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- Trainer : Whitney
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
- Body Slam: Power 4
- Body Slam: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
- Body Slam: Power 4
- Body Slam: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
- Body Slam: Move Gauge Refresh 3
- Move: Body Slam Has a chance (40%) of charging the userβs move gauge by one when a move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Body Slam: Power 4
- Body Slam: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Dirty Fighting 3
- Powers up the userβs moves against targets that are affected by a status condition.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
- Defense Crush 4
- Has a chance (50%) of lowering the targetβs Defense by one stat rank when the userβs attack move against it is successful.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
- Sp. Def 20
- Sp. Def 20
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 9 Energy, 108 Sync Orb(s)
- Body Slam: Hostile Environment 1
- Move: Body Slam Raises the chance of inflicting status conditions with the additional effects of moves.
- Color Grid: π₯ Red
- 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: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
- Body Slam: Power 4
- Body Slam: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 6 Energy, 72 Sync Orb(s)
- Fire Guard
- Reduces damage when the user is attacked by Fire-type moves.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Body Slam: Power 4
- Body Slam: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 6 Energy, 72 Sync Orb(s)
- Ice Guard
- Reduces damage when the user is attacked by Ice-type moves.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 10 Energy, 120 Sync Orb(s)
- Iβm All Kinds of Strong!: Master Healer 1
- Move: Iβm All Kinds of Strong! Increases the amount of HP restored by the userβs healing moves.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
- Mad Strength 4
- Has a chance (50%) of raising the userβs Attack by one stat rank when one of its attack moves is successful.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
- Iβm All Kinds of Strong!: MP Refresh 3
- Move: Iβm All Kinds of Strong! Has a chance (40%) of restoring one MP of the userβs move when that move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 3 Energy, 36 Sync Orb(s)
- Stomp: Power 4
- Stomp: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
- Stomp: Move Gauge Refresh 3
- Move: Stomp Has a chance (40%) of charging the userβs move gauge by one when a move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
- Stomp: Power 4
- Stomp: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Stomp: Power 4
- Stomp: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
- Ramming Speed
- The more the userβs Speed is raised, the more it powers up the userβs moves.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
- Interference Sync 5
- Powers up the userβs sync move against targets that are flinching, confused, or trapped.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Defense 20
- Defense 20
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 9 Energy, 108 Sync Orb(s)
- Stomp: Aggravation 1
- Move: Stomp Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 37 | Cost: 3 Energy, 36 Sync Orb(s)
- Stomp: Power 4
- Stomp: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 38 | Cost: 3 Energy, 36 Sync Orb(s)
- Stomp: Power 4
- Stomp: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 6 Energy, 72 Sync Orb(s)
- Fierce Entry 1
- Raises the userβs Attack by 1 stat rank when it enters a battle.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- X Speed: MP Refresh 3
- Move: X Speed Has a chance (40%) of restoring one MP of the userβs move when that move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 6 Energy, 72 Sync Orb(s)
- Grass Guard
- Reduces damage when the user is attacked by Grass-type moves.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Inertia
- The more userβs Speed is raised, the more it powers up the userβs sync moves.
- Color Grid: π¨ 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)
- X Speed: Critical Eye 1
- Move: X Speed Raises the userβs critical-hit rate by 1 stat rank when its move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Supercute Rolling Tackle: Power 25
- Supercute Rolling Tackle: Power β 25
- Color Grid: πͺ 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)
- Supercute Rolling Tackle: Power 25
- Supercute Rolling Tackle: Power β 25
- Color Grid: πͺ Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Bugsy
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Twineedle: Power 2
- Twineedle: Power β 2
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Twineedle: Power 2
- Twineedle: Power β 2
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Twineedle: Power 2
- Twineedle: Power β 2
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Twineedle: Move Gauge Refresh 3
- Move: Twineedle Has a chance (40%) of charging the userβs move gauge by one when a move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: π¦ 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)
- Twineedle: Ramming Speed
- Move: Twineedle The more the userβs Speed is raised, the more it powers up the userβs moves.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
- Twineedle: Hostile Environment 1
- Move: Twineedle Raises the chance of inflicting status conditions with the additional effects of moves.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
- Fell Stinger: Power 4
- Fell Stinger: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Fell Stinger: Power 4
- Fell Stinger: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
- Fell Stinger: Power 4
- Fell Stinger: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
- Fell Stinger: Move Gauge Refresh 3
- Move: Fell Stinger Has a chance (40%) of charging the userβs move gauge by one when a move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
- Victory Lap
- Applies the Critical Hit Next effect to the user when it knocks out an opponent with a move.
