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πŸ’  All New Sync Grid on ver2.6

Feb 23rd, 2021
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  1. πŸ’  All New Sync Grid on ver2.6
  2. #γƒγ‚±γƒžγ‚Ή #γƒγ‚±γƒžγ‚ΉEX #PMEXSpoiler
  3. #PokemonMasters #PokemonMastersEX
  4.  
  5.  
  6. 🀝 Trainer: Hilbert
  7. πŸ’  Cell 1 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  8. HP 10
  9. HP 10
  10. Color Grid: Blue
  11.  
  12. πŸ’  Cell 2 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  13. Attack 5
  14. Attack 5
  15. Color Grid: Blue
  16.  
  17. πŸ’  Cell 3 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  18. Defense 5
  19. Defense 5
  20. Color Grid: Blue
  21.  
  22. πŸ’  Cell 4 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  23. Attack 5
  24. Attack 5
  25. Color Grid: Blue
  26.  
  27. πŸ’  Cell 5 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  28. Sp. Def 5
  29. Sp. Def 5
  30. Color Grid: Blue
  31.  
  32. πŸ’  Cell 6 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  33. Speed 5
  34. Speed 5
  35. Color Grid: Blue
  36.  
  37. πŸ’  Cell 7 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  38. Attack 5
  39. Attack 5
  40. Color Grid: Blue
  41. 1 or more adjacent tiles must be activated
  42.  
  43. πŸ’  Cell 8 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  44. Speed 5
  45. Speed 5
  46. Color Grid: Blue
  47. 1 or more adjacent tiles must be activated
  48.  
  49. πŸ’  Cell 9 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  50. Defense 5
  51. Defense 5
  52. Color Grid: Blue
  53. 1 or more adjacent tiles must be activated
  54.  
  55. πŸ’  Cell 10 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  56. Attack 5
  57. Attack 5
  58. Color Grid: Blue
  59. 1 or more adjacent tiles must be activated
  60.  
  61. πŸ’  Cell 11 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  62. Waterfall: Power 4
  63. Waterfall: Power ↑ 4
  64. Color Grid: Green
  65. 1 or more adjacent tiles must be activated
  66.  
  67. πŸ’  Cell 12 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  68. Waterfall: Power 4
  69. Waterfall: Power ↑ 4
  70. Color Grid: Green
  71. 1 or more adjacent tiles must be activated
  72. Move level must be 2 or higher
  73.  
  74. πŸ’  Cell 13 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  75. Waterfall: Power 4
  76. Waterfall: Power ↑ 4
  77. Color Grid: Green
  78. 1 or more adjacent tiles must be activated
  79.  
  80. πŸ’  Cell 14 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  81. Waterfall: Move Gauge Refresh 3
  82. Move: Waterfall Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  83. Color Grid: Red
  84. 1 or more adjacent tiles must be activated
  85. Move level must be 2 or higher
  86.  
  87. πŸ’  Cell 15 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  88. Speed 30
  89. Speed 30
  90. Color Grid: Blue
  91. 1 or more adjacent tiles must be activated
  92. Move level must be 3 or higher
  93.  
  94. πŸ’  Cell 16 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  95. Waterfall: Power 4
  96. Waterfall: Power ↑ 4
  97. Color Grid: Green
  98. 1 or more adjacent tiles must be activated
  99. Move level must be 2 or higher
  100.  
  101. πŸ’  Cell 17 | Cost: 8 Energy, 96 Sync Orb(s) πŸͺ
  102. Waterfall: Aggravation 1
  103. Move: Waterfall Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  104. Color Grid: Red
  105. 1 or more adjacent tiles must be activated
  106. Move level must be 3 or higher
  107.  
  108. πŸ’  Cell 18 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  109. Sp. Def 5
  110. Sp. Def 5
  111. Color Grid: Blue
  112. 1 or more adjacent tiles must be activated
  113.  
  114. πŸ’  Cell 19 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  115. Aqua Tail: Power 4
  116. Aqua Tail: Power ↑ 4
  117. Color Grid: Green
  118. 1 or more adjacent tiles must be activated
  119.  
  120. πŸ’  Cell 20 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  121. HP 10
  122. HP 10
  123. Color Grid: Blue
  124. 1 or more adjacent tiles must be activated
  125.  
  126. πŸ’  Cell 21 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  127. Aqua Tail: Move Gauge Refresh 3
  128. Move: Aqua Tail Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  129. Color Grid: Red
  130. 1 or more adjacent tiles must be activated
  131.  
  132. πŸ’  Cell 22 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  133. Aqua Tail: Power 4
  134. Aqua Tail: Power ↑ 4
  135. Color Grid: Green
  136. 1 or more adjacent tiles must be activated
  137. Move level must be 2 or higher
  138.  
  139. πŸ’  Cell 23 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  140. Aqua Tail: Power 4
  141. Aqua Tail: Power ↑ 4
  142. Color Grid: Green
  143. 1 or more adjacent tiles must be activated
  144. Move level must be 2 or higher
  145.  
  146. πŸ’  Cell 24 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  147. Defense 10
  148. Defense 10
  149. Color Grid: Blue
  150. 1 or more adjacent tiles must be activated
  151. Move level must be 2 or higher
  152.  
  153. πŸ’  Cell 25 | Cost: 8 Energy, 96 Sync Orb(s) πŸͺ
  154. Aqua Tail: Defense Crush 2
  155. Move: Aqua Tail Has a moderate chance of lowering the target’s Defense when an attack against it is successful.
  156. Color Grid: Red
  157. 1 or more adjacent tiles must be activated
  158. Move level must be 3 or higher
  159.  
  160. πŸ’  Cell 26 | Cost: 8 Energy, 96 Sync Orb(s) πŸͺ
  161. Pressure Cooker 4
  162. Once per battle, has a good chance of reducing the user’s sync move countdown by one when in a pinch.
  163. Color Grid: Yellow
  164. 1 or more adjacent tiles must be activated
  165. Move level must be 3 or higher
  166.  
  167. πŸ’  Cell 27 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  168. Attack 5
  169. Attack 5
  170. Color Grid: Blue
  171. 1 or more adjacent tiles must be activated
  172.  
  173. πŸ’  Cell 28 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  174. HP 10
  175. HP 10
  176. Color Grid: Blue
  177. 1 or more adjacent tiles must be activated
  178.  
  179. πŸ’  Cell 29 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  180. Aqua Tail: Power 4
  181. Aqua Tail: Power ↑ 4
  182. Color Grid: Green
  183. 1 or more adjacent tiles must be activated
  184.  
  185. πŸ’  Cell 30 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  186. Aqua Tail: Power 4
  187. Aqua Tail: Power ↑ 4
  188. Color Grid: Green
  189. 1 or more adjacent tiles must be activated
  190.  
  191. πŸ’  Cell 31 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  192. In This Together!: MP Refresh 2
  193. Move: In This Together! Has a moderate chance of restoring one MP of the move used if the move is successful.
  194. Color Grid: Red
  195. 1 or more adjacent tiles must be activated
  196.  
  197. πŸ’  Cell 32 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  198. Sp. Def 10
  199. Sp. Def 10
  200. Color Grid: Blue
  201. 1 or more adjacent tiles must be activated
  202. Move level must be 2 or higher
  203.  
  204. πŸ’  Cell 33 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  205. Aqua Tail: Power 4
  206. Aqua Tail: Power ↑ 4
  207. Color Grid: Green
  208. 1 or more adjacent tiles must be activated
  209.  
  210. πŸ’  Cell 34 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  211. HP 20
  212. HP 20
  213. Color Grid: Blue
  214. 1 or more adjacent tiles must be activated
  215. Move level must be 2 or higher
  216.  
  217. πŸ’  Cell 35 | Cost: 12 Energy, 144 Sync Orb(s) πŸͺ
  218. In This Together!: Critical Squad 2
  219. Move: In This Together! Sharply raises the critical-hit rate of all allied sync pairs when a move is successful.
  220. Color Grid: Red
  221. 1 or more adjacent tiles must be activated
  222. Move level must be 3 or higher
  223.  
  224. πŸ’  Cell 36 | Cost: 8 Energy, 96 Sync Orb(s) πŸͺ
  225. In This Together!: Shielded Squad 1
  226. Move: In This Together! Raises the Defense of all allied sync pairs when a move is successful.
  227. Color Grid: Red
  228. 1 or more adjacent tiles must be activated
  229. Move level must be 2 or higher
  230.  
  231. πŸ’  Cell 37 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  232. Endurance
  233. If the PokΓ©mon enters battle with full HP, allows it to endure the next hit it takes that would reduce it to 0 HP.
  234. Color Grid: Yellow
  235. 1 or more adjacent tiles must be activated
  236. Move level must be 3 or higher
  237.  
