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- π All New Sync Grid on ver2.6
- #γγ±γγΉ #γγ±γγΉEX #PMEXSpoiler
- #PokemonMasters #PokemonMastersEX
- π€ Trainer: Hilbert
- π Cell 1 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Waterfall: Power 4
- Waterfall: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Waterfall: Power 4
- Waterfall: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 13 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Waterfall: Power 4
- Waterfall: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 14 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Waterfall: Move Gauge Refresh 3
- Move: Waterfall Has a moderately good chance of charging the userβs 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
- π Cell 15 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Speed 30
- Speed 30
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 16 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Waterfall: Power 4
- Waterfall: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 17 | Cost: 8 Energy, 96 Sync Orb(s) πͺ
- Waterfall: Aggravation 1
- Move: Waterfall Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Aqua Tail: Power 4
- Aqua Tail: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Aqua Tail: Move Gauge Refresh 3
- Move: Aqua Tail Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Aqua Tail: Power 4
- Aqua Tail: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 23 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Aqua Tail: Power 4
- Aqua Tail: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 24 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 8 Energy, 96 Sync Orb(s) πͺ
- Aqua Tail: Defense Crush 2
- Move: Aqua Tail Has a moderate chance of lowering the targetβs Defense when an attack against it is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 26 | Cost: 8 Energy, 96 Sync Orb(s) πͺ
- Pressure Cooker 4
- Once per battle, has a good chance of reducing the userβs sync move countdown by one when in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 27 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 28 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 29 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Aqua Tail: Power 4
- Aqua Tail: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Aqua Tail: Power 4
- Aqua Tail: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- In This Together!: MP Refresh 2
- Move: In This Together! Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 33 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Aqua Tail: Power 4
- Aqua Tail: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 34 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 12 Energy, 144 Sync Orb(s) πͺ
- In This Together!: Critical Squad 2
- Move: In This Together! Sharply raises the critical-hit rate of all allied sync pairs when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 36 | Cost: 8 Energy, 96 Sync Orb(s) πͺ
- In This Together!: Shielded Squad 1
- Move: In This Together! Raises the Defense of all allied sync pairs when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 37 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Endurance
- 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.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- X Speed All: MP Refresh 2
- Move: X Speed All Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Waterfall: Power 4
- Waterfall: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Vigilance
- The PokΓ©mon is protected against critical hits.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- X Speed All: Slippery 1
- Move: X Speed All Raises the userβs evasiveness when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Emergency Huddle 2
- Once per battle, sharply raises the Defense of all allied sync pairs when in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- The True Razor Shell: Power 25
- The True Razor Shell: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- The True Razor Shell: Power 25
- The True Razor Shell: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ==============================================================
- π€ Trainer: Iris (Champion)
- π Cell 1 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Dragon Rush: Power 3
- Dragon Rush: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Dragon Rush: Power 3
- Dragon Rush: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 13 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Dragon Rush: Power 3
- Dragon Rush: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 14 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Dragon Rush: Move Gauge Refresh 3
- Move: Dragon Rush Has a moderately good chance of charging the userβs 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
- π Cell 15 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Attack 20
- Attack 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 16 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Dragon Rush: Power 3
- Dragon Rush: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 17 | Cost: 8 Energy, 96 Sync Orb(s) πͺ
- Dragon Rush: Trip Up 6
- Move: Dragon Rush Has a great chance of lowering the targetβs Speed when an attack is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Breaking Swipe: Power 4
- Breaking Swipe: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Breaking Swipe: Power 4
- Breaking Swipe: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Breaking Swipe: Power 4
- Breaking Swipe: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 22 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Breaking Swipe: Power 4
- Breaking Swipe: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Breaking Swipe: Move Gauge Refresh 3
- Move: Breaking Swipe Has a moderately good chance of charging the userβs 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
- π Cell 24 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Breaking Swipe: Power 4
- Breaking Swipe: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Sp. Atk 20
- Sp. Atk 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 26 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Pecking Order
- The more the targetβs Attack is lowered, the more it powers up sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 27 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 28 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Snarl: Power 4
