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Absol-utely

💠 (2.22.0) All New Sync Grids

Jun 28th, 2022
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  1. Trainer : Hilda (Summer 2022)
  2. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  3. HP 10
  4. HP 10
  5. Color Grid: 🟦 Blue
  6.  
  7. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  8. Attack 5
  9. Attack 5
  10. Color Grid: 🟦 Blue
  11.  
  12. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  13. Defense 5
  14. Defense 5
  15. Color Grid: 🟦 Blue
  16.  
  17. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  18. Attack 5
  19. Attack 5
  20. Color Grid: 🟦 Blue
  21.  
  22. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  23. Sp. Def 5
  24. Sp. Def 5
  25. Color Grid: 🟦 Blue
  26.  
  27. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  28. Speed 5
  29. Speed 5
  30. Color Grid: 🟦 Blue
  31.  
  32. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  33. Attack 5
  34. Attack 5
  35. Color Grid: 🟦 Blue
  36. 1 or more adjacent tiles must be activated
  37.  
  38. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  39. HP 10
  40. HP 10
  41. Color Grid: 🟦 Blue
  42. 1 or more adjacent tiles must be activated
  43.  
  44. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  45. Defense 5
  46. Defense 5
  47. Color Grid: 🟦 Blue
  48. 1 or more adjacent tiles must be activated
  49.  
  50. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  51. Speed 5
  52. Speed 5
  53. Color Grid: 🟦 Blue
  54. 1 or more adjacent tiles must be activated
  55.  
  56. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  57. Brick Break: Power 4
  58. Brick Break: Power ↑ 4
  59. Color Grid: 🟩 Green
  60. 1 or more adjacent tiles must be activated
  61.  
  62. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  63. Brick Break: Power 4
  64. Brick Break: Power ↑ 4
  65. Color Grid: 🟩 Green
  66. 1 or more adjacent tiles must be activated
  67. Move level must be 2 or higher
  68.  
  69. Cell 13 | Cost: 2 Energy, 24 Sync Orb(s)
  70. Sp. Def 5
  71. Sp. Def 5
  72. Color Grid: 🟦 Blue
  73. 1 or more adjacent tiles must be activated
  74.  
  75. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  76. Brick Break: Move Gauge Refresh 3
  77. Move: Brick Break Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  78. Color Grid: 🟥 Red
  79. 1 or more adjacent tiles must be activated
  80. Move level must be 2 or higher
  81.  
  82. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  83. Team Sharp Entry 1
  84. Raises the critical-hit rate of all allied sync pairs by 1 stat rank when the user enters a battle.
  85. Color Grid: 🟨 Yellow
  86. 1 or more adjacent tiles must be activated
  87. Move level must be 3 or higher
  88.  
  89. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  90. Brick Break: Staggering 2
  91. Move: Brick Break Has a chance (30%) of making the target flinch when the user’s attack move against it is successful.
  92. Color Grid: 🟥 Red
  93. 1 or more adjacent tiles must be activated
  94. Move level must be 2 or higher
  95.  
  96. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  97. Flag Bearer 9
  98. Raises the Attack of all allied sync pairs by one stat rank when the user’s Pokémon uses a move.
  99. Color Grid: 🟨 Yellow
  100. 1 or more adjacent tiles must be activated
  101. Move level must be 3 or higher
  102.  
  103. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  104. HP 10
  105. HP 10
  106. Color Grid: 🟦 Blue
  107. 1 or more adjacent tiles must be activated
  108.  
  109. Cell 19 | Cost: 5 Energy, 60 Sync Orb(s)
  110. Unflappable
  111. Prevents the user from flinching.
  112. Color Grid: 🟨 Yellow
  113. 1 or more adjacent tiles must be activated
  114.  
  115. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  116. Sp. Def 5
  117. Sp. Def 5
  118. Color Grid: 🟦 Blue
  119. 1 or more adjacent tiles must be activated
  120.  
  121. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  122. Attack 5
  123. Attack 5
  124. Color Grid: 🟦 Blue
  125. 1 or more adjacent tiles must be activated
  126.  
  127. Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
  128. Defense 20
  129. Defense 20
  130. Color Grid: 🟦 Blue
  131. 1 or more adjacent tiles must be activated
  132. Move level must be 2 or higher
  133.  
  134. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  135. Brick Break: Power 4
  136. Brick Break: Power ↑ 4
  137. Color Grid: 🟩 Green
  138. 1 or more adjacent tiles must be activated
  139. Move level must be 2 or higher
  140.  
  141. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  142. Get Gutsy!: MP Refresh 2
  143. Move: Get Gutsy! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  144. Color Grid: 🟥 Red
  145. 1 or more adjacent tiles must be activated
  146. Move level must be 2 or higher
  147.  
  148. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  149. Disarmoring Retaliation 9
  150. Lowers the Defense of an opponent that attacked the user by 1 stat rank when the user is hit by an attack move.
  151. Color Grid: 🟨 Yellow
  152. 1 or more adjacent tiles must be activated
  153. Move level must be 3 or higher
  154.  
  155. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  156. Team Fist Bump 3
  157. Has a chance (40%) of restoring the HP of all allied sync pairs when the user’s attack move is successful.
  158. Color Grid: 🟨 Yellow
  159. 1 or more adjacent tiles must be activated
  160. Move level must be 3 or higher
  161.  