- Color Grid: π¨ 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)
- Blind Spot
- The more the userβs evasiveness is raised, the more it powers up the userβs sync moves.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 8 Energy, 96 Sync Orb(s)
- Super Victory
- Applies the SupereffectiveΒ β Next effect to the user when it knocks out an opponent with a move.
- Color Grid: π¨ 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: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Twineedle: Power 2
- Twineedle: Power β 2
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
- Twineedle: Power 2
- Twineedle: Power β 2
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Beehold My Research!: MP Refresh 2
- Move: Beehold My Research! Has a chance (30%) of restoring one MP of the userβs move when that move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
- Beehold My Research!: Move Gauge Refresh 3
- Move: Beehold My Research! Has a chance (40%) of charging the userβs move gauge by one when a move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 7 Energy, 84 Sync Orb(s)
- Attack 20
- Attack 20
- Color Grid: π¦ Blue
- 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 userβs evasiveness is raised, the more it powers up the userβs moves.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 5 Energy, 60 Sync Orb(s)
- Fast Runner
- Evasiveness cannot be lowered.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Fell Stinger: Power 4
- Fell Stinger: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Fell Stinger: Power 4
- Fell Stinger: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- Sure Crit: MP Refresh 4
- Move: Sure Crit Has a chance (50%) of restoring one MP of the userβs move when that move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
- Critical Might 1
- Raises the userβs Attack by 1 stat rank when it lands a critical hit.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 8 Energy, 96 Sync Orb(s)
- Fierce Entry 1
- Raises the userβs Attack by 1 stat rank when it enters a battle.
- Color Grid: π¨ 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)
- Toxic Power 3
- Powers up the userβs moves when the target is poisoned or badly poisoned.
- Color Grid: π¨ 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)
- Bug Expert Twineedle: Power 25
- Bug Expert Twineedle: Power β 25
- Color Grid: πͺ 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)
- Bug Expert Twineedle: Power 25
- Bug Expert Twineedle: Power β 25
- Color Grid: πͺ Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Will
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: π¦ Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: π¦ Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 5 Energy, 60 Sync Orb(s)
- Wide Awake
- Prevents the user from falling asleep.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
- Stored Power: Power 1
- Stored Power: Power β 1
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- Stored Power: Power 1
- Stored Power: Power β 1
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Stored Power: Move Gauge Refresh 3
- Move: Stored Power Has a chance (40%) of charging the userβs move gauge by one when a move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
- Fortuitous 4
- Has a chance (50%) of raising one of the userβs following stats by one stat rank at random when its attack move is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Atk 10
- Sp. Atk 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Stored Power: Confusion Synergy 2
- Move: Stored Power Powers up the userβs moves when the target is confused.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 5 Energy, 60 Sync Orb(s)
- Unflappable
- Prevents the user from flinching.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
- Air Slash: Power 4
- Air Slash: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
- Air Slash: Power 4
- Air Slash: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 9 Energy, 108 Sync Orb(s)
- Precognition 2
- Quickly charges the userβs move gauge when the terrain is Psychic Terrain.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 9 Energy, 108 Sync Orb(s)
- Weird Recovery 1
- Restores the userβs HP whenever its PokΓ©mon takes an action when the terrain is Psychic Terrain.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
- Stop Hitting Yourself 5
- Raises the chance that an opponent will attack themselves due to being confused.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 9 Energy, 108 Sync Orb(s)
- Confuse Ray: Move Gauge Refresh 9
- Move: Confuse Ray Charges the userβs move gauge by one when its move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 4 Energy, 48 Sync Orb(s)
- Stored Power: Power 1
- Stored Power: Power β 1
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
- Stored Power: Power 1
- Stored Power: Power β 1
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
- Our Power Is Limitless!: MP Refresh 2
- Move: Our Power Is Limitless! Has a chance (30%) of restoring one MP of the userβs move when that move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
- Interference Sync 5
- Powers up the userβs sync move against targets that are flinching, confused, or trapped.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 34 | Cost: 9 Energy, 108 Sync Orb(s)
- Sync Regen
- Applies the Gradual Healing effect to the user after using its sync move.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Sync Power Flux
- The fuller the move gauge when the userβs sync move is selected, the more this powers up the sync move.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
- Air Slash: Power 4
- Air Slash: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Air Slash: Power 4
- Air Slash: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Air Slash: Accuracy 5
- Air Slash: Accuracy β 5
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- Air Slash: Move Gauge Refresh 3
- Move: Air Slash Has a chance (40%) of charging the userβs move gauge by one when a move is successful.
