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Absol-utely

πŸ’  (2.20.0) All New Sync Grids

Apr 27th, 2022
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  1. Trainer : Whitney
  2. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  3. HP 10
  4. HP 10
  5. Color Grid: 🟦 Blue
  6.  
  7. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  8. Attack 5
  9. Attack 5
  10. Color Grid: 🟦 Blue
  11.  
  12. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  13. Defense 5
  14. Defense 5
  15. Color Grid: 🟦 Blue
  16.  
  17. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  18. Attack 5
  19. Attack 5
  20. Color Grid: 🟦 Blue
  21.  
  22. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  23. Sp. Def 5
  24. Sp. Def 5
  25. Color Grid: 🟦 Blue
  26.  
  27. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  28. Speed 5
  29. Speed 5
  30. Color Grid: 🟦 Blue
  31.  
  32. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  33. Sp. Def 5
  34. Sp. Def 5
  35. Color Grid: 🟦 Blue
  36. 1 or more adjacent tiles must be activated
  37.  
  38. Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
  39. Body Slam: Power 4
  40. Body Slam: Power ↑ 4
  41. Color Grid: 🟩 Green
  42. 1 or more adjacent tiles must be activated
  43.  
  44. Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
  45. Body Slam: Power 4
  46. Body Slam: Power ↑ 4
  47. Color Grid: 🟩 Green
  48. 1 or more adjacent tiles must be activated
  49.  
  50. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  51. Speed 5
  52. Speed 5
  53. Color Grid: 🟦 Blue
  54. 1 or more adjacent tiles must be activated
  55.  
  56. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  57. Body Slam: Move Gauge Refresh 3
  58. Move: Body Slam Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  59. Color Grid: πŸŸ₯ Red
  60. 1 or more adjacent tiles must be activated
  61.  
  62. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  63. HP 20
  64. HP 20
  65. Color Grid: 🟦 Blue
  66. 1 or more adjacent tiles must be activated
  67. Move level must be 2 or higher
  68.  
  69. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  70. Body Slam: Power 4
  71. Body Slam: Power ↑ 4
  72. Color Grid: 🟩 Green
  73. 1 or more adjacent tiles must be activated
  74.  
  75. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  76. Dirty Fighting 3
  77. Powers up the user’s moves against targets that are affected by a status condition.
  78. Color Grid: 🟨 Yellow
  79. 1 or more adjacent tiles must be activated
  80. Move level must be 2 or higher
  81.  
  82. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  83. Defense Crush 4
  84. Has a chance (50%) of lowering the target’s Defense by one stat rank when the user’s attack move against it is successful.
  85. Color Grid: 🟨 Yellow
  86. 1 or more adjacent tiles must be activated
  87. Move level must be 3 or higher
  88.  
  89. Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
  90. Sp. Def 20
  91. Sp. Def 20
  92. Color Grid: 🟦 Blue
  93. 1 or more adjacent tiles must be activated
  94. Move level must be 2 or higher
  95.  
  96. Cell 17 | Cost: 9 Energy, 108 Sync Orb(s)
  97. Body Slam: Hostile Environment 1
  98. Move: Body Slam Raises the chance of inflicting status conditions with the additional effects of moves.
  99. Color Grid: πŸŸ₯ Red
  100. 1 or more adjacent tiles must be activated
  101. Move level must be 3 or higher
  102.  
  103. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  104. Speed 5
  105. Speed 5
  106. Color Grid: 🟦 Blue
  107. 1 or more adjacent tiles must be activated
  108.  
  109. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  110. Attack 5
  111. Attack 5
  112. Color Grid: 🟦 Blue
  113. 1 or more adjacent tiles must be activated
  114.  
  115. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  116. Body Slam: Power 4
  117. Body Slam: Power ↑ 4
  118. Color Grid: 🟩 Green
  119. 1 or more adjacent tiles must be activated
  120.  
  121. Cell 21 | Cost: 6 Energy, 72 Sync Orb(s)
  122. Fire Guard
  123. Reduces damage when the user is attacked by Fire-type moves.
  124. Color Grid: 🟨 Yellow
  125. 1 or more adjacent tiles must be activated
  126. Move level must be 2 or higher
  127.  
  128. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  129. Body Slam: Power 4
  130. Body Slam: Power ↑ 4
  131. Color Grid: 🟩 Green
  132. 1 or more adjacent tiles must be activated
  133.  
  134. Cell 23 | Cost: 6 Energy, 72 Sync Orb(s)
  135. Ice Guard
  136. Reduces damage when the user is attacked by Ice-type moves.
  137. Color Grid: 🟨 Yellow
  138. 1 or more adjacent tiles must be activated
  139. Move level must be 2 or higher
  140.  
  141. Cell 24 | Cost: 10 Energy, 120 Sync Orb(s)
  142. I’m All Kinds of Strong!: Master Healer 1
  143. Move: I’m All Kinds of Strong! Increases the amount of HP restored by the user’s healing moves.
  144. Color Grid: πŸŸ₯ Red
  145. 1 or more adjacent tiles must be activated
  146. Move level must be 2 or higher
  147.  
  148. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  149. Mad Strength 4
  150. Has a chance (50%) of raising the user’s Attack by one stat rank when one of its attack moves is successful.
  151. Color Grid: 🟨 Yellow
  152. 1 or more adjacent tiles must be activated
  153. Move level must be 3 or higher
  154.  
  155. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  156. I’m All Kinds of Strong!: MP Refresh 3
  157. Move: I’m All Kinds of Strong! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  158. Color Grid: πŸŸ₯ Red
  159. 1 or more adjacent tiles must be activated
  160. Move level must be 3 or higher
  161.  
  162. Cell 27 | Cost: 3 Energy, 36 Sync Orb(s)
  163. Stomp: Power 4
  164. Stomp: Power ↑ 4
  165. Color Grid: 🟩 Green
  166. 1 or more adjacent tiles must be activated
  167.  
  168. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  169. HP 10
  170. HP 10
  171. Color Grid: 🟦 Blue
  172. 1 or more adjacent tiles must be activated
  173.  
  174. Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
  175. Stomp: Move Gauge Refresh 3
  176. Move: Stomp Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  177. Color Grid: πŸŸ₯ Red
  178. 1 or more adjacent tiles must be activated
  179.  
  180. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  181. Stomp: Power 4
  182. Stomp: Power ↑ 4
  183. Color Grid: 🟩 Green
  184. 1 or more adjacent tiles must be activated
  185.  
  186. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  187. Stomp: Power 4
  188. Stomp: Power ↑ 4
  189. Color Grid: 🟩 Green
  190. 1 or more adjacent tiles must be activated
  191. Move level must be 2 or higher
  192.  
  193. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  194. Ramming Speed
  195. The more the user’s Speed is raised, the more it powers up the user’s moves.
  196. Color Grid: 🟨 Yellow
  197. 1 or more adjacent tiles must be activated
  198. Move level must be 2 or higher
  199.  
  200. Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
  201. Interference Sync 5
  202. Powers up the user’s sync move against targets that are flinching, confused, or trapped.
  203. Color Grid: 🟨 Yellow
  204. 1 or more adjacent tiles must be activated
  205. Move level must be 3 or higher
  206.  
  207. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  208. Defense 20
  209. Defense 20
  210. Color Grid: 🟦 Blue
  211. 1 or more adjacent tiles must be activated
  212. Move level must be 2 or higher
  213.  
  214. Cell 35 | Cost: 9 Energy, 108 Sync Orb(s)
  215. Stomp: Aggravation 1
  216. Move: Stomp Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  217. Color Grid: πŸŸ₯ Red
  218. 1 or more adjacent tiles must be activated
  219. Move level must be 3 or higher
  220.  
  221. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  222. Attack 5
  223. Attack 5
  224. Color Grid: 🟦 Blue
  225. 1 or more adjacent tiles must be activated
  226.  
  227. Cell 37 | Cost: 3 Energy, 36 Sync Orb(s)
  228. Stomp: Power 4
  229. Stomp: Power ↑ 4
  230. Color Grid: 🟩 Green
  231. 1 or more adjacent tiles must be activated
  232.  
  233. Cell 38 | Cost: 3 Energy, 36 Sync Orb(s)
  234. Stomp: Power 4
  235. Stomp: Power ↑ 4
  236. Color Grid: 🟩 Green
  237. 1 or more adjacent tiles must be activated
  238.  
  239. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  240. Defense 5
  241. Defense 5
  242. Color Grid: 🟦 Blue
  243. 1 or more adjacent tiles must be activated
  244.  
  245. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  246. Speed 5
  247. Speed 5
  248. Color Grid: 🟦 Blue
  249. 1 or more adjacent tiles must be activated
  250.  
  251. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  252. HP 10
  253. HP 10
  254. Color Grid: 🟦 Blue
  255. 1 or more adjacent tiles must be activated
  256.  
  257. Cell 42 | Cost: 6 Energy, 72 Sync Orb(s)
  258. Fierce Entry 1
  259. Raises the user’s Attack by 1 stat rank when it enters a battle.
  260. Color Grid: 🟨 Yellow
  261. 1 or more adjacent tiles must be activated
  262. Move level must be 2 or higher
  263.  
  264. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  265. X Speed: MP Refresh 3
  266. Move: X Speed Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  267. Color Grid: πŸŸ₯ Red
  268. 1 or more adjacent tiles must be activated
  269. Move level must be 2 or higher
  270.  
  271. Cell 44 | Cost: 6 Energy, 72 Sync Orb(s)
  272. Grass Guard
  273. Reduces damage when the user is attacked by Grass-type moves.
  274. Color Grid: 🟨 Yellow
  275. 1 or more adjacent tiles must be activated
  276. Move level must be 2 or higher
  277.  
  278. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  279. Inertia
  280. The more user’s Speed is raised, the more it powers up the user’s sync moves.
  281. Color Grid: 🟨 Yellow
  282. 1 or more adjacent tiles must be activated
  283. Move level must be 3 or higher
  284.  
  285. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  286. X Speed: Critical Eye 1
  287. Move: X Speed Raises the user’s critical-hit rate by 1 stat rank when its move is successful.
  288. Color Grid: πŸŸ₯ Red
  289. 1 or more adjacent tiles must be activated
  290. Move level must be 3 or higher
  291.  
  292. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  293. Supercute Rolling Tackle: Power 25
  294. Supercute Rolling Tackle: Power ↑ 25
  295. Color Grid: πŸŸͺ Purple
  296. 1 or more adjacent tiles must be activated
  297. Move level must be 3 or higher
  298.  
  299. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  300. Supercute Rolling Tackle: Power 25
  301. Supercute Rolling Tackle: Power ↑ 25
  302. Color Grid: πŸŸͺ Purple
  303. 1 or more adjacent tiles must be activated
  304. Move level must be 3 or higher
  305. ====================================================
  306.  
  307. Trainer : Bugsy
  308. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  309. HP 10
  310. HP 10
  311. Color Grid: 🟦 Blue
  312.  
