Absol-utely

Ethan - Sync Grid

Aug 25th, 2020 (edited)
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  1. 🔥 TRAINER - ETHAN 🔥
  2.  
  3. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  4. HP 10
  5. HP 10
  6. Color Grid: Blue
  7.  
  8. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  9. Sp. Atk 5
  10. Sp. Atk 5
  11. Color Grid: Blue
  12.  
  13. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  14. Defense 5
  15. Defense 5
  16. Color Grid: Blue
  17.  
  18. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  19. Sp. Atk 5
  20. Sp. Atk 5
  21. Color Grid: Blue
  22.  
  23. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  24. Sp. Def 5
  25. Sp. Def 5
  26. Color Grid: Blue
  27.  
  28. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  29. Speed 5
  30. Speed 5
  31. Color Grid: Blue
  32.  
  33. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  34. HP 10
  35. HP 10
  36. Color Grid: Blue
  37. 1 or more adjacent tiles must be activated
  38.  
  39. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  40. Speed 5
  41. Speed 5
  42. Color Grid: Blue
  43. 1 or more adjacent tiles must be activated
  44.  
  45. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  46. Sp. Atk 5
  47. Sp. Atk 5
  48. Color Grid: Blue
  49. 1 or more adjacent tiles must be activated
  50.  
  51. Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
  52. Eruption: Power 3
  53. Eruption: Power ↑ 3
  54. Color Grid: Green
  55. 1 or more adjacent tiles must be activated
  56.  
  57. Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
  58. Eruption: Move Gauge Refresh 3
  59. Move: Eruption Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  60. Color Grid: Red
  61. 1 or more adjacent tiles must be activated
  62.  
  63. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  64. HP 20
  65. HP 20
  66. Color Grid: Blue
  67. 1 or more adjacent tiles must be activated
  68.  
  69. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  70. Eruption: Power 3
  71. Eruption: Power ↑ 3
  72. Color Grid: Green
  73. 1 or more adjacent tiles must be activated
  74. Move level must be 2 or higher
  75.  
  76. Cell 14 | Cost: 4 Energy, 48 Sync Orb(s)
  77. Eruption: Power 3
  78. Eruption: Power ↑ 3
  79. Color Grid: Green
  80. 1 or more adjacent tiles must be activated
  81. Move level must be 2 or higher
  82.  
  83. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  84. HP 50
  85. HP 50
  86. Color Grid: Blue
  87. 1 or more adjacent tiles must be activated
  88. Move level must be 2 or higher
  89.  
  90. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  91. Superduper Effective 1
  92. Powers up moves that are super effective.
  93. Color Grid: Yellow
  94. 1 or more adjacent tiles must be activated
  95. Move level must be 3 or higher
  96.  
  97. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  98. HP Advantage 5
  99. The more HP the user has remaining, the more it powers up moves.
  100. Color Grid: Yellow
  101. 1 or more adjacent tiles must be activated
  102. Move level must be 3 or higher
  103.  
  104. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  105. Speed 5
  106. Speed 5
  107. Color Grid: Blue
  108. 1 or more adjacent tiles must be activated
  109.  
  110. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  111. Flamethrower: Power 4
  112. Flamethrower: Power ↑ 4
  113. Color Grid: Green
  114. 1 or more adjacent tiles must be activated
  115.  
  116. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  117. Flamethrower: Power 4
  118. Flamethrower: Power ↑ 4
  119. Color Grid: Green
  120. 1 or more adjacent tiles must be activated
  121.  
  122. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  123. Sp. Def 5
  124. Sp. Def 5
  125. Color Grid: Blue
  126. 1 or more adjacent tiles must be activated
  127.  
  128. Cell 22 | Cost: 6 Energy, 72 Sync Orb(s)
  129. Flamethrower: Move Gauge Refresh 3
  130. Move: Flamethrower Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  131. Color Grid: Red
  132. 1 or more adjacent tiles must be activated
  133.  
  134. Cell 23 | Cost: 2 Energy, 24 Sync Orb(s)
  135. Flamethrower: Power 4
  136. Flamethrower: Power ↑ 4
  137. Color Grid: Green
  138. 1 or more adjacent tiles must be activated
  139.  
  140. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  141. Sp. Def 20
  142. Sp. Def 20
  143. Color Grid: Blue
  144. 1 or more adjacent tiles must be activated
  145. Move level must be 2 or higher
  146.  
  147. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  148. Flamethrower: Hostile Environment 2
  149. Move: Flamethrower Raises the chance of inflicting status conditions with the additional effects of moves.
  150. Color Grid: Red
  151. 1 or more adjacent tiles must be activated
  152. Move level must be 2 or higher
  153.  
  154. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  155. Healing Sun 1
  156. Restores the Pokémon’s HP whenever it takes an action while the weather is sunny.
  157. Color Grid: Yellow
  158. 1 or more adjacent tiles must be activated
  159. Move level must be 2 or higher
  160.  
  161. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  162. HP 50
  163. HP 50
  164. Color Grid: Blue
  165. 1 or more adjacent tiles must be activated
  166. Move level must be 3 or higher
  167.  