  162. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  163. Speed 5
  164. Speed 5
  165. Color Grid: 🟦 Blue
  166. 1 or more adjacent tiles must be activated
  167.  
  168. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  169. Attack 5
  170. Attack 5
  171. Color Grid: 🟦 Blue
  172. 1 or more adjacent tiles must be activated
  173.  
  174. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  175. Defense 5
  176. Defense 5
  177. Color Grid: 🟦 Blue
  178. 1 or more adjacent tiles must be activated
  179.  
  180. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  181. Sp. Def 5
  182. Sp. Def 5
  183. Color Grid: 🟦 Blue
  184. 1 or more adjacent tiles must be activated
  185.  
  186. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  187. Protect: Move Gauge Refresh 3
  188. Move: Protect Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  189. Color Grid: 🟥 Red
  190. 1 or more adjacent tiles must be activated
  191.  
  192. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  193. HP 10
  194. HP 10
  195. Color Grid: 🟦 Blue
  196. 1 or more adjacent tiles must be activated
  197. Move level must be 2 or higher
  198.  
  199. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  200. Brick Break: Power 4
  201. Brick Break: Power ↑ 4
  202. Color Grid: 🟩 Green
  203. 1 or more adjacent tiles must be activated
  204.  
  205. Cell 34 | Cost: 9 Energy, 108 Sync Orb(s)
  206. First Aid 4
  207. Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
  208. Color Grid: 🟨 Yellow
  209. 1 or more adjacent tiles must be activated
  210. Move level must be 2 or higher
  211.  
  212. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  213. Impervious
  214. Stats cannot be lowered.
  215. Color Grid: 🟨 Yellow
  216. 1 or more adjacent tiles must be activated
  217. Move level must be 3 or higher
  218.  
  219. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  220. Safety Tether
  221. Applies the Enduring effect to the user the first time its sync move is used each battle.
  222. Color Grid: 🟨 Yellow
  223. 1 or more adjacent tiles must be activated
  224. Move level must be 2 or higher
  225.  
  226. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  227. Single Sync Reload 9
  228. Once per battle, restores one MP for the user’s Pokémon after using the user’s sync move.
  229. Color Grid: 🟨 Yellow
  230. 1 or more adjacent tiles must be activated
  231. Move level must be 3 or higher
  232.  
  233. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  234. HP 10
  235. HP 10
  236. Color Grid: 🟦 Blue
  237. 1 or more adjacent tiles must be activated
  238.  
  239. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  240. Defense 5
  241. Defense 5
  242. Color Grid: 🟦 Blue
  243. 1 or more adjacent tiles must be activated
  244.  
  245. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  246. Brick Break: Power 4
  247. Brick Break: Power ↑ 4
  248. Color Grid: 🟩 Green
  249. 1 or more adjacent tiles must be activated
  250.  
  251. Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
  252. Topsy-Turvy: Move Gauge Refresh 3
  253. Move: Topsy-Turvy Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  254. Color Grid: 🟥 Red
  255. 1 or more adjacent tiles must be activated
  256.  
  257. Cell 42 | Cost: 10 Energy, 120 Sync Orb(s)
  258. Charging Infliction 1
  259. Charges the user’s move gauge by 1 when its Pokémon uses a status move.
  260. Color Grid: 🟨 Yellow
  261. 1 or more adjacent tiles must be activated
  262. Move level must be 2 or higher
  263.  
  264. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  265. Sp. Def 20
  266. Sp. Def 20
  267. Color Grid: 🟦 Blue
  268. 1 or more adjacent tiles must be activated
  269. Move level must be 2 or higher
  270.  
  271. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  272. Topsy-Turvy: MP Refresh 2
  273. Move: Topsy-Turvy Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  274. Color Grid: 🟥 Red
  275. 1 or more adjacent tiles must be activated
  276. Move level must be 2 or higher
  277.  
  278. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  279. Topsy-Turvy: Propulsion 4
  280. Move: Topsy-Turvy Has a chance (50%) of reducing the user’s sync move countdown by one when the user’s move is successful.
  281. Color Grid: 🟥 Red
  282. 1 or more adjacent tiles must be activated
  283. Move level must be 3 or higher
  284.  
  285. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  286. Bamboozling Retaliation 9
  287. Lowers the Sp. Def of an opponent that attacked the user by 1 stat rank when the user is hit by an attack move.
  288. Color Grid: 🟨 Yellow
  289. 1 or more adjacent tiles must be activated
  290. Move level must be 3 or higher
  291.  
  292. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  293. Never Give Up Fighting Impact: Power 25
  294. Never Give Up Fighting Impact: Power ↑ 25
  295. Color Grid: 🟪 Purple
  296. 1 or more adjacent tiles must be activated
  297. Move level must be 3 or higher
  298.  
  299. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  300. Never Give Up Fighting Impact: Power 25
  301. Never Give Up Fighting Impact: Power ↑ 25
  302. Color Grid: 🟪 Purple
  303. 1 or more adjacent tiles must be activated
  304. Move level must be 3 or higher
  305.  
  306.  
  307. ====================================================
  308. Trainer : Crasher Wake
  309. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  310. HP 10
  311. HP 10
  312. Color Grid: 🟦 Blue
  313.  
  314. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  315. Attack 5
  316. Attack 5
  317. Color Grid: 🟦 Blue
  318.  