  238. πŸ’  Cell 38 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  239. Attack 5
  240. Attack 5
  241. Color Grid: Blue
  242. 1 or more adjacent tiles must be activated
  243.  
  244. πŸ’  Cell 39 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  245. Defense 5
  246. Defense 5
  247. Color Grid: Blue
  248. 1 or more adjacent tiles must be activated
  249.  
  250. πŸ’  Cell 40 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  251. Defense 5
  252. Defense 5
  253. Color Grid: Blue
  254. 1 or more adjacent tiles must be activated
  255.  
  256. πŸ’  Cell 41 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  257. X Speed All: MP Refresh 2
  258. Move: X Speed All Has a moderate chance of restoring one MP of the move used if the move is successful.
  259. Color Grid: Red
  260. 1 or more adjacent tiles must be activated
  261.  
  262. πŸ’  Cell 42 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  263. Waterfall: Power 4
  264. Waterfall: Power ↑ 4
  265. Color Grid: Green
  266. 1 or more adjacent tiles must be activated
  267. Move level must be 2 or higher
  268.  
  269. πŸ’  Cell 43 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  270. Vigilance
  271. The PokΓ©mon is protected against critical hits.
  272. Color Grid: Yellow
  273. 1 or more adjacent tiles must be activated
  274. Move level must be 2 or higher
  275.  
  276. πŸ’  Cell 44 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  277. Sp. Def 10
  278. Sp. Def 10
  279. Color Grid: Blue
  280. 1 or more adjacent tiles must be activated
  281. Move level must be 2 or higher
  282.  
  283. πŸ’  Cell 45 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  284. X Speed All: Slippery 1
  285. Move: X Speed All Raises the user’s evasiveness when a move is successful.
  286. Color Grid: Red
  287. 1 or more adjacent tiles must be activated
  288. Move level must be 3 or higher
  289.  
  290. πŸ’  Cell 46 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  291. Emergency Huddle 2
  292. Once per battle, sharply raises the Defense of all allied sync pairs when in a pinch.
  293. Color Grid: Yellow
  294. 1 or more adjacent tiles must be activated
  295. Move level must be 3 or higher
  296.  
  297. πŸ’  Cell 47 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  298. The True Razor Shell: Power 25
  299. The True Razor Shell: Power ↑ 25
  300. Color Grid: Purple
  301. 1 or more adjacent tiles must be activated
  302. Move level must be 3 or higher
  303.  
  304.  
  305. πŸ’  Cell 48 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  306. The True Razor Shell: Power 25
  307. The True Razor Shell: Power ↑ 25
  308. Color Grid: Purple
  309. 1 or more adjacent tiles must be activated
  310. Move level must be 3 or higher
  311.  
  312. ==============================================================
  313. 🀝 Trainer: Iris (Champion)
  314. πŸ’  Cell 1 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  315. HP 10
  316. HP 10
  317. Color Grid: Blue
  318.  
  319. πŸ’  Cell 2 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  320. Attack 5
  321. Attack 5
  322. Color Grid: Blue
  323.  
  324. πŸ’  Cell 3 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  325. Defense 5
  326. Defense 5
  327. Color Grid: Blue
  328.  
  329. πŸ’  Cell 4 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  330. Sp. Atk 5
  331. Sp. Atk 5
  332. Color Grid: Blue
  333.  
  334. πŸ’  Cell 5 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  335. Sp. Def 5
  336. Sp. Def 5
  337. Color Grid: Blue
  338.  
  339. πŸ’  Cell 6 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  340. Speed 5
  341. Speed 5
  342. Color Grid: Blue
  343.  
  344. πŸ’  Cell 7 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  345. Speed 5
  346. Speed 5
  347. Color Grid: Blue
  348. 1 or more adjacent tiles must be activated
  349.  
  350. πŸ’  Cell 8 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  351. HP 10
  352. HP 10
  353. Color Grid: Blue
  354. 1 or more adjacent tiles must be activated
  355.  
  356. πŸ’  Cell 9 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  357. HP 10
  358. HP 10
  359. Color Grid: Blue
  360. 1 or more adjacent tiles must be activated
  361.  
  362. πŸ’  Cell 10 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  363. Speed 5
  364. Speed 5
  365. Color Grid: Blue
  366. 1 or more adjacent tiles must be activated
  367.  
  368. πŸ’  Cell 11 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  369. Dragon Rush: Power 3
  370. Dragon Rush: Power ↑ 3
  371. Color Grid: Green
  372. 1 or more adjacent tiles must be activated
  373.  
  374. πŸ’  Cell 12 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  375. Dragon Rush: Power 3
  376. Dragon Rush: Power ↑ 3
  377. Color Grid: Green
  378. 1 or more adjacent tiles must be activated
  379. Move level must be 2 or higher
  380.  
  381. πŸ’  Cell 13 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  382. Dragon Rush: Power 3
  383. Dragon Rush: Power ↑ 3
  384. Color Grid: Green
  385. 1 or more adjacent tiles must be activated
  386.  
  387. πŸ’  Cell 14 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  388. Dragon Rush: Move Gauge Refresh 3
  389. Move: Dragon Rush Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  390. Color Grid: Red
  391. 1 or more adjacent tiles must be activated
  392. Move level must be 2 or higher
  393.  
  394. πŸ’  Cell 15 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  395. Attack 20
  396. Attack 20
  397. Color Grid: Blue
  398. 1 or more adjacent tiles must be activated
  399. Move level must be 3 or higher
  400.  
  401. πŸ’  Cell 16 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  402. Dragon Rush: Power 3
  403. Dragon Rush: Power ↑ 3
  404. Color Grid: Green
  405. 1 or more adjacent tiles must be activated
  406. Move level must be 2 or higher
  407.  
  408. πŸ’  Cell 17 | Cost: 8 Energy, 96 Sync Orb(s) πŸͺ
  409. Dragon Rush: Trip Up 6
  410. Move: Dragon Rush Has a great chance of lowering the target’s Speed when an attack is successful.
  411. Color Grid: Red
  412. 1 or more adjacent tiles must be activated
  413. Move level must be 3 or higher
  414.  
  415. πŸ’  Cell 18 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  416. Attack 5
  417. Attack 5
  418. Color Grid: Blue
  419. 1 or more adjacent tiles must be activated
  420.  
  421. πŸ’  Cell 19 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  422. Breaking Swipe: Power 4
  423. Breaking Swipe: Power ↑ 4
  424. Color Grid: Green
  425. 1 or more adjacent tiles must be activated
  426.  
  427. πŸ’  Cell 20 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  428. Breaking Swipe: Power 4
  429. Breaking Swipe: Power ↑ 4
  430. Color Grid: Green
  431. 1 or more adjacent tiles must be activated
  432.  
  433. πŸ’  Cell 21 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  434. Breaking Swipe: Power 4
  435. Breaking Swipe: Power ↑ 4
  436. Color Grid: Green
  437. 1 or more adjacent tiles must be activated
  438. Move level must be 2 or higher
  439.  
  440. πŸ’  Cell 22 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  441. Breaking Swipe: Power 4
  442. Breaking Swipe: Power ↑ 4
  443. Color Grid: Green
  444. 1 or more adjacent tiles must be activated
  445.  
  446. πŸ’  Cell 23 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  447. Breaking Swipe: Move Gauge Refresh 3
  448. Move: Breaking Swipe Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  449. Color Grid: Red
  450. 1 or more adjacent tiles must be activated
  451. Move level must be 2 or higher
  452.  
  453. πŸ’  Cell 24 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  454. Breaking Swipe: Power 4
  455. Breaking Swipe: Power ↑ 4
  456. Color Grid: Green
  457. 1 or more adjacent tiles must be activated
  458. Move level must be 2 or higher
  459.  
  460. πŸ’  Cell 25 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  461. Sp. Atk 20
  462. Sp. Atk 20
  463. Color Grid: Blue
  464. 1 or more adjacent tiles must be activated
  465. Move level must be 3 or higher
  466.  
  467. πŸ’  Cell 26 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  468. Pecking Order
  469. The more the target’s Attack is lowered, the more it powers up sync moves.
  470. Color Grid: Yellow
  471. 1 or more adjacent tiles must be activated
  472. Move level must be 3 or higher
  473.  
  474. πŸ’  Cell 27 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  475. Attack 5
  476. Attack 5
  477. Color Grid: Blue
  478. 1 or more adjacent tiles must be activated
  479.  
  480. πŸ’  Cell 28 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  481. Snarl: Power 4
  482. Snarl: Power ↑ 4
  483. Color Grid: Green
  484. 1 or more adjacent tiles must be activated
  485.  
