Sygna Suit May
  310. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  311. HP 10
  312. HP 10
  313. Color Grid: 🟦 Blue
  314.  
  315. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  316. Attack 5
  317. Attack 5
  318. Color Grid: 🟦 Blue
  319.  
  320. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  321. Defense 5
  322. Defense 5
  323. Color Grid: 🟦 Blue
  324.  
  325. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  326. Attack 5
  327. Attack 5
  328. Color Grid: 🟦 Blue
  329.  
  330. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  331. Sp. Def 5
  332. Sp. Def 5
  333. Color Grid: 🟦 Blue
  334.  
  335. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  336. Speed 5
  337. Speed 5
  338. Color Grid: 🟦 Blue
  339.  
  340. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  341. Attack 5
  342. Attack 5
  343. Color Grid: 🟦 Blue
  344. 1 or more adjacent tiles must be activated
  345.  
  346. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  347. Defense 5
  348. Defense 5
  349. Color Grid: 🟦 Blue
  350. 1 or more adjacent tiles must be activated
  351.  
  352. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  353. HP 10
  354. HP 10
  355. Color Grid: 🟦 Blue
  356. 1 or more adjacent tiles must be activated
  357.  
  358. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  359. Sp. Def 5
  360. Sp. Def 5
  361. Color Grid: 🟦 Blue
  362. 1 or more adjacent tiles must be activated
  363.  
  364. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  365. Blaze Kick: Power 2
  366. Blaze Kick: Power ↑ 2
  367. Color Grid: 🟩 Green
  368. 1 or more adjacent tiles must be activated
  369.  
  370. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  371. Blaze Kick: Power 2
  372. Blaze Kick: Power ↑ 2
  373. Color Grid: 🟩 Green
  374. 1 or more adjacent tiles must be activated
  375. Move level must be 2 or higher
  376.  
  377. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  378. Blaze Kick: Power 2
  379. Blaze Kick: Power ↑ 2
  380. Color Grid: 🟩 Green
  381. 1 or more adjacent tiles must be activated
  382.  
  383. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  384. Blaze Kick: Move Gauge Refresh 3
  385. Move: Blaze Kick Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  386. Color Grid: 🟥 Red
  387. 1 or more adjacent tiles must be activated
  388. Move level must be 2 or higher
  389.  
  390. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  391. Insult to Injury
  392. The more the target’s Defense is lowered, the more it powers up the user’s moves.
  393. Color Grid: 🟨 Yellow
  394. 1 or more adjacent tiles must be activated
  395. Move level must be 3 or higher
  396.  
  397. Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
  398. Attack 20
  399. Attack 20
  400. Color Grid: 🟦 Blue
  401. 1 or more adjacent tiles must be activated
  402. Move level must be 2 or higher
  403.  
  404. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  405. Fierce Entry 2
  406. Raises the user’s Attack by 2 stat ranks when it enters a battle.
  407. Color Grid: 🟨 Yellow
  408. 1 or more adjacent tiles must be activated
  409. Move level must be 3 or higher
  410.  
  411. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  412. Speed 5
  413. Speed 5
  414. Color Grid: 🟦 Blue
  415. 1 or more adjacent tiles must be activated
  416.  
  417. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  418. Attack 5
  419. Attack 5
  420. Color Grid: 🟦 Blue
  421. 1 or more adjacent tiles must be activated
  422.  
  423. Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
  424. Low Sweep: Move Gauge Refresh 3
  425. Move: Low Sweep Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  426. Color Grid: 🟥 Red
  427. 1 or more adjacent tiles must be activated
  428.  
  429. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  430. Low Sweep: Power 3
  431. Low Sweep: Power ↑ 3
  432. Color Grid: 🟩 Green
  433. 1 or more adjacent tiles must be activated
  434. Move level must be 2 or higher
  435.  
  436. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  437. Low Sweep: Power 3
  438. Low Sweep: Power ↑ 3
  439. Color Grid: 🟩 Green
  440. 1 or more adjacent tiles must be activated
  441.  