  319. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  320. Defense 5
  321. Defense 5
  322. Color Grid: 🟦 Blue
  323.  
  324. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  325. Sp. Atk 5
  326. Sp. Atk 5
  327. Color Grid: 🟦 Blue
  328.  
  329. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  330. Sp. Def 5
  331. Sp. Def 5
  332. Color Grid: 🟦 Blue
  333.  
  334. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  335. Speed 5
  336. Speed 5
  337. Color Grid: 🟦 Blue
  338.  
  339. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  340. Attack 5
  341. Attack 5
  342. Color Grid: 🟦 Blue
  343. 1 or more adjacent tiles must be activated
  344.  
  345. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  346. Defense 5
  347. Defense 5
  348. Color Grid: 🟦 Blue
  349. 1 or more adjacent tiles must be activated
  350.  
  351. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  352. Sp. Def 5
  353. Sp. Def 5
  354. Color Grid: 🟦 Blue
  355. 1 or more adjacent tiles must be activated
  356.  
  357. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  358. Waterfall: Power 4
  359. Waterfall: Power ↑ 4
  360. Color Grid: 🟩 Green
  361. 1 or more adjacent tiles must be activated
  362.  
  363. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  364. Waterfall: Power 4
  365. Waterfall: Power ↑ 4
  366. Color Grid: 🟩 Green
  367. 1 or more adjacent tiles must be activated
  368.  
  369. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  370. Waterfall: Power 4
  371. Waterfall: Power ↑ 4
  372. Color Grid: 🟩 Green
  373. 1 or more adjacent tiles must be activated
  374. Move level must be 2 or higher
  375.  
  376. Cell 13 | Cost: 5 Energy, 60 Sync Orb(s)
  377. Unflappable
  378. Prevents the user from flinching.
  379. Color Grid: 🟨 Yellow
  380. 1 or more adjacent tiles must be activated
  381.  
  382. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  383. Waterfall: Move Gauge Refresh 3
  384. Move: Waterfall Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  385. Color Grid: 🟥 Red
  386. 1 or more adjacent tiles must be activated
  387. Move level must be 2 or higher
  388.  
  389. Cell 15 | Cost: 9 Energy, 108 Sync Orb(s)
  390. Foul Fighting 3
  391. Powers up the user’s moves against targets that are flinching, confused, or trapped.
  392. Color Grid: 🟨 Yellow
  393. 1 or more adjacent tiles must be activated
  394. Move level must be 3 or higher
  395.  
  396. Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
  397. Attack 20
  398. Attack 20
  399. Color Grid: 🟦 Blue
  400. 1 or more adjacent tiles must be activated
  401. Move level must be 2 or higher
  402.  
  403. Cell 17 | Cost: 9 Energy, 108 Sync Orb(s)
  404. Shower Power 5
  405. Powers up the user’s sync move when the weather is rainy.
  406. Color Grid: 🟨 Yellow
  407. 1 or more adjacent tiles must be activated
  408. Move level must be 3 or higher
  409.  
  410. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  411. HP 10
  412. HP 10
  413. Color Grid: 🟦 Blue
  414. 1 or more adjacent tiles must be activated
  415.  
  416. Cell 19 | Cost: 5 Energy, 60 Sync Orb(s)
  417. Haste
  418. Speed cannot be lowered.
  419. Color Grid: 🟨 Yellow
  420. 1 or more adjacent tiles must be activated
  421.  
  422. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  423. Sp. Def 5
  424. Sp. Def 5
  425. Color Grid: 🟦 Blue
  426. 1 or more adjacent tiles must be activated
  427.  
  428. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  429. Sp. Atk 5
  430. Sp. Atk 5
  431. Color Grid: 🟦 Blue
  432. 1 or more adjacent tiles must be activated
  433. Move level must be 2 or higher
  434.  
  435. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  436. Water Pulse: Power 4
  437. Water Pulse: Power ↑ 4
  438. Color Grid: 🟩 Green
  439. 1 or more adjacent tiles must be activated
  440.  
  441. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  442. Water Pulse: Power 4
  443. Water Pulse: Power ↑ 4
  444. Color Grid: 🟩 Green
  445. 1 or more adjacent tiles must be activated
  446. Move level must be 2 or higher
  447.  
  448. Cell 24 | Cost: 9 Energy, 108 Sync Orb(s)
  449. CRASH!: Ramp Up 1
  450. Move: CRASH! Raises the user’s Sp. Atk by 1 stat rank when its move is successful.
  451. Color Grid: 🟥 Red
  452. 1 or more adjacent tiles must be activated
  453. Move level must be 2 or higher
  454.  
  455. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  456. CRASH!: MP Refresh 2
  457. Move: CRASH! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  458. Color Grid: 🟥 Red
  459. 1 or more adjacent tiles must be activated
  460. Move level must be 3 or higher
  461.  
  462. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  463. Sharp Entry 1
  464. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  465. Color Grid: 🟨 Yellow
  466. 1 or more adjacent tiles must be activated
  467. Move level must be 3 or higher
  468.  
  469. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  470. Speed 5
  471. Speed 5
  472. Color Grid: 🟦 Blue
  473. 1 or more adjacent tiles must be activated
  474.  
  475. Cell 28 | Cost: 5 Energy, 60 Sync Orb(s)
  476. Flameproof
  477. Prevents the user from getting burned.
  478. Color Grid: 🟨 Yellow
  479. 1 or more adjacent tiles must be activated
  480.  