  313. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  314. Attack 5
  315. Attack 5
  316. Color Grid: 🟦 Blue
  317.  
  318. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  319. Defense 5
  320. Defense 5
  321. Color Grid: 🟦 Blue
  322.  
  323. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  324. Attack 5
  325. Attack 5
  326. Color Grid: 🟦 Blue
  327.  
  328. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  329. Sp. Def 5
  330. Sp. Def 5
  331. Color Grid: 🟦 Blue
  332.  
  333. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  334. Speed 5
  335. Speed 5
  336. Color Grid: 🟦 Blue
  337.  
  338. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  339. Sp. Def 5
  340. Sp. Def 5
  341. Color Grid: 🟦 Blue
  342. 1 or more adjacent tiles must be activated
  343.  
  344. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  345. HP 10
  346. HP 10
  347. Color Grid: 🟦 Blue
  348. 1 or more adjacent tiles must be activated
  349.  
  350. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  351. Speed 5
  352. Speed 5
  353. Color Grid: 🟦 Blue
  354. 1 or more adjacent tiles must be activated
  355.  
  356. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  357. Defense 5
  358. Defense 5
  359. Color Grid: 🟦 Blue
  360. 1 or more adjacent tiles must be activated
  361.  
  362. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  363. Twineedle: Power 2
  364. Twineedle: Power ↑ 2
  365. Color Grid: 🟩 Green
  366. 1 or more adjacent tiles must be activated
  367.  
  368. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  369. Twineedle: Power 2
  370. Twineedle: Power ↑ 2
  371. Color Grid: 🟩 Green
  372. 1 or more adjacent tiles must be activated
  373.  
  374. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  375. Twineedle: Power 2
  376. Twineedle: Power ↑ 2
  377. Color Grid: 🟩 Green
  378. 1 or more adjacent tiles must be activated
  379. Move level must be 2 or higher
  380.  
  381. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  382. Twineedle: Move Gauge Refresh 3
  383. Move: Twineedle Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  384. Color Grid: πŸŸ₯ Red
  385. 1 or more adjacent tiles must be activated
  386. Move level must be 2 or higher
  387.  
  388. Cell 15 | Cost: 4 Energy, 48 Sync Orb(s)
  389. HP 20
  390. HP 20
  391. Color Grid: 🟦 Blue
  392. 1 or more adjacent tiles must be activated
  393. Move level must be 2 or higher
  394.  
  395. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  396. Twineedle: Ramming Speed
  397. Move: Twineedle The more the user’s Speed is raised, the more it powers up the user’s moves.
  398. Color Grid: πŸŸ₯ Red
  399. 1 or more adjacent tiles must be activated
  400. Move level must be 3 or higher
  401.  
  402. Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
  403. Twineedle: Hostile Environment 1
  404. Move: Twineedle Raises the chance of inflicting status conditions with the additional effects of moves.
  405. Color Grid: πŸŸ₯ Red
  406. 1 or more adjacent tiles must be activated
  407. Move level must be 3 or higher
  408.  
  409. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  410. Sp. Def 5
  411. Sp. Def 5
  412. Color Grid: 🟦 Blue
  413. 1 or more adjacent tiles must be activated
  414.  
  415. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  416. Defense 5
  417. Defense 5
  418. Color Grid: 🟦 Blue
  419. 1 or more adjacent tiles must be activated
  420.  
  421. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  422. Fell Stinger: Power 4
  423. Fell Stinger: Power ↑ 4
  424. Color Grid: 🟩 Green
  425. 1 or more adjacent tiles must be activated
  426.  
  427. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  428. Speed 5
  429. Speed 5
  430. Color Grid: 🟦 Blue
  431. 1 or more adjacent tiles must be activated
  432.  
  433. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  434. Fell Stinger: Power 4
  435. Fell Stinger: Power ↑ 4
  436. Color Grid: 🟩 Green
  437. 1 or more adjacent tiles must be activated
  438.  
  439. Cell 23 | Cost: 2 Energy, 24 Sync Orb(s)
  440. Sp. Def 5
  441. Sp. Def 5
  442. Color Grid: 🟦 Blue
  443. 1 or more adjacent tiles must be activated
  444.  
  445. Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
  446. Fell Stinger: Power 4
  447. Fell Stinger: Power ↑ 4
  448. Color Grid: 🟩 Green
  449. 1 or more adjacent tiles must be activated
  450. Move level must be 2 or higher
  451.  
  452. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  453. Fell Stinger: Move Gauge Refresh 3
  454. Move: Fell Stinger Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  455. Color Grid: πŸŸ₯ Red
  456. 1 or more adjacent tiles must be activated
  457. Move level must be 2 or higher
  458.  
  459. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  460. Victory Lap
  461. Applies the Critical Hit Next effect to the user when it knocks out an opponent with a move.
  462. Color Grid: 🟨 Yellow
  463. 1 or more adjacent tiles must be activated
  464. Move level must be 2 or higher
  465.  
  466. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  467. Blind Spot
  468. The more the user’s evasiveness is raised, the more it powers up the user’s sync moves.
  469. Color Grid: 🟨 Yellow
  470. 1 or more adjacent tiles must be activated
  471. Move level must be 3 or higher
  472.  
  473. Cell 28 | Cost: 8 Energy, 96 Sync Orb(s)
  474. Super Victory
  475. Applies the Supereffective ↑ Next effect to the user when it knocks out an opponent with a move.
  476. Color Grid: 🟨 Yellow
  477. 1 or more adjacent tiles must be activated
  478. Move level must be 3 or higher
  479.  
  480. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  481. Speed 5
  482. Speed 5
  483. Color Grid: 🟦 Blue
  484. 1 or more adjacent tiles must be activated
  485.  
  486. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  487. Attack 5
  488. Attack 5
  489. Color Grid: 🟦 Blue
  490. 1 or more adjacent tiles must be activated
  491.  
  492. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  493. Twineedle: Power 2
  494. Twineedle: Power ↑ 2
  495. Color Grid: 🟩 Green
  496. 1 or more adjacent tiles must be activated
  497.  
  498. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  499. HP 10
  500. HP 10
  501. Color Grid: 🟦 Blue
  502. 1 or more adjacent tiles must be activated
  503.  
  504. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  505. Twineedle: Power 2
  506. Twineedle: Power ↑ 2
  507. Color Grid: 🟩 Green
  508. 1 or more adjacent tiles must be activated
  509. Move level must be 2 or higher
  510.  
  511. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  512. Beehold My Research!: MP Refresh 2
  513. Move: Beehold My Research! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  514. Color Grid: πŸŸ₯ Red
  515. 1 or more adjacent tiles must be activated
  516. Move level must be 2 or higher
  517.  
  518. Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
  519. Beehold My Research!: Move Gauge Refresh 3
  520. Move: Beehold My Research! Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  521. Color Grid: πŸŸ₯ Red
  522. 1 or more adjacent tiles must be activated
  523. Move level must be 2 or higher
  524.  
  525. Cell 36 | Cost: 7 Energy, 84 Sync Orb(s)
  526. Attack 20
  527. Attack 20
  528. Color Grid: 🟦 Blue
  529. 1 or more adjacent tiles must be activated
  530. Move level must be 3 or higher
  531.  
  532. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  533. Bob and Weave
  534. The more the user’s evasiveness is raised, the more it powers up the user’s moves.
  535. Color Grid: 🟨 Yellow
  536. 1 or more adjacent tiles must be activated
  537. Move level must be 3 or higher
  538.  
  539. Cell 38 | Cost: 5 Energy, 60 Sync Orb(s)
  540. Fast Runner
  541. Evasiveness cannot be lowered.
  542. Color Grid: 🟨 Yellow
  543. 1 or more adjacent tiles must be activated
  544.  
  545. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  546. Defense 5
  547. Defense 5
  548. Color Grid: 🟦 Blue
  549. 1 or more adjacent tiles must be activated
  550.  
  551. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  552. Fell Stinger: Power 4
  553. Fell Stinger: Power ↑ 4
  554. Color Grid: 🟩 Green
  555. 1 or more adjacent tiles must be activated
  556.  
  557. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  558. Fell Stinger: Power 4
  559. Fell Stinger: Power ↑ 4
  560. Color Grid: 🟩 Green
  561. 1 or more adjacent tiles must be activated
  562.  
  563. Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  564. Speed 10
  565. Speed 10
  566. Color Grid: 🟦 Blue
  567. 1 or more adjacent tiles must be activated
  568. Move level must be 2 or higher
  569.  
  570. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  571. Sure Crit: MP Refresh 4
  572. Move: Sure Crit Has a chance (50%) of restoring one MP of the user’s move when that move is successful.
  573. Color Grid: πŸŸ₯ Red
  574. 1 or more adjacent tiles must be activated
  575. Move level must be 2 or higher
  576.  
  577. Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
  578. Critical Might 1
  579. Raises the user’s Attack by 1 stat rank when it lands a critical hit.
  580. Color Grid: 🟨 Yellow
  581. 1 or more adjacent tiles must be activated
  582. Move level must be 2 or higher
  583.  
  584. Cell 45 | Cost: 8 Energy, 96 Sync Orb(s)
  585. Fierce Entry 1
  586. Raises the user’s Attack by 1 stat rank when it enters a battle.
  587. Color Grid: 🟨 Yellow
  588. 1 or more adjacent tiles must be activated
  589. Move level must be 3 or higher
  590.  
  591. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  592. Toxic Power 3
  593. Powers up the user’s moves when the target is poisoned or badly poisoned.
  594. Color Grid: 🟨 Yellow
  595. 1 or more adjacent tiles must be activated
  596. Move level must be 3 or higher
  597.  
  598. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  599. Bug Expert Twineedle: Power 25
  600. Bug Expert Twineedle: Power ↑ 25
  601. Color Grid: πŸŸͺ Purple
  602. 1 or more adjacent tiles must be activated
  603. Move level must be 3 or higher
  604.  
  605. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  606. Bug Expert Twineedle: Power 25
  607. Bug Expert Twineedle: Power ↑ 25
  608. Color Grid: πŸŸͺ Purple
  609. 1 or more adjacent tiles must be activated
  610. Move level must be 3 or higher
  611.  
  612.  
  613. ====================================================
  614. Trainer : Will
  615. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  616. HP 10
  617. HP 10
  618. Color Grid: 🟦 Blue
  619.  
  620. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  621. Sp. Atk 5
  622. Sp. Atk 5
  623. Color Grid: 🟦 Blue
  624.  
  625. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  626. Defense 5
  627. Defense 5
  628. Color Grid: 🟦 Blue
  629.  
  630. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  631. Sp. Atk 5
  632. Sp. Atk 5
  633. Color Grid: 🟦 Blue
  634.  
  635. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  636. Sp. Def 5
  637. Sp. Def 5
  638. Color Grid: 🟦 Blue
  639.  
  640. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  641. Speed 5
  642. Speed 5
  643. Color Grid: 🟦 Blue
  644.  