  442. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  443. Low Sweep: Power 3
  444. Low Sweep: Power ↑ 3
  445. Color Grid: 🟩 Green
  446. 1 or more adjacent tiles must be activated
  447. Move level must be 2 or higher
  448.  
  449. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  450. Speed 20
  451. Speed 20
  452. Color Grid: 🟦 Blue
  453. 1 or more adjacent tiles must be activated
  454. Move level must be 2 or higher
  455.  
  456. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  457. Trip Up 9
  458. Lowers the target’s Speed by 1 stat rank when the user’s attack move against the target is successful.
  459. Color Grid: 🟨 Yellow
  460. 1 or more adjacent tiles must be activated
  461. Move level must be 3 or higher
  462.  
  463. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  464. Cakewalk
  465. The more the target’s Speed is lowered, the more it powers up the user’s sync move.
  466. Color Grid: 🟨 Yellow
  467. 1 or more adjacent tiles must be activated
  468. Move level must be 3 or higher
  469.  
  470. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  471. Speed 5
  472. Speed 5
  473. Color Grid: 🟦 Blue
  474. 1 or more adjacent tiles must be activated
  475.  
  476. Cell 28 | Cost: 5 Energy, 60 Sync Orb(s)
  477. Flameproof
  478. Prevents the user from getting burned.
  479. Color Grid: 🟨 Yellow
  480. 1 or more adjacent tiles must be activated
  481.  
  482. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  483. HP 10
  484. HP 10
  485. Color Grid: 🟦 Blue
  486. 1 or more adjacent tiles must be activated
  487.  
  488. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  489. Low Sweep: Power 3
  490. Low Sweep: Power ↑ 3
  491. Color Grid: 🟩 Green
  492. 1 or more adjacent tiles must be activated
  493.  
  494. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  495. Low Sweep: Power 3
  496. Low Sweep: Power ↑ 3
  497. Color Grid: 🟩 Green
  498. 1 or more adjacent tiles must be activated
  499. Move level must be 2 or higher
  500.  
  501. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  502. Fired Up!: MP Refresh 2
  503. Move: Fired Up! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  504. Color Grid: 🟥 Red
  505. 1 or more adjacent tiles must be activated
  506. Move level must be 2 or higher
  507.  
  508. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  509. Adrenaline 1
  510. Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
  511. Color Grid: 🟨 Yellow
  512. 1 or more adjacent tiles must be activated
  513. Move level must be 3 or higher
  514.  
  515. Cell 34 | Cost: 9 Energy, 108 Sync Orb(s)
  516. Fired Up!: Slippery 2
  517. Move: Fired Up! Raises the user’s evasiveness by 2 stat ranks when its move is successful.
  518. Color Grid: 🟥 Red
  519. 1 or more adjacent tiles must be activated
  520. Move level must be 2 or higher
  521.  
  522. Cell 35 | Cost: 5 Energy, 60 Sync Orb(s)
  523. All About Us Blaze Kick: Power 25
  524. All About Us Blaze Kick: Power ↑ 25
  525. Color Grid: 🟩 Green
  526. 1 or more adjacent tiles must be activated
  527. Move level must be 3 or higher
  528.  
  529. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  530. Attack 5
  531. Attack 5
  532. Color Grid: 🟦 Blue
  533. 1 or more adjacent tiles must be activated
  534.  
  535. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  536. HP 10
  537. HP 10
  538. Color Grid: 🟦 Blue
  539. 1 or more adjacent tiles must be activated
  540.  
  541. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  542. Speed 5
  543. Speed 5
  544. Color Grid: 🟦 Blue
  545. 1 or more adjacent tiles must be activated
  546.  
  547. Cell 39 | Cost: 5 Energy, 60 Sync Orb(s)
  548. Blaze Kick: Accuracy 10
  549. Blaze Kick: Accuracy ↑ 10
  550. Color Grid: 🟩 Green
  551. 1 or more adjacent tiles must be activated
  552.  
