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- Trainer : Hilda (Summer 2022)
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Brick Break: Power 4
- Brick Break: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Brick Break: Power 4
- Brick Break: Power ↑ 4
- Color Grid: 🟩 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)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Brick Break: Move Gauge Refresh 3
- Move: Brick Break Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | 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: 🟨 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)
- Brick Break: Staggering 2
- Move: Brick Break Has a chance (30%) of making the target flinch when the user’s attack move against it is successful.
- Color Grid: 🟥 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)
- Flag Bearer 9
- Raises the Attack of all allied sync pairs by one stat rank when the user’s Pokémon uses a move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 5 Energy, 60 Sync Orb(s)
- Unflappable
- Prevents the user from flinching.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
- Defense 20
- Defense 20
- Color Grid: 🟦 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)
- Brick Break: Power 4
- Brick Break: Power ↑ 4
- Color Grid: 🟩 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)
- Get Gutsy!: MP Refresh 2
- Move: Get Gutsy! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 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)
- Disarmoring Retaliation 9
- Lowers the Defense of an opponent that attacked the user by 1 stat rank when the user is hit by an attack move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Team Fist Bump 3
- Has a chance (40%) of restoring the HP of all allied sync pairs when the user’s attack move is successful.
- Color Grid: 🟨 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: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 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: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
- Protect: Move Gauge Refresh 3
- Move: Protect Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
- Brick Break: Power 4
- Brick Break: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 34 | Cost: 9 Energy, 108 Sync Orb(s)
- First Aid 4
- Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
- Color Grid: 🟨 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)
- Impervious
- Stats cannot be lowered.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
- Safety Tether
- Applies the Enduring effect to the user the first time its sync move is used each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Single Sync Reload 9
- Once per battle, restores one MP for the user’s Pokémon after using the user’s sync move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Brick Break: Power 4
- Brick Break: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
- Topsy-Turvy: Move Gauge Refresh 3
- Move: Topsy-Turvy Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 10 Energy, 120 Sync Orb(s)
- Charging Infliction 1
- Charges the user’s move gauge by 1 when its Pokémon uses a status move.
- Color Grid: 🟨 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)
- Sp. Def 20
- Sp. Def 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- Topsy-Turvy: MP Refresh 2
- Move: Topsy-Turvy Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 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)
- Topsy-Turvy: Propulsion 4
- Move: Topsy-Turvy Has a chance (50%) of reducing the user’s sync move countdown by one when the user’s move is successful.
- Color Grid: 🟥 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)
- Bamboozling Retaliation 9
- Lowers the Sp. Def of an opponent that attacked the user by 1 stat rank when the user is hit by an attack move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Never Give Up Fighting Impact: Power 25
- Never Give Up Fighting Impact: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Never Give Up Fighting Impact: Power 25
- Never Give Up Fighting Impact: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Crasher Wake
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 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: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
- Waterfall: Power 4
- Waterfall: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Waterfall: Power 4
- Waterfall: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Waterfall: Power 4
- Waterfall: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 5 Energy, 60 Sync Orb(s)
- Unflappable
- Prevents the user from flinching.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Waterfall: Move Gauge Refresh 3
- Move: Waterfall Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 9 Energy, 108 Sync Orb(s)
- Foul Fighting 3
- Powers up the user’s moves against targets that are flinching, confused, or trapped.
- Color Grid: 🟨 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)
- Attack 20
- Attack 20
- Color Grid: 🟦 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)
- Shower Power 5
- Powers up the user’s sync move when the weather is rainy.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 5 Energy, 60 Sync Orb(s)
- Haste
- Speed cannot be lowered.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Water Pulse: Power 4
- Water Pulse: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Water Pulse: Power 4
- Water Pulse: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 9 Energy, 108 Sync Orb(s)
- CRASH!: Ramp Up 1
- Move: CRASH! Raises the user’s Sp. Atk by 1 stat rank when its move is successful.
