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- ====================================================
- Trainer : Sygna Suit Brendan
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
- Luster Purge: Power 3
- Luster Purge: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
- Luster Purge: Move Gauge Refresh 3
- Move: Luster Purge Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Luster Purge: Power 3
- Luster Purge: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Luster Purge: Power 3
- Luster Purge: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Quick Cure
- Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
- Head Start 1
- Reduces the user’s sync move countdown by 1 the first time it enters a battle each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
- Flying Free!: MP Refresh 2
- Move: Flying Free! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Team Sharp Entry 1
- Raises the critical-hit rate of all allied sync pairs by 1 stat rank when the user enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Luster Purge: Power 3
- Luster Purge: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Luster Purge: Power 3
- Luster Purge: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 23 | Cost: 10 Energy, 120 Sync Orb(s)
- Potion: Master Healer 1
- Move: Potion Increases the amount of HP restored by the user’s healing moves.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
- Potion: MP Refresh 2
- Move: Potion Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
- Potion: MP Refresh 2
- Move: Potion Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Potion: Master Healer 1
- Move: Potion Increases the amount of HP restored by the user’s healing moves.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
- Dragon Breath: Power 4
- Dragon Breath: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
- Dragon Breath: Move Gauge Refresh 3
- Move: Dragon Breath Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
- Dragon Breath: Power 4
- Dragon Breath: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
- Dragon Breath: Power 4
- Dragon Breath: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 34 | Cost: 10 Energy, 120 Sync Orb(s)
- Dragon Breath: Hostile Environment 1
- Move: Dragon Breath Raises the chance of inflicting status conditions with the additional effects of moves.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Impervious
- Stats cannot be lowered.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 7 Energy, 84 Sync Orb(s)
- Sp. Def 20
- Sp. Def 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Sync Free-for-All
- Applies the Free Move Next effect to all allied sync pairs the first time the user’s sync move is used each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Dragon Breath: Power 4
- Dragon Breath: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 8 Energy, 96 Sync Orb(s)
- Precognition 2
- Quickly charges the user’s move gauge when the terrain is Psychic Terrain.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Dragon Breath: Power 4
- Dragon Breath: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
- Weird Recovery 1
- Restores the user’s HP whenever its Pokémon takes an action when the terrain is Psychic Terrain.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 9 Energy, 108 Sync Orb(s)
- Fast-Track 9
- Raises the user’s Speed by one stat rank after its Pokémon uses a move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 9 Energy, 108 Sync Orb(s)
- Team Tough Luck 4
- 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.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Adrenaline 1
- Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Good Times Draco Meteor: Power 25
- Good Times Draco Meteor: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Good Times Draco Meteor: Power 25
- Good Times Draco Meteor: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Sygna Suit May
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Blaze Kick: Power 2
- Blaze Kick: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Blaze Kick: Power 2
- Blaze Kick: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Blaze Kick: Power 2
- Blaze Kick: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Blaze Kick: Move Gauge Refresh 3
- Move: Blaze Kick Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
- Insult to Injury
- The more the target’s Defense is lowered, the more it powers up the user’s moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
- Attack 20
- Attack 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Fierce Entry 2
- Raises the user’s Attack by 2 stat ranks when it enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
- Low Sweep: Move Gauge Refresh 3
- Move: Low Sweep Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Low Sweep: Power 3
- Low Sweep: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Low Sweep: Power 3
- Low Sweep: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Low Sweep: Power 3
- Low Sweep: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
- Speed 20
- Speed 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
- Trip Up 9
- Lowers the target’s Speed by 1 stat rank when the user’s attack move against the target is successful.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Cakewalk
- The more the target’s Speed is lowered, the more it powers up the user’s sync move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 5 Energy, 60 Sync Orb(s)
- Flameproof
- Prevents the user from getting burned.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
- Low Sweep: Power 3
- Low Sweep: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Low Sweep: Power 3
- Low Sweep: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
- Fired Up!: MP Refresh 2
- Move: Fired Up! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
- Adrenaline 1
- Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 34 | Cost: 9 Energy, 108 Sync Orb(s)
- Fired Up!: Slippery 2
- Move: Fired Up! Raises the user’s evasiveness by 2 stat ranks when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 5 Energy, 60 Sync Orb(s)
- All About Us Blaze Kick: Power 25
- All About Us Blaze Kick: Power ↑ 25
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 5 Energy, 60 Sync Orb(s)
- Blaze Kick: Accuracy 10
- Blaze Kick: Accuracy ↑ 10
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Blaze Kick: Power 2
- Blaze Kick: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
- Dire Hit All +: MP Refresh 2
- Move: Dire Hit All + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Blaze Kick: Power 2
- Blaze Kick: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 9 Energy, 108 Sync Orb(s)
- Fast-Track 9
- Raises the user’s Speed by one stat rank after its Pokémon uses a move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- Speeding Sun 2
- Quickly charges the move gauge when the weather is sunny.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Inertia
- The more user’s Speed is raised, the more it powers up the user’s sync move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 5 Energy, 60 Sync Orb(s)
- All About Us Blaze Kick: Power 25
- All About Us Blaze Kick: Power ↑ 25
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- All About Us Blaze Kick: Power 25