  553. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  554. Blaze Kick: Power 2
  555. Blaze Kick: Power ↑ 2
  556. Color Grid: 🟩 Green
  557. 1 or more adjacent tiles must be activated
  558.  
  559. Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
  560. Dire Hit All +: MP Refresh 2
  561. Move: Dire Hit All + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  562. Color Grid: 🟥 Red
  563. 1 or more adjacent tiles must be activated
  564.  
  565. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  566. Blaze Kick: Power 2
  567. Blaze Kick: Power ↑ 2
  568. Color Grid: 🟩 Green
  569. 1 or more adjacent tiles must be activated
  570. Move level must be 2 or higher
  571.  
  572. Cell 43 | Cost: 9 Energy, 108 Sync Orb(s)
  573. Fast-Track 9
  574. Raises the user’s Speed by one stat rank after its Pokémon uses a move.
  575. Color Grid: 🟨 Yellow
  576. 1 or more adjacent tiles must be activated
  577. Move level must be 2 or higher
  578.  
  579. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  580. Speeding Sun 2
  581. Quickly charges the move gauge when the weather is sunny.
  582. Color Grid: 🟨 Yellow
  583. 1 or more adjacent tiles must be activated
  584. Move level must be 2 or higher
  585.  
  586. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  587. Inertia
  588. The more user’s Speed is raised, the more it powers up the user’s sync move.
  589. Color Grid: 🟨 Yellow
  590. 1 or more adjacent tiles must be activated
  591. Move level must be 3 or higher
  592.  
  593. Cell 46 | Cost: 5 Energy, 60 Sync Orb(s)
  594. All About Us Blaze Kick: Power 25
  595. All About Us Blaze Kick: Power ↑ 25
  596. Color Grid: 🟩 Green
  597. 1 or more adjacent tiles must be activated
  598. Move level must be 3 or higher
  599.  
  600. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  601. All About Us Blaze Kick: Power 25
  602. All About Us Blaze Kick: Power ↑ 25
  603. Color Grid: 🟪 Purple
  604. 1 or more adjacent tiles must be activated
  605. Move level must be 3 or higher
  606.  
  607. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  608. All About Us Blaze Kick: Power 25
  609. All About Us Blaze Kick: Power ↑ 25
  610. Color Grid: 🟪 Purple
  611. 1 or more adjacent tiles must be activated
  612. Move level must be 3 or higher
  613. ====================================================
  614. Trainer : Looker
  615. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  616. HP 10
  617. HP 10
  618. Color Grid: 🟦 Blue
  619.  
  620. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  621. Attack 5
  622. Attack 5
  623. Color Grid: 🟦 Blue
  624.  
  625. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  626. Defense 5
  627. Defense 5
  628. Color Grid: 🟦 Blue
  629.  
  630. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  631. Attack 5
  632. Attack 5
  633. Color Grid: 🟦 Blue
  634.  
  635. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  636. Sp. Def 5
  637. Sp. Def 5
  638. Color Grid: 🟦 Blue
  639.  
  640. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  641. Speed 5
  642. Speed 5
  643. Color Grid: 🟦 Blue
  644.  
  645. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  646. Attack 5
  647. Attack 5
  648. Color Grid: 🟦 Blue
  649. 1 or more adjacent tiles must be activated
  650.  
  651. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  652. Defense 5
  653. Defense 5
  654. Color Grid: 🟦 Blue
  655. 1 or more adjacent tiles must be activated
  656.  
  657. Cell 9 | Cost: 5 Energy, 60 Sync Orb(s)
  658. Antitoxin
  659. Prevents the user from getting poisoned or badly poisoned.
  660. Color Grid: 🟨 Yellow
  661. 1 or more adjacent tiles must be activated
  662.  
  663. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  664. Sp. Def 5
  665. Sp. Def 5
  666. Color Grid: 🟦 Blue
  667. 1 or more adjacent tiles must be activated
  668.  