  486. πŸ’  Cell 29 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  487. HP 10
  488. HP 10
  489. Color Grid: Blue
  490. 1 or more adjacent tiles must be activated
  491.  
  492. πŸ’  Cell 30 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  493. Breaking Swipe: Power 4
  494. Breaking Swipe: Power ↑ 4
  495. Color Grid: Green
  496. 1 or more adjacent tiles must be activated
  497.  
  498. πŸ’  Cell 31 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  499. Snarl: Power 4
  500. Snarl: Power ↑ 4
  501. Color Grid: Green
  502. 1 or more adjacent tiles must be activated
  503. Move level must be 2 or higher
  504.  
  505. πŸ’  Cell 32 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  506. Three Heads!: MP Refresh 2
  507. Move: Three Heads! Has a moderate chance of restoring one MP of the move used if the move is successful.
  508. Color Grid: Red
  509. 1 or more adjacent tiles must be activated
  510. Move level must be 2 or higher
  511.  
  512. πŸ’  Cell 33 | Cost: 8 Energy, 96 Sync Orb(s) πŸͺ
  513. Breaking Swipe: Critical Strike 1
  514. Move: Breaking Swipe Powers up attacks if they become critical hits.
  515. Color Grid: Red
  516. 1 or more adjacent tiles must be activated
  517. Move level must be 3 or higher
  518.  
  519. πŸ’  Cell 34 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  520. Beef Up 3
  521. Has a moderately good chance of raising the user’s Attack when the user is hit by an attack move.
  522. Color Grid: Yellow
  523. 1 or more adjacent tiles must be activated
  524. Move level must be 2 or higher
  525.  
  526. πŸ’  Cell 35 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  527. Three Heads!: All Ramped Up 1
  528. Move: Three Heads! Raises the Sp. Atk of all allied sync pairs when a move is successful.
  529. Color Grid: Red
  530. 1 or more adjacent tiles must be activated
  531. Move level must be 3 or higher
  532.  
  533. πŸ’  Cell 36 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  534. Sp. Def 5
  535. Sp. Def 5
  536. Color Grid: Blue
  537. 1 or more adjacent tiles must be activated
  538.  
  539. πŸ’  Cell 37 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  540. Speed 5
  541. Speed 5
  542. Color Grid: Blue
  543. 1 or more adjacent tiles must be activated
  544.  
  545. πŸ’  Cell 38 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  546. Defense 5
  547. Defense 5
  548. Color Grid: Blue
  549. 1 or more adjacent tiles must be activated
  550.  
  551. πŸ’  Cell 39 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  552. Snarl: Power 4
  553. Snarl: Power ↑ 4
  554. Color Grid: Green
  555. 1 or more adjacent tiles must be activated
  556.  
  557. πŸ’  Cell 40 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  558. Snarl: Move Gauge Refresh 3
  559. Move: Snarl Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  560. Color Grid: Red
  561. 1 or more adjacent tiles must be activated
  562.  
  563. πŸ’  Cell 41 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  564. Snarl: Power 4
  565. Snarl: Power ↑ 4
  566. Color Grid: Green
  567. 1 or more adjacent tiles must be activated
  568.  
  569. πŸ’  Cell 42 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  570. Snarl: Power 4
  571. Snarl: Power ↑ 4
  572. Color Grid: Green
  573. 1 or more adjacent tiles must be activated
  574. Move level must be 2 or higher
  575.  
  576. πŸ’  Cell 43 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  577. Snarl: Power 4
  578. Snarl: Power ↑ 4
  579. Color Grid: Green
  580. 1 or more adjacent tiles must be activated
  581. Move level must be 2 or higher
  582.  
  583. πŸ’  Cell 44 | Cost: 8 Energy, 96 Sync Orb(s) πŸͺ
  584. Snarl: Superduper Effective 2
  585. Move: Snarl Powers up moves that are super effective.
  586. Color Grid: Red
  587. 1 or more adjacent tiles must be activated
  588. Move level must be 2 or higher
  589.  
  590. πŸ’  Cell 45 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  591. Devastation
  592. The more the target's Sp. Atk has been lowered, the more this powers up sync moves.
  593. Color Grid: Yellow
  594. 1 or more adjacent tiles must be activated
  595. Move level must be 3 or higher
  596.  
  597. πŸ’  Cell 46 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  598. Ground Guard
  599. Reduces damage when the PokΓ©mon is attacked by Ground-type moves.
  600. Color Grid: Yellow
  601. 1 or more adjacent tiles must be activated
  602. Move level must be 3 or higher
  603.  
  604. πŸ’  Cell 47 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  605. Triple Threat Dragon Rush: Power 25
  606. Triple Threat Dragon Rush: Power ↑ 25
  607. Color Grid: Purple
  608. 1 or more adjacent tiles must be activated
  609. Move level must be 3 or higher
  610.  
  611. πŸ’  Cell 48 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  612. Triple Threat Dragon Rush: Power 25
  613. Triple Threat Dragon Rush: Power ↑ 25
  614. Color Grid: Purple
  615. 1 or more adjacent tiles must be activated
  616. Move level must be 3 or higher
  617. ==============================================================
  618. 🀝 Trainer: Cyrus
  619. πŸ’  Cell 1 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  620. HP 10
  621. HP 10
  622. Color Grid: Blue
  623.  
  624. πŸ’  Cell 2 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  625. Sp. Atk 5
  626. Sp. Atk 5
  627. Color Grid: Blue
  628.  
  629. πŸ’  Cell 3 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  630. Defense 5
  631. Defense 5
  632. Color Grid: Blue
  633.  
  634. πŸ’  Cell 4 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  635. Sp. Atk 5
  636. Sp. Atk 5
  637. Color Grid: Blue
  638.  
  639. πŸ’  Cell 5 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  640. Sp. Def 5
  641. Sp. Def 5
  642. Color Grid: Blue
  643.  
  644. πŸ’  Cell 6 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  645. Speed 5
  646. Speed 5
  647. Color Grid: Blue
  648.  
  649. πŸ’  Cell 7 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  650. Speed 5
  651. Speed 5
  652. Color Grid: Blue
  653. 1 or more adjacent tiles must be activated
  654.  
  655. πŸ’  Cell 8 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  656. Sp. Atk 5
  657. Sp. Atk 5
  658. Color Grid: Blue
  659. 1 or more adjacent tiles must be activated
  660.  
  661. πŸ’  Cell 9 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  662. Defense 5
  663. Defense 5
  664. Color Grid: Blue
  665. 1 or more adjacent tiles must be activated
  666.  
  667. πŸ’  Cell 10 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  668. Sp. Def 5
  669. Sp. Def 5
  670. Color Grid: Blue
  671. 1 or more adjacent tiles must be activated
  672.  
  673. πŸ’  Cell 11 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  674. Spacial Rend: Power 3
  675. Spacial Rend: Power ↑ 3
  676. Color Grid: Green
  677. 1 or more adjacent tiles must be activated
  678.  
  679. πŸ’  Cell 12 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  680. Spacial Rend: Power 3
  681. Spacial Rend: Power ↑ 3
  682. Color Grid: Green
  683. 1 or more adjacent tiles must be activated
  684.  
  685. πŸ’  Cell 13 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  686. Spacial Rend: Power 3
  687. Spacial Rend: Power ↑ 3
  688. Color Grid: Green
  689. 1 or more adjacent tiles must be activated
  690. Move level must be 2 or higher
  691.  
  692. πŸ’  Cell 14 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  693. Spacial Rend: Move Gauge Refresh 2
  694. Move: Spacial Rend Has a moderate chance of charging the user’s move gauge by one when a move is successful.
  695. Color Grid: Red
  696. 1 or more adjacent tiles must be activated
  697. Move level must be 2 or higher
  698.  
  699. πŸ’  Cell 15 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  700. Spacial Rend: Accuracy 5
  701. Spacial Rend: Accuracy ↑ 5
  702. Color Grid: Green
  703. 1 or more adjacent tiles must be activated
  704. Move level must be 2 or higher
  705.  
  706. πŸ’  Cell 16 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  707. Spacial Rend: Power 3
  708. Spacial Rend: Power ↑ 3
  709. Color Grid: Green
  710. 1 or more adjacent tiles must be activated
  711. Move level must be 3 or higher
  712.  
  713. πŸ’  Cell 17 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  714. Critastrophe 2
  715. Powers up sync moves if they become critical hits.
  716. Color Grid: Yellow
  717. 1 or more adjacent tiles must be activated
  718. Move level must be 3 or higher
  719.  
  720. πŸ’  Cell 18 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  721. Speed 5
  722. Speed 5
  723. Color Grid: Blue
  724. 1 or more adjacent tiles must be activated
  725.  