- Color Grid: π₯ 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)
- Sp. Def 10
- Sp. Def 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Mutually Assured
- Whenever the user becomes poisoned, badly poisoned, paralyzed, or burned from an opponentβs move, the same status condition is also applied to that opponent.
- Color Grid: π¨ 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)
- Air Slash: Aggravation 1
- Move: Air Slash Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Mystery Masquerade Psychic: Power 25
- Mystery Masquerade Psychic: Power β 25
- Color Grid: πͺ 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)
- Mystery Masquerade Psychic: Power 25
- Mystery Masquerade Psychic: Power β 25
- Color Grid: πͺ Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Sygna Suit Giovanni
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 5 Energy, 60 Sync Orb(s)
- Antitoxin
- Prevents the user from getting poisoned or badly poisoned.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
- Mega Kick: Power 3
- Mega Kick: Power β 3
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
- Mega Kick: Power 3
- Mega Kick: Power β 3
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- Mega Kick: Power 3
- Mega Kick: Power β 3
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 10 Energy, 120 Sync Orb(s)
- Superduper Effective 2
- Powers up moves that are super effective.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Mega Kick: Move Gauge Refresh 3
- Move: Mega Kick Has a chance (40%) of charging the userβs move gauge by one when a move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
- Attack 20
- Attack 20
- Color Grid: π¦ 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)
- Critical Crit 9
- Applies the Critical Hit Next effect to the user when it lands a critical hit.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
- Max Quake: Power 100
- Max Quake: Power β 100
- Color Grid: π Pink
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 5 Energy, 60 Sync Orb(s)
- Headstrong
- Attack cannot be lowered.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
- Poison Jab: Power 3
- Poison Jab: Power β 3
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
- Poison Jab: Move Gauge Refresh 3
- Move: Poison Jab Has a chance (40%) of charging the userβs move gauge by one when a move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
- Poison Jab: Power 3
- Poison Jab: Power β 3
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
- Poison Jab: Superduper Effective 3
- Move: Poison Jab Powers up moves that are super effective.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 4 Energy, 48 Sync Orb(s)
- Poison Jab: Power 3
- Poison Jab: Power β 3
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
- Poison Jab: Furious Brawn
- Move: Poison Jab The more the userβs Attack is raised, the more it powers up the userβs moves.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 8 Energy, 96 Sync Orb(s)
- Max Ooze: Power 100
- Max Ooze: Power β 100
- Color Grid: π Pink
- 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: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
- Iron Tail: Power 3
- Iron Tail: Power β 3
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
- Iron Tail: Move Gauge Refresh 3
- Move: Iron Tail Has a chance (40%) of charging the userβs move gauge by one when a move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
- Iron Tail: Power 3
- Iron Tail: Power β 3
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
- Iron Tail: Power 3
- Iron Tail: Power β 3
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
- Iron Tail: On a Roll 1
- Move: Iron Tail Raises the chance of lowering stat values with the additional effects of moves.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
- Double Down 3
- Powers up sync moves that are super effective.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
- Max Steelspike: Power 100
- Max Steelspike: Power β 100
- Color Grid: π Pink
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 37 | Cost: 9 Energy, 108 Sync Orb(s)
- Super Syncer
- Applies the SupereffectiveΒ β Next effect to the user the first time its sync move is used each battle.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 5 Energy, 60 Sync Orb(s)
- Sand Shelter
- Protects the user from damage from a sandstorm.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
- World of Pain!: MP Refresh 2
- Move: World of Pain! Has a chance (30%) of restoring one MP of the userβs move when that move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
- Sands of Time 2
- Quickly charges the move gauge during a sandstorm.