  645. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  646. Defense 5
  647. Defense 5
  648. Color Grid: 🟦 Blue
  649. 1 or more adjacent tiles must be activated
  650.  
  651. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  652. HP 10
  653. HP 10
  654. Color Grid: 🟦 Blue
  655. 1 or more adjacent tiles must be activated
  656.  
  657. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  658. Sp. Def 5
  659. Sp. Def 5
  660. Color Grid: 🟦 Blue
  661. 1 or more adjacent tiles must be activated
  662.  
  663. Cell 10 | Cost: 5 Energy, 60 Sync Orb(s)
  664. Wide Awake
  665. Prevents the user from falling asleep.
  666. Color Grid: 🟨 Yellow
  667. 1 or more adjacent tiles must be activated
  668.  
  669. Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
  670. Stored Power: Power 1
  671. Stored Power: Power ↑ 1
  672. Color Grid: 🟩 Green
  673. 1 or more adjacent tiles must be activated
  674.  
  675. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  676. Stored Power: Power 1
  677. Stored Power: Power ↑ 1
  678. Color Grid: 🟩 Green
  679. 1 or more adjacent tiles must be activated
  680. Move level must be 2 or higher
  681.  
  682. Cell 13 | Cost: 2 Energy, 24 Sync Orb(s)
  683. Speed 5
  684. Speed 5
  685. Color Grid: 🟦 Blue
  686. 1 or more adjacent tiles must be activated
  687.  
  688. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  689. Stored Power: Move Gauge Refresh 3
  690. Move: Stored Power Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  691. Color Grid: πŸŸ₯ Red
  692. 1 or more adjacent tiles must be activated
  693. Move level must be 2 or higher
  694.  
  695. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  696. Fortuitous 4
  697. Has a chance (50%) of raising one of the user’s following stats by one stat rank at random when its attack move is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.
  698. Color Grid: 🟨 Yellow
  699. 1 or more adjacent tiles must be activated
  700. Move level must be 3 or higher
  701.  
  702. Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
  703. Sp. Atk 10
  704. Sp. Atk 10
  705. Color Grid: 🟦 Blue
  706. 1 or more adjacent tiles must be activated
  707. Move level must be 2 or higher
  708.  
  709. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  710. Stored Power: Confusion Synergy 2
  711. Move: Stored Power Powers up the user’s moves when the target is confused.
  712. Color Grid: πŸŸ₯ Red
  713. 1 or more adjacent tiles must be activated
  714. Move level must be 3 or higher
  715.  
  716. Cell 18 | Cost: 5 Energy, 60 Sync Orb(s)
  717. Unflappable
  718. Prevents the user from flinching.
  719. Color Grid: 🟨 Yellow
  720. 1 or more adjacent tiles must be activated
  721.  
  722. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  723. Air Slash: Power 4
  724. Air Slash: Power ↑ 4
  725. Color Grid: 🟩 Green
  726. 1 or more adjacent tiles must be activated
  727.  
  728. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  729. Air Slash: Power 4
  730. Air Slash: Power ↑ 4
  731. Color Grid: 🟩 Green
  732. 1 or more adjacent tiles must be activated
  733.  
  734. Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
  735. Defense 10
  736. Defense 10
  737. Color Grid: 🟦 Blue
  738. 1 or more adjacent tiles must be activated
  739. Move level must be 2 or higher
  740.  
  741. Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  742. HP 10
  743. HP 10
  744. Color Grid: 🟦 Blue
  745. 1 or more adjacent tiles must be activated
  746.  
  747. Cell 23 | Cost: 9 Energy, 108 Sync Orb(s)
  748. Precognition 2
  749. Quickly charges the user’s move gauge when the terrain is Psychic Terrain.
  750. Color Grid: 🟨 Yellow
  751. 1 or more adjacent tiles must be activated
  752. Move level must be 2 or higher
  753.  
  754. Cell 24 | Cost: 9 Energy, 108 Sync Orb(s)
  755. Weird Recovery 1
  756. Restores the user’s HP whenever its PokΓ©mon takes an action when the terrain is Psychic Terrain.
  757. Color Grid: 🟨 Yellow
  758. 1 or more adjacent tiles must be activated
  759. Move level must be 2 or higher
  760.  
  761. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  762. Stop Hitting Yourself 5
  763. Raises the chance that an opponent will attack themselves due to being confused.
  764. Color Grid: 🟨 Yellow
  765. 1 or more adjacent tiles must be activated
  766. Move level must be 3 or higher
  767.  
  768. Cell 26 | Cost: 9 Energy, 108 Sync Orb(s)
  769. Confuse Ray: Move Gauge Refresh 9
  770. Move: Confuse Ray Charges the user’s move gauge by one when its move is successful.
  771. Color Grid: πŸŸ₯ Red
  772. 1 or more adjacent tiles must be activated
  773. Move level must be 3 or higher
  774.  
  775. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  776. Defense 5
  777. Defense 5
  778. Color Grid: 🟦 Blue
  779. 1 or more adjacent tiles must be activated
  780.  
  781. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  782. HP 10
  783. HP 10
  784. Color Grid: 🟦 Blue
  785. 1 or more adjacent tiles must be activated
  786.  
  787. Cell 29 | Cost: 4 Energy, 48 Sync Orb(s)
  788. Stored Power: Power 1
  789. Stored Power: Power ↑ 1
  790. Color Grid: 🟩 Green
  791. 1 or more adjacent tiles must be activated
  792.  
  793. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  794. Speed 5
  795. Speed 5
  796. Color Grid: 🟦 Blue
  797. 1 or more adjacent tiles must be activated
  798.  
  799. Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
  800. Stored Power: Power 1
  801. Stored Power: Power ↑ 1
  802. Color Grid: 🟩 Green
  803. 1 or more adjacent tiles must be activated
  804. Move level must be 2 or higher
  805.  
  806. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  807. Our Power Is Limitless!: MP Refresh 2
  808. Move: Our Power Is Limitless! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  809. Color Grid: πŸŸ₯ Red
  810. 1 or more adjacent tiles must be activated
  811. Move level must be 2 or higher
  812.  
  813. Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
  814. Interference Sync 5
  815. Powers up the user’s sync move against targets that are flinching, confused, or trapped.
  816. Color Grid: 🟨 Yellow
  817. 1 or more adjacent tiles must be activated
  818. Move level must be 3 or higher
  819.  
  820. Cell 34 | Cost: 9 Energy, 108 Sync Orb(s)
  821. Sync Regen
  822. Applies the Gradual Healing effect to the user after using its sync move.
  823. Color Grid: 🟨 Yellow
  824. 1 or more adjacent tiles must be activated
  825. Move level must be 2 or higher
  826.  
  827. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  828. Sync Power Flux
  829. The fuller the move gauge when the user’s sync move is selected, the more this powers up the sync move.
  830. Color Grid: 🟨 Yellow
  831. 1 or more adjacent tiles must be activated
  832. Move level must be 3 or higher
  833.  
  834. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  835. Sp. Atk 5
  836. Sp. Atk 5
  837. Color Grid: 🟦 Blue
  838. 1 or more adjacent tiles must be activated
  839.  
  840. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  841. Sp. Def 5
  842. Sp. Def 5
  843. Color Grid: 🟦 Blue
  844. 1 or more adjacent tiles must be activated
  845.  
  846. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  847. Speed 5
  848. Speed 5
  849. Color Grid: 🟦 Blue
  850. 1 or more adjacent tiles must be activated
  851.  
  852. Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
  853. Air Slash: Power 4
  854. Air Slash: Power ↑ 4
  855. Color Grid: 🟩 Green
  856. 1 or more adjacent tiles must be activated
  857.  
  858. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  859. HP 10
  860. HP 10
  861. Color Grid: 🟦 Blue
  862. 1 or more adjacent tiles must be activated
  863.  
  864. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  865. Air Slash: Power 4
  866. Air Slash: Power ↑ 4
  867. Color Grid: 🟩 Green
  868. 1 or more adjacent tiles must be activated
  869.  
  870. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  871. Air Slash: Accuracy 5
  872. Air Slash: Accuracy ↑ 5
  873. Color Grid: 🟩 Green
  874. 1 or more adjacent tiles must be activated
  875. Move level must be 2 or higher
  876.  
  877. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  878. Air Slash: Move Gauge Refresh 3
  879. Move: Air Slash Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  880. Color Grid: πŸŸ₯ Red
  881. 1 or more adjacent tiles must be activated
  882. Move level must be 2 or higher
  883.  
  884. Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  885. Sp. Def 10
  886. Sp. Def 10
  887. Color Grid: 🟦 Blue
  888. 1 or more adjacent tiles must be activated
  889. Move level must be 2 or higher
  890.  
  891. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  892. Mutually Assured
  893. Whenever the user becomes poisoned, badly poisoned, paralyzed, or burned from an opponent’s move, the same status condition is also applied to that opponent.
  894. Color Grid: 🟨 Yellow
  895. 1 or more adjacent tiles must be activated
  896. Move level must be 3 or higher
  897.  
  898. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  899. Air Slash: Aggravation 1
  900. Move: Air Slash Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  901. Color Grid: πŸŸ₯ Red
  902. 1 or more adjacent tiles must be activated
  903. Move level must be 3 or higher
  904.  
  905. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  906. Mystery Masquerade Psychic: Power 25
  907. Mystery Masquerade Psychic: Power ↑ 25
  908. Color Grid: πŸŸͺ Purple
  909. 1 or more adjacent tiles must be activated
  910. Move level must be 3 or higher
  911.  
  912. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  913. Mystery Masquerade Psychic: Power 25
  914. Mystery Masquerade Psychic: Power ↑ 25
  915. Color Grid: πŸŸͺ Purple
  916. 1 or more adjacent tiles must be activated
  917. Move level must be 3 or higher
  918.  
  919.  
  920. ====================================================
  921. Trainer : Sygna Suit Giovanni
  922. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  923. HP 10
  924. HP 10
  925. Color Grid: 🟦 Blue
  926.  
  927. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  928. Attack 5
  929. Attack 5
  930. Color Grid: 🟦 Blue
  931.  
  932. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  933. Defense 5
  934. Defense 5
  935. Color Grid: 🟦 Blue
  936.  
  937. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  938. Attack 5
  939. Attack 5
  940. Color Grid: 🟦 Blue
  941.  
  942. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  943. Sp. Def 5
  944. Sp. Def 5
  945. Color Grid: 🟦 Blue
  946.  
  947. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  948. Speed 5
  949. Speed 5
  950. Color Grid: 🟦 Blue
  951.  
  952. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  953. Speed 5
  954. Speed 5
  955. Color Grid: 🟦 Blue
  956. 1 or more adjacent tiles must be activated
  957.  
  958. Cell 8 | Cost: 5 Energy, 60 Sync Orb(s)
  959. Antitoxin
  960. Prevents the user from getting poisoned or badly poisoned.
  961. Color Grid: 🟨 Yellow
  962. 1 or more adjacent tiles must be activated
  963.  