  726. πŸ’  Cell 19 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  727. HP 10
  728. HP 10
  729. Color Grid: Blue
  730. 1 or more adjacent tiles must be activated
  731.  
  732. πŸ’  Cell 20 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  733. Water Pulse: Power 4
  734. Water Pulse: Power ↑ 4
  735. Color Grid: Green
  736. 1 or more adjacent tiles must be activated
  737.  
  738. πŸ’  Cell 21 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  739. HP 10
  740. HP 10
  741. Color Grid: Blue
  742. 1 or more adjacent tiles must be activated
  743.  
  744. πŸ’  Cell 22 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  745. Water Pulse: Power 4
  746. Water Pulse: Power ↑ 4
  747. Color Grid: Green
  748. 1 or more adjacent tiles must be activated
  749.  
  750. πŸ’  Cell 23 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  751. Water Pulse: Power 4
  752. Water Pulse: Power ↑ 4
  753. Color Grid: Green
  754. 1 or more adjacent tiles must be activated
  755.  
  756. πŸ’  Cell 24 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  757. Water Pulse: Power 4
  758. Water Pulse: Power ↑ 4
  759. Color Grid: Green
  760. 1 or more adjacent tiles must be activated
  761. Move level must be 2 or higher
  762.  
  763. πŸ’  Cell 25 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  764. Water Pulse: Move Gauge Refresh 2
  765. Move: Water Pulse Has a moderate chance of charging the user’s move gauge by one when a move is successful.
  766. Color Grid: Red
  767. 1 or more adjacent tiles must be activated
  768. Move level must be 2 or higher
  769.  
  770. πŸ’  Cell 26 | Cost: 8 Energy, 96 Sync Orb(s) πŸͺ
  771. Water Pulse: Confusion Synergy 3
  772. Move: Water Pulse Powers up moves when the target is confused.
  773. Color Grid: Red
  774. 1 or more adjacent tiles must be activated
  775. Move level must be 2 or higher
  776.  
  777. πŸ’  Cell 27 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  778. Critical Focus 2
  779. Sharply raises the user’s critical-hit rate when the user lands a critical hit.
  780. Color Grid: Yellow
  781. 1 or more adjacent tiles must be activated
  782. Move level must be 3 or higher
  783.  
  784. πŸ’  Cell 28 | Cost: 8 Energy, 96 Sync Orb(s) πŸͺ
  785. Water Pulse: Aggravation 1
  786. Move: Water Pulse Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  787. Color Grid: Red
  788. 1 or more adjacent tiles must be activated
  789. Move level must be 3 or higher
  790.  
  791. πŸ’  Cell 29 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  792. Speed 5
  793. Speed 5
  794. Color Grid: Blue
  795. 1 or more adjacent tiles must be activated
  796.  
  797. πŸ’  Cell 30 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  798. Sp. Atk 5
  799. Sp. Atk 5
  800. Color Grid: Blue
  801. 1 or more adjacent tiles must be activated
  802.  
  803. πŸ’  Cell 31 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  804. New World Order!: MP Refresh 2
  805. Move: New World Order! Has a moderate chance of restoring one MP of the move used if the move is successful.
  806. Color Grid: Red
  807. 1 or more adjacent tiles must be activated
  808.  
  809. πŸ’  Cell 32 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  810. Sp. Def 5
  811. Sp. Def 5
  812. Color Grid: Blue
  813. 1 or more adjacent tiles must be activated
  814.  
  815. πŸ’  Cell 33 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  816. Steady Aim
  817. Critical-hit rate cannot be lowered.
  818. Color Grid: Yellow
  819. 1 or more adjacent tiles must be activated
  820. Move level must be 2 or higher
  821.  
  822. πŸ’  Cell 34 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  823. HP 20
  824. HP 20
  825. Color Grid: Blue
  826. 1 or more adjacent tiles must be activated
  827. Move level must be 2 or higher
  828.  
  829. πŸ’  Cell 35 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  830. Water Pulse: Power 4
  831. Water Pulse: Power ↑ 4
  832. Color Grid: Green
  833. 1 or more adjacent tiles must be activated
  834. Move level must be 2 or higher
  835.  
  836. πŸ’  Cell 36 | Cost: 8 Energy, 96 Sync Orb(s) πŸͺ
  837. Hydro Pump: Ramming Speed
  838. Move: Hydro Pump The more the user’s Speed has been raised, the more it powers up moves.
  839. Color Grid: Red
  840. 1 or more adjacent tiles must be activated
  841. Move level must be 3 or higher
  842.  
  843. πŸ’  Cell 37 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  844. Healthy Healing
  845. Makes the user gradually heal itself if its HP is full when it enters a battle.
  846. Color Grid: Yellow
  847. 1 or more adjacent tiles must be activated
  848. Move level must be 3 or higher
  849.  
  850. πŸ’  Cell 38 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  851. Speed 5
  852. Speed 5
  853. Color Grid: Blue
  854. 1 or more adjacent tiles must be activated
  855.  
  856. πŸ’  Cell 39 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  857. Hydro Pump: Accuracy 5
  858. Hydro Pump: Accuracy ↑ 5
  859. Color Grid: Green
  860. 1 or more adjacent tiles must be activated
  861.  
  862. πŸ’  Cell 40 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  863. Hydro Pump: Move Gauge Refresh 3
  864. Move: Hydro Pump Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  865. Color Grid: Red
  866. 1 or more adjacent tiles must be activated
  867.  
  868. πŸ’  Cell 41 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  869. Hydro Pump: Power 3
  870. Hydro Pump: Power ↑ 3
  871. Color Grid: Green
  872. 1 or more adjacent tiles must be activated
  873.  
  874. πŸ’  Cell 42 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  875. Hydro Pump: Power 3
  876. Hydro Pump: Power ↑ 3
  877. Color Grid: Green
  878. 1 or more adjacent tiles must be activated
  879. Move level must be 2 or higher
  880.  
  881. πŸ’  Cell 43 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  882. Hydro Pump: Power 3
  883. Hydro Pump: Power ↑ 3
  884. Color Grid: Green
  885. 1 or more adjacent tiles must be activated
  886. Move level must be 2 or higher
  887.  
  888. πŸ’  Cell 44 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  889. Hydro Pump: Accuracy 10
  890. Hydro Pump: Accuracy ↑ 10
  891. Color Grid: Green
  892. 1 or more adjacent tiles must be activated
  893. Move level must be 2 or higher
  894.  
  895. πŸ’  Cell 45 | Cost: 8 Energy, 96 Sync Orb(s) πŸͺ
  896. Refreshing Rain 1
  897. Restores the PokΓ©mon’s HP whenever it takes an action when the weather is rainy.
  898. Color Grid: Yellow
  899. 1 or more adjacent tiles must be activated
  900. Move level must be 3 or higher
  901.  
  902. πŸ’  Cell 46 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  903. Hydro Pump: Power 3
  904. Hydro Pump: Power ↑ 3
  905. Color Grid: Green
  906. 1 or more adjacent tiles must be activated
  907. Move level must be 3 or higher
  908.  
  909. πŸ’  Cell 47 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  910. Emotional Void Spacial Rend: Power 25
  911. Emotional Void Spacial Rend: Power ↑ 25
  912. Color Grid: Purple
  913. 1 or more adjacent tiles must be activated
  914. Move level must be 3 or higher
  915.  
  916. πŸ’  Cell 48 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  917. Emotional Void Spacial Rend: Power 25
  918. Emotional Void Spacial Rend: Power ↑ 25
  919. Color Grid: Purple
  920. 1 or more adjacent tiles must be activated
  921. Move level must be 3 or higher
  922. ==============================================================
  923. 🀝 Trainer: Diantha
  924. πŸ’  Cell 1 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  925. HP 10
  926. HP 10
  927. Color Grid: Blue
  928.  
  929. πŸ’  Cell 2 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  930. Sp. Atk 5
  931. Sp. Atk 5
  932. Color Grid: Blue
  933.  
  934. πŸ’  Cell 3 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  935. Defense 5
  936. Defense 5
  937. Color Grid: Blue
  938.  
  939. πŸ’  Cell 4 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  940. Sp. Atk 5
  941. Sp. Atk 5
  942. Color Grid: Blue
  943.  
  944. πŸ’  Cell 5 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  945. Sp. Def 5
  946. Sp. Def 5
  947. Color Grid: Blue
  948.  
  949. πŸ’  Cell 6 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  950. Speed 5
  951. Speed 5
  952. Color Grid: Blue
  953.  
  954. πŸ’  Cell 7 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  955. Speed 5
  956. Speed 5
  957. Color Grid: Blue
  958. 1 or more adjacent tiles must be activated
  959.  