- Color Grid: 🟥 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)
- CRASH!: MP Refresh 2
- Move: CRASH! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 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)
- Sharp Entry 1
- Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
- Color Grid: 🟨 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: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 5 Energy, 60 Sync Orb(s)
- Flameproof
- Prevents the user from getting burned.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
- Waterfall: Power 4
- Waterfall: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
- Waterfall: Power 4
- Waterfall: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
- Racing Rain 1
- Quickly charges the move gauge when the weather is rainy.
- Color Grid: 🟨 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)
- Dire Hit +: MP Refresh 2
- Move: Dire Hit + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 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)
- Aggravation 1
- Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
- Color Grid: 🟨 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: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
- Water Pulse: Power 4
- Water Pulse: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Water Pulse: Power 4
- Water Pulse: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 5 Energy, 60 Sync Orb(s)
- Clearheaded
- Prevents the user from becoming confused.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Water Pulse: Power 4
- Water Pulse: Power ↑ 4
- Color Grid: 🟩 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)
- Water Pulse: Move Gauge Refresh 3
- Move: Water Pulse Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- Sp. Atk 20
- Sp. Atk 20
- Color Grid: 🟦 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)
- Raging Rain 3
- Powers up the user’s moves when the weather is rainy.
- Color Grid: 🟨 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)
- Interference Sync 5
- Powers up the user’s sync move against targets that are flinching, confused, or trapped.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Crashdown Aqua Jet: Power 25
- Crashdown Aqua Jet: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Crashdown Aqua Jet: Power 25
- Crashdown Aqua Jet: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Sygna Suit Korrina
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
- Spectral Thief: Move Gauge Refresh 3
- Move: Spectral Thief Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Spectral Thief: Power 4
- Spectral Thief: Power ↑ 4
- Color Grid: 🟩 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)
- Spectral Thief: Power 4
- Spectral Thief: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
- Spectral Thief: Power 4
- Spectral Thief: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 9 Energy, 108 Sync Orb(s)
- Fortuitous 9
- Raises 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.
- Color Grid: 🟨 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)
- Sync Reload 9
- Restores one MP for the user’s Pokémon after using the user’s sync move.
- Color Grid: 🟨 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)
- Furious Brawn
- The more the user’s Attack is raised, the more it powers up the user’s moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Shadow Punch: Power 4
- Shadow Punch: Power ↑ 4
- Color Grid: 🟩 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)
- Shadow Punch: Power 4
- Shadow Punch: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Shadow Punch: Power 4
- Shadow Punch: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
- Shadow Punch: Superduper Effective 3
- Move: Shadow Punch Powers up moves that are super effective.
- Color Grid: 🟥 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)
- Shadow Punch: Move Gauge Refresh 9
- Move: Shadow Punch Charges the user’s move gauge by one when its move is successful.
- Color Grid: 🟥 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)
- Shadow Punch: Hit Reload 4
- Move: Shadow Punch Has a chance (50%) of restoring one MP for the user’s Pokémon when the user’s move is successful.
- Color Grid: 🟥 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)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 3 Energy, 36 Sync Orb(s)
- Shadow Punch: Power 4
- Shadow Punch: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Shadow Punch: Power 4
- Shadow Punch: Power ↑ 4
- Color Grid: 🟩 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)
- Greater Heights!: MP Refresh 2
- Move: Greater Heights! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 9 Energy, 108 Sync Orb(s)
- Fortuitous 9
- Raises 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.
- Color Grid: 🟨 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)
- Speed 20
- Speed 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Greater Heights!: Slippery 2
- Move: Greater Heights! Raises the user’s evasiveness by 2 stat ranks when its move is successful.
