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- 🔥 TRAINER - ETHAN 🔥
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
- Eruption: Power 3
- Eruption: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
- Eruption: Move Gauge Refresh 3
- Move: Eruption Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
- Eruption: Power 3
- Eruption: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 4 Energy, 48 Sync Orb(s)
- Eruption: Power 3
- Eruption: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
- HP 50
- HP 50
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
- Superduper Effective 1
- Powers up moves that are super effective.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- HP Advantage 5
- The more HP the user has remaining, the more it powers up moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Flamethrower: Power 4
- Flamethrower: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Flamethrower: Power 4
- Flamethrower: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 6 Energy, 72 Sync Orb(s)
- Flamethrower: Move Gauge Refresh 3
- Move: Flamethrower Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 2 Energy, 24 Sync Orb(s)
- Flamethrower: Power 4
- Flamethrower: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
- Sp. Def 20
- Sp. Def 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
- Flamethrower: Hostile Environment 2
- Move: Flamethrower Raises the chance of inflicting status conditions with the additional effects of moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
- Healing Sun 1
- Restores the Pokémon’s HP whenever it takes an action while the weather is sunny.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
- HP 50
- HP 50
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
- Charging Sun 2
- Powers up moves when the weather is sunny.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Flamethrower: Power 4
- Flamethrower: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
- X Sp. Atk: MP Refresh 2
- Move: X Sp. Atk 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
- Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 2 Energy, 24 Sync Orb(s)
- Flamethrower: Power 4
- Flamethrower: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 2 Energy, 24 Sync Orb(s)
- Flamethrower: Power 4
- Flamethrower: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
- Stoke the Fire!: Fleet Feet 1
- Move: Stoke the Fire! Raises the user’s Speed when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
- Look Alive 2
- Has a moderate chance of increasing the user’s evasiveness when the user is hit by an attack move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Bob and Weave
- The more the user’s evasiveness has been raised, the more it powers up moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
- Stoke the Fire!: MP Refresh 2
- Move: Stoke the Fire! 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
- Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
- Eruption: Power 3
- Eruption: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 7 Energy, 84 Sync Orb(s)
- Focus Rush 1
- Raises the user’s critical-hit rate after using a sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 10 Energy, 120 Sync Orb(s)
- Stoke the Fire!: Master Healer 2
- Move: Stoke the Fire! Increases the amount of HP restored by the user’s healing moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
- Eruption: Power 3
- Eruption: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- 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
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- First Aid 4
- Restores a bit of the Pokémon’s HP once during battle when the Pokémon is in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Fierce Flames Eruption: Power 25
- Fierce Flames Eruption: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Fierce Flames Eruption: Power 25
- Fierce Flames Eruption: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
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