  960. πŸ’  Cell 8 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  961. HP 10
  962. HP 10
  963. Color Grid: Blue
  964. 1 or more adjacent tiles must be activated
  965.  
  966. πŸ’  Cell 9 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  967. Speed 5
  968. Speed 5
  969. Color Grid: Blue
  970. 1 or more adjacent tiles must be activated
  971.  
  972. πŸ’  Cell 10 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  973. Sp. Def 5
  974. Sp. Def 5
  975. Color Grid: Blue
  976. 1 or more adjacent tiles must be activated
  977.  
  978. πŸ’  Cell 11 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  979. Moonblast: Power 3
  980. Moonblast: Power ↑ 3
  981. Color Grid: Green
  982. 1 or more adjacent tiles must be activated
  983.  
  984. πŸ’  Cell 12 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  985. Moonblast: Power 3
  986. Moonblast: Power ↑ 3
  987. Color Grid: Green
  988. 1 or more adjacent tiles must be activated
  989.  
  990. πŸ’  Cell 13 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  991. Moonblast: Power 3
  992. Moonblast: Power ↑ 3
  993. Color Grid: Green
  994. 1 or more adjacent tiles must be activated
  995. Move level must be 2 or higher
  996.  
  997. πŸ’  Cell 14 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  998. Moonblast: Move Gauge Refresh 2
  999. Move: Moonblast Has a moderate chance of charging the user’s move gauge by one when a move is successful.
  1000. Color Grid: Red
  1001. 1 or more adjacent tiles must be activated
  1002. Move level must be 2 or higher
  1003.  
  1004. πŸ’  Cell 15 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  1005. Master Thespian Moonblast: Power 25
  1006. Master Thespian Moonblast: Power ↑ 25
  1007. Color Grid: Green
  1008. 1 or more adjacent tiles must be activated
  1009. Move level must be 2 or higher
  1010.  
  1011. πŸ’  Cell 16 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  1012. Devastation
  1013. The more the target's Sp. Atk has been lowered, the more this powers up sync moves.
  1014. Color Grid: Yellow
  1015. 1 or more adjacent tiles must be activated
  1016. Move level must be 3 or higher
  1017.  
  1018. πŸ’  Cell 17 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  1019. Moonblast: Move Gauge Refresh 2
  1020. Move: Moonblast Has a moderate chance of charging the user’s move gauge by one when a move is successful.
  1021. Color Grid: Red
  1022. 1 or more adjacent tiles must be activated
  1023. Move level must be 3 or higher
  1024.  
  1025. πŸ’  Cell 18 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1026. Defense 5
  1027. Defense 5
  1028. Color Grid: Blue
  1029. 1 or more adjacent tiles must be activated
  1030.  
  1031. πŸ’  Cell 19 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1032. Speed 5
  1033. Speed 5
  1034. Color Grid: Blue
  1035. 1 or more adjacent tiles must be activated
  1036.  
  1037. πŸ’  Cell 20 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1038. Defense 5
  1039. Defense 5
  1040. Color Grid: Blue
  1041. 1 or more adjacent tiles must be activated
  1042.  
  1043. πŸ’  Cell 21 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1044. Sp. Atk 5
  1045. Sp. Atk 5
  1046. Color Grid: Blue
  1047. 1 or more adjacent tiles must be activated
  1048.  
  1049. πŸ’  Cell 22 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  1050. Dire Hit +: MP Refresh 2
  1051. Move: Dire Hit + Has a moderate chance of restoring one MP of the move used if the move is successful.
  1052. Color Grid: Red
  1053. 1 or more adjacent tiles must be activated
  1054.  
  1055. πŸ’  Cell 23 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1056. Dazzling Gleam: Power 3
  1057. Dazzling Gleam: Power ↑ 3
  1058. Color Grid: Green
  1059. 1 or more adjacent tiles must be activated
  1060.  
  1061. πŸ’  Cell 24 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1062. Dazzling Gleam: Power 3
  1063. Dazzling Gleam: Power ↑ 3
  1064. Color Grid: Green
  1065. 1 or more adjacent tiles must be activated
  1066. Move level must be 2 or higher
  1067.  
  1068. πŸ’  Cell 25 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1069. HP 20
  1070. HP 20
  1071. Color Grid: Blue
  1072. 1 or more adjacent tiles must be activated
  1073. Move level must be 2 or higher
  1074.  
  1075. πŸ’  Cell 26 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  1076. Master Thespian Moonblast: Power 25
  1077. Master Thespian Moonblast: Power ↑ 25
  1078. Color Grid: Green
  1079. 1 or more adjacent tiles must be activated
  1080. Move level must be 2 or higher
  1081.  
  1082. πŸ’  Cell 27 | Cost: 8 Energy, 96 Sync Orb(s) πŸͺ
  1083. Double Down 2
  1084. Powers up sync moves that are super effective.
  1085. Color Grid: Yellow
  1086. 1 or more adjacent tiles must be activated
  1087. Move level must be 3 or higher
  1088.  
  1089. πŸ’  Cell 28 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  1090. Head Start 1
  1091. Reduces the sync move countdown by 1 when the PokΓ©mon enters a battle for the first time.
  1092. Color Grid: Yellow
  1093. 1 or more adjacent tiles must be activated
  1094. Move level must be 3 or higher
  1095.  
  1096. πŸ’  Cell 29 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1097. HP 10
  1098. HP 10
  1099. Color Grid: Blue
  1100. 1 or more adjacent tiles must be activated
  1101.  
  1102. πŸ’  Cell 30 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1103. Speed 5
  1104. Speed 5
  1105. Color Grid: Blue
  1106. 1 or more adjacent tiles must be activated
  1107.  
  1108. πŸ’  Cell 31 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1109. Dazzling Gleam: Power 3
  1110. Dazzling Gleam: Power ↑ 3
  1111. Color Grid: Green
  1112. 1 or more adjacent tiles must be activated
  1113.  
  1114. πŸ’  Cell 32 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1115. Sp. Def 5
  1116. Sp. Def 5
  1117. Color Grid: Blue
  1118. 1 or more adjacent tiles must be activated
  1119.  
  1120. πŸ’  Cell 33 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1121. Dazzling Gleam: Power 3
  1122. Dazzling Gleam: Power ↑ 3
  1123. Color Grid: Green
  1124. 1 or more adjacent tiles must be activated
  1125. Move level must be 2 or higher
  1126.  
  1127. πŸ’  Cell 34 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  1128. Dazzling Gleam: Move Gauge Refresh 2
  1129. Move: Dazzling Gleam Has a moderate chance of charging the user’s move gauge by one when a move is successful.
  1130. Color Grid: Red
  1131. 1 or more adjacent tiles must be activated
  1132. Move level must be 2 or higher
  1133.  
  1134. πŸ’  Cell 35 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1135. Dazzling Gleam: Power 3
  1136. Dazzling Gleam: Power ↑ 3
  1137. Color Grid: Green
  1138. 1 or more adjacent tiles must be activated
  1139. Move level must be 2 or higher
  1140.  
  1141. πŸ’  Cell 36 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  1142. Dazzling Gleam: Superduper Effective 1
  1143. Move: Dazzling Gleam Powers up moves that are super effective.
  1144. Color Grid: Red
  1145. 1 or more adjacent tiles must be activated
  1146. Move level must be 3 or higher
  1147.  
  1148. πŸ’  Cell 37 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  1149. Master Thespian Moonblast: Power 25
  1150. Master Thespian Moonblast: Power ↑ 25
  1151. Color Grid: Green
  1152. 1 or more adjacent tiles must be activated
  1153. Move level must be 3 or higher
  1154.  
  1155. πŸ’  Cell 38 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1156. Speed 5
  1157. Speed 5
  1158. Color Grid: Blue
  1159. 1 or more adjacent tiles must be activated
  1160.  
  1161. πŸ’  Cell 39 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  1162. Dauntless
  1163. Sp. Atk cannot be lowered.
  1164. Color Grid: Yellow
  1165. 1 or more adjacent tiles must be activated
  1166.  
  1167. πŸ’  Cell 40 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  1168. Quick Cure
  1169. Removes the confused, flinching, and trapped conditions from the user once during battle.
  1170. Color Grid: Yellow
  1171. 1 or more adjacent tiles must be activated
  1172.  
  1173. πŸ’  Cell 41 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1174. Sp. Atk 5
  1175. Sp. Atk 5
  1176. Color Grid: Blue
  1177. 1 or more adjacent tiles must be activated
  1178.  