  964. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  965. Defense 5
  966. Defense 5
  967. Color Grid: 🟦 Blue
  968. 1 or more adjacent tiles must be activated
  969.  
  970. Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
  971. Mega Kick: Power 3
  972. Mega Kick: Power ↑ 3
  973. Color Grid: 🟩 Green
  974. 1 or more adjacent tiles must be activated
  975.  
  976. Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
  977. Mega Kick: Power 3
  978. Mega Kick: Power ↑ 3
  979. Color Grid: 🟩 Green
  980. 1 or more adjacent tiles must be activated
  981.  
  982. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  983. Mega Kick: Power 3
  984. Mega Kick: Power ↑ 3
  985. Color Grid: 🟩 Green
  986. 1 or more adjacent tiles must be activated
  987.  
  988. Cell 13 | Cost: 10 Energy, 120 Sync Orb(s)
  989. Superduper Effective 2
  990. Powers up moves that are super effective.
  991. Color Grid: 🟨 Yellow
  992. 1 or more adjacent tiles must be activated
  993. Move level must be 2 or higher
  994.  
  995. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  996. Mega Kick: Move Gauge Refresh 3
  997. Move: Mega Kick Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  998. Color Grid: πŸŸ₯ Red
  999. 1 or more adjacent tiles must be activated
  1000. Move level must be 2 or higher
  1001.  
  1002. Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  1003. Attack 20
  1004. Attack 20
  1005. Color Grid: 🟦 Blue
  1006. 1 or more adjacent tiles must be activated
  1007. Move level must be 2 or higher
  1008.  
  1009. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  1010. Critical Crit 9
  1011. Applies the Critical Hit Next effect to the user when it lands a critical hit.
  1012. Color Grid: 🟨 Yellow
  1013. 1 or more adjacent tiles must be activated
  1014. Move level must be 3 or higher
  1015.  
  1016. Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
  1017. Max Quake: Power 100
  1018. Max Quake: Power ↑ 100
  1019. Color Grid: πŸŽ€ Pink
  1020. 1 or more adjacent tiles must be activated
  1021. Move level must be 3 or higher
  1022.  
  1023. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1024. Defense 5
  1025. Defense 5
  1026. Color Grid: 🟦 Blue
  1027. 1 or more adjacent tiles must be activated
  1028.  
  1029. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1030. Sp. Def 5
  1031. Sp. Def 5
  1032. Color Grid: 🟦 Blue
  1033. 1 or more adjacent tiles must be activated
  1034.  
  1035. Cell 20 | Cost: 5 Energy, 60 Sync Orb(s)
  1036. Headstrong
  1037. Attack cannot be lowered.
  1038. Color Grid: 🟨 Yellow
  1039. 1 or more adjacent tiles must be activated
  1040.  
  1041. Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
  1042. Poison Jab: Power 3
  1043. Poison Jab: Power ↑ 3
  1044. Color Grid: 🟩 Green
  1045. 1 or more adjacent tiles must be activated
  1046.  
  1047. Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
  1048. Poison Jab: Move Gauge Refresh 3
  1049. Move: Poison Jab Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1050. Color Grid: πŸŸ₯ Red
  1051. 1 or more adjacent tiles must be activated
  1052.  
  1053. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  1054. Poison Jab: Power 3
  1055. Poison Jab: Power ↑ 3
  1056. Color Grid: 🟩 Green
  1057. 1 or more adjacent tiles must be activated
  1058.  
  1059. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  1060. Poison Jab: Superduper Effective 3
  1061. Move: Poison Jab Powers up moves that are super effective.
  1062. Color Grid: πŸŸ₯ Red
  1063. 1 or more adjacent tiles must be activated
  1064. Move level must be 2 or higher
  1065.  
  1066. Cell 25 | Cost: 4 Energy, 48 Sync Orb(s)
  1067. Poison Jab: Power 3
  1068. Poison Jab: Power ↑ 3
  1069. Color Grid: 🟩 Green
  1070. 1 or more adjacent tiles must be activated
  1071. Move level must be 2 or higher
  1072.  
  1073. Cell 26 | Cost: 4 Energy, 48 Sync Orb(s)
  1074. HP 20
  1075. HP 20
  1076. Color Grid: 🟦 Blue
  1077. 1 or more adjacent tiles must be activated
  1078. Move level must be 2 or higher
  1079.  
  1080. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  1081. Poison Jab: Furious Brawn
  1082. Move: Poison Jab The more the user’s Attack is raised, the more it powers up the user’s moves.
  1083. Color Grid: πŸŸ₯ Red
  1084. 1 or more adjacent tiles must be activated
  1085. Move level must be 3 or higher
  1086.  
  1087. Cell 28 | Cost: 8 Energy, 96 Sync Orb(s)
  1088. Max Ooze: Power 100
  1089. Max Ooze: Power ↑ 100
  1090. Color Grid: πŸŽ€ Pink
  1091. 1 or more adjacent tiles must be activated
  1092. Move level must be 3 or higher
  1093.  
  1094. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1095. Speed 5
  1096. Speed 5
  1097. Color Grid: 🟦 Blue
  1098. 1 or more adjacent tiles must be activated
  1099.  
  1100. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  1101. Iron Tail: Power 3
  1102. Iron Tail: Power ↑ 3
  1103. Color Grid: 🟩 Green
  1104. 1 or more adjacent tiles must be activated
  1105.  
  1106. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  1107. Iron Tail: Move Gauge Refresh 3
  1108. Move: Iron Tail Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1109. Color Grid: πŸŸ₯ Red
  1110. 1 or more adjacent tiles must be activated
  1111.  
  1112. Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  1113. Iron Tail: Power 3
  1114. Iron Tail: Power ↑ 3
  1115. Color Grid: 🟩 Green
  1116. 1 or more adjacent tiles must be activated
  1117.  
  1118. Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
  1119. Iron Tail: Power 3
  1120. Iron Tail: Power ↑ 3
  1121. Color Grid: 🟩 Green
  1122. 1 or more adjacent tiles must be activated
  1123. Move level must be 2 or higher
  1124.  
  1125. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  1126. Iron Tail: On a Roll 1
  1127. Move: Iron Tail Raises the chance of lowering stat values with the additional effects of moves.
  1128. Color Grid: πŸŸ₯ Red
  1129. 1 or more adjacent tiles must be activated
  1130. Move level must be 2 or higher
  1131.  
  1132. Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
  1133. Double Down 3
  1134. Powers up sync moves that are super effective.
  1135. Color Grid: 🟨 Yellow
  1136. 1 or more adjacent tiles must be activated
  1137. Move level must be 2 or higher
  1138.  
  1139. Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
  1140. Max Steelspike: Power 100
  1141. Max Steelspike: Power ↑ 100
  1142. Color Grid: πŸŽ€ Pink
  1143. 1 or more adjacent tiles must be activated
  1144. Move level must be 3 or higher
  1145.  
  1146. Cell 37 | Cost: 9 Energy, 108 Sync Orb(s)
  1147. Super Syncer
  1148. Applies the Supereffective ↑ Next effect to the user the first time its sync move is used each battle.
  1149. Color Grid: 🟨 Yellow
  1150. 1 or more adjacent tiles must be activated
  1151. Move level must be 3 or higher
  1152.  
  1153. Cell 38 | Cost: 5 Energy, 60 Sync Orb(s)
  1154. Sand Shelter
  1155. Protects the user from damage from a sandstorm.
  1156. Color Grid: 🟨 Yellow
  1157. 1 or more adjacent tiles must be activated
  1158.  
  1159. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1160. Speed 5
  1161. Speed 5
  1162. Color Grid: 🟦 Blue
  1163. 1 or more adjacent tiles must be activated
  1164.  
  1165. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  1166. World of Pain!: MP Refresh 2
  1167. Move: World of Pain! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1168. Color Grid: πŸŸ₯ Red
  1169. 1 or more adjacent tiles must be activated
  1170.  
  1171. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  1172. Sp. Def 5
  1173. Sp. Def 5
  1174. Color Grid: 🟦 Blue
  1175. 1 or more adjacent tiles must be activated
  1176.  
  1177. Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
  1178. Sands of Time 2
  1179. Quickly charges the move gauge during a sandstorm.
  1180. Color Grid: 🟨 Yellow
  1181. 1 or more adjacent tiles must be activated
  1182. Move level must be 2 or higher
  1183.  
  1184. Cell 43 | Cost: 10 Energy, 120 Sync Orb(s)
  1185. Surging Sand 2
  1186. Powers up the user’s moves during a sandstorm.
  1187. Color Grid: 🟨 Yellow
  1188. 1 or more adjacent tiles must be activated
  1189. Move level must be 2 or higher
  1190.  
  1191. Cell 44 | Cost: 9 Energy, 108 Sync Orb(s)
  1192. MAX Super Preparation
  1193. Applies the Supereffective ↑ Next effect to the user after using its max move.
  1194. Color Grid: 🟨 Yellow
  1195. 1 or more adjacent tiles must be activated
  1196. Move level must be 2 or higher
  1197.  
  1198. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1199. Haymaker
  1200. The more the user’s Attack is raised, the more it powers up the user’s sync moves.
  1201. Color Grid: 🟨 Yellow
  1202. 1 or more adjacent tiles must be activated
  1203. Move level must be 3 or higher
  1204.  
  1205. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1206. Rejuvenate 6
  1207. Charges the user’s move gauge by 6 after using a sync move.
  1208. Color Grid: 🟨 Yellow
  1209. 1 or more adjacent tiles must be activated
  1210. Move level must be 3 or higher
  1211.  
  1212. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1213. Unstoppable Ambition Ground Impact: Power 25
  1214. Unstoppable Ambition Ground Impact: Power ↑ 25
  1215. Color Grid: πŸŸͺ Purple
  1216. 1 or more adjacent tiles must be activated
  1217. Move level must be 3 or higher
  1218.  
  1219. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1220. Unstoppable Ambition Ground Impact: Power 25
  1221. Unstoppable Ambition Ground Impact: Power ↑ 25
  1222. Color Grid: πŸŸͺ Purple
  1223. 1 or more adjacent tiles must be activated
  1224. Move level must be 3 or higher
  1225.  
  1226.  
  1227. ====================================================
  1228. Trainer : Sygna Suit Morty
  1229. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1230. HP 10
  1231. HP 10
  1232. Color Grid: 🟦 Blue
  1233.  
  1234. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1235. Attack 5
  1236. Attack 5
  1237. Color Grid: 🟦 Blue
  1238.  
  1239. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1240. Defense 5
  1241. Defense 5
  1242. Color Grid: 🟦 Blue
  1243.  
  1244. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1245. Attack 5
  1246. Attack 5
  1247. Color Grid: 🟦 Blue
  1248.  
  1249. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1250. Sp. Def 5
  1251. Sp. Def 5
  1252. Color Grid: 🟦 Blue
  1253.  