  669. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  670. Poison Jab: Power 2
  671. Poison Jab: Power ↑ 2
  672. Color Grid: 🟩 Green
  673. 1 or more adjacent tiles must be activated
  674.  
  675. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  676. Poison Jab: Power 2
  677. Poison Jab: Power ↑ 2
  678. Color Grid: 🟩 Green
  679. 1 or more adjacent tiles must be activated
  680.  
  681. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  682. Poison Jab: Power 2
  683. Poison Jab: Power ↑ 2
  684. Color Grid: 🟩 Green
  685. 1 or more adjacent tiles must be activated
  686. Move level must be 2 or higher
  687.  
  688. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  689. Poison Jab: Move Gauge Refresh 3
  690. Move: Poison Jab Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  691. Color Grid: 🟥 Red
  692. 1 or more adjacent tiles must be activated
  693. Move level must be 2 or higher
  694.  
  695. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  696. Water Guard
  697. Reduces damage when the user is attacked by Water-type moves.
  698. Color Grid: 🟨 Yellow
  699. 1 or more adjacent tiles must be activated
  700. Move level must be 2 or higher
  701.  
  702. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  703. Super Syncer
  704. Applies the Supereffective ↑ Next effect to the user the first time its sync move is used each battle.
  705. Color Grid: 🟨 Yellow
  706. 1 or more adjacent tiles must be activated
  707. Move level must be 3 or higher
  708.  
  709. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  710. Furious Brawn
  711. The more the user’s Attack is raised, the more it powers up the user’s moves.
  712. Color Grid: 🟨 Yellow
  713. 1 or more adjacent tiles must be activated
  714. Move level must be 3 or higher
  715.  
  716. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  717. HP 10
  718. HP 10
  719. Color Grid: 🟦 Blue
  720. 1 or more adjacent tiles must be activated
  721.  
  722. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  723. Defense 5
  724. Defense 5
  725. Color Grid: 🟦 Blue
  726. 1 or more adjacent tiles must be activated
  727.  
  728. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  729. Attack 5
  730. Attack 5
  731. Color Grid: 🟦 Blue
  732. 1 or more adjacent tiles must be activated
  733.  
  734. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  735. Sp. Def 5
  736. Sp. Def 5
  737. Color Grid: 🟦 Blue
  738. 1 or more adjacent tiles must be activated
  739.  
  740. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  741. Poison Sting: Power 4
  742. Poison Sting: Power ↑ 4
  743. Color Grid: 🟩 Green
  744. 1 or more adjacent tiles must be activated
  745.  
  746. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  747. Poison Sting: Power 4
  748. Poison Sting: Power ↑ 4
  749. Color Grid: 🟩 Green
  750. 1 or more adjacent tiles must be activated
  751.  
  752. Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
  753. Poison Sting: Power 4
  754. Poison Sting: Power ↑ 4
  755. Color Grid: 🟩 Green
  756. 1 or more adjacent tiles must be activated
  757. Move level must be 2 or higher
  758.  
  759. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  760. Poison Sting: Move Gauge Refresh 3
  761. Move: Poison Sting Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  762. Color Grid: 🟥 Red
  763. 1 or more adjacent tiles must be activated
  764. Move level must be 2 or higher
  765.  
  766. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  767. Attack 20
  768. Attack 20
  769. Color Grid: 🟦 Blue
  770. 1 or more adjacent tiles must be activated
  771. Move level must be 2 or higher
  772.  
  773. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  774. Virulent Toxin 5
  775. Powers up the user’s sync move when the target is poisoned or badly poisoned.
  776. Color Grid: 🟨 Yellow
  777. 1 or more adjacent tiles must be activated
  778. Move level must be 3 or higher
  779.  
  780. Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  781. Hostile Environment 1
  782. Raises the chance of inflicting status conditions with the additional effects of moves.
  783. Color Grid: 🟨 Yellow
  784. 1 or more adjacent tiles must be activated
  785. Move level must be 3 or higher
  786.  