- Color Grid: 🟥 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: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
- Spectral Thief: Power 4
- Spectral Thief: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
- Dire Hit All +: MP Refresh 2
- Move: Dire Hit All + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 8 Energy, 96 Sync Orb(s)
- Fierce Entry 1
- Raises the user’s Attack by 1 stat rank when it enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Spectral Thief: Power 4
- Spectral Thief: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
- Better Prepared 3
- Powers up the user’s moves when none of the target’s stats are raised.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- Attack 20
- Attack 20
- Color Grid: 🟦 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)
- Rising Tide
- The more the user’s stats are raised, the more it powers up the user’s sync move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Quick Tempo
- Applies the Move Gauge Acceleration effect to the allied field of play the first time the user enters a battle each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Shadow-Shrouded Spectral Thief: Power 25
- Shadow-Shrouded Spectral Thief: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Shadow-Shrouded Spectral Thief: Power 25
- Shadow-Shrouded Spectral Thief: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Sygna Suit Brock
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Slide: Accuracy 5
- Rock Slide: Accuracy ↑ 5
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Slide: Power 3
- Rock Slide: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Slide: Power 3
- Rock Slide: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Slide: Power 3
- Rock Slide: Power ↑ 3
- Color Grid: 🟩 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)
- Rock Slide: Move Gauge Refresh 3
- Move: Rock Slide Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Slide: Accuracy 5
- Rock Slide: Accuracy ↑ 5
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 16 | Cost: 9 Energy, 108 Sync Orb(s)
- Sharp Entry 1
- Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Rock Slide: Aggravation 1
- Move: Rock Slide Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
- Color Grid: 🟥 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: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Tomb: Power 4
- Rock Tomb: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Tomb: Power 4
- Rock Tomb: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Tomb: Accuracy 5
- Rock Tomb: Accuracy ↑ 5
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Tomb: Power 4
- Rock Tomb: Power ↑ 4
- Color Grid: 🟩 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)
- Rock Tomb: Move Gauge Refresh 3
- Move: Rock Tomb Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
- On the Ropes 5
- Reduces damage when the user is hit by a physical attack move while in a pinch.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
- Attack 30
- Attack 30
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
- Adrenaline 1
- Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Tomb: Power 4
- Rock Tomb: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Tomb: Power 4
- Rock Tomb: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
- X Attack: MP Refresh 2
- Move: X Attack Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Rock-Solid Finisher!: MP Refresh 3
- Move: Rock-Solid Finisher! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 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)
- Foul Fighting 2
- Powers up the user’s moves against targets that are flinching, confused, or trapped.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
- Rock-Solid Finisher!: Super Preparation 4
- Move: Rock-Solid Finisher! Has a chance (50%) of applying the Supereffective ↑ Next effect to the user when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Rock-Solid Finisher!: Lockstep 4
- Move: Rock-Solid Finisher! Has a chance (50%) of charging the user’s move gauge by one for each allied sync pair on the field when the user’s move is successful. When used in a co-op battle, has a chance (50%) of charging the move gauges of all allied players by one instead when the user’s move is successful.
- Color Grid: 🟥 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)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 5 Energy, 60 Sync Orb(s)
- Sand Shelter
- Protects the user from damage from a sandstorm.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Slide: Power 3
- Rock Slide: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Slide: Power 3
- Rock Slide: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
- Fierce Entry 1
- Raises the user’s Attack by 1 stat rank when it enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 9 Energy, 108 Sync Orb(s)
- Sands of Time 2
- Quickly charges the move gauge during a sandstorm.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- Sp. Def 20
- Sp. Def 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Cakewalk
- The more the target’s Speed is lowered, the more it powers up the user’s sync move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Surging Sand 3
- Powers up the user’s moves during a sandstorm.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Sygnature Rock-Solid Stone Edge: Power 25
- Sygnature Rock-Solid Stone Edge: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Sygnature Rock-Solid Stone Edge: Power 25
- Sygnature Rock-Solid Stone Edge: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Brawly
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Smash: Power 4
- Rock Smash: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Smash: Power 4
- Rock Smash: Power ↑ 4
- Color Grid: 🟩 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)
- Rock Smash: Power 4
- Rock Smash: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Rock Smash: Move Gauge Refresh 3
- Move: Rock Smash Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
- Insult to Injury
- The more the target’s Defense is lowered, the more it powers up the user’s moves.
- Color Grid: 🟨 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)
- Attack 20
- Attack 20
- Color Grid: 🟦 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)
- Rock Smash: On a Roll 1
- Move: Rock Smash Raises the chance of lowering stat values with the additional effects of moves.