  481. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  482. Defense 5
  483. Defense 5
  484. Color Grid: 🟦 Blue
  485. 1 or more adjacent tiles must be activated
  486.  
  487. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  488. Waterfall: Power 4
  489. Waterfall: Power ↑ 4
  490. Color Grid: 🟩 Green
  491. 1 or more adjacent tiles must be activated
  492.  
  493. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  494. Attack 5
  495. Attack 5
  496. Color Grid: 🟦 Blue
  497. 1 or more adjacent tiles must be activated
  498. Move level must be 2 or higher
  499.  
  500. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  501. Waterfall: Power 4
  502. Waterfall: Power ↑ 4
  503. Color Grid: 🟩 Green
  504. 1 or more adjacent tiles must be activated
  505. Move level must be 2 or higher
  506.  
  507. Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
  508. Racing Rain 1
  509. Quickly charges the move gauge when the weather is rainy.
  510. Color Grid: 🟨 Yellow
  511. 1 or more adjacent tiles must be activated
  512. Move level must be 3 or higher
  513.  
  514. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  515. Dire Hit +: MP Refresh 2
  516. Move: Dire Hit + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  517. Color Grid: 🟥 Red
  518. 1 or more adjacent tiles must be activated
  519. Move level must be 2 or higher
  520.  
  521. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  522. Aggravation 1
  523. Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  524. Color Grid: 🟨 Yellow
  525. 1 or more adjacent tiles must be activated
  526. Move level must be 3 or higher
  527.  
  528. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  529. Sp. Atk 5
  530. Sp. Atk 5
  531. Color Grid: 🟦 Blue
  532. 1 or more adjacent tiles must be activated
  533.  
  534. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  535. HP 10
  536. HP 10
  537. Color Grid: 🟦 Blue
  538. 1 or more adjacent tiles must be activated
  539.  
  540. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  541. Speed 5
  542. Speed 5
  543. Color Grid: 🟦 Blue
  544. 1 or more adjacent tiles must be activated
  545.  
  546. Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
  547. Water Pulse: Power 4
  548. Water Pulse: Power ↑ 4
  549. Color Grid: 🟩 Green
  550. 1 or more adjacent tiles must be activated
  551.  
  552. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  553. Water Pulse: Power 4
  554. Water Pulse: Power ↑ 4
  555. Color Grid: 🟩 Green
  556. 1 or more adjacent tiles must be activated
  557.  
  558. Cell 41 | Cost: 5 Energy, 60 Sync Orb(s)
  559. Clearheaded
  560. Prevents the user from becoming confused.
  561. Color Grid: 🟨 Yellow
  562. 1 or more adjacent tiles must be activated
  563.  
  564. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  565. Water Pulse: Power 4
  566. Water Pulse: Power ↑ 4
  567. Color Grid: 🟩 Green
  568. 1 or more adjacent tiles must be activated
  569. Move level must be 2 or higher
  570.  
  571. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  572. Water Pulse: Move Gauge Refresh 3
  573. Move: Water Pulse Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  574. Color Grid: 🟥 Red
  575. 1 or more adjacent tiles must be activated
  576. Move level must be 2 or higher
  577.  
  578. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  579. Sp. Atk 20
  580. Sp. Atk 20
  581. Color Grid: 🟦 Blue
  582. 1 or more adjacent tiles must be activated
  583. Move level must be 2 or higher
  584.  
  585. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  586. Raging Rain 3
  587. Powers up the user’s moves when the weather is rainy.
  588. Color Grid: 🟨 Yellow
  589. 1 or more adjacent tiles must be activated
  590. Move level must be 3 or higher
  591.  
  592. Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
  593. Interference Sync 5
  594. Powers up the user’s sync move against targets that are flinching, confused, or trapped.
  595. Color Grid: 🟨 Yellow
  596. 1 or more adjacent tiles must be activated
  597. Move level must be 3 or higher
  598.  
  599. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  600. Crashdown Aqua Jet: Power 25
  601. Crashdown Aqua Jet: Power ↑ 25
  602. Color Grid: 🟪 Purple
  603. 1 or more adjacent tiles must be activated
  604. Move level must be 3 or higher
  605.  
  606. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  607. Crashdown Aqua Jet: Power 25
  608. Crashdown Aqua Jet: Power ↑ 25
  609. Color Grid: 🟪 Purple
  610. 1 or more adjacent tiles must be activated
  611. Move level must be 3 or higher
  612.  
  613.  
  614. ====================================================
  615.  
  616. Trainer : Sygna Suit Korrina
  617. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  618. HP 10
  619. HP 10
  620. Color Grid: 🟦 Blue
  621.  
  622. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  623. Attack 5
  624. Attack 5
  625. Color Grid: 🟦 Blue
  626.  
  627. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  628. Defense 5
  629. Defense 5
  630. Color Grid: 🟦 Blue
  631.  
  632. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  633. Attack 5
  634. Attack 5
  635. Color Grid: 🟦 Blue
  636.  
  637. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  638. Sp. Def 5
  639. Sp. Def 5
  640. Color Grid: 🟦 Blue
  641.  
  642. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  643. Speed 5
  644. Speed 5
  645. Color Grid: 🟦 Blue
  646.  
  647. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  648. Attack 5
  649. Attack 5
  650. Color Grid: 🟦 Blue
  651. 1 or more adjacent tiles must be activated
  652.  