  787. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  788. Speed 5
  789. Speed 5
  790. Color Grid: 🟦 Blue
  791. 1 or more adjacent tiles must be activated
  792.  
  793. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  794. Poison Sting: Power 4
  795. Poison Sting: Power ↑ 4
  796. Color Grid: 🟩 Green
  797. 1 or more adjacent tiles must be activated
  798.  
  799. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  800. Poison Sting: Power 4
  801. Poison Sting: Power ↑ 4
  802. Color Grid: 🟩 Green
  803. 1 or more adjacent tiles must be activated
  804.  
  805. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  806. HP 10
  807. HP 10
  808. Color Grid: 🟦 Blue
  809. 1 or more adjacent tiles must be activated
  810.  
  811. Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
  812. Fast-Track 4
  813. Has a chance (50%) of raising the user’s Speed by one stat rank after its Pokémon uses a move.
  814. Color Grid: 🟨 Yellow
  815. 1 or more adjacent tiles must be activated
  816. Move level must be 2 or higher
  817.  
  818. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  819. On the Case!: MP Refresh 2
  820. Move: On the Case! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  821. Color Grid: 🟥 Red
  822. 1 or more adjacent tiles must be activated
  823. Move level must be 2 or higher
  824.  
  825. Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
  826. Toxic Power 2
  827. Powers up the user’s moves when the target is poisoned or badly poisoned.
  828. Color Grid: 🟨 Yellow
  829. 1 or more adjacent tiles must be activated
  830. Move level must be 2 or higher
  831.  
  832. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  833. On the Case!: Berserker 2
  834. Move: On the Case! Raises the user’s Attack by 2 stat ranks when its move is successful.
  835. Color Grid: 🟥 Red
  836. 1 or more adjacent tiles must be activated
  837. Move level must be 3 or higher
  838.  
  839. Cell 37 | Cost: 9 Energy, 108 Sync Orb(s)
  840. Catalyst
  841. Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s sync move is used each battle.
  842. Color Grid: 🟨 Yellow
  843. 1 or more adjacent tiles must be activated
  844. Move level must be 3 or higher
  845.  
  846. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  847. HP 10
  848. HP 10
  849. Color Grid: 🟦 Blue
  850. 1 or more adjacent tiles must be activated
  851.  
  852. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  853. Speed 5
  854. Speed 5
  855. Color Grid: 🟦 Blue
  856. 1 or more adjacent tiles must be activated
  857.  
  858. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  859. Poison Jab: Power 2
  860. Poison Jab: Power ↑ 2
  861. Color Grid: 🟩 Green
  862. 1 or more adjacent tiles must be activated
  863.  
  864. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  865. Poison Jab: Power 2
  866. Poison Jab: Power ↑ 2
  867. Color Grid: 🟩 Green
  868. 1 or more adjacent tiles must be activated
  869.  
  870. Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
  871. Rain Gear 1
  872. Reduces damage when the user is hit by an attack move while the weather is rainy.
  873. Color Grid: 🟨 Yellow
  874. 1 or more adjacent tiles must be activated
  875. Move level must be 2 or higher
  876.  
  877. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  878. Racing Rain 1
  879. Quickly charges the move gauge when the weather is rainy.
  880. Color Grid: 🟨 Yellow
  881. 1 or more adjacent tiles must be activated
  882. Move level must be 2 or higher
  883.  
  884. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  885. Dire Hit +: MP Refresh 2
  886. Move: Dire Hit + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  887. Color Grid: 🟥 Red
  888. 1 or more adjacent tiles must be activated
  889. Move level must be 2 or higher
  890.  
  891. Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
  892. HP 40
  893. HP 40
  894. Color Grid: 🟦 Blue
  895. 1 or more adjacent tiles must be activated
  896. Move level must be 3 or higher
  897.  