- Color Grid: 🟥 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)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
- Brick Break: Power 4
- Brick Break: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Brick Break: Power 4
- Brick Break: Power ↑ 4
- Color Grid: 🟩 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)
- Brick Break: Power 4
- Brick Break: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
- Brick Break: Trip Up 4
- Move: Brick Break Has a chance (50%) of lowering the target’s Speed by one stat rank when the user’s attack move against it is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 9 Energy, 108 Sync Orb(s)
- Fire Guard
- Reduces damage when the user is attacked by Fire-type moves.
- Color Grid: 🟨 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)
- Safety Tether
- Applies the Enduring effect to the user the first time its sync move is used each battle.
- Color Grid: 🟨 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)
- Power Reserves 5
- Powers up the user’s moves when in a pinch.
- Color Grid: 🟨 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: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 3 Energy, 36 Sync Orb(s)
- Brick Break: Power 4
- Brick Break: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
- Brick Break: Power 4
- Brick Break: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 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)
- Brick Break: Move Gauge Refresh 3
- Move: Brick Break Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
- Potion: Master Healer 1
- Move: Potion Increases the amount of HP restored by the user’s healing moves.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 34 | Cost: 9 Energy, 108 Sync Orb(s)
- Ice Guard
- Reduces damage when the user is attacked by Ice-type moves.
- Color Grid: 🟨 Yellow
- 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 2
- Move: Potion Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 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)
- HP 10
- HP 10
- Color Grid: 🟦 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: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 5 Energy, 60 Sync Orb(s)
- Flameproof
- Prevents the user from getting burned.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Smash: Power 4
- Rock Smash: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Smash: Power 4
- Rock Smash: Power ↑ 4
- Color Grid: 🟩 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)
- A Rain of Fists!: MP Refresh 2
- Move: A Rain of Fists! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- Defense 20
- Defense 20
- Color Grid: 🟦 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)
- Relentless
- The more the target’s Defense is lowered, the more it powers up the user’s sync move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Eagle Eye 2
- Has a chance (30%) of raising the user’s critical-hit rate by one stat rank when its Pokémon uses a move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Arm Thrust of Mighty Waves: Power 25
- Arm Thrust of Mighty Waves: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Arm Thrust of Mighty Waves: Power 25
- Arm Thrust of Mighty Waves: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : N (Summer 2022)
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
- Night Daze: Accuracy 5
- Night Daze: Accuracy ↑ 5
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
- Night Daze: Move Gauge Refresh 3
- Move: Night Daze Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Night Daze: Power 2
- Night Daze: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Night Daze: Power 2
- Night Daze: Power ↑ 2
- Color Grid: 🟩 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)
- Night Daze: Move Gauge Refresh 3
- Move: Night Daze Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
- Sp. Atk 20
- Sp. Atk 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
- Obscuring Power 3
- Powers up the user’s moves when the target’s accuracy is lowered.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 9 Energy, 108 Sync Orb(s)
- Night Daze: On a Roll 1
- Move: Night Daze Raises the chance of lowering stat values with the additional effects of moves.