- Snarl: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 29 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Breaking Swipe: Power 4
- Breaking Swipe: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Snarl: Power 4
- Snarl: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 32 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Three Heads!: MP Refresh 2
- Move: Three Heads! Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 33 | Cost: 8 Energy, 96 Sync Orb(s) πͺ
- Breaking Swipe: Critical Strike 1
- Move: Breaking Swipe Powers up attacks if they become critical hits.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 34 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Beef Up 3
- Has a moderately good chance of raising the userβs Attack when the user is hit by an attack move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Three Heads!: All Ramped Up 1
- Move: Three Heads! Raises the Sp. Atk of all allied sync pairs when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 36 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 37 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 38 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Snarl: Power 4
- Snarl: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Snarl: Move Gauge Refresh 3
- Move: Snarl Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Snarl: Power 4
- Snarl: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Snarl: Power 4
- Snarl: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Snarl: Power 4
- Snarl: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 8 Energy, 96 Sync Orb(s) πͺ
- Snarl: Superduper Effective 2
- Move: Snarl Powers up moves that are super effective.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Devastation
- The more the target's Sp. Atk has been lowered, the more this powers up sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Ground Guard
- Reduces damage when the PokΓ©mon is attacked by Ground-type moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- Triple Threat Dragon Rush: Power 25
- Triple Threat Dragon Rush: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- Triple Threat Dragon Rush: Power 25
- Triple Threat Dragon Rush: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ==============================================================
- π€ Trainer: Cyrus
- π Cell 1 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Spacial Rend: Power 3
- Spacial Rend: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Spacial Rend: Power 3
- Spacial Rend: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 13 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Spacial Rend: Power 3
- Spacial Rend: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 14 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Spacial Rend: Move Gauge Refresh 2
- Move: Spacial Rend Has a moderate chance of charging the userβs 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
- π Cell 15 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- Spacial Rend: Accuracy 5
- Spacial Rend: Accuracy β 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 16 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Spacial Rend: Power 3
- Spacial Rend: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 17 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Critastrophe 2
- Powers up sync moves if they become critical hits.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Water Pulse: Power 4
- Water Pulse: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Water Pulse: Power 4
- Water Pulse: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Water Pulse: Power 4
- Water Pulse: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 24 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Water Pulse: Power 4
- Water Pulse: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Water Pulse: Move Gauge Refresh 2
- Move: Water Pulse Has a moderate chance of charging the userβs 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
- π Cell 26 | Cost: 8 Energy, 96 Sync Orb(s) πͺ
- Water Pulse: Confusion Synergy 3
- Move: Water Pulse Powers up moves when the target is confused.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 27 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Critical Focus 2
- Sharply raises the userβs critical-hit rate when the user lands a critical hit.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 28 | Cost: 8 Energy, 96 Sync Orb(s) πͺ
- Water Pulse: Aggravation 1
- Move: Water Pulse Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 29 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- New World Order!: MP Refresh 2
- Move: New World Order! Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 33 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- Steady Aim
- Critical-hit rate cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 34 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Water Pulse: Power 4
- Water Pulse: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 36 | Cost: 8 Energy, 96 Sync Orb(s) πͺ
- Hydro Pump: Ramming Speed
- Move: Hydro Pump The more the userβs Speed has been raised, the more it powers up moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 37 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Healthy Healing
- Makes the user gradually heal itself if its HP is full when it enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- Hydro Pump: Accuracy 5
- Hydro Pump: Accuracy β 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Hydro Pump: Move Gauge Refresh 3
- Move: Hydro Pump Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Hydro Pump: Power 3
- Hydro Pump: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Hydro Pump: Power 3
- Hydro Pump: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Hydro Pump: Power 3
- Hydro Pump: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Hydro Pump: Accuracy 10
- Hydro Pump: Accuracy β 10
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 8 Energy, 96 Sync Orb(s) πͺ
- Refreshing Rain 1
- Restores the PokΓ©monβs HP whenever it takes an action when the weather is rainy.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Hydro Pump: Power 3
- Hydro Pump: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- Emotional Void Spacial Rend: Power 25
- Emotional Void Spacial Rend: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- Emotional Void Spacial Rend: Power 25