  898. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  899. Double Down 5
  900. Powers up sync moves that are super effective.
  901. Color Grid: 🟨 Yellow
  902. 1 or more adjacent tiles must be activated
  903. Move level must be 3 or higher
  904.  
  905. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  906. Hard-Boiled Poison Jab: Power 25
  907. Hard-Boiled Poison Jab: Power ↑ 25
  908. Color Grid: 🟪 Purple
  909. 1 or more adjacent tiles must be activated
  910. Move level must be 3 or higher
  911.  
  912. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  913. Hard-Boiled Poison Jab: Power 25
  914. Hard-Boiled Poison Jab: Power ↑ 25
  915. Color Grid: 🟪 Purple
  916. 1 or more adjacent tiles must be activated
  917. Move level must be 3 or higher
  918.  
  919. ====================================================
  920. Trainer : Courtney
  921. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  922. HP 10
  923. HP 10
  924. Color Grid: 🟦 Blue
  925.  
  926. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  927. Attack 5
  928. Attack 5
  929. Color Grid: 🟦 Blue
  930.  
  931. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  932. Defense 5
  933. Defense 5
  934. Color Grid: 🟦 Blue
  935.  
  936. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  937. Attack 5
  938. Attack 5
  939. Color Grid: 🟦 Blue
  940.  
  941. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  942. Sp. Def 5
  943. Sp. Def 5
  944. Color Grid: 🟦 Blue
  945.  
  946. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  947. Speed 5
  948. Speed 5
  949. Color Grid: 🟦 Blue
  950.  
  951. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  952. Sp. Def 5
  953. Sp. Def 5
  954. Color Grid: 🟦 Blue
  955. 1 or more adjacent tiles must be activated
  956.  
  957. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  958. Defense 5
  959. Defense 5
  960. Color Grid: 🟦 Blue
  961. 1 or more adjacent tiles must be activated
  962.  
  963. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  964. Speed 5
  965. Speed 5
  966. Color Grid: 🟦 Blue
  967. 1 or more adjacent tiles must be activated
  968.  
  969. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  970. Attack 5
  971. Attack 5
  972. Color Grid: 🟦 Blue
  973. 1 or more adjacent tiles must be activated
  974.  
  975. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  976. Bulldoze: Move Gauge Refresh 1
  977. Move: Bulldoze Has a chance (20%) of charging the user’s move gauge by one when a move is successful.
  978. Color Grid: 🟥 Red
  979. 1 or more adjacent tiles must be activated
  980.  
  981. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  982. Bulldoze: Power 3
  983. Bulldoze: Power ↑ 3
  984. Color Grid: 🟩 Green
  985. 1 or more adjacent tiles must be activated
  986. Move level must be 2 or higher
  987.  
  988. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  989. Bulldoze: Power 3
  990. Bulldoze: Power ↑ 3
  991. Color Grid: 🟩 Green
  992. 1 or more adjacent tiles must be activated
  993.  
  994. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  995. Bulldoze: Move Gauge Refresh 3
  996. Move: Bulldoze Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  997. Color Grid: 🟥 Red
  998. 1 or more adjacent tiles must be activated
  999. Move level must be 2 or higher
  1000.  
  1001. Cell 15 | Cost: 9 Energy, 108 Sync Orb(s)
  1002. Bulldoze: Trip Up 4
  1003. Move: Bulldoze Has a chance (50%) of lowering the target’s Speed by one stat rank when the user’s attack move against it is successful.
  1004. Color Grid: 🟥 Red
  1005. 1 or more adjacent tiles must be activated
  1006. Move level must be 3 or higher
  1007.  
  1008. Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
  1009. Attack 20
  1010. Attack 20
  1011. Color Grid: 🟦 Blue
  1012. 1 or more adjacent tiles must be activated
  1013. Move level must be 2 or higher
  1014.  
  1015. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1016. Hunter’s Instinct
  1017. The more the target’s Speed is lowered, the more it powers up the user’s moves.
  1018. Color Grid: 🟨 Yellow
  1019. 1 or more adjacent tiles must be activated
  1020. Move level must be 3 or higher
  1021.  