  653. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  654. HP 10
  655. HP 10
  656. Color Grid: 🟦 Blue
  657. 1 or more adjacent tiles must be activated
  658.  
  659. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  660. Speed 5
  661. Speed 5
  662. Color Grid: 🟦 Blue
  663. 1 or more adjacent tiles must be activated
  664.  
  665. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  666. Defense 5
  667. Defense 5
  668. Color Grid: 🟦 Blue
  669. 1 or more adjacent tiles must be activated
  670.  
  671. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  672. Spectral Thief: Move Gauge Refresh 3
  673. Move: Spectral Thief Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  674. Color Grid: 🟥 Red
  675. 1 or more adjacent tiles must be activated
  676.  
  677. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  678. Spectral Thief: Power 4
  679. Spectral Thief: Power ↑ 4
  680. Color Grid: 🟩 Green
  681. 1 or more adjacent tiles must be activated
  682. Move level must be 2 or higher
  683.  
  684. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  685. Spectral Thief: Power 4
  686. Spectral Thief: Power ↑ 4
  687. Color Grid: 🟩 Green
  688. 1 or more adjacent tiles must be activated
  689.  
  690. Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
  691. Spectral Thief: Power 4
  692. Spectral Thief: Power ↑ 4
  693. Color Grid: 🟩 Green
  694. 1 or more adjacent tiles must be activated
  695. Move level must be 2 or higher
  696.  
  697. Cell 15 | Cost: 9 Energy, 108 Sync Orb(s)
  698. Fortuitous 9
  699. 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.
  700. Color Grid: 🟨 Yellow
  701. 1 or more adjacent tiles must be activated
  702. Move level must be 3 or higher
  703.  
  704. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  705. Sync Reload 9
  706. Restores one MP for the user’s Pokémon after using the user’s sync move.
  707. Color Grid: 🟨 Yellow
  708. 1 or more adjacent tiles must be activated
  709. Move level must be 2 or higher
  710.  
  711. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  712. Furious Brawn
  713. The more the user’s Attack is raised, the more it powers up the user’s moves.
  714. Color Grid: 🟨 Yellow
  715. 1 or more adjacent tiles must be activated
  716. Move level must be 3 or higher
  717.  
  718. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  719. Speed 5
  720. Speed 5
  721. Color Grid: 🟦 Blue
  722. 1 or more adjacent tiles must be activated
  723.  
  724. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  725. Attack 5
  726. Attack 5
  727. Color Grid: 🟦 Blue
  728. 1 or more adjacent tiles must be activated
  729.  
  730. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  731. HP 10
  732. HP 10
  733. Color Grid: 🟦 Blue
  734. 1 or more adjacent tiles must be activated
  735.  
  736. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  737. Shadow Punch: Power 4
  738. Shadow Punch: Power ↑ 4
  739. Color Grid: 🟩 Green
  740. 1 or more adjacent tiles must be activated
  741. Move level must be 2 or higher
  742.  
  743. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  744. Shadow Punch: Power 4
  745. Shadow Punch: Power ↑ 4
  746. Color Grid: 🟩 Green
  747. 1 or more adjacent tiles must be activated
  748.  
  749. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  750. Shadow Punch: Power 4
  751. Shadow Punch: Power ↑ 4
  752. Color Grid: 🟩 Green
  753. 1 or more adjacent tiles must be activated
  754. Move level must be 2 or higher
  755.  
  756. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  757. Shadow Punch: Superduper Effective 3
  758. Move: Shadow Punch Powers up moves that are super effective.
  759. Color Grid: 🟥 Red
  760. 1 or more adjacent tiles must be activated
  761. Move level must be 2 or higher
  762.  
  763. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  764. Shadow Punch: Move Gauge Refresh 9
  765. Move: Shadow Punch Charges the user’s move gauge by one when its move is successful.
  766. Color Grid: 🟥 Red
  767. 1 or more adjacent tiles must be activated
  768. Move level must be 3 or higher
  769.  
  770. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  771. Shadow Punch: Hit Reload 4
  772. Move: Shadow Punch Has a chance (50%) of restoring one MP for the user’s Pokémon when the user’s move is successful.
  773. Color Grid: 🟥 Red
  774. 1 or more adjacent tiles must be activated
  775. Move level must be 3 or higher
  776.  
  777. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  778. Sp. Def 5
  779. Sp. Def 5
  780. Color Grid: 🟦 Blue
  781. 1 or more adjacent tiles must be activated
  782.  
  783. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  784. Defense 5
  785. Defense 5
  786. Color Grid: 🟦 Blue
  787. 1 or more adjacent tiles must be activated
  788.  
  789. Cell 29 | Cost: 3 Energy, 36 Sync Orb(s)
  790. Shadow Punch: Power 4
  791. Shadow Punch: Power ↑ 4
  792. Color Grid: 🟩 Green
  793. 1 or more adjacent tiles must be activated
  794.  
  795. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  796. Speed 5
  797. Speed 5
  798. Color Grid: 🟦 Blue
  799. 1 or more adjacent tiles must be activated
  800.  
  801. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  802. Shadow Punch: Power 4
  803. Shadow Punch: Power ↑ 4
  804. Color Grid: 🟩 Green
  805. 1 or more adjacent tiles must be activated
  806. Move level must be 2 or higher
  807.  