  1254. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1255. Speed 5
  1256. Speed 5
  1257. Color Grid: 🟦 Blue
  1258.  
  1259. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1260. Defense 5
  1261. Defense 5
  1262. Color Grid: 🟦 Blue
  1263. 1 or more adjacent tiles must be activated
  1264.  
  1265. Cell 8 | Cost: 5 Energy, 60 Sync Orb(s)
  1266. Flameproof
  1267. Prevents the user from getting burned.
  1268. Color Grid: 🟨 Yellow
  1269. 1 or more adjacent tiles must be activated
  1270.  
  1271. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1272. Sp. Def 5
  1273. Sp. Def 5
  1274. Color Grid: 🟦 Blue
  1275. 1 or more adjacent tiles must be activated
  1276.  
  1277. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  1278. Speed 5
  1279. Speed 5
  1280. Color Grid: 🟦 Blue
  1281. 1 or more adjacent tiles must be activated
  1282.  
  1283. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  1284. Flame Charge: Power 4
  1285. Flame Charge: Power ↑ 4
  1286. Color Grid: 🟩 Green
  1287. 1 or more adjacent tiles must be activated
  1288.  
  1289. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  1290. Flame Charge: Power 4
  1291. Flame Charge: Power ↑ 4
  1292. Color Grid: 🟩 Green
  1293. 1 or more adjacent tiles must be activated
  1294. Move level must be 2 or higher
  1295.  
  1296. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  1297. Flame Charge: Power 4
  1298. Flame Charge: Power ↑ 4
  1299. Color Grid: 🟩 Green
  1300. 1 or more adjacent tiles must be activated
  1301.  
  1302. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1303. Flame Charge: Move Gauge Refresh 3
  1304. Move: Flame Charge Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1305. Color Grid: πŸŸ₯ Red
  1306. 1 or more adjacent tiles must be activated
  1307. Move level must be 2 or higher
  1308.  
  1309. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  1310. Team Gimme Five 1
  1311. Raises the Attack, Defense, Sp.Β Atk, Sp.Β Def, and Speed of all allied sync pairs by 1 stat rank the first time the user’s sync move is used each battle.
  1312. Color Grid: 🟨 Yellow
  1313. 1 or more adjacent tiles must be activated
  1314. Move level must be 3 or higher
  1315.  
  1316. Cell 16 | Cost: 9 Energy, 108 Sync Orb(s)
  1317. Flame Charge: Dashing Team 9
  1318. Move: Flame Charge Raises the Speed of all allied sync pairs by one stat rank when the user’s attack move is successful.
  1319. Color Grid: πŸŸ₯ Red
  1320. 1 or more adjacent tiles must be activated
  1321. Move level must be 2 or higher
  1322.  
  1323. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1324. Adrenaline 1
  1325. Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
  1326. Color Grid: 🟨 Yellow
  1327. 1 or more adjacent tiles must be activated
  1328. Move level must be 3 or higher
  1329.  
  1330. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1331. Speed 5
  1332. Speed 5
  1333. Color Grid: 🟦 Blue
  1334. 1 or more adjacent tiles must be activated
  1335.  
  1336. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1337. Sp. Def 5
  1338. Sp. Def 5
  1339. Color Grid: 🟦 Blue
  1340. 1 or more adjacent tiles must be activated
  1341.  
  1342. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1343. Defense 5
  1344. Defense 5
  1345. Color Grid: 🟦 Blue
  1346. 1 or more adjacent tiles must be activated
  1347.  
  1348. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  1349. Flame Charge: Power 4
  1350. Flame Charge: Power ↑ 4
  1351. Color Grid: 🟩 Green
  1352. 1 or more adjacent tiles must be activated
  1353.  
  1354. Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  1355. HP 20
  1356. HP 20
  1357. Color Grid: 🟦 Blue
  1358. 1 or more adjacent tiles must be activated
  1359. Move level must be 2 or higher
  1360.  
  1361. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  1362. Flame Charge: Power 4
  1363. Flame Charge: 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. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  1369. Sunny Day: MP Refresh 3
  1370. Move: Sunny Day Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1371. Color Grid: πŸŸ₯ Red
  1372. 1 or more adjacent tiles must be activated
  1373. Move level must be 2 or higher
  1374.  
  1375. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  1376. Sunny Day: Team Body-Bracing Infliction 2
  1377. Move: Sunny Day Raises the Defense of all allied sync pairs by 2 stat ranks the first time the user’s PokΓ©mon uses a status move each battle.
  1378. Color Grid: πŸŸ₯ Red
  1379. 1 or more adjacent tiles must be activated
  1380. Move level must be 3 or higher
  1381.  
  1382. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  1383. Sunny Day: Team Mind-Bracing Infliction 2
  1384. Move: Sunny Day Raises the Sp.Β Def of all allied sync pairs by 2 stat ranks the first time the user’s PokΓ©mon uses a status move each battle.
  1385. Color Grid: πŸŸ₯ Red
  1386. 1 or more adjacent tiles must be activated
  1387. Move level must be 3 or higher
  1388.  
  1389. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1390. Speed 5
  1391. Speed 5
  1392. Color Grid: 🟦 Blue
  1393. 1 or more adjacent tiles must be activated
  1394.  
  1395. Cell 28 | Cost: 5 Energy, 60 Sync Orb(s)
  1396. Unflappable
  1397. Prevents the user from flinching.
  1398. Color Grid: 🟨 Yellow
  1399. 1 or more adjacent tiles must be activated
  1400.  
  1401. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1402. Sp. Def 5
  1403. Sp. Def 5
  1404. Color Grid: 🟦 Blue
  1405. 1 or more adjacent tiles must be activated
  1406.  
  1407. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  1408. Attack 5
  1409. Attack 5
  1410. Color Grid: 🟦 Blue
  1411. 1 or more adjacent tiles must be activated
  1412.  
  1413. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  1414. Defense 5
  1415. Defense 5
  1416. Color Grid: 🟦 Blue
  1417. 1 or more adjacent tiles must be activated
  1418.  
  1419. Cell 32 | Cost: 10 Energy, 120 Sync Orb(s)
  1420. Potion: Master Healer 1
  1421. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  1422. Color Grid: πŸŸ₯ Red
  1423. 1 or more adjacent tiles must be activated
  1424. Move level must be 2 or higher
  1425.  
  1426. Cell 33 | Cost: 2 Energy, 24 Sync Orb(s)
  1427. HP 10
  1428. HP 10
  1429. Color Grid: 🟦 Blue
  1430. 1 or more adjacent tiles must be activated
  1431.  
  1432. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  1433. Potion: Friend Mend 9
  1434. Move: Potion When a move targeting an allied sync pair (excluding field effects) is successful, removes all status conditions from the allied sync pair affected by the move.
  1435. Color Grid: πŸŸ₯ Red
  1436. 1 or more adjacent tiles must be activated
  1437. Move level must be 2 or higher
  1438.  
  1439. Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
  1440. Potion: MP Refresh 3
  1441. Move: Potion Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1442. Color Grid: πŸŸ₯ Red
  1443. 1 or more adjacent tiles must be activated
  1444. Move level must be 3 or higher
  1445.  
  1446. Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
  1447. Potion: Friend Care 9
  1448. Move: Potion When the user’s move targeting an allied sync pair (excluding field effects) is successful, removes the flinching, confused, and trapped conditions from the allied sync pair affected by the move.
  1449. Color Grid: πŸŸ₯ Red
  1450. 1 or more adjacent tiles must be activated
  1451. Move level must be 2 or higher
  1452.  
  1453. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1454. Potion: Master Healer 1
  1455. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  1456. Color Grid: πŸŸ₯ Red
  1457. 1 or more adjacent tiles must be activated
  1458. Move level must be 3 or higher
  1459.  
  1460. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1461. HP 10
  1462. HP 10
  1463. Color Grid: 🟦 Blue
  1464. 1 or more adjacent tiles must be activated
  1465.  
  1466. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1467. Defense 5
  1468. Defense 5
  1469. Color Grid: 🟦 Blue
  1470. 1 or more adjacent tiles must be activated
  1471.  
  1472. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  1473. Attack 5
  1474. Attack 5
  1475. Color Grid: 🟦 Blue
  1476. 1 or more adjacent tiles must be activated
  1477.  
  1478. Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
  1479. Believe!: MP Refresh 3
  1480. Move: Believe! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1481. Color Grid: πŸŸ₯ Red
  1482. 1 or more adjacent tiles must be activated
  1483.  
  1484. Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  1485. Sp. Def 10
  1486. Sp. Def 10
  1487. Color Grid: 🟦 Blue
  1488. 1 or more adjacent tiles must be activated
  1489. Move level must be 2 or higher
  1490.  
  1491. Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
  1492. Sunny Disposition
  1493. Stats cannot be lowered when the weather is sunny.
  1494. Color Grid: 🟨 Yellow
  1495. 1 or more adjacent tiles must be activated
  1496. Move level must be 2 or higher
  1497.  
  1498. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  1499. Speeding Sun 2
  1500. Quickly charges the move gauge when the weather is sunny.
  1501. Color Grid: 🟨 Yellow
  1502. 1 or more adjacent tiles must be activated
  1503. Move level must be 2 or higher
  1504.  
  1505. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1506. Sunbathe 9
  1507. Restores the user’s HP when it uses a move while the weather is sunny.
  1508. Color Grid: 🟨 Yellow
  1509. 1 or more adjacent tiles must be activated
  1510. Move level must be 3 or higher
  1511.  
  1512. Cell 46 | Cost: 9 Energy, 108 Sync Orb(s)
  1513. Vigilance
  1514. Protects the user against critical hits.
  1515. Color Grid: 🟨 Yellow
  1516. 1 or more adjacent tiles must be activated
  1517. Move level must be 3 or higher
  1518.  
  1519. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1520. Rainbow-Hued Sacred Fire: Power 25
  1521. Rainbow-Hued Sacred Fire: Power ↑ 25
  1522. Color Grid: πŸŸͺ Purple
  1523. 1 or more adjacent tiles must be activated
  1524. Move level must be 3 or higher
  1525.  
  1526. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1527. Rainbow-Hued Sacred Fire: Power 25
  1528. Rainbow-Hued Sacred Fire: Power ↑ 25
  1529. Color Grid: πŸŸͺ Purple
  1530. 1 or more adjacent tiles must be activated
  1531. Move level must be 3 or higher
  1532.  
  1533.  
  1534. ====================================================
  1535. Trainer : Aaron
  1536. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1537. HP 10
  1538. HP 10
  1539. Color Grid: 🟦 Blue
  1540.  
  1541. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1542. Attack 5
  1543. Attack 5
  1544. Color Grid: 🟦 Blue
  1545.  
  1546. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1547. Defense 5
  1548. Defense 5
  1549. Color Grid: 🟦 Blue
  1550.  
  1551. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1552. Attack 5
  1553. Attack 5
  1554. Color Grid: 🟦 Blue
  1555.  