- Color Grid: π¨ 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)
- Surging Sand 2
- Powers up the userβs moves during a sandstorm.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 9 Energy, 108 Sync Orb(s)
- MAX Super Preparation
- Applies the SupereffectiveΒ β Next effect to the user after using its max move.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Haymaker
- The more the userβs Attack is raised, the more it powers up the userβs sync moves.
- Color Grid: π¨ 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)
- Rejuvenate 6
- Charges the userβs move gauge by 6 after using a sync move.
- Color Grid: π¨ 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)
- Unstoppable Ambition Ground Impact: Power 25
- Unstoppable Ambition Ground Impact: Power β 25
- Color Grid: πͺ 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)
- Unstoppable Ambition Ground Impact: Power 25
- Unstoppable Ambition Ground Impact: Power β 25
- Color Grid: πͺ Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Sygna Suit Morty
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 5 Energy, 60 Sync Orb(s)
- Flameproof
- Prevents the user from getting burned.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Flame Charge: Power 4
- Flame Charge: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Flame Charge: Power 4
- Flame Charge: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Flame Charge: Power 4
- Flame Charge: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Flame Charge: Move Gauge Refresh 3
- Move: Flame Charge Has a chance (40%) of charging the userβs move gauge by one when a move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
- Team Gimme Five 1
- 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 userβs sync move is used each battle.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 9 Energy, 108 Sync Orb(s)
- Flame Charge: Dashing Team 9
- Move: Flame Charge Raises the Speed of all allied sync pairs by one stat rank when the userβs attack move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Adrenaline 1
- Reduces the sync move countdown by 1 the first time the userβs sync move is used each battle.
- Color Grid: π¨ 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: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Flame Charge: Power 4
- Flame Charge: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Flame Charge: Power 4
- Flame Charge: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
- Sunny Day: MP Refresh 3
- Move: Sunny Day Has a chance (40%) of restoring one MP of the userβs move when that move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
- Sunny Day: Team Body-Bracing Infliction 2
- Move: Sunny Day Raises the Defense of all allied sync pairs by 2 stat ranks the first time the userβs PokΓ©mon uses a status move each battle.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Sunny Day: Team Mind-Bracing Infliction 2
- Move: Sunny Day Raises the Sp.Β Def of all allied sync pairs by 2 stat ranks the first time the userβs PokΓ©mon uses a status move each battle.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 5 Energy, 60 Sync Orb(s)
- Unflappable
- Prevents the user from flinching.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 10 Energy, 120 Sync Orb(s)
- Potion: Master Healer 1
- Move: Potion Increases the amount of HP restored by the userβs healing moves.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
- Potion: Friend Mend 9
- 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.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
- Potion: MP Refresh 3
- Move: Potion Has a chance (40%) of restoring one MP of the userβs move when that move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
- Potion: Friend Care 9
- Move: Potion When the userβs 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.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Potion: Master Healer 1
- Move: Potion Increases the amount of HP restored by the userβs healing moves.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
- Believe!: MP Refresh 3
- Move: Believe! Has a chance (40%) of restoring one MP of the userβs move when that move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
- Sunny Disposition
- Stats cannot be lowered when the weather is sunny.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
- Speeding Sun 2
- Quickly charges the move gauge when the weather is sunny.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Sunbathe 9
- Restores the userβs HP when it uses a move while the weather is sunny.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 9 Energy, 108 Sync Orb(s)
- Vigilance
- Protects the user against critical hits.
- Color Grid: π¨ 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)
- Rainbow-Hued Sacred Fire: Power 25
- Rainbow-Hued Sacred Fire: Power β 25
- Color Grid: πͺ 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)
- Rainbow-Hued Sacred Fire: Power 25
- Rainbow-Hued Sacred Fire: Power β 25
- Color Grid: πͺ Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Aaron
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 5 Energy, 60 Sync Orb(s)
- Lithe
- Prevents the user from getting paralyzed.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Defend Order: Move Gauge Refresh 3
- Move: Defend Order Has a chance (40%) of charging the userβs move gauge by one when a move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 9 Energy, 108 Sync Orb(s)
- Team Full-Bracing Infliction 1
- Raises the Defense and Sp.Β Def of all allied sync pairs by 1 stat rank the first time the userβs PokΓ©mon uses a status move each battle.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
- Insect Healing 1
- Restores the userβs HP whenever its PokΓ©mon takes an action when the zone is a Bug Zone.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Team Strengthening Heal 9
- Once per battle, increases the Physical MovesΒ β Next effect and Special MovesΒ β Next effect of all allied sync pairs by one rank when the user uses a move that has the heal effect tag.