- Emotional Void Spacial Rend: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ==============================================================
- π€ Trainer: Diantha
- π Cell 1 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Moonblast: Power 3
- Moonblast: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Moonblast: Power 3
- Moonblast: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 13 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Moonblast: Power 3
- Moonblast: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 14 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Moonblast: Move Gauge Refresh 2
- Move: Moonblast Has a moderate chance of charging the userβs 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
- π Cell 15 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- Master Thespian Moonblast: Power 25
- Master Thespian Moonblast: Power β 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 16 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Devastation
- The more the target's Sp. Atk has been lowered, the more this powers up sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 17 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Moonblast: Move Gauge Refresh 2
- Move: Moonblast Has a moderate chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Dire Hit +: MP Refresh 2
- Move: Dire Hit + Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Dazzling Gleam: Power 3
- Dazzling Gleam: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 24 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Dazzling Gleam: Power 3
- Dazzling Gleam: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 26 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- Master Thespian Moonblast: Power 25
- Master Thespian Moonblast: Power β 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 27 | Cost: 8 Energy, 96 Sync Orb(s) πͺ
- Double Down 2
- 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
- π Cell 28 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Head Start 1
- Reduces the sync move countdown by 1 when the PokΓ©mon enters a battle for the first time.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 29 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Dazzling Gleam: Power 3
- Dazzling Gleam: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 33 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Dazzling Gleam: Power 3
- Dazzling Gleam: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 34 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Dazzling Gleam: Move Gauge Refresh 2
- Move: Dazzling Gleam Has a moderate chance of charging the userβs 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
- π Cell 35 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Dazzling Gleam: Power 3
- Dazzling Gleam: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 36 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Dazzling Gleam: Superduper Effective 1
- Move: Dazzling Gleam Powers up moves that are super effective.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 37 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- Master Thespian Moonblast: Power 25
- Master Thespian Moonblast: Power β 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- Dauntless
- Sp. Atk cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Quick Cure
- Removes the confused, flinching, and trapped conditions from the user once during battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Time to Shine!: MP Refresh 2
- Move: Time to Shine! Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Moonblast: Power 3
- Moonblast: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 8 Energy, 96 Sync Orb(s) πͺ
- Time to Shine!: Fleet Feet 1
- Move: Time to Shine! Raises the userβs Speed when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- Master Thespian Moonblast: Power 25
- Master Thespian Moonblast: Power β 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- Master Thespian Moonblast: Power 25
- Master Thespian Moonblast: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- Master Thespian Moonblast: Power 25
- Master Thespian Moonblast: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ==============================================================
- π€ Trainer: Marnie
- π Cell 1 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Aura Wheel: Power 3
- Aura Wheel: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Aura Wheel: Power 3
- Aura Wheel: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Aura Wheel: Power 3
- Aura Wheel: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 13 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- Lithe
- Prevents the PokΓ©mon from getting paralyzed.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- π Cell 14 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Aura Wheel: Move Gauge Refresh 3
- Move: Aura Wheel Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 16 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Aura Wheel: Power 3
- Aura Wheel: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 17 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Aura Wheel: Ramming Speed
- Move: Aura Wheel The more the userβs Speed has been raised, the more it powers up moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 3 Energy, 36 Sync Orb(s) πͺ
- Thunder Shock: Power 4
- Thunder Shock: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Thunder Shock: Move Gauge Refresh 4
- Move: Thunder Shock Has a good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 3 Energy, 36 Sync Orb(s) πͺ
- Thunder Shock: Power 4
- Thunder Shock: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 22 | Cost: 3 Energy, 36 Sync Orb(s) πͺ
- Thunder Shock: Power 4
- Thunder Shock: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 3 Energy, 36 Sync Orb(s) πͺ
- Thunder Shock: Power 4
- Thunder Shock: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 24 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Thunder Shock: Staggering 2
- Move: Thunder Shock Has a moderate chance of making the target flinch when an attack is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 6 Energy, 72 Sync Orb(s) πͺ
- Snack Time!: Super Preparation 4
- Move: Snack Time! Has a good chance of applying the Supereffective β Next effect to the user when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 26 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Inertia