  1556. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1557. Sp. Def 5
  1558. Sp. Def 5
  1559. Color Grid: 🟦 Blue
  1560.  
  1561. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1562. Speed 5
  1563. Speed 5
  1564. Color Grid: 🟦 Blue
  1565.  
  1566. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1567. Attack 5
  1568. Attack 5
  1569. Color Grid: 🟦 Blue
  1570. 1 or more adjacent tiles must be activated
  1571.  
  1572. Cell 8 | Cost: 5 Energy, 60 Sync Orb(s)
  1573. Lithe
  1574. Prevents the user from getting paralyzed.
  1575. Color Grid: 🟨 Yellow
  1576. 1 or more adjacent tiles must be activated
  1577.  
  1578. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1579. Speed 5
  1580. Speed 5
  1581. Color Grid: 🟦 Blue
  1582. 1 or more adjacent tiles must be activated
  1583.  
  1584. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  1585. HP 10
  1586. HP 10
  1587. Color Grid: 🟦 Blue
  1588. 1 or more adjacent tiles must be activated
  1589.  
  1590. Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
  1591. Sp. Def 5
  1592. Sp. Def 5
  1593. Color Grid: 🟦 Blue
  1594. 1 or more adjacent tiles must be activated
  1595.  
  1596. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  1597. Sp. Def 10
  1598. Sp. Def 10
  1599. Color Grid: 🟦 Blue
  1600. 1 or more adjacent tiles must be activated
  1601. Move level must be 2 or higher
  1602.  
  1603. Cell 13 | Cost: 2 Energy, 24 Sync Orb(s)
  1604. Speed 5
  1605. Speed 5
  1606. Color Grid: 🟦 Blue
  1607. 1 or more adjacent tiles must be activated
  1608.  
  1609. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1610. Defend Order: Move Gauge Refresh 3
  1611. Move: Defend Order Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1612. Color Grid: πŸŸ₯ Red
  1613. 1 or more adjacent tiles must be activated
  1614. Move level must be 2 or higher
  1615.  
  1616. Cell 15 | Cost: 9 Energy, 108 Sync Orb(s)
  1617. Team Full-Bracing Infliction 1
  1618. Raises the Defense and Sp.Β Def of all allied sync pairs by 1 stat rank the first time the user’s PokΓ©mon uses a status move each battle.
  1619. Color Grid: 🟨 Yellow
  1620. 1 or more adjacent tiles must be activated
  1621. Move level must be 3 or higher
  1622.  
  1623. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  1624. Insect Healing 1
  1625. Restores the user’s HP whenever its PokΓ©mon takes an action when the zone is a Bug Zone.
  1626. Color Grid: 🟨 Yellow
  1627. 1 or more adjacent tiles must be activated
  1628. Move level must be 2 or higher
  1629.  
  1630. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1631. Team Strengthening Heal 9
  1632. Once per battle, increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by one rank when the user uses a move that has the heal effect tag.
  1633. Color Grid: 🟨 Yellow
  1634. 1 or more adjacent tiles must be activated
  1635. Move level must be 3 or higher
  1636.  
  1637. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1638. Defense 5
  1639. Defense 5
  1640. Color Grid: 🟦 Blue
  1641. 1 or more adjacent tiles must be activated
  1642.  
  1643. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1644. Attack 5
  1645. Attack 5
  1646. Color Grid: 🟦 Blue
  1647. 1 or more adjacent tiles must be activated
  1648.  
  1649. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  1650. Attack Order: Power 3
  1651. Attack Order: Power ↑ 3
  1652. Color Grid: 🟩 Green
  1653. 1 or more adjacent tiles must be activated
  1654.  
  1655. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  1656. Attack Order: Power 3
  1657. Attack Order: Power ↑ 3
  1658. Color Grid: 🟩 Green
  1659. 1 or more adjacent tiles must be activated
  1660.  
  1661. Cell 22 | Cost: 9 Energy, 108 Sync Orb(s)
  1662. Insect Acceleration 2
  1663. Quickly charges the move gauge when the zone is Bug Zone.
  1664. Color Grid: 🟨 Yellow
  1665. 1 or more adjacent tiles must be activated
  1666. Move level must be 2 or higher
  1667.  
  1668. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  1669. Attack Order: Power 3
  1670. Attack Order: Power ↑ 3
  1671. Color Grid: 🟩 Green
  1672. 1 or more adjacent tiles must be activated
  1673. Move level must be 2 or higher
  1674.  
  1675. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  1676. Cool, Right?!: MP Refresh 3
  1677. Move: Cool, Right?! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1678. Color Grid: πŸŸ₯ Red
  1679. 1 or more adjacent tiles must be activated
  1680. Move level must be 2 or higher
  1681.  
  1682. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  1683. HP 40
  1684. HP 40
  1685. Color Grid: 🟦 Blue
  1686. 1 or more adjacent tiles must be activated
  1687. Move level must be 3 or higher
  1688.  
  1689. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  1690. Cool, Right?!: Precision Pals 1
  1691. Move: Cool, Right?! Raises the accuracy of all allied sync pairs by 1 stat rank when the user’s move is successful.
  1692. Color Grid: πŸŸ₯ Red
  1693. 1 or more adjacent tiles must be activated
  1694. Move level must be 3 or higher
  1695.  
  1696. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1697. Speed 5
  1698. Speed 5
  1699. Color Grid: 🟦 Blue
  1700. 1 or more adjacent tiles must be activated
  1701.  
  1702. Cell 28 | Cost: 5 Energy, 60 Sync Orb(s)
  1703. Stalwart
  1704. Sp. Def cannot be lowered.
  1705. Color Grid: 🟨 Yellow
  1706. 1 or more adjacent tiles must be activated
  1707.  
  1708. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1709. Sp. Def 5
  1710. Sp. Def 5
  1711. Color Grid: 🟦 Blue
  1712. 1 or more adjacent tiles must be activated
  1713.  
  1714. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  1715. Attack 5
  1716. Attack 5
  1717. Color Grid: 🟦 Blue
  1718. 1 or more adjacent tiles must be activated
  1719.  
  1720. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  1721. HP 10
  1722. HP 10
  1723. Color Grid: 🟦 Blue
  1724. 1 or more adjacent tiles must be activated
  1725.  
  1726. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  1727. Quick Cure
  1728. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  1729. Color Grid: 🟨 Yellow
  1730. 1 or more adjacent tiles must be activated
  1731. Move level must be 2 or higher
  1732.  
  1733. Cell 33 | Cost: 2 Energy, 24 Sync Orb(s)
  1734. Speed 5
  1735. Speed 5
  1736. Color Grid: 🟦 Blue
  1737. 1 or more adjacent tiles must be activated
  1738.  
  1739. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  1740. Heal Order: Move Gauge Refresh 3
  1741. Move: Heal Order Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1742. Color Grid: πŸŸ₯ Red
  1743. 1 or more adjacent tiles must be activated
  1744. Move level must be 2 or higher
  1745.  
  1746. Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
  1747. Natural Remedy
  1748. Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
  1749. Color Grid: 🟨 Yellow
  1750. 1 or more adjacent tiles must be activated
  1751. Move level must be 3 or higher
  1752.  
  1753. Cell 36 | Cost: 4 Energy, 48 Sync Orb(s)
  1754. Defense 10
  1755. Defense 10
  1756. Color Grid: 🟦 Blue
  1757. 1 or more adjacent tiles must be activated
  1758. Move level must be 2 or higher
  1759.  
  1760. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1761. Healthy Buffer 5
  1762. Reduces damage when the user is hit by an attack move when its HP is full.
  1763. Color Grid: 🟨 Yellow
  1764. 1 or more adjacent tiles must be activated
  1765. Move level must be 3 or higher
  1766.  
  1767. Cell 38 | Cost: 5 Energy, 60 Sync Orb(s)
  1768. Unbending
  1769. Defense cannot be lowered.
  1770. Color Grid: 🟨 Yellow
  1771. 1 or more adjacent tiles must be activated
  1772.  
  1773. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1774. Defense 5
  1775. Defense 5
  1776. Color Grid: 🟦 Blue
  1777. 1 or more adjacent tiles must be activated
  1778.  
  1779. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  1780. Attack 5
  1781. Attack 5
  1782. Color Grid: 🟦 Blue
  1783. 1 or more adjacent tiles must be activated
  1784.  
  1785. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  1786. Attack Order: Power 3
  1787. Attack Order: Power ↑ 3
  1788. Color Grid: 🟩 Green
  1789. 1 or more adjacent tiles must be activated
  1790.  
  1791. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  1792. Attack Order: Power 3
  1793. Attack Order: Power ↑ 3
  1794. Color Grid: 🟩 Green
  1795. 1 or more adjacent tiles must be activated
  1796. Move level must be 2 or higher
  1797.  
  1798. Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  1799. Speed 10
  1800. Speed 10
  1801. Color Grid: 🟦 Blue
  1802. 1 or more adjacent tiles must be activated
  1803. Move level must be 2 or higher
  1804.  
  1805. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  1806. Attack Order: Move Gauge Refresh 9
  1807. Move: Attack Order Charges the user’s move gauge by one when its move is successful.
  1808. Color Grid: πŸŸ₯ Red
  1809. 1 or more adjacent tiles must be activated
  1810. Move level must be 2 or higher
  1811.  
  1812. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1813. Catalyst
  1814. Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s sync move is used each battle.
  1815. Color Grid: 🟨 Yellow
  1816. 1 or more adjacent tiles must be activated
  1817. Move level must be 3 or higher
  1818.  
  1819. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1820. Attack Order: Staggering 4
  1821. Move: Attack Order Has a chance (50%) of making the target flinch when the user’s attack move against it is successful.
  1822. Color Grid: πŸŸ₯ Red
  1823. 1 or more adjacent tiles must be activated
  1824. Move level must be 3 or higher
  1825.  
  1826. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1827. Perfect Swarm Attack Order: Power 25
  1828. Perfect Swarm Attack Order: Power ↑ 25
  1829. Color Grid: πŸŸͺ Purple
  1830. 1 or more adjacent tiles must be activated
  1831. Move level must be 3 or higher
  1832.  
  1833. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1834. Perfect Swarm Attack Order: Power 25
  1835. Perfect Swarm Attack Order: Power ↑ 25
  1836. Color Grid: πŸŸͺ Purple
  1837. 1 or more adjacent tiles must be activated
  1838. Move level must be 3 or higher
  1839.  
  1840.  
  1841. ====================================================
  1842. Trainer : Bertha
  1843. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1844. HP 10
  1845. HP 10
  1846. Color Grid: 🟦 Blue
  1847.  
  1848. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1849. Attack 5
  1850. Attack 5
  1851. Color Grid: 🟦 Blue
  1852.  
  1853. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1854. Defense 5
  1855. Defense 5
  1856. Color Grid: 🟦 Blue
  1857.  
  1858. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1859. Attack 5
  1860. Attack 5
  1861. Color Grid: 🟦 Blue
  1862.  