  1179. πŸ’  Cell 42 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1180. Speed 10
  1181. Speed 10
  1182. Color Grid: Blue
  1183. 1 or more adjacent tiles must be activated
  1184. Move level must be 2 or higher
  1185.  
  1186. πŸ’  Cell 43 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  1187. Time to Shine!: MP Refresh 2
  1188. Move: Time to Shine! Has a moderate chance of restoring one MP of the move used if the move is successful.
  1189. Color Grid: Red
  1190. 1 or more adjacent tiles must be activated
  1191. Move level must be 2 or higher
  1192.  
  1193. πŸ’  Cell 44 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1194. Moonblast: Power 3
  1195. Moonblast: Power ↑ 3
  1196. Color Grid: Green
  1197. 1 or more adjacent tiles must be activated
  1198. Move level must be 2 or higher
  1199.  
  1200. πŸ’  Cell 45 | Cost: 8 Energy, 96 Sync Orb(s) πŸͺ
  1201. Time to Shine!: Fleet Feet 1
  1202. Move: Time to Shine! Raises the user’s Speed when a move is successful.
  1203. Color Grid: Red
  1204. 1 or more adjacent tiles must be activated
  1205. Move level must be 3 or higher
  1206.  
  1207. πŸ’  Cell 46 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  1208. Master Thespian Moonblast: Power 25
  1209. Master Thespian Moonblast: Power ↑ 25
  1210. Color Grid: Green
  1211. 1 or more adjacent tiles must be activated
  1212. Move level must be 3 or higher
  1213.  
  1214. πŸ’  Cell 47 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  1215. Master Thespian Moonblast: Power 25
  1216. Master Thespian Moonblast: Power ↑ 25
  1217. Color Grid: Purple
  1218. 1 or more adjacent tiles must be activated
  1219. Move level must be 3 or higher
  1220.  
  1221. πŸ’  Cell 48 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  1222. Master Thespian Moonblast: Power 25
  1223. Master Thespian Moonblast: Power ↑ 25
  1224. Color Grid: Purple
  1225. 1 or more adjacent tiles must be activated
  1226. Move level must be 3 or higher
  1227. ==============================================================
  1228. 🀝 Trainer: Marnie
  1229. πŸ’  Cell 1 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  1230. HP 10
  1231. HP 10
  1232. Color Grid: Blue
  1233.  
  1234. πŸ’  Cell 2 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  1235. Attack 5
  1236. Attack 5
  1237. Color Grid: Blue
  1238.  
  1239. πŸ’  Cell 3 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  1240. Defense 5
  1241. Defense 5
  1242. Color Grid: Blue
  1243.  
  1244. πŸ’  Cell 4 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  1245. Sp. Atk 5
  1246. Sp. Atk 5
  1247. Color Grid: Blue
  1248.  
  1249. πŸ’  Cell 5 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  1250. Sp. Def 5
  1251. Sp. Def 5
  1252. Color Grid: Blue
  1253.  
  1254. πŸ’  Cell 6 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  1255. Speed 5
  1256. Speed 5
  1257. Color Grid: Blue
  1258.  
  1259. πŸ’  Cell 7 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1260. Attack 5
  1261. Attack 5
  1262. Color Grid: Blue
  1263. 1 or more adjacent tiles must be activated
  1264.  
  1265. πŸ’  Cell 8 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1266. Defense 5
  1267. Defense 5
  1268. Color Grid: Blue
  1269. 1 or more adjacent tiles must be activated
  1270.  
  1271. πŸ’  Cell 9 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1272. Sp. Def 5
  1273. Sp. Def 5
  1274. Color Grid: Blue
  1275. 1 or more adjacent tiles must be activated
  1276.  
  1277. πŸ’  Cell 10 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1278. Aura Wheel: Power 3
  1279. Aura Wheel: Power ↑ 3
  1280. Color Grid: Green
  1281. 1 or more adjacent tiles must be activated
  1282.  
  1283. πŸ’  Cell 11 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1284. Aura Wheel: Power 3
  1285. Aura Wheel: Power ↑ 3
  1286. Color Grid: Green
  1287. 1 or more adjacent tiles must be activated
  1288.  
  1289. πŸ’  Cell 12 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1290. Aura Wheel: Power 3
  1291. Aura Wheel: Power ↑ 3
  1292. Color Grid: Green
  1293. 1 or more adjacent tiles must be activated
  1294. Move level must be 2 or higher
  1295.  
  1296. πŸ’  Cell 13 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  1297. Lithe
  1298. Prevents the PokΓ©mon from getting paralyzed.
  1299. Color Grid: Yellow
  1300. 1 or more adjacent tiles must be activated
  1301.  
  1302. πŸ’  Cell 14 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1303. HP 20
  1304. HP 20
  1305. Color Grid: Blue
  1306. 1 or more adjacent tiles must be activated
  1307. Move level must be 2 or higher
  1308.  
  1309. πŸ’  Cell 15 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  1310. Aura Wheel: Move Gauge Refresh 3
  1311. Move: Aura Wheel Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1312. Color Grid: Red
  1313. 1 or more adjacent tiles must be activated
  1314. Move level must be 3 or higher
  1315.  
  1316. πŸ’  Cell 16 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1317. Aura Wheel: Power 3
  1318. Aura Wheel: Power ↑ 3
  1319. Color Grid: Green
  1320. 1 or more adjacent tiles must be activated
  1321. Move level must be 2 or higher
  1322.  
  1323. πŸ’  Cell 17 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  1324. Aura Wheel: Ramming Speed
  1325. Move: Aura Wheel The more the user’s Speed has been raised, the more it powers up moves.
  1326. Color Grid: Red
  1327. 1 or more adjacent tiles must be activated
  1328. Move level must be 3 or higher
  1329.  
  1330. πŸ’  Cell 18 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1331. Sp. Atk 5
  1332. Sp. Atk 5
  1333. Color Grid: Blue
  1334. 1 or more adjacent tiles must be activated
  1335.  
  1336. πŸ’  Cell 19 | Cost: 3 Energy, 36 Sync Orb(s) πŸͺ
  1337. Thunder Shock: Power 4
  1338. Thunder Shock: Power ↑ 4
  1339. Color Grid: Green
  1340. 1 or more adjacent tiles must be activated
  1341.  
  1342. πŸ’  Cell 20 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  1343. Thunder Shock: Move Gauge Refresh 4
  1344. Move: Thunder Shock Has a good chance of charging the user’s move gauge by one when a move is successful.
  1345. Color Grid: Red
  1346. 1 or more adjacent tiles must be activated
  1347.  
  1348. πŸ’  Cell 21 | Cost: 3 Energy, 36 Sync Orb(s) πŸͺ
  1349. Thunder Shock: Power 4
  1350. Thunder Shock: Power ↑ 4
  1351. Color Grid: Green
  1352. 1 or more adjacent tiles must be activated
  1353. Move level must be 2 or higher
  1354.  
  1355. πŸ’  Cell 22 | Cost: 3 Energy, 36 Sync Orb(s) πŸͺ
  1356. Thunder Shock: Power 4
  1357. Thunder Shock: Power ↑ 4
  1358. Color Grid: Green
  1359. 1 or more adjacent tiles must be activated
  1360.  
  1361. πŸ’  Cell 23 | Cost: 3 Energy, 36 Sync Orb(s) πŸͺ
  1362. Thunder Shock: Power 4
  1363. Thunder Shock: Power ↑ 4
  1364. Color Grid: Green
  1365. 1 or more adjacent tiles must be activated
  1366. Move level must be 2 or higher
  1367.  
  1368. πŸ’  Cell 24 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  1369. Thunder Shock: Staggering 2
  1370. Move: Thunder Shock Has a moderate chance of making the target flinch when an attack is successful.
  1371. Color Grid: Red
  1372. 1 or more adjacent tiles must be activated
  1373. Move level must be 2 or higher
  1374.  
  1375. πŸ’  Cell 25 | Cost: 6 Energy, 72 Sync Orb(s) πŸͺ
  1376. Snack Time!: Super Preparation 4
  1377. Move: Snack Time! Has a good chance of applying the Supereffective ↑ Next effect to the user when a move is successful.
  1378. Color Grid: Red
  1379. 1 or more adjacent tiles must be activated
  1380. Move level must be 3 or higher
  1381.  
  1382. πŸ’  Cell 26 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  1383. Inertia
  1384. The higher the user’s Speed, the more it powers up sync moves.
  1385. Color Grid: Yellow
  1386. 1 or more adjacent tiles must be activated
  1387. Move level must be 3 or higher
  1388.  
  1389. πŸ’  Cell 27 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1390. HP 10
  1391. HP 10
  1392. Color Grid: Blue
  1393. 1 or more adjacent tiles must be activated
  1394.  