  168. Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  169. Charging Sun 2
  170. Powers up moves when the weather is sunny.
  171. Color Grid: Yellow
  172. 1 or more adjacent tiles must be activated
  173. Move level must be 3 or higher
  174.  
  175. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  176. Speed 5
  177. Speed 5
  178. Color Grid: Blue
  179. 1 or more adjacent tiles must be activated
  180.  
  181. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  182. Flamethrower: Power 4
  183. Flamethrower: Power ↑ 4
  184. Color Grid: Green
  185. 1 or more adjacent tiles must be activated
  186.  
  187. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  188. X Sp. Atk: MP Refresh 2
  189. Move: X Sp. Atk Has a moderate chance of restoring one MP of the move used if the move is successful.
  190. Color Grid: Red
  191. 1 or more adjacent tiles must be activated
  192.  
  193. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  194. Speed 5
  195. Speed 5
  196. Color Grid: Blue
  197. 1 or more adjacent tiles must be activated
  198.  
  199. Cell 33 | Cost: 2 Energy, 24 Sync Orb(s)
  200. Flamethrower: Power 4
  201. Flamethrower: Power ↑ 4
  202. Color Grid: Green
  203. 1 or more adjacent tiles must be activated
  204. Move level must be 2 or higher
  205.  
  206. Cell 34 | Cost: 2 Energy, 24 Sync Orb(s)
  207. Flamethrower: Power 4
  208. Flamethrower: Power ↑ 4
  209. Color Grid: Green
  210. 1 or more adjacent tiles must be activated
  211. Move level must be 2 or higher
  212.  
  213. Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
  214. Stoke the Fire!: Fleet Feet 1
  215. Move: Stoke the Fire! Raises the user’s Speed when a move is successful.
  216. Color Grid: Red
  217. 1 or more adjacent tiles must be activated
  218. Move level must be 2 or higher
  219.  
  220. Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
  221. Look Alive 2
  222. Has a moderate chance of increasing the user’s evasiveness when the user is hit by an attack move.
  223. Color Grid: Yellow
  224. 1 or more adjacent tiles must be activated
  225. Move level must be 3 or higher
  226.  
  227. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  228. Bob and Weave
  229. The more the user’s evasiveness has been raised, the more it powers up moves.
  230. Color Grid: Yellow
  231. 1 or more adjacent tiles must be activated
  232. Move level must be 3 or higher
  233.  
  234. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  235. Defense 5
  236. Defense 5
  237. Color Grid: Blue
  238. 1 or more adjacent tiles must be activated
  239.  
  240. Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
  241. Defense 10
  242. Defense 10
  243. Color Grid: Blue
  244. 1 or more adjacent tiles must be activated
  245.  
  246. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  247. Stoke the Fire!: MP Refresh 2
  248. Move: Stoke the Fire! Has a moderate chance of restoring one MP of the move used if the move is successful.
  249. Color Grid: Red
  250. 1 or more adjacent tiles must be activated
  251.  
  252. Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
  253. Eruption: Power 3
  254. Eruption: Power ↑ 3
  255. Color Grid: Green
  256. 1 or more adjacent tiles must be activated
  257.  
  258. Cell 42 | Cost: 7 Energy, 84 Sync Orb(s)
  259. Focus Rush 1
  260. Raises the user’s critical-hit rate after using a sync move.
  261. Color Grid: Yellow
  262. 1 or more adjacent tiles must be activated
  263. Move level must be 2 or higher
  264.  
  265. Cell 43 | Cost: 10 Energy, 120 Sync Orb(s)
  266. Stoke the Fire!: Master Healer 2
  267. Move: Stoke the Fire! Increases the amount of HP restored by the user’s healing moves.
  268. Color Grid: Red
  269. 1 or more adjacent tiles must be activated
  270. Move level must be 2 or higher
  271.  
  272. Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  273. Eruption: Power 3
  274. Eruption: Power ↑ 3
  275. Color Grid: Green
  276. 1 or more adjacent tiles must be activated
  277. Move level must be 2 or higher
  278.  
  279. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  280. Healthy Healing
  281. Makes the user gradually heal itself if its HP is full when it enters a battle.
  282. Color Grid: Yellow
  283. 1 or more adjacent tiles must be activated
  284. Move level must be 3 or higher
  285.  
  286. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  287. First Aid 4
  288. Restores a bit of the Pokémon’s HP once during battle when the Pokémon is in a pinch.
  289. Color Grid: Yellow
  290. 1 or more adjacent tiles must be activated
  291. Move level must be 3 or higher
  292.  
  293. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  294. Fierce Flames Eruption: Power 25
  295. Fierce Flames Eruption: Power ↑ 25
  296. Color Grid: Purple
  297. 1 or more adjacent tiles must be activated
  298. Move level must be 3 or higher
  299.  
  300. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  301. Fierce Flames Eruption: Power 25
  302. Fierce Flames Eruption: Power ↑ 25
  303. Color Grid: Purple
  304. 1 or more adjacent tiles must be activated
  305. Move level must be 3 or higher
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