- Color Grid: π¨ 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)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
- Attack Order: Power 3
- Attack Order: Power β 3
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Attack Order: Power 3
- Attack Order: Power β 3
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 9 Energy, 108 Sync Orb(s)
- Insect Acceleration 2
- Quickly charges the move gauge when the zone is Bug Zone.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Attack Order: Power 3
- Attack Order: Power β 3
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
- Cool, Right?!: MP Refresh 3
- Move: Cool, Right?! Has a chance (40%) of restoring one MP of the userβs move when that move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
- HP 40
- HP 40
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
- Cool, Right?!: Precision Pals 1
- Move: Cool, Right?! Raises the accuracy of all allied sync pairs by 1 stat rank when the userβs move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 5 Energy, 60 Sync Orb(s)
- Stalwart
- Sp. Def cannot be lowered.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
- Quick Cure
- Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Heal Order: Move Gauge Refresh 3
- Move: Heal Order Has a chance (40%) of charging the userβs move gauge by one when a move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
- Natural Remedy
- Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Healthy Buffer 5
- Reduces damage when the user is hit by an attack move when its HP is full.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 5 Energy, 60 Sync Orb(s)
- Unbending
- Defense cannot be lowered.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Attack Order: Power 3
- Attack Order: Power β 3
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Attack Order: Power 3
- Attack Order: Power β 3
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
- Attack Order: Move Gauge Refresh 9
- Move: Attack Order Charges the userβs move gauge by one when its move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Catalyst
- Applies the Move Gauge Acceleration effect to the allied field of play the first time the userβs sync move is used each battle.
- Color Grid: π¨ 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)
- Attack Order: Staggering 4
- Move: Attack Order Has a chance (50%) of making the target flinch when the userβs attack move against it is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Perfect Swarm Attack Order: Power 25
- Perfect Swarm Attack Order: Power β 25
- Color Grid: πͺ 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)
- Perfect Swarm Attack Order: Power 25
- Perfect Swarm Attack Order: Power β 25
- Color Grid: πͺ Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Bertha
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
- Sand Tomb: Power 4
- Sand Tomb: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
- Sand Tomb: Power 4
- Sand Tomb: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Sand Tomb: Accuracy 5
- Sand Tomb: Accuracy β 5
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 5 Energy, 60 Sync Orb(s)
- Sand Tomb: Accuracy 10
- Sand Tomb: Accuracy β 10
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Sand Tomb: Move Gauge Refresh 3
- Move: Sand Tomb Has a chance (40%) of charging the userβs move gauge by one when a move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
- Gritty Guardian 3
- Has a chance (40%) of raising the userβs Defense and Sp. Def by one stat rank when its PokΓ©mon uses a move during a sandstorm.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
- Sand Tomb: Sand Slinger 9
- Move: Sand Tomb Lowers the targetβs Attack by one stat rank when the userβs attack move against it is successful during a sandstorm.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 5 Energy, 60 Sync Orb(s)
- Wide Awake
- Prevents the user from falling asleep.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
- Shifting Sand
- Raises the userβs evasiveness by 1 stat rank during a sandstorm.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
- Stealth Rock: MP Refresh 2
- Move: Stealth Rock Has a chance (30%) of restoring one MP of the userβs move when that move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
- Sands of Time 2
- Quickly charges the move gauge during a sandstorm.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
- Trap and Sync 5
- Powers up the userβs sync move against targets that are trapped.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Endurance
- When the user enters battle with full HP, applies the Enduring effect to it.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
- Quite Something!: MP Refresh 2
- Move: Quite Something! Has a chance (30%) of restoring one MP of the userβs move when that move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
- Sand Blaster 9
- Powers up sync moves during a sandstorm.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
- Quite Something!: Hit and Heal 9
- Move: Quite Something! Applies the Gradual Healing effect to the user when its move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Team Sharp Entry 1
- Raises the critical-hit rate of all allied sync pairs by 1 stat rank when the user enters a battle.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 37 | Cost: 5 Energy, 60 Sync Orb(s)
- Escape Artist
- Prevents the user from becoming trapped.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Sand Tomb: Power 4
- Sand Tomb: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Sand Tomb: Power 4