  808. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  809. Greater Heights!: MP Refresh 2
  810. Move: Greater Heights! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  811. Color Grid: 🟥 Red
  812. 1 or more adjacent tiles must be activated
  813. Move level must be 2 or higher
  814.  
  815. Cell 33 | Cost: 9 Energy, 108 Sync Orb(s)
  816. Fortuitous 9
  817. 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.
  818. Color Grid: 🟨 Yellow
  819. 1 or more adjacent tiles must be activated
  820. Move level must be 3 or higher
  821.  
  822. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  823. Speed 20
  824. Speed 20
  825. Color Grid: 🟦 Blue
  826. 1 or more adjacent tiles must be activated
  827. Move level must be 2 or higher
  828.  
  829. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  830. Greater Heights!: Slippery 2
  831. Move: Greater Heights! Raises the user’s evasiveness by 2 stat ranks when its move is successful.
  832. Color Grid: 🟥 Red
  833. 1 or more adjacent tiles must be activated
  834. Move level must be 3 or higher
  835.  
  836. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  837. Attack 5
  838. Attack 5
  839. Color Grid: 🟦 Blue
  840. 1 or more adjacent tiles must be activated
  841.  
  842. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  843. Defense 5
  844. Defense 5
  845. Color Grid: 🟦 Blue
  846. 1 or more adjacent tiles must be activated
  847.  
  848. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  849. Speed 5
  850. Speed 5
  851. Color Grid: 🟦 Blue
  852. 1 or more adjacent tiles must be activated
  853.  
  854. Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
  855. Spectral Thief: Power 4
  856. Spectral Thief: Power ↑ 4
  857. Color Grid: 🟩 Green
  858. 1 or more adjacent tiles must be activated
  859.  
  860. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  861. Dire Hit All +: MP Refresh 2
  862. Move: Dire Hit All + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  863. Color Grid: 🟥 Red
  864. 1 or more adjacent tiles must be activated
  865.  
  866. Cell 41 | Cost: 8 Energy, 96 Sync Orb(s)
  867. Fierce Entry 1
  868. Raises the user’s Attack by 1 stat rank when it enters a battle.
  869. Color Grid: 🟨 Yellow
  870. 1 or more adjacent tiles must be activated
  871.  
  872. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  873. Spectral Thief: Power 4
  874. Spectral Thief: Power ↑ 4
  875. Color Grid: 🟩 Green
  876. 1 or more adjacent tiles must be activated
  877. Move level must be 2 or higher
  878.  
  879. Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
  880. Better Prepared 3
  881. Powers up the user’s moves when none of the target’s stats are raised.
  882. Color Grid: 🟨 Yellow
  883. 1 or more adjacent tiles must be activated
  884. Move level must be 2 or higher
  885.  
  886. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  887. Attack 20
  888. Attack 20
  889. Color Grid: 🟦 Blue
  890. 1 or more adjacent tiles must be activated
  891. Move level must be 2 or higher
  892.  
  893. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  894. Rising Tide
  895. The more the user’s stats are raised, the more it powers up the user’s sync move.
  896. Color Grid: 🟨 Yellow
  897. 1 or more adjacent tiles must be activated
  898. Move level must be 3 or higher
  899.  
  900. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  901. Quick Tempo
  902. Applies the Move Gauge Acceleration effect to the allied field of play the first time the user enters a battle each battle.
  903. Color Grid: 🟨 Yellow
  904. 1 or more adjacent tiles must be activated
  905. Move level must be 3 or higher
  906.  
  907. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  908. Shadow-Shrouded Spectral Thief: Power 25
  909. Shadow-Shrouded Spectral Thief: Power ↑ 25
  910. Color Grid: 🟪 Purple
  911. 1 or more adjacent tiles must be activated
  912. Move level must be 3 or higher
  913.  
  914. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  915. Shadow-Shrouded Spectral Thief: Power 25
  916. Shadow-Shrouded Spectral Thief: Power ↑ 25
  917. Color Grid: 🟪 Purple
  918. 1 or more adjacent tiles must be activated
  919. Move level must be 3 or higher
  920.  
  921.  
  922. ====================================================
  923. Trainer : Sygna Suit Brock
  924. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  925. HP 10
  926. HP 10
  927. Color Grid: 🟦 Blue
  928.  
  929. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  930. Attack 5
  931. Attack 5
  932. Color Grid: 🟦 Blue
  933.  
  934. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  935. Defense 5
  936. Defense 5
  937. Color Grid: 🟦 Blue
  938.  
  939. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  940. Attack 5
  941. Attack 5
  942. Color Grid: 🟦 Blue
  943.  
  944. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  945. Sp. Def 5
  946. Sp. Def 5
  947. Color Grid: 🟦 Blue
  948.  
  949. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  950. Speed 5
  951. Speed 5
  952. Color Grid: 🟦 Blue
  953.  
  954. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  955. Defense 5
  956. Defense 5
  957. Color Grid: 🟦 Blue
  958. 1 or more adjacent tiles must be activated
  959.  
  960. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  961. Attack 5
  962. Attack 5
  963. Color Grid: 🟦 Blue
  964. 1 or more adjacent tiles must be activated
  965.  
  966. Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
  967. Rock Slide: Accuracy 5
  968. Rock Slide: Accuracy ↑ 5
  969. Color Grid: 🟩 Green
  970. 1 or more adjacent tiles must be activated
  971.  