  1022. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1023. Speed 5
  1024. Speed 5
  1025. Color Grid: 🟦 Blue
  1026. 1 or more adjacent tiles must be activated
  1027.  
  1028. Cell 19 | Cost: 5 Energy, 60 Sync Orb(s)
  1029. Unbending
  1030. Defense cannot be lowered.
  1031. Color Grid: 🟨 Yellow
  1032. 1 or more adjacent tiles must be activated
  1033.  
  1034. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1035. Sp. Def 5
  1036. Sp. Def 5
  1037. Color Grid: 🟦 Blue
  1038. 1 or more adjacent tiles must be activated
  1039.  
  1040. Cell 21 | Cost: 8 Energy, 96 Sync Orb(s)
  1041. Healthy Healing
  1042. Applies the Gradual Healing effect to the user when its HP is full when it enters a battle.
  1043. Color Grid: 🟨 Yellow
  1044. 1 or more adjacent tiles must be activated
  1045. Move level must be 2 or higher
  1046.  
  1047. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  1048. Bulldoze: Power 3
  1049. Bulldoze: Power ↑ 3
  1050. Color Grid: 🟩 Green
  1051. 1 or more adjacent tiles must be activated
  1052.  
  1053. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  1054. X Defense: MP Refresh 2
  1055. Move: X Defense Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1056. Color Grid: 🟥 Red
  1057. 1 or more adjacent tiles must be activated
  1058. Move level must be 2 or higher
  1059.  
  1060. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  1061. Defense 20
  1062. Defense 20
  1063. Color Grid: 🟦 Blue
  1064. 1 or more adjacent tiles must be activated
  1065. Move level must be 2 or higher
  1066.  
  1067. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  1068. Team Sentry Entry 1
  1069. Raises the Defense of all allied sync pairs by 1 stat rank when the user enters a battle.
  1070. Color Grid: 🟨 Yellow
  1071. 1 or more adjacent tiles must be activated
  1072. Move level must be 3 or higher
  1073.  
  1074. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  1075. Towering Force
  1076. The more the user’s Defense is raised, the more it powers up the user’s sync move.
  1077. Color Grid: 🟨 Yellow
  1078. 1 or more adjacent tiles must be activated
  1079. Move level must be 3 or higher
  1080.  
  1081. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1082. Defense 5
  1083. Defense 5
  1084. Color Grid: 🟦 Blue
  1085. 1 or more adjacent tiles must be activated
  1086.  
  1087. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  1088. HP 10
  1089. HP 10
  1090. Color Grid: 🟦 Blue
  1091. 1 or more adjacent tiles must be activated
  1092.  
  1093. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1094. Speed 5
  1095. Speed 5
  1096. Color Grid: 🟦 Blue
  1097. 1 or more adjacent tiles must be activated
  1098.  
  1099. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  1100. Bulldoze: Power 3
  1101. Bulldoze: Power ↑ 3
  1102. Color Grid: 🟩 Green
  1103. 1 or more adjacent tiles must be activated
  1104.  
  1105. Cell 31 | Cost: 5 Energy, 60 Sync Orb(s)
  1106. Flameproof
  1107. Prevents the user from getting burned.
  1108. Color Grid: 🟨 Yellow
  1109. 1 or more adjacent tiles must be activated
  1110. Move level must be 2 or higher
  1111.  
  1112. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  1113. Ground Wish: Move Gauge Refresh 3
  1114. Move: Ground Wish Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1115. Color Grid: 🟥 Red
  1116. 1 or more adjacent tiles must be activated
  1117. Move level must be 2 or higher
  1118.  
  1119. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  1120. Team Wise Entry 1
  1121. Raises the Sp. Def of all allied sync pairs by 1 stat rank when the user enters a battle.
  1122. Color Grid: 🟨 Yellow
  1123. 1 or more adjacent tiles must be activated
  1124. Move level must be 3 or higher
  1125.  