- Color Grid: 🟥 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: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
- Snarl: Accuracy 5
- Snarl: Accuracy ↑ 5
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
- Snarl: Move Gauge Refresh 3
- Move: Snarl Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Snarl: Power 4
- Snarl: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
- Snarl: Power 4
- Snarl: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
- Snarl: Satisfied Snarl 4
- Move: Snarl Has a chance (50%) of lowering the target’s Sp. Atk by one stat rank when a move targeting that opponent is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
- Snarl: Superduper Effective 9
- Move: Snarl Powers up moves that are super effective.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
- Devastation
- The more the target’s Sp. Atk is lowered, the more it powers up the user’s sync move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
- Adrenaline 1
- Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 29 | Cost: 5 Energy, 60 Sync Orb(s)
- Dauntless
- Sp. Atk cannot be lowered.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Snarl: Power 4
- Snarl: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
- Snarl: Power 4
- Snarl: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
- Dire Hit +: MP Refresh 2
- Move: Dire Hit + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 3 Energy, 36 Sync Orb(s)
- Snarl: Power 4
- Snarl: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Catalyst
- Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s sync move is used each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
- Queue Cutter 2
- Has a chance (30%) of reducing the user’s sync move countdown by one when an opponent’s attack move targeting the user misses.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Obscuring Sync 5
- Powers up the user’s sync move when the target’s accuracy is lowered.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Night Daze: Power 2
- Night Daze: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Night Daze: Power 2
- Night Daze: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Night Daze: Power 2
- Night Daze: Power ↑ 2
- Color Grid: 🟩 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)
- Natural Remedy
- Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- Vivid Illusion!: MP Refresh 2
- Move: Vivid Illusion! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 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)
- Bedazzle 1
- Lowers the accuracy of all opposing sync pairs by 1 stat rank when the user enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Furious Brain
- The more the user’s Sp. Atk is raised, the more it powers up the user’s moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Defender of Dreams Dark Beam: Power 25
- Defender of Dreams Dark Beam: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Defender of Dreams Dark Beam: Power 25
- Defender of Dreams Dark Beam: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Gloria (Dojo Uniform)
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
- Surging Strikes: Move Gauge Refresh 3
- Move: Surging Strikes Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Surging Strikes: Power 1
- Surging Strikes: Power ↑ 1
- Color Grid: 🟩 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)
- Surging Strikes: Power 1
- Surging Strikes: Power ↑ 1
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 14 | 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: 🟨 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)
- Relentless
- The more the target’s Defense is lowered, the more it powers up the user’s sync move.
- Color Grid: 🟨 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)
- Attack 20
- Attack 20
- Color Grid: 🟦 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)
- Insult to Injury
- The more the target’s Defense is lowered, the more it powers up the user’s moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
- Close Combat: Power 3
- Close Combat: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
- Close Combat: Move Gauge Refresh 3
- Move: Close Combat Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Close Combat: Power 3
- Close Combat: Power ↑ 3
- Color Grid: 🟩 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)
- Close Combat: Power 3
- Close Combat: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Close Combat: Power 3
- Close Combat: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
- Adrenaline 1
- Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
- Color Grid: 🟨 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)
- Stacking Strike 9
- Raises the user’s critical-hit rate by 1 stat rank when its attack move hits. If the move has the multistrike effect tag, raises the user’s critical-hit rate by 1 stat rank for each hit.
- Color Grid: 🟨 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: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
- Iron Head: Power 3
- Iron Head: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
- Iron Head: Move Gauge Refresh 3
- Move: Iron Head Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
- Iron Head: Power 3
- Iron Head: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Iron Head: Power 3
- Iron Head: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
- Iron Head: Power 3
- Iron Head: Power ↑ 3
- Color Grid: 🟩 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)
- Endurance
- When the user enters battle with full HP, applies the Enduring effect to it.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 34 | Cost: 10 Energy, 120 Sync Orb(s)
- Iron Head: Aggravation 1
- Move: Iron Head Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- MAX Double Down 3
- Powers up the user’s max moves that are super effective.
- Color Grid: 🟨 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)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Surging Strikes: Power 1
- Surging Strikes: Power ↑ 1
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Surging Strikes: Power 1
- Surging Strikes: Power ↑ 1
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Surging Strikes: Power 1
- Surging Strikes: Power ↑ 1
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
- Racing Rain 2
- Quickly charges the move gauge when the weather is rainy.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- Flow Like Water!: MP Refresh 2
- Move: Flow Like Water! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 12 Energy, 144 Sync Orb(s)
- Tripping Strike 9
- Lowers the target’s Speed by 1 stat rank when the user’s attack move against it hits. If the move has the multistrike effect tag, lowers the target’s Speed by 1 stat rank for each hit.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Hunter’s Instinct
- The more the target’s Speed is lowered, the more it powers up the user’s moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Rapid Mastery Water Impact: Power 25
- Rapid Mastery Water Impact: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Rapid Mastery Water Impact: Power 25
- Rapid Mastery Water Impact: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
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