- The higher the userβs Speed, the more it powers up sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 27 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 28 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 29 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 3 Energy, 36 Sync Orb(s) πͺ
- Thunder Shock: Power 4
- Thunder Shock: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Speedy Entry 1
- Raises the userβs Speed when the PokΓ©mon enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 32 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Snack Time!: MP Refresh 2
- Move: Snack Time! Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 33 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Snack Time!: Propulsion 4
- Move: Snack Time! Has a good chance of reducing the userβs sync move countdown by one when the userβs move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 34 | Cost: 3 Energy, 36 Sync Orb(s) πͺ
- Thunder Shock: Power 4
- Thunder Shock: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- MP Rekindle 2
- Has a moderate chance of restoring one MP for the user when the userβs PokΓ©mon uses a move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 36 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 37 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 38 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Power Trip: Power 1
- Power Trip: Power β 1
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- Haste
- Speed cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Power Trip: Power 1
- Power Trip: Power β 1
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Power Trip: Power 1
- Power Trip: Power β 1
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Power Trip: Move Gauge Refresh 2
- Move: Power Trip Has a moderate chance of charging the userβs 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
- π Cell 44 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Power Trip: Power 1
- Power Trip: Power β 1
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Power Trip: Power 1
- Power Trip: Power β 1
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Static Shock 3
- Powers up sync moves when the target is paralyzed.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- Hangry Wild Charge: Power 25
- Hangry Wild Charge: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- Hangry Wild Charge: Power 25
- Hangry Wild Charge: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ==============================================================
- π€ Trainer: Leon
- π Cell 1 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Inferno: Power 2
- Inferno: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Inferno: Power 2
- Inferno: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 13 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Inferno: Power 2
- Inferno: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 14 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Inferno: Move Gauge Refresh 5
- Move: Inferno Has a very good chance of charging the userβs 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
- π Cell 15 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 16 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Inferno: Power 3
- Inferno: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 17 | Cost: 6 Energy, 72 Sync Orb(s) πͺ
- Healthy Superhit
- Applies the Supereffective β Next effect to the user if its HP is full when it enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Earthquake: Power 3
- Earthquake: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Burst In
- Ensures that the userβs next attack will be a critical hit when the PokΓ©mon enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- π Cell 24 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Hurricane: Power 3
- Hurricane: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 26 | Cost: 8 Energy, 96 Sync Orb(s) πͺ
- Rejuvenate 6
- Charges the userβs move gauge by six after using a sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 27 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Sync Burst 1
- Restores one MP for the user when a sync move is used for the first time.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 28 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Burn Synergy 3
- Powers up moves when the target is burned.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 29 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Hurricane: Move Gauge Refresh 3
- Move: Hurricane Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Hurricane: Power 3
- Hurricane: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 33 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Hurricane: Power 3
- Hurricane: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 34 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Hurricane: Power 3
- Hurricane: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 36 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Sync Stat Reboot 3
- Has a moderately good chance of returning the userβs lowered stats to normal after using a sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 37 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Scorching Sync 5
- Powers up sync moves when the target is burned.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Earthquake: Power 3
- Earthquake: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 2 Energy, 24 Sync Orb(s) πͺ
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Earthquake: Power 3
- Earthquake: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 7 Energy, 84 Sync Orb(s) πͺ
- Earthquake: Move Gauge Refresh 3
- Move: Earthquake Has a moderately good chance of charging the userβs 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
- π Cell 44 | Cost: 4 Energy, 48 Sync Orb(s) πͺ
- Earthquake: Power 3
- Earthquake: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Stat Reboot 9
- Once per battle, returns the userβs lowered stats to normal when in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 10 Energy, 120 Sync Orb(s) πͺ
- Fast-Track 2
- Has a moderate chance of raising the PokΓ©monβs Speed after it uses a move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- Champion Time Fire Blast: Power 25
- Champion Time Fire Blast: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 Sync Orb(s) πͺ
- Champion Time Fire Blast: Power 25
- Champion Time Fire Blast: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
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