- Sand Tomb: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
- Sand Tomb: Power 4
- Sand Tomb: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
- Soothing Sand 1
- Restores the userβs HP whenever its PokΓ©mon takes an action during a sandstorm.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Sand Castle 2
- Reduces damage when the user is hit by an attack move during a sandstorm.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
- Sandstorm: MP Refresh 2
- Move: Sandstorm Has a chance (30%) of restoring one MP of the userβs move when that move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Team Effort Earthquake: Power 25
- Team Effort Earthquake: Power β 25
- Color Grid: πͺ 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)
- Team Effort Earthquake: Power 25
- Team Effort Earthquake: Power β 25
- Color Grid: πͺ Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- ====================================================
- Trainer : Lucian
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: π¦ Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: π¦ Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 5 Energy, 60 Sync Orb(s)
- Unflappable
- Prevents the user from flinching.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Confusion: Power 4
- Confusion: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Confusion: Power 4
- Confusion: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Confusion: Power 4
- Confusion: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Confusion: Move Gauge Refresh 3
- Move: Confusion Has a chance (40%) of charging the userβs move gauge by one when a move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 5 Energy, 60 Sync Orb(s)
- Psychic Epilogue: Power 25
- Psychic Epilogue: Power β 25
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 9 Energy, 108 Sync Orb(s)
- Confusion: Foul Fighting 9
- Move: Confusion Powers up the userβs moves against targets that are flinching, confused, or trapped.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Confusion: Aggravation 4
- Move: Confusion Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
- Confusion: Power 4
- Confusion: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Confusion: Power 4
- Confusion: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Confusion: Power 4
- Confusion: Power β 4
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 8 Energy, 96 Sync Orb(s)
- Dominating Sync 2
- Powers up the userβs sync moves when the targetβs Attack is lowered.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
- Sp. Atk 20
- Sp. Atk 20
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 5 Energy, 60 Sync Orb(s)
- Psychic Epilogue: Power 25
- Psychic Epilogue: Power β 25
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Growl: Charging Infliction 2
- Move: Growl Charges the userβs move gauge by 2 when its PokΓ©mon uses a status move.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 5 Energy, 60 Sync Orb(s)
- Dauntless
- Sp. Atk cannot be lowered.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
- Read It and Weep!: MP Refresh 2
- Move: Read It and Weep! Has a chance (30%) of restoring one MP of the userβs move when that move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 5 Energy, 60 Sync Orb(s)
- Haste
- Speed cannot be lowered.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 5 Energy, 60 Sync Orb(s)
- Psychic Epilogue: Power 25
- Psychic Epilogue: Power β 25
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
- Adrenaline 1
- Reduces the sync move countdown by 1 the first time the userβs sync move is used each battle.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Burst In
- Applies the Critical Hit Next effect to the user when it enters a battle.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Healthy Superhit
- Applies the Supereffective β Next effect to the user if its HP is full when it enters a battle.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 37 | Cost: 5 Energy, 60 Sync Orb(s)
- Wide Awake
- Prevents the user from falling asleep.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
- X Sp. Atk: MP Refresh 2
- Move: X Sp. Atk Has a chance (30%) of restoring one MP of the userβs move when that move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: π¦ Blue
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
- Weird Recovery 1
- Restores the userβs HP whenever its PokΓ©mon takes an action when the terrain is Psychic Terrain.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 5 Energy, 60 Sync Orb(s)
- Psychic Epilogue: Power 25
- Psychic Epilogue: Power β 25
- Color Grid: π© Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
- Precognition 2
- Quickly charges the userβs move gauge when the terrain is Psychic Terrain.
- Color Grid: π¨ Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- X Sp. Atk: Ramp Up 1
- Move: X Sp. Atk Raises the userβs Sp. Atk by 1 stat rank when its move is successful.
- Color Grid: π₯ Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Catalyst
- Applies the Move Gauge Acceleration effect to the allied field of play the first time the userβs sync move is used each battle.
- Color Grid: π¨ 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)
- Psychic Epilogue: Power 25
- Psychic Epilogue: Power β 25
- Color Grid: πͺ 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)
- Psychic Epilogue: Power 25
- Psychic Epilogue: Power β 25
- Color Grid: πͺ Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
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