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Absol-utely

Sygna Suit Blue - Sync Grid

Aug 25th, 2020 (edited)
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  1. 🐢 TRAINER - SYGNA SUIT BLUE 🐢
  2.  
  3. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  4. HP 10
  5. HP 10
  6. Color Grid: Blue
  7.  
  8. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  9. Sp. Atk 5
  10. Sp. Atk 5
  11. Color Grid: Blue
  12.  
  13. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  14. Defense 5
  15. Defense 5
  16. Color Grid: Blue
  17.  
  18. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  19. Sp. Atk 5
  20. Sp. Atk 5
  21. Color Grid: Blue
  22.  
  23. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  24. Sp. Def 5
  25. Sp. Def 5
  26. Color Grid: Blue
  27.  
  28. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  29. Speed 5
  30. Speed 5
  31. Color Grid: Blue
  32.  
  33. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  34. HP 10
  35. HP 10
  36. Color Grid: Blue
  37. 1 or more adjacent tiles must be activated
  38.  
  39. Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
  40. Water Pulse: Power 5
  41. Water Pulse: Power ↑ 5
  42. Color Grid: Green
  43. 1 or more adjacent tiles must be activated
  44.  
  45. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  46. Speed 5
  47. Speed 5
  48. Color Grid: Blue
  49. 1 or more adjacent tiles must be activated
  50.  
  51. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  52. Water Pulse: Power 5
  53. Water Pulse: Power ↑ 5
  54. Color Grid: Green
  55. 1 or more adjacent tiles must be activated
  56.  
  57. Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
  58. Water Pulse: Move Gauge Refresh 3
  59. Move: Water Pulse Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  60. Color Grid: Red
  61. 1 or more adjacent tiles must be activated
  62.  
  63. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  64. Water Pulse: Power 5
  65. Water Pulse: Power ↑ 5
  66. Color Grid: Green
  67. 1 or more adjacent tiles must be activated
  68. Move level must be 2 or higher
  69.  
  70. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  71. Water Pulse: Power 5
  72. Water Pulse: Power ↑ 5
  73. Color Grid: Green
  74. 1 or more adjacent tiles must be activated
  75.  
  76. Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
  77. Water Pulse: Power 5
  78. Water Pulse: Power ↑ 5
  79. Color Grid: Green
  80. 1 or more adjacent tiles must be activated
  81. Move level must be 2 or higher
  82.  
  83. Cell 15 | Cost: 15 Energy, 180 Sync Orb(s)
  84. Party Crashers
  85. Ensures the next attack of all allied sync pairs will be a critical hit when the Pokémon enters the battle for the first time.
  86. Color Grid: Yellow
  87. 1 or more adjacent tiles must be activated
  88. Move level must be 3 or higher
  89.  
  90. Cell 16 | Cost: 2 Energy, 24 Sync Orb(s)
  91. Speed 5
  92. Speed 5
  93. Color Grid: Blue
  94. 1 or more adjacent tiles must be activated
  95. Move level must be 2 or higher
  96.  
  97. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  98. Endurance
  99. If the Pokémon enters battle with full HP, allows it to endure a single overwhelming attack with 1 HP left.
  100. Color Grid: Yellow
  101. 1 or more adjacent tiles must be activated
  102. Move level must be 3 or higher
  103.  
  104. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  105. Speed 5
  106. Speed 5
  107. Color Grid: Blue
  108. 1 or more adjacent tiles must be activated
  109.  
  110. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  111. Speed 5
  112. Speed 5
  113. Color Grid: Blue
  114. 1 or more adjacent tiles must be activated
  115.  
  116. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  117. Defense 5
  118. Defense 5
  119. Color Grid: Blue
  120. 1 or more adjacent tiles must be activated
  121.  
  122. Cell 21 | Cost: 5 Energy, 60 Sync Orb(s)
  123. Natural Remedy
  124. Once per battle, removes all status conditions from the user when the user is inflicted by any status condition.
  125. Color Grid: Yellow
  126. 1 or more adjacent tiles must be activated
  127.  
  128. Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  129. Sp. Atk 10
  130. Sp. Atk 10
  131. Color Grid: Blue
  132. 1 or more adjacent tiles must be activated
  133. Move level must be 2 or higher
  134.  
  135. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  136. To the Top!: MP Refresh 3
  137. Move: To the Top! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  138. Color Grid: Red
  139. 1 or more adjacent tiles must be activated
  140. Move level must be 2 or higher
  141.  
  142. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  143. Racing Rain 2
  144. Quickly charges the move gauge when the weather is rainy.
  145. Color Grid: Yellow
  146. 1 or more adjacent tiles must be activated
  147. Move level must be 2 or higher
  148.  
  149. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  150. To the Top!: Move Gauge Refresh 9
  151. Move: To the Top! Charges the user’s move gauge by one when a move is successful.
  152. Color Grid: Red
  153. 1 or more adjacent tiles must be activated
  154. Move level must be 3 or higher
  155.  
  156. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  157. Raging Rain 3
  158. Powers up moves when the weather is rainy.
  159. Color Grid: Yellow
  160. 1 or more adjacent tiles must be activated
  161. Move level must be 3 or higher
  162.  