  1863. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1864. Sp. Def 5
  1865. Sp. Def 5
  1866. Color Grid: 🟦 Blue
  1867.  
  1868. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1869. Speed 5
  1870. Speed 5
  1871. Color Grid: 🟦 Blue
  1872.  
  1873. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1874. Defense 5
  1875. Defense 5
  1876. Color Grid: 🟦 Blue
  1877. 1 or more adjacent tiles must be activated
  1878.  
  1879. Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
  1880. Sand Tomb: Power 4
  1881. Sand Tomb: Power ↑ 4
  1882. Color Grid: 🟩 Green
  1883. 1 or more adjacent tiles must be activated
  1884.  
  1885. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1886. Sp. Def 5
  1887. Sp. Def 5
  1888. Color Grid: 🟦 Blue
  1889. 1 or more adjacent tiles must be activated
  1890.  
  1891. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  1892. Sand Tomb: Power 4
  1893. Sand Tomb: Power ↑ 4
  1894. Color Grid: 🟩 Green
  1895. 1 or more adjacent tiles must be activated
  1896.  
  1897. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  1898. Sand Tomb: Accuracy 5
  1899. Sand Tomb: Accuracy ↑ 5
  1900. Color Grid: 🟩 Green
  1901. 1 or more adjacent tiles must be activated
  1902.  
  1903. Cell 12 | Cost: 5 Energy, 60 Sync Orb(s)
  1904. Sand Tomb: Accuracy 10
  1905. Sand Tomb: Accuracy ↑ 10
  1906. Color Grid: 🟩 Green
  1907. 1 or more adjacent tiles must be activated
  1908. Move level must be 2 or higher
  1909.  
  1910. Cell 13 | Cost: 2 Energy, 24 Sync Orb(s)
  1911. HP 10
  1912. HP 10
  1913. Color Grid: 🟦 Blue
  1914. 1 or more adjacent tiles must be activated
  1915.  
  1916. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1917. Sand Tomb: Move Gauge Refresh 3
  1918. Move: Sand Tomb Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1919. Color Grid: πŸŸ₯ Red
  1920. 1 or more adjacent tiles must be activated
  1921. Move level must be 2 or higher
  1922.  
  1923. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  1924. Gritty Guardian 3
  1925. Has a chance (40%) of raising the user’s Defense and Sp. Def by one stat rank when its PokΓ©mon uses a move during a sandstorm.
  1926. Color Grid: 🟨 Yellow
  1927. 1 or more adjacent tiles must be activated
  1928. Move level must be 3 or higher
  1929.  
  1930. Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
  1931. HP 20
  1932. HP 20
  1933. Color Grid: 🟦 Blue
  1934. 1 or more adjacent tiles must be activated
  1935. Move level must be 2 or higher
  1936.  
  1937. Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
  1938. Sand Tomb: Sand Slinger 9
  1939. Move: Sand Tomb Lowers the target’s Attack by one stat rank when the user’s attack move against it is successful during a sandstorm.
  1940. Color Grid: πŸŸ₯ Red
  1941. 1 or more adjacent tiles must be activated
  1942. Move level must be 3 or higher
  1943.  
  1944. Cell 18 | Cost: 5 Energy, 60 Sync Orb(s)
  1945. Wide Awake
  1946. Prevents the user from falling asleep.
  1947. Color Grid: 🟨 Yellow
  1948. 1 or more adjacent tiles must be activated
  1949.  
  1950. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1951. Attack 5
  1952. Attack 5
  1953. Color Grid: 🟦 Blue
  1954. 1 or more adjacent tiles must be activated
  1955.  
  1956. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1957. Defense 5
  1958. Defense 5
  1959. Color Grid: 🟦 Blue
  1960. 1 or more adjacent tiles must be activated
  1961.  
  1962. Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
  1963. Shifting Sand
  1964. Raises the user’s evasiveness by 1 stat rank during a sandstorm.
  1965. Color Grid: 🟨 Yellow
  1966. 1 or more adjacent tiles must be activated
  1967. Move level must be 2 or higher
  1968.  
  1969. Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  1970. Speed 5
  1971. Speed 5
  1972. Color Grid: 🟦 Blue
  1973. 1 or more adjacent tiles must be activated
  1974.  
  1975. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  1976. Stealth Rock: MP Refresh 2
  1977. Move: Stealth Rock Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1978. Color Grid: πŸŸ₯ Red
  1979. 1 or more adjacent tiles must be activated
  1980. Move level must be 2 or higher
  1981.  
  1982. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  1983. Sands of Time 2
  1984. Quickly charges the move gauge during a sandstorm.
  1985. Color Grid: 🟨 Yellow
  1986. 1 or more adjacent tiles must be activated
  1987. Move level must be 2 or higher
  1988.  
  1989. Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
  1990. Trap and Sync 5
  1991. Powers up the user’s sync move against targets that are trapped.
  1992. Color Grid: 🟨 Yellow
  1993. 1 or more adjacent tiles must be activated
  1994. Move level must be 3 or higher
  1995.  
  1996. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  1997. Endurance
  1998. When the user enters battle with full HP, applies the Enduring effect to it.
  1999. Color Grid: 🟨 Yellow
  2000. 1 or more adjacent tiles must be activated
  2001. Move level must be 3 or higher
  2002.  
  2003. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  2004. Speed 5
  2005. Speed 5
  2006. Color Grid: 🟦 Blue
  2007. 1 or more adjacent tiles must be activated
  2008.  
  2009. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  2010. HP 10
  2011. HP 10
  2012. Color Grid: 🟦 Blue
  2013. 1 or more adjacent tiles must be activated
  2014.  
  2015. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  2016. Sp. Def 5
  2017. Sp. Def 5
  2018. Color Grid: 🟦 Blue
  2019. 1 or more adjacent tiles must be activated
  2020.  
  2021. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  2022. Sp. Def 5
  2023. Sp. Def 5
  2024. Color Grid: 🟦 Blue
  2025. 1 or more adjacent tiles must be activated
  2026.  
  2027. Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
  2028. Defense 10
  2029. Defense 10
  2030. Color Grid: 🟦 Blue
  2031. 1 or more adjacent tiles must be activated
  2032. Move level must be 2 or higher
  2033.  
  2034. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  2035. Quite Something!: MP Refresh 2
  2036. Move: Quite Something! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2037. Color Grid: πŸŸ₯ Red
  2038. 1 or more adjacent tiles must be activated
  2039. Move level must be 2 or higher
  2040.  
  2041. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  2042. Sand Blaster 9
  2043. Powers up sync moves during a sandstorm.
  2044. Color Grid: 🟨 Yellow
  2045. 1 or more adjacent tiles must be activated
  2046. Move level must be 3 or higher
  2047.  
  2048. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  2049. Quite Something!: Hit and Heal 9
  2050. Move: Quite Something! Applies the Gradual Healing effect to the user when its move is successful.
  2051. Color Grid: πŸŸ₯ Red
  2052. 1 or more adjacent tiles must be activated
  2053. Move level must be 2 or higher
  2054.  
  2055. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  2056. Team Sharp Entry 1
  2057. Raises the critical-hit rate of all allied sync pairs by 1 stat rank when the user enters a battle.
  2058. Color Grid: 🟨 Yellow
  2059. 1 or more adjacent tiles must be activated
  2060. Move level must be 3 or higher
  2061.  
  2062. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  2063. Speed 5
  2064. Speed 5
  2065. Color Grid: 🟦 Blue
  2066. 1 or more adjacent tiles must be activated
  2067.  
  2068. Cell 37 | Cost: 5 Energy, 60 Sync Orb(s)
  2069. Escape Artist
  2070. Prevents the user from becoming trapped.
  2071. Color Grid: 🟨 Yellow
  2072. 1 or more adjacent tiles must be activated
  2073.  
  2074. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  2075. Sp. Def 5
  2076. Sp. Def 5
  2077. Color Grid: 🟦 Blue
  2078. 1 or more adjacent tiles must be activated
  2079.  
  2080. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  2081. Defense 5
  2082. Defense 5
  2083. Color Grid: 🟦 Blue
  2084. 1 or more adjacent tiles must be activated
  2085.  
  2086. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  2087. Attack 5
  2088. Attack 5
  2089. Color Grid: 🟦 Blue
  2090. 1 or more adjacent tiles must be activated
  2091.  
  2092. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  2093. Sand Tomb: Power 4
  2094. Sand Tomb: Power ↑ 4
  2095. Color Grid: 🟩 Green
  2096. 1 or more adjacent tiles must be activated
  2097.  
  2098. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  2099. Sand Tomb: Power 4
  2100. Sand Tomb: Power ↑ 4
  2101. Color Grid: 🟩 Green
  2102. 1 or more adjacent tiles must be activated
  2103. Move level must be 2 or higher
  2104.  
  2105. Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
  2106. Sand Tomb: Power 4
  2107. Sand Tomb: Power ↑ 4
  2108. Color Grid: 🟩 Green
  2109. 1 or more adjacent tiles must be activated
  2110. Move level must be 2 or higher
  2111.  
  2112. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  2113. Soothing Sand 1
  2114. Restores the user’s HP whenever its PokΓ©mon takes an action during a sandstorm.
  2115. Color Grid: 🟨 Yellow
  2116. 1 or more adjacent tiles must be activated
  2117. Move level must be 2 or higher
  2118.  
  2119. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  2120. Sand Castle 2
  2121. Reduces damage when the user is hit by an attack move during a sandstorm.
  2122. Color Grid: 🟨 Yellow
  2123. 1 or more adjacent tiles must be activated
  2124. Move level must be 3 or higher
  2125.  
  2126. Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
  2127. Sandstorm: MP Refresh 2
  2128. Move: Sandstorm Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2129. Color Grid: πŸŸ₯ Red
  2130. 1 or more adjacent tiles must be activated
  2131. Move level must be 3 or higher
  2132.  
  2133. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  2134. Team Effort Earthquake: Power 25
  2135. Team Effort Earthquake: Power ↑ 25
  2136. Color Grid: πŸŸͺ Purple
  2137. 1 or more adjacent tiles must be activated
  2138. Move level must be 3 or higher
  2139.  
  2140. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  2141. Team Effort Earthquake: Power 25
  2142. Team Effort Earthquake: Power ↑ 25
  2143. Color Grid: πŸŸͺ Purple
  2144. 1 or more adjacent tiles must be activated
  2145. Move level must be 3 or higher
  2146.  
  2147.  
  2148. ====================================================
  2149. ====================================================
  2150. Trainer : Lucian
  2151. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  2152. HP 10
  2153. HP 10
  2154. Color Grid: 🟦 Blue
  2155.  
  2156. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  2157. Sp. Atk 5
  2158. Sp. Atk 5
  2159. Color Grid: 🟦 Blue
  2160.  
  2161. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  2162. Defense 5
  2163. Defense 5
  2164. Color Grid: 🟦 Blue
  2165.  