  1126. Cell 34 | Cost: 9 Energy, 108 Sync Orb(s)
  1127. Fierce Entry 1
  1128. Raises the user’s Attack by 1 stat rank when it enters a battle.
  1129. Color Grid: 🟨 Yellow
  1130. 1 or more adjacent tiles must be activated
  1131. Move level must be 2 or higher
  1132.  
  1133. Cell 35 | Cost: 12 Energy, 144 Sync Orb(s)
  1134. Earthen Opening Sync
  1135. Turns the field of play’s zone into a Ground Zone the first time the user’s sync move is used each battle. (A Ground Zone powers up Ground-type attacks.)
  1136. Color Grid: 🟨 Yellow
  1137. 1 or more adjacent tiles must be activated
  1138. Move level must be 3 or higher
  1139.  
  1140. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  1141. Sp. Def 5
  1142. Sp. Def 5
  1143. Color Grid: 🟦 Blue
  1144. 1 or more adjacent tiles must be activated
  1145.  
  1146. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  1147. Speed 5
  1148. Speed 5
  1149. Color Grid: 🟦 Blue
  1150. 1 or more adjacent tiles must be activated
  1151.  
  1152. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1153. HP 10
  1154. HP 10
  1155. Color Grid: 🟦 Blue
  1156. 1 or more adjacent tiles must be activated
  1157.  
  1158. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1159. Attack 5
  1160. Attack 5
  1161. Color Grid: 🟦 Blue
  1162. 1 or more adjacent tiles must be activated
  1163.  
  1164. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  1165. Sp. Def 5
  1166. Sp. Def 5
  1167. Color Grid: 🟦 Blue
  1168. 1 or more adjacent tiles must be activated
  1169.  
  1170. Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
  1171. Delete...: MP Refresh 2
  1172. Move: Delete... Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1173. Color Grid: 🟥 Red
  1174. 1 or more adjacent tiles must be activated
  1175.  
  1176. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  1177. Bulldoze: Power 3
  1178. Bulldoze: Power ↑ 3
  1179. Color Grid: 🟩 Green
  1180. 1 or more adjacent tiles must be activated
  1181. Move level must be 2 or higher
  1182.  
  1183. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  1184. Speeding Sun 2
  1185. Quickly charges the move gauge when the weather is sunny.
  1186. Color Grid: 🟨 Yellow
  1187. 1 or more adjacent tiles must be activated
  1188. Move level must be 2 or higher
  1189.  
  1190. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  1191. Healing Sun 1
  1192. Restores the user’s HP whenever its Pokémon takes an action while the weather is sunny.
  1193. Color Grid: 🟨 Yellow
  1194. 1 or more adjacent tiles must be activated
  1195. Move level must be 2 or higher
  1196.  
  1197. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1198. Sharp Entry 1
  1199. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  1200. Color Grid: 🟨 Yellow
  1201. 1 or more adjacent tiles must be activated
  1202. Move level must be 3 or higher
  1203.  
  1204. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1205. Super Syncer
  1206. Applies the Supereffective ↑ Next effect to the user the first time its sync move is used each battle.
  1207. Color Grid: 🟨 Yellow
  1208. 1 or more adjacent tiles must be activated
  1209. Move level must be 3 or higher
  1210.  
  1211. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1212. Analysis Complete Earthquake: Power 25
  1213. Analysis Complete Earthquake: Power ↑ 25
  1214. Color Grid: 🟪 Purple
  1215. 1 or more adjacent tiles must be activated
  1216. Move level must be 3 or higher
  1217.  
  1218. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1219. Analysis Complete Earthquake: Power 25
  1220. Analysis Complete Earthquake: Power ↑ 25
  1221. Color Grid: 🟪 Purple
  1222. 1 or more adjacent tiles must be activated
  1223. Move level must be 3 or higher
  1224.  
  1225.  
  1226.  
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