  972. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  973. HP 10
  974. HP 10
  975. Color Grid: 🟦 Blue
  976. 1 or more adjacent tiles must be activated
  977.  
  978. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  979. Rock Slide: Power 3
  980. Rock Slide: Power ↑ 3
  981. Color Grid: 🟩 Green
  982. 1 or more adjacent tiles must be activated
  983.  
  984. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  985. Rock Slide: Power 3
  986. Rock Slide: Power ↑ 3
  987. Color Grid: 🟩 Green
  988. 1 or more adjacent tiles must be activated
  989.  
  990. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  991. Rock Slide: Power 3
  992. Rock Slide: Power ↑ 3
  993. Color Grid: 🟩 Green
  994. 1 or more adjacent tiles must be activated
  995. Move level must be 2 or higher
  996.  
  997. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  998. Rock Slide: Move Gauge Refresh 3
  999. Move: Rock Slide Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1000. Color Grid: 🟥 Red
  1001. 1 or more adjacent tiles must be activated
  1002. Move level must be 2 or higher
  1003.  
  1004. Cell 15 | Cost: 3 Energy, 36 Sync Orb(s)
  1005. Rock Slide: Accuracy 5
  1006. Rock Slide: Accuracy ↑ 5
  1007. Color Grid: 🟩 Green
  1008. 1 or more adjacent tiles must be activated
  1009. Move level must be 2 or higher
  1010.  
  1011. Cell 16 | Cost: 9 Energy, 108 Sync Orb(s)
  1012. Sharp Entry 1
  1013. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  1014. Color Grid: 🟨 Yellow
  1015. 1 or more adjacent tiles must be activated
  1016. Move level must be 3 or higher
  1017.  
  1018. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1019. Rock Slide: Aggravation 1
  1020. Move: Rock Slide Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  1021. Color Grid: 🟥 Red
  1022. 1 or more adjacent tiles must be activated
  1023. Move level must be 3 or higher
  1024.  
  1025. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1026. Speed 5
  1027. Speed 5
  1028. Color Grid: 🟦 Blue
  1029. 1 or more adjacent tiles must be activated
  1030.  
  1031. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1032. Defense 5
  1033. Defense 5
  1034. Color Grid: 🟦 Blue
  1035. 1 or more adjacent tiles must be activated
  1036.  
  1037. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  1038. Rock Tomb: Power 4
  1039. Rock Tomb: Power ↑ 4
  1040. Color Grid: 🟩 Green
  1041. 1 or more adjacent tiles must be activated
  1042.  
  1043. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  1044. Sp. Def 5
  1045. Sp. Def 5
  1046. Color Grid: 🟦 Blue
  1047. 1 or more adjacent tiles must be activated
  1048.  
  1049. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  1050. Rock Tomb: Power 4
  1051. Rock Tomb: Power ↑ 4
  1052. Color Grid: 🟩 Green
  1053. 1 or more adjacent tiles must be activated
  1054.  
  1055. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  1056. Rock Tomb: Accuracy 5
  1057. Rock Tomb: Accuracy ↑ 5
  1058. Color Grid: 🟩 Green
  1059. 1 or more adjacent tiles must be activated
  1060.  
  1061. Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
  1062. Rock Tomb: Power 4
  1063. Rock Tomb: Power ↑ 4
  1064. Color Grid: 🟩 Green
  1065. 1 or more adjacent tiles must be activated
  1066. Move level must be 2 or higher
  1067.  
  1068. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  1069. Rock Tomb: Move Gauge Refresh 3
  1070. Move: Rock Tomb Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1071. Color Grid: 🟥 Red
  1072. 1 or more adjacent tiles must be activated
  1073. Move level must be 2 or higher
  1074.  
  1075. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  1076. On the Ropes 5
  1077. Reduces damage when the user is hit by a physical attack move while in a pinch.
  1078. Color Grid: 🟨 Yellow
  1079. 1 or more adjacent tiles must be activated
  1080. Move level must be 2 or higher
  1081.  
  1082. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  1083. Attack 30
  1084. Attack 30
  1085. Color Grid: 🟦 Blue
  1086. 1 or more adjacent tiles must be activated
  1087. Move level must be 3 or higher
  1088.  
  1089. Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  1090. Adrenaline 1
  1091. Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
  1092. Color Grid: 🟨 Yellow
  1093. 1 or more adjacent tiles must be activated
  1094. Move level must be 3 or higher
  1095.  
  1096. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1097. HP 10
  1098. HP 10
  1099. Color Grid: 🟦 Blue
  1100. 1 or more adjacent tiles must be activated
  1101.  
  1102. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  1103. Speed 5
  1104. Speed 5
  1105. Color Grid: 🟦 Blue
  1106. 1 or more adjacent tiles must be activated
  1107.  
  1108. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  1109. Rock Tomb: Power 4
  1110. Rock Tomb: Power ↑ 4
  1111. Color Grid: 🟩 Green
  1112. 1 or more adjacent tiles must be activated
  1113.  
  1114. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  1115. Rock Tomb: Power 4
  1116. Rock Tomb: Power ↑ 4
  1117. Color Grid: 🟩 Green
  1118. 1 or more adjacent tiles must be activated
  1119.  