  1395. πŸ’  Cell 28 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1396. Attack 5
  1397. Attack 5
  1398. Color Grid: Blue
  1399. 1 or more adjacent tiles must be activated
  1400.  
  1401. πŸ’  Cell 29 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1402. Defense 5
  1403. Defense 5
  1404. Color Grid: Blue
  1405. 1 or more adjacent tiles must be activated
  1406.  
  1407. πŸ’  Cell 30 | Cost: 3 Energy, 36 Sync Orb(s) πŸͺ
  1408. Thunder Shock: Power 4
  1409. Thunder Shock: Power ↑ 4
  1410. Color Grid: Green
  1411. 1 or more adjacent tiles must be activated
  1412.  
  1413. πŸ’  Cell 31 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  1414. Speedy Entry 1
  1415. Raises the user’s Speed when the PokΓ©mon enters a battle.
  1416. Color Grid: Yellow
  1417. 1 or more adjacent tiles must be activated
  1418. Move level must be 2 or higher
  1419.  
  1420. πŸ’  Cell 32 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  1421. Snack Time!: MP Refresh 2
  1422. Move: Snack Time! Has a moderate chance of restoring one MP of the move used if the move is successful.
  1423. Color Grid: Red
  1424. 1 or more adjacent tiles must be activated
  1425. Move level must be 2 or higher
  1426.  
  1427. πŸ’  Cell 33 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  1428. Snack Time!: Propulsion 4
  1429. Move: Snack Time! Has a good chance of reducing the user’s sync move countdown by one when the user’s move is successful.
  1430. Color Grid: Red
  1431. 1 or more adjacent tiles must be activated
  1432. Move level must be 3 or higher
  1433.  
  1434. πŸ’  Cell 34 | Cost: 3 Energy, 36 Sync Orb(s) πŸͺ
  1435. Thunder Shock: Power 4
  1436. Thunder Shock: Power ↑ 4
  1437. Color Grid: Green
  1438. 1 or more adjacent tiles must be activated
  1439. Move level must be 2 or higher
  1440.  
  1441. πŸ’  Cell 35 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  1442. MP Rekindle 2
  1443. Has a moderate chance of restoring one MP for the user when the user’s PokΓ©mon uses a move.
  1444. Color Grid: Yellow
  1445. 1 or more adjacent tiles must be activated
  1446. Move level must be 3 or higher
  1447.  
  1448. πŸ’  Cell 36 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1449. Sp. Atk 5
  1450. Sp. Atk 5
  1451. Color Grid: Blue
  1452. 1 or more adjacent tiles must be activated
  1453.  
  1454. πŸ’  Cell 37 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1455. Sp. Def 5
  1456. Sp. Def 5
  1457. Color Grid: Blue
  1458. 1 or more adjacent tiles must be activated
  1459.  
  1460. πŸ’  Cell 38 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1461. Attack 5
  1462. Attack 5
  1463. Color Grid: Blue
  1464. 1 or more adjacent tiles must be activated
  1465.  
  1466. πŸ’  Cell 39 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1467. Power Trip: Power 1
  1468. Power Trip: Power ↑ 1
  1469. Color Grid: Green
  1470. 1 or more adjacent tiles must be activated
  1471.  
  1472. πŸ’  Cell 40 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  1473. Haste
  1474. Speed cannot be lowered.
  1475. Color Grid: Yellow
  1476. 1 or more adjacent tiles must be activated
  1477.  
  1478. πŸ’  Cell 41 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1479. Power Trip: Power 1
  1480. Power Trip: Power ↑ 1
  1481. Color Grid: Green
  1482. 1 or more adjacent tiles must be activated
  1483.  
  1484. πŸ’  Cell 42 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1485. Power Trip: Power 1
  1486. Power Trip: Power ↑ 1
  1487. Color Grid: Green
  1488. 1 or more adjacent tiles must be activated
  1489. Move level must be 2 or higher
  1490.  
  1491. πŸ’  Cell 43 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  1492. Power Trip: Move Gauge Refresh 2
  1493. Move: Power Trip Has a moderate chance of charging the user’s move gauge by one when a move is successful.
  1494. Color Grid: Red
  1495. 1 or more adjacent tiles must be activated
  1496. Move level must be 2 or higher
  1497.  
  1498. πŸ’  Cell 44 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1499. Power Trip: Power 1
  1500. Power Trip: Power ↑ 1
  1501. Color Grid: Green
  1502. 1 or more adjacent tiles must be activated
  1503. Move level must be 2 or higher
  1504.  
  1505. πŸ’  Cell 45 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1506. Power Trip: Power 1
  1507. Power Trip: Power ↑ 1
  1508. Color Grid: Green
  1509. 1 or more adjacent tiles must be activated
  1510. Move level must be 3 or higher
  1511.  
  1512. πŸ’  Cell 46 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  1513. Static Shock 3
  1514. Powers up sync moves when the target is paralyzed.
  1515. Color Grid: Yellow
  1516. 1 or more adjacent tiles must be activated
  1517. Move level must be 3 or higher
  1518.  
  1519. πŸ’  Cell 47 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  1520. Hangry Wild Charge: Power 25
  1521. Hangry Wild Charge: Power ↑ 25
  1522. Color Grid: Purple
  1523. 1 or more adjacent tiles must be activated
  1524. Move level must be 3 or higher
  1525.  
  1526. πŸ’  Cell 48 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  1527. Hangry Wild Charge: Power 25
  1528. Hangry Wild Charge: Power ↑ 25
  1529. Color Grid: Purple
  1530. 1 or more adjacent tiles must be activated
  1531. Move level must be 3 or higher
  1532. ==============================================================
  1533. 🀝 Trainer: Leon
  1534. πŸ’  Cell 1 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  1535. HP 10
  1536. HP 10
  1537. Color Grid: Blue
  1538.  
  1539. πŸ’  Cell 2 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  1540. Attack 5
  1541. Attack 5
  1542. Color Grid: Blue
  1543.  
  1544. πŸ’  Cell 3 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  1545. Defense 5
  1546. Defense 5
  1547. Color Grid: Blue
  1548.  
  1549. πŸ’  Cell 4 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  1550. Sp. Atk 5
  1551. Sp. Atk 5
  1552. Color Grid: Blue
  1553.  
  1554. πŸ’  Cell 5 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  1555. Sp. Def 5
  1556. Sp. Def 5
  1557. Color Grid: Blue
  1558.  
  1559. πŸ’  Cell 6 | Cost: 0 Energy, 5 Sync Orb(s) πŸͺ
  1560. Speed 5
  1561. Speed 5
  1562. Color Grid: Blue
  1563.  
  1564. πŸ’  Cell 7 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1565. Sp. Atk 5
  1566. Sp. Atk 5
  1567. Color Grid: Blue
  1568. 1 or more adjacent tiles must be activated
  1569.  
  1570. πŸ’  Cell 8 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1571. Defense 5
  1572. Defense 5
  1573. Color Grid: Blue
  1574. 1 or more adjacent tiles must be activated
  1575.  
  1576. πŸ’  Cell 9 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1577. Sp. Def 5
  1578. Sp. Def 5
  1579. Color Grid: Blue
  1580. 1 or more adjacent tiles must be activated
  1581.  
  1582. πŸ’  Cell 10 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1583. Speed 5
  1584. Speed 5
  1585. Color Grid: Blue
  1586. 1 or more adjacent tiles must be activated
  1587.  
  1588. πŸ’  Cell 11 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1589. Inferno: Power 2
  1590. Inferno: Power ↑ 2
  1591. Color Grid: Green
  1592. 1 or more adjacent tiles must be activated
  1593.  
  1594. πŸ’  Cell 12 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1595. Inferno: Power 2
  1596. Inferno: Power ↑ 2
  1597. Color Grid: Green
  1598. 1 or more adjacent tiles must be activated
  1599.  
  1600. πŸ’  Cell 13 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1601. Inferno: Power 2
  1602. Inferno: Power ↑ 2
  1603. Color Grid: Green
  1604. 1 or more adjacent tiles must be activated
  1605. Move level must be 2 or higher
  1606.  
  1607. πŸ’  Cell 14 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  1608. Inferno: Move Gauge Refresh 5
  1609. Move: Inferno Has a very good chance of charging the user’s move gauge by one when a move is successful.
  1610. Color Grid: Red
  1611. 1 or more adjacent tiles must be activated
  1612. Move level must be 2 or higher
  1613.  
  1614. πŸ’  Cell 15 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1615. HP 20
  1616. HP 20
  1617. Color Grid: Blue
  1618. 1 or more adjacent tiles must be activated
  1619. Move level must be 2 or higher
  1620.  