  163. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  164. Speed 5
  165. Speed 5
  166. Color Grid: Blue
  167. 1 or more adjacent tiles must be activated
  168.  
  169. Cell 28 | Cost: 4 Energy, 48 Sync Orb(s)
  170. Hydro Cannon: Power 3
  171. Hydro Cannon: Power ↑ 3
  172. Color Grid: Green
  173. 1 or more adjacent tiles must be activated
  174.  
  175. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  176. Sp. Atk 5
  177. Sp. Atk 5
  178. Color Grid: Blue
  179. 1 or more adjacent tiles must be activated
  180.  
  181. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  182. Hydro Cannon: Power 3
  183. Hydro Cannon: Power ↑ 3
  184. Color Grid: Green
  185. 1 or more adjacent tiles must be activated
  186.  
  187. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  188. Hydro Cannon: Accuracy 10
  189. Hydro Cannon: Accuracy ↑ 10
  190. Color Grid: Green
  191. 1 or more adjacent tiles must be activated
  192.  
  193. Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  194. Hydro Cannon: Power 3
  195. Hydro Cannon: Power ↑ 3
  196. Color Grid: Green
  197. 1 or more adjacent tiles must be activated
  198. Move level must be 2 or higher
  199.  
  200. Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
  201. Hydro Cannon: Power 3
  202. Hydro Cannon: Power ↑ 3
  203. Color Grid: Green
  204. 1 or more adjacent tiles must be activated
  205.  
  206. Cell 34 | Cost: 4 Energy, 48 Sync Orb(s)
  207. Hydro Cannon: Power 3
  208. Hydro Cannon: Power ↑ 3
  209. Color Grid: Green
  210. 1 or more adjacent tiles must be activated
  211. Move level must be 2 or higher
  212.  
  213. Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
  214. Refreshing Rain 1
  215. Restores the Pokémon’s HP whenever it takes an action when the weather is rainy.
  216. Color Grid: Yellow
  217. 1 or more adjacent tiles must be activated
  218. Move level must be 3 or higher
  219.  
  220. Cell 36 | Cost: 6 Energy, 72 Sync Orb(s)
  221. Hydro Cannon: Move Gauge Refresh 4
  222. Move: Hydro Cannon Has a good chance of charging the user’s move gauge by one when a move is successful.
  223. Color Grid: Red
  224. 1 or more adjacent tiles must be activated
  225. Move level must be 2 or higher
  226.  
  227. Cell 37 | Cost: 15 Energy, 180 Sync Orb(s)
  228. Hydro Cannon: Propulsion 2
  229. Move: Hydro Cannon Has a moderate chance of reducing the user’s sync move countdown by one when the user’s move is successful.
  230. Color Grid: Red
  231. 1 or more adjacent tiles must be activated
  232. Move level must be 3 or higher
  233.  
  234. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  235. Speed 5
  236. Speed 5
  237. Color Grid: Blue
  238. 1 or more adjacent tiles must be activated
  239.  
  240. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  241. HP 10
  242. HP 10
  243. Color Grid: Blue
  244. 1 or more adjacent tiles must be activated
  245.  
  246. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  247. X Defense All: MP Refresh 3
  248. Move: X Defense All Has a moderately good chance of restoring one MP of the move used if the move is successful.
  249. Color Grid: Red
  250. 1 or more adjacent tiles must be activated
  251.  
  252. Cell 41 | Cost: 5 Energy, 60 Sync Orb(s)
  253. Quick Cure
  254. Removes the confused, flinching, and trapped conditions from the user once during battle.
  255. Color Grid: Yellow
  256. 1 or more adjacent tiles must be activated
  257.  
  258. Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
  259. Speed 5
  260. Speed 5
  261. Color Grid: Blue
  262. 1 or more adjacent tiles must be activated
  263. Move level must be 2 or higher
  264.  
  265. Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  266. Sp. Def 10
  267. Sp. Def 10
  268. Color Grid: Blue
  269. 1 or more adjacent tiles must be activated
  270. Move level must be 2 or higher
  271.  
  272. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  273. Smart Cookie
  274. The more the user’s Sp. Def has been raised, the more it powers up moves.
  275. Color Grid: Yellow
  276. 1 or more adjacent tiles must be activated
  277. Move level must be 2 or higher
  278.  
  279. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  280. Wise Entry 2
  281. Sharply raises the user’s Sp. Def when the Pokémon enters a battle.
  282. Color Grid: Yellow
  283. 1 or more adjacent tiles must be activated
  284. Move level must be 3 or higher
  285.  
  286. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  287. Impervious
  288. Stats cannot be lowered.
  289. Color Grid: Yellow
  290. 1 or more adjacent tiles must be activated
  291. Move level must be 3 or higher
  292.  
  293. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  294. Triumphant Hydro Cannon: Power 25
  295. Triumphant Hydro Cannon: Power ↑ 25
  296. Color Grid: Purple
  297. 1 or more adjacent tiles must be activated
  298. Move level must be 3 or higher
  299.  
  300. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  301. Triumphant Hydro Cannon: Power 25
  302. Triumphant Hydro Cannon: Power ↑ 25
  303. Color Grid: Purple
  304. 1 or more adjacent tiles must be activated
  305. Move level must be 3 or higher
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