  1120. Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
  1121. X Attack: MP Refresh 2
  1122. Move: X Attack Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1123. Color Grid: 🟥 Red
  1124. 1 or more adjacent tiles must be activated
  1125. Move level must be 2 or higher
  1126.  
  1127. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  1128. Rock-Solid Finisher!: MP Refresh 3
  1129. Move: Rock-Solid Finisher! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1130. Color Grid: 🟥 Red
  1131. 1 or more adjacent tiles must be activated
  1132. Move level must be 2 or higher
  1133.  
  1134. Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
  1135. Foul Fighting 2
  1136. Powers up the user’s moves against targets that are flinching, confused, or trapped.
  1137. Color Grid: 🟨 Yellow
  1138. 1 or more adjacent tiles must be activated
  1139. Move level must be 2 or higher
  1140.  
  1141. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  1142. Rock-Solid Finisher!: Super Preparation 4
  1143. Move: Rock-Solid Finisher! Has a chance (50%) of applying the Supereffective ↑ Next effect to the user when its move is successful.
  1144. Color Grid: 🟥 Red
  1145. 1 or more adjacent tiles must be activated
  1146. Move level must be 3 or higher
  1147.  
  1148. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1149. Rock-Solid Finisher!: Lockstep 4
  1150. 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.
  1151. Color Grid: 🟥 Red
  1152. 1 or more adjacent tiles must be activated
  1153. Move level must be 3 or higher
  1154.  
  1155. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1156. Sp. Def 5
  1157. Sp. Def 5
  1158. Color Grid: 🟦 Blue
  1159. 1 or more adjacent tiles must be activated
  1160.  
  1161. Cell 39 | Cost: 5 Energy, 60 Sync Orb(s)
  1162. Sand Shelter
  1163. Protects the user from damage from a sandstorm.
  1164. Color Grid: 🟨 Yellow
  1165. 1 or more adjacent tiles must be activated
  1166.  
  1167. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  1168. Rock Slide: Power 3
  1169. Rock Slide: Power ↑ 3
  1170. Color Grid: 🟩 Green
  1171. 1 or more adjacent tiles must be activated
  1172.  
  1173. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  1174. Rock Slide: Power 3
  1175. Rock Slide: Power ↑ 3
  1176. Color Grid: 🟩 Green
  1177. 1 or more adjacent tiles must be activated
  1178.  
  1179. Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
  1180. Fierce Entry 1
  1181. Raises the user’s Attack by 1 stat rank when it enters a battle.
  1182. Color Grid: 🟨 Yellow
  1183. 1 or more adjacent tiles must be activated
  1184. Move level must be 2 or higher
  1185.  
  1186. Cell 43 | Cost: 9 Energy, 108 Sync Orb(s)
  1187. Sands of Time 2
  1188. Quickly charges the move gauge during a sandstorm.
  1189. Color Grid: 🟨 Yellow
  1190. 1 or more adjacent tiles must be activated
  1191. Move level must be 2 or higher
  1192.  
  1193. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  1194. Sp. Def 20
  1195. Sp. Def 20
  1196. Color Grid: 🟦 Blue
  1197. 1 or more adjacent tiles must be activated
  1198. Move level must be 2 or higher
  1199.  
  1200. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1201. Cakewalk
  1202. The more the target’s Speed is lowered, the more it powers up the user’s sync move.
  1203. Color Grid: 🟨 Yellow
  1204. 1 or more adjacent tiles must be activated
  1205. Move level must be 3 or higher
  1206.  
  1207. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1208. Surging Sand 3
  1209. Powers up the user’s moves during a sandstorm.
  1210. Color Grid: 🟨 Yellow
  1211. 1 or more adjacent tiles must be activated
  1212. Move level must be 3 or higher
  1213.  
  1214. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1215. Sygnature Rock-Solid Stone Edge: Power 25
  1216. Sygnature Rock-Solid Stone Edge: Power ↑ 25
  1217. Color Grid: 🟪 Purple
  1218. 1 or more adjacent tiles must be activated
  1219. Move level must be 3 or higher
  1220.  
  1221. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1222. Sygnature Rock-Solid Stone Edge: Power 25
  1223. Sygnature Rock-Solid Stone Edge: Power ↑ 25
  1224. Color Grid: 🟪 Purple
  1225. 1 or more adjacent tiles must be activated
  1226. Move level must be 3 or higher
  1227.  
  1228.  
  1229. ====================================================
  1230.  
  1231. Trainer : Brawly
  1232. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1233. HP 10
  1234. HP 10
  1235. Color Grid: 🟦 Blue
  1236.  
  1237. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1238. Attack 5
  1239. Attack 5
  1240. Color Grid: 🟦 Blue
  1241.  
  1242. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1243. Defense 5
  1244. Defense 5
  1245. Color Grid: 🟦 Blue
  1246.  
  1247. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1248. Attack 5
  1249. Attack 5
  1250. Color Grid: 🟦 Blue
  1251.  
  1252. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1253. Sp. Def 5
  1254. Sp. Def 5
  1255. Color Grid: 🟦 Blue
  1256.  
  1257. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1258. Speed 5
  1259. Speed 5
  1260. Color Grid: 🟦 Blue
  1261.  
  1262. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1263. Attack 5
  1264. Attack 5
  1265. Color Grid: 🟦 Blue
  1266. 1 or more adjacent tiles must be activated
  1267.  
  1268. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1269. Speed 5
  1270. Speed 5
  1271. Color Grid: 🟦