  1621. πŸ’  Cell 16 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1622. Inferno: Power 3
  1623. Inferno: Power ↑ 3
  1624. Color Grid: Green
  1625. 1 or more adjacent tiles must be activated
  1626. Move level must be 3 or higher
  1627.  
  1628. πŸ’  Cell 17 | Cost: 6 Energy, 72 Sync Orb(s) πŸͺ
  1629. Healthy Superhit
  1630. Applies the Supereffective ↑ Next effect to the user if its HP is full when it enters a battle.
  1631. Color Grid: Yellow
  1632. 1 or more adjacent tiles must be activated
  1633. Move level must be 3 or higher
  1634.  
  1635. πŸ’  Cell 18 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1636. Attack 5
  1637. Attack 5
  1638. Color Grid: Blue
  1639. 1 or more adjacent tiles must be activated
  1640.  
  1641. πŸ’  Cell 19 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1642. Sp. Atk 5
  1643. Sp. Atk 5
  1644. Color Grid: Blue
  1645. 1 or more adjacent tiles must be activated
  1646.  
  1647. πŸ’  Cell 20 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1648. Defense 5
  1649. Defense 5
  1650. Color Grid: Blue
  1651. 1 or more adjacent tiles must be activated
  1652.  
  1653. πŸ’  Cell 21 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1654. Speed 5
  1655. Speed 5
  1656. Color Grid: Blue
  1657. 1 or more adjacent tiles must be activated
  1658.  
  1659. πŸ’  Cell 22 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1660. Earthquake: Power 3
  1661. Earthquake: Power ↑ 3
  1662. Color Grid: Green
  1663. 1 or more adjacent tiles must be activated
  1664.  
  1665. πŸ’  Cell 23 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  1666. Burst In
  1667. Ensures that the user’s next attack will be a critical hit when the PokΓ©mon enters a battle.
  1668. Color Grid: Yellow
  1669. 1 or more adjacent tiles must be activated
  1670.  
  1671. πŸ’  Cell 24 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1672. Hurricane: Power 3
  1673. Hurricane: Power ↑ 3
  1674. Color Grid: Green
  1675. 1 or more adjacent tiles must be activated
  1676. Move level must be 2 or higher
  1677.  
  1678. πŸ’  Cell 25 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1679. Sp. Def 10
  1680. Sp. Def 10
  1681. Color Grid: Blue
  1682. 1 or more adjacent tiles must be activated
  1683. Move level must be 2 or higher
  1684.  
  1685. πŸ’  Cell 26 | Cost: 8 Energy, 96 Sync Orb(s) πŸͺ
  1686. Rejuvenate 6
  1687. Charges the user’s move gauge by six after using a sync move.
  1688. Color Grid: Yellow
  1689. 1 or more adjacent tiles must be activated
  1690. Move level must be 2 or higher
  1691.  
  1692. πŸ’  Cell 27 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  1693. Sync Burst 1
  1694. Restores one MP for the user when a sync move is used for the first time.
  1695. Color Grid: Yellow
  1696. 1 or more adjacent tiles must be activated
  1697. Move level must be 3 or higher
  1698.  
  1699. πŸ’  Cell 28 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  1700. Burn Synergy 3
  1701. Powers up moves when the target is burned.
  1702. Color Grid: Yellow
  1703. 1 or more adjacent tiles must be activated
  1704. Move level must be 3 or higher
  1705.  
  1706. πŸ’  Cell 29 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1707. HP 10
  1708. HP 10
  1709. Color Grid: Blue
  1710. 1 or more adjacent tiles must be activated
  1711.  
  1712. πŸ’  Cell 30 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1713. Speed 5
  1714. Speed 5
  1715. Color Grid: Blue
  1716. 1 or more adjacent tiles must be activated
  1717.  
  1718. πŸ’  Cell 31 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  1719. Hurricane: Move Gauge Refresh 3
  1720. Move: Hurricane Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1721. Color Grid: Red
  1722. 1 or more adjacent tiles must be activated
  1723.  
  1724. πŸ’  Cell 32 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1725. Hurricane: Power 3
  1726. Hurricane: Power ↑ 3
  1727. Color Grid: Green
  1728. 1 or more adjacent tiles must be activated
  1729.  
  1730. πŸ’  Cell 33 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1731. Hurricane: Power 3
  1732. Hurricane: Power ↑ 3
  1733. Color Grid: Green
  1734. 1 or more adjacent tiles must be activated
  1735. Move level must be 2 or higher
  1736.  
  1737. πŸ’  Cell 34 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1738. Hurricane: Power 3
  1739. Hurricane: Power ↑ 3
  1740. Color Grid: Green
  1741. 1 or more adjacent tiles must be activated
  1742. Move level must be 2 or higher
  1743.  
  1744. πŸ’  Cell 35 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1745. Speed 10
  1746. Speed 10
  1747. Color Grid: Blue
  1748. 1 or more adjacent tiles must be activated
  1749. Move level must be 2 or higher
  1750.  
  1751. πŸ’  Cell 36 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  1752. Sync Stat Reboot 3
  1753. Has a moderately good chance of returning the user’s lowered stats to normal after using a sync move.
  1754. Color Grid: Yellow
  1755. 1 or more adjacent tiles must be activated
  1756. Move level must be 3 or higher
  1757.  
  1758. πŸ’  Cell 37 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  1759. Scorching Sync 5
  1760. Powers up sync moves when the target is burned.
  1761. Color Grid: Yellow
  1762. 1 or more adjacent tiles must be activated
  1763. Move level must be 3 or higher
  1764.  
  1765. πŸ’  Cell 38 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1766. Defense 5
  1767. Defense 5
  1768. Color Grid: Blue
  1769. 1 or more adjacent tiles must be activated
  1770.  
  1771. πŸ’  Cell 39 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1772. Attack 5
  1773. Attack 5
  1774. Color Grid: Blue
  1775. 1 or more adjacent tiles must be activated
  1776.  
  1777. πŸ’  Cell 40 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1778. Earthquake: Power 3
  1779. Earthquake: Power ↑ 3
  1780. Color Grid: Green
  1781. 1 or more adjacent tiles must be activated
  1782.  
  1783. πŸ’  Cell 41 | Cost: 2 Energy, 24 Sync Orb(s) πŸͺ
  1784. HP 10
  1785. HP 10
  1786. Color Grid: Blue
  1787. 1 or more adjacent tiles must be activated
  1788.  
  1789. πŸ’  Cell 42 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1790. Earthquake: Power 3
  1791. Earthquake: Power ↑ 3
  1792. Color Grid: Green
  1793. 1 or more adjacent tiles must be activated
  1794. Move level must be 2 or higher
  1795.  
  1796. πŸ’  Cell 43 | Cost: 7 Energy, 84 Sync Orb(s) πŸͺ
  1797. Earthquake: Move Gauge Refresh 3
  1798. Move: Earthquake Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1799. Color Grid: Red
  1800. 1 or more adjacent tiles must be activated
  1801. Move level must be 2 or higher
  1802.  
  1803. πŸ’  Cell 44 | Cost: 4 Energy, 48 Sync Orb(s) πŸͺ
  1804. Earthquake: Power 3
  1805. Earthquake: Power ↑ 3
  1806. Color Grid: Green
  1807. 1 or more adjacent tiles must be activated
  1808. Move level must be 2 or higher
  1809.  
  1810. πŸ’  Cell 45 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  1811. Stat Reboot 9
  1812. Once per battle, returns the user’s lowered stats to normal when in a pinch.
  1813. Color Grid: Yellow
  1814. 1 or more adjacent tiles must be activated
  1815. Move level must be 3 or higher
  1816.  
  1817. πŸ’  Cell 46 | Cost: 10 Energy, 120 Sync Orb(s) πŸͺ
  1818. Fast-Track 2
  1819. Has a moderate chance of raising the PokΓ©mon’s Speed after it uses a move.
  1820. Color Grid: Yellow
  1821. 1 or more adjacent tiles must be activated
  1822. Move level must be 3 or higher
  1823.  
  1824. πŸ’  Cell 47 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  1825. Champion Time Fire Blast: Power 25
  1826. Champion Time Fire Blast: Power ↑ 25
  1827. Color Grid: Purple
  1828. 1 or more adjacent tiles must be activated
  1829. Move level must be 3 or higher
  1830.  
  1831. πŸ’  Cell 48 | Cost: 5 Energy, 60 Sync Orb(s) πŸͺ
  1832. Champion Time Fire Blast: Power 25
  1833. Champion Time Fire Blast: Power ↑ 25
  1834. Color Grid: Purple
  1835. 1 or more adjacent tiles must be activated
  1836. Move level must be 3 or higher
  1837.  
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