  2166. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  2167. Sp. Atk 5
  2168. Sp. Atk 5
  2169. Color Grid: 🟦 Blue
  2170.  
  2171. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  2172. Sp. Def 5
  2173. Sp. Def 5
  2174. Color Grid: 🟦 Blue
  2175.  
  2176. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  2177. Speed 5
  2178. Speed 5
  2179. Color Grid: 🟦 Blue
  2180.  
  2181. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  2182. Defense 5
  2183. Defense 5
  2184. Color Grid: 🟦 Blue
  2185. 1 or more adjacent tiles must be activated
  2186.  
  2187. Cell 8 | Cost: 5 Energy, 60 Sync Orb(s)
  2188. Unflappable
  2189. Prevents the user from flinching.
  2190. Color Grid: 🟨 Yellow
  2191. 1 or more adjacent tiles must be activated
  2192.  
  2193. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  2194. Speed 5
  2195. Speed 5
  2196. Color Grid: 🟦 Blue
  2197. 1 or more adjacent tiles must be activated
  2198.  
  2199. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  2200. HP 10
  2201. HP 10
  2202. Color Grid: 🟦 Blue
  2203. 1 or more adjacent tiles must be activated
  2204.  
  2205. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  2206. Confusion: Power 4
  2207. Confusion: Power ↑ 4
  2208. Color Grid: 🟩 Green
  2209. 1 or more adjacent tiles must be activated
  2210.  
  2211. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  2212. Confusion: Power 4
  2213. Confusion: Power ↑ 4
  2214. Color Grid: 🟩 Green
  2215. 1 or more adjacent tiles must be activated
  2216. Move level must be 2 or higher
  2217.  
  2218. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  2219. Confusion: Power 4
  2220. Confusion: Power ↑ 4
  2221. Color Grid: 🟩 Green
  2222. 1 or more adjacent tiles must be activated
  2223.  
  2224. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  2225. Confusion: Move Gauge Refresh 3
  2226. Move: Confusion Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  2227. Color Grid: πŸŸ₯ Red
  2228. 1 or more adjacent tiles must be activated
  2229. Move level must be 2 or higher
  2230.  
  2231. Cell 15 | Cost: 5 Energy, 60 Sync Orb(s)
  2232. Psychic Epilogue: Power 25
  2233. Psychic Epilogue: Power ↑ 25
  2234. Color Grid: 🟩 Green
  2235. 1 or more adjacent tiles must be activated
  2236. Move level must be 3 or higher
  2237.  
  2238. Cell 16 | Cost: 9 Energy, 108 Sync Orb(s)
  2239. Confusion: Foul Fighting 9
  2240. Move: Confusion Powers up the user’s moves against targets that are flinching, confused, or trapped.
  2241. Color Grid: πŸŸ₯ Red
  2242. 1 or more adjacent tiles must be activated
  2243. Move level must be 2 or higher
  2244.  
  2245. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  2246. Confusion: Aggravation 4
  2247. Move: Confusion Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  2248. Color Grid: πŸŸ₯ Red
  2249. 1 or more adjacent tiles must be activated
  2250. Move level must be 3 or higher
  2251.  
  2252. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  2253. Defense 5
  2254. Defense 5
  2255. Color Grid: 🟦 Blue
  2256. 1 or more adjacent tiles must be activated
  2257.  
  2258. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  2259. Speed 5
  2260. Speed 5
  2261. Color Grid: 🟦 Blue
  2262. 1 or more adjacent tiles must be activated
  2263.  
  2264. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  2265. Confusion: Power 4
  2266. Confusion: Power ↑ 4
  2267. Color Grid: 🟩 Green
  2268. 1 or more adjacent tiles must be activated
  2269.  
  2270. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  2271. Confusion: Power 4
  2272. Confusion: Power ↑ 4
  2273. Color Grid: 🟩 Green
  2274. 1 or more adjacent tiles must be activated
  2275. Move level must be 2 or higher
  2276.  
  2277. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  2278. Confusion: Power 4
  2279. Confusion: Power ↑ 4
  2280. Color Grid: 🟩 Green
  2281. 1 or more adjacent tiles must be activated
  2282.  
  2283. Cell 23 | Cost: 8 Energy, 96 Sync Orb(s)
  2284. Dominating Sync 2
  2285. Powers up the user’s sync moves when the target’s Attack is lowered.
  2286. Color Grid: 🟨 Yellow
  2287. 1 or more adjacent tiles must be activated
  2288. Move level must be 2 or higher
  2289.  
  2290. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  2291. Sp. Atk 20
  2292. Sp. Atk 20
  2293. Color Grid: 🟦 Blue
  2294. 1 or more adjacent tiles must be activated
  2295. Move level must be 2 or higher
  2296.  
  2297. Cell 25 | Cost: 5 Energy, 60 Sync Orb(s)
  2298. Psychic Epilogue: Power 25
  2299. Psychic Epilogue: Power ↑ 25
  2300. Color Grid: 🟩 Green
  2301. 1 or more adjacent tiles must be activated
  2302. Move level must be 3 or higher
  2303.  
  2304. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  2305. Growl: Charging Infliction 2
  2306. Move: Growl Charges the user’s move gauge by 2 when its PokΓ©mon uses a status move.
  2307. Color Grid: πŸŸ₯ Red
  2308. 1 or more adjacent tiles must be activated
  2309. Move level must be 3 or higher
  2310.  
  2311. Cell 27 | Cost: 5 Energy, 60 Sync Orb(s)
  2312. Dauntless
  2313. Sp. Atk cannot be lowered.
  2314. Color Grid: 🟨 Yellow
  2315. 1 or more adjacent tiles must be activated
  2316.  
  2317. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  2318. Sp. Def 5
  2319. Sp. Def 5
  2320. Color Grid: 🟦 Blue
  2321. 1 or more adjacent tiles must be activated
  2322.  
  2323. Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
  2324. Read It and Weep!: MP Refresh 2
  2325. Move: Read It and Weep! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2326. Color Grid: πŸŸ₯ Red
  2327. 1 or more adjacent tiles must be activated
  2328.  
  2329. Cell 30 | Cost: 5 Energy, 60 Sync Orb(s)
  2330. Haste
  2331. Speed cannot be lowered.
  2332. Color Grid: 🟨 Yellow
  2333. 1 or more adjacent tiles must be activated
  2334.  
  2335. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  2336. HP 10
  2337. HP 10
  2338. Color Grid: 🟦 Blue
  2339. 1 or more adjacent tiles must be activated
  2340. Move level must be 2 or higher
  2341.  
  2342. Cell 32 | Cost: 5 Energy, 60 Sync Orb(s)
  2343. Psychic Epilogue: Power 25
  2344. Psychic Epilogue: Power ↑ 25
  2345. Color Grid: 🟩 Green
  2346. 1 or more adjacent tiles must be activated
  2347. Move level must be 2 or higher
  2348.  
  2349. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  2350. Adrenaline 1
  2351. Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
  2352. Color Grid: 🟨 Yellow
  2353. 1 or more adjacent tiles must be activated
  2354. Move level must be 3 or higher
  2355.  
  2356. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  2357. Burst In
  2358. Applies the Critical Hit Next effect to the user when it enters a battle.
  2359. Color Grid: 🟨 Yellow
  2360. 1 or more adjacent tiles must be activated
  2361. Move level must be 2 or higher
  2362.  
  2363. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  2364. Healthy Superhit
  2365. Applies the Supereffective ↑ Next effect to the user if its HP is full when it enters a battle.
  2366. Color Grid: 🟨 Yellow
  2367. 1 or more adjacent tiles must be activated
  2368. Move level must be 3 or higher
  2369.  
  2370. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  2371. Sp. Def 5
  2372. Sp. Def 5
  2373. Color Grid: 🟦 Blue
  2374. 1 or more adjacent tiles must be activated
  2375.  
  2376. Cell 37 | Cost: 5 Energy, 60 Sync Orb(s)
  2377. Wide Awake
  2378. Prevents the user from falling asleep.
  2379. Color Grid: 🟨 Yellow
  2380. 1 or more adjacent tiles must be activated
  2381.  
  2382. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  2383. Sp. Def 5
  2384. Sp. Def 5
  2385. Color Grid: 🟦 Blue
  2386. 1 or more adjacent tiles must be activated
  2387.  
  2388. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  2389. Defense 5
  2390. Defense 5
  2391. Color Grid: 🟦 Blue
  2392. 1 or more adjacent tiles must be activated
  2393.  
  2394. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  2395. X Sp. Atk: MP Refresh 2
  2396. Move: X Sp. Atk Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2397. Color Grid: πŸŸ₯ Red
  2398. 1 or more adjacent tiles must be activated
  2399.  
  2400. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  2401. Speed 5
  2402. Speed 5
  2403. Color Grid: 🟦 Blue
  2404. 1 or more adjacent tiles must be activated
  2405.  
  2406. Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
  2407. Weird Recovery 1
  2408. Restores the user’s HP whenever its PokΓ©mon takes an action when the terrain is Psychic Terrain.
  2409. Color Grid: 🟨 Yellow
  2410. 1 or more adjacent tiles must be activated
  2411. Move level must be 2 or higher
  2412.  
  2413. Cell 43 | Cost: 5 Energy, 60 Sync Orb(s)
  2414. Psychic Epilogue: Power 25
  2415. Psychic Epilogue: Power ↑ 25
  2416. Color Grid: 🟩 Green
  2417. 1 or more adjacent tiles must be activated
  2418. Move level must be 2 or higher
  2419.  
  2420. Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
  2421. Precognition 2
  2422. Quickly charges the user’s move gauge when the terrain is Psychic Terrain.
  2423. Color Grid: 🟨 Yellow
  2424. 1 or more adjacent tiles must be activated
  2425. Move level must be 2 or higher
  2426.  
  2427. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  2428. X Sp. Atk: Ramp Up 1
  2429. Move: X Sp. Atk Raises the user’s Sp. Atk by 1 stat rank when its move is successful.
  2430. Color Grid: πŸŸ₯ Red
  2431. 1 or more adjacent tiles must be activated
  2432. Move level must be 3 or higher
  2433.  
  2434. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  2435. Catalyst
  2436. Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s sync move is used each battle.
  2437. Color Grid: 🟨 Yellow
  2438. 1 or more adjacent tiles must be activated
  2439. Move level must be 3 or higher
  2440.  
  2441. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  2442. Psychic Epilogue: Power 25
  2443. Psychic Epilogue: Power ↑ 25
  2444. Color Grid: πŸŸͺ Purple
  2445. 1 or more adjacent tiles must be activated
  2446. Move level must be 3 or higher
  2447.  
  2448. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  2449. Psychic Epilogue: Power 25
  2450. Psychic Epilogue: Power ↑ 25
  2451. Color Grid: πŸŸͺ Purple
  2452. 1 or more adjacent tiles must be activated
  2453. Move level must be 3 or higher
  2454.  
  2455.  
  2456. ====================================================
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