- All About Us Blaze Kick: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- All About Us Blaze Kick: Power 25
- All About Us Blaze Kick: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Looker
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 5 Energy, 60 Sync Orb(s)
- Antitoxin
- Prevents the user from getting poisoned or badly poisoned.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Poison Jab: Power 2
- Poison Jab: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Poison Jab: Power 2
- Poison Jab: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Poison Jab: Power 2
- Poison Jab: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Poison Jab: Move Gauge Refresh 3
- Move: Poison Jab Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
- Water Guard
- Reduces damage when the user is attacked by Water-type moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
- Super Syncer
- Applies the Supereffective ↑ Next effect to the user the first time its sync move is used each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Furious Brawn
- The more the user’s Attack is raised, the more it powers up the user’s moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Poison Sting: Power 4
- Poison Sting: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Poison Sting: Power 4
- Poison Sting: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
- Poison Sting: Power 4
- Poison Sting: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
- Poison Sting: Move Gauge Refresh 3
- Move: Poison Sting Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
- Attack 20
- Attack 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
- Virulent Toxin 5
- Powers up the user’s sync move when the target is poisoned or badly poisoned.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
- Hostile Environment 1
- Raises the chance of inflicting status conditions with the additional effects of moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
- Poison Sting: Power 4
- Poison Sting: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Poison Sting: Power 4
- Poison Sting: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
- Fast-Track 4
- Has a chance (50%) of raising the user’s Speed by one stat rank after its Pokémon uses a move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- On the Case!: MP Refresh 2
- Move: On the Case! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
- Toxic Power 2
- Powers up the user’s moves when the target is poisoned or badly poisoned.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
- On the Case!: Berserker 2
- Move: On the Case! Raises the user’s Attack by 2 stat ranks when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 37 | Cost: 9 Energy, 108 Sync Orb(s)
- Catalyst
- Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s sync move is used each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Poison Jab: Power 2
- Poison Jab: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Poison Jab: Power 2
- Poison Jab: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
- Rain Gear 1
- Reduces damage when the user is hit by an attack move while the weather is rainy.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- Racing Rain 1
- Quickly charges the move gauge when the weather is rainy.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- Dire Hit +: MP Refresh 2
- Move: Dire Hit + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
- HP 40
- HP 40
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Double Down 5
- Powers up sync moves that are super effective.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Hard-Boiled Poison Jab: Power 25
- Hard-Boiled Poison Jab: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Hard-Boiled Poison Jab: Power 25
- Hard-Boiled Poison Jab: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Courtney
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
- Bulldoze: Move Gauge Refresh 1
- Move: Bulldoze Has a chance (20%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Bulldoze: Power 3
- Bulldoze: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Bulldoze: Power 3
- Bulldoze: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Bulldoze: Move Gauge Refresh 3
- Move: Bulldoze Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 9 Energy, 108 Sync Orb(s)
- Bulldoze: Trip Up 4
- 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.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
- Attack 20
- Attack 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Hunter’s Instinct
- The more the target’s Speed is lowered, the more it powers up the user’s moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 5 Energy, 60 Sync Orb(s)
- Unbending
- Defense cannot be lowered.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 8 Energy, 96 Sync Orb(s)
- Healthy Healing
- Applies the Gradual Healing effect to the user when its HP is full when it enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Bulldoze: Power 3
- Bulldoze: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
- X Defense: MP Refresh 2
- Move: X Defense Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
- Defense 20
- Defense 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
- Team Sentry Entry 1
- Raises the Defense of all allied sync pairs by 1 stat rank when the user enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Towering Force
- The more the user’s Defense is raised, the more it powers up the user’s sync move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
- Bulldoze: Power 3
- Bulldoze: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 5 Energy, 60 Sync Orb(s)
- Flameproof
- Prevents the user from getting burned.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
- Ground Wish: Move Gauge Refresh 3
- Move: Ground Wish Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
- Team Wise Entry 1
- Raises the Sp. Def of all allied sync pairs by 1 stat rank when the user enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 34 | Cost: 9 Energy, 108 Sync Orb(s)
- Fierce Entry 1
- Raises the user’s Attack by 1 stat rank when it enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 12 Energy, 144 Sync Orb(s)
- Earthen Opening Sync
- 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.)
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
- Delete...: MP Refresh 2
- Move: Delete... Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Bulldoze: Power 3
- Bulldoze: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- Speeding Sun 2
- Quickly charges the move gauge when the weather is sunny.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
- Healing Sun 1
- Restores the user’s HP whenever its Pokémon takes an action while the weather is sunny.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Sharp Entry 1
- Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Super Syncer
- Applies the Supereffective ↑ Next effect to the user the first time its sync move is used each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Analysis Complete Earthquake: Power 25
- Analysis Complete Earthquake: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Analysis Complete Earthquake: Power 25
- Analysis Complete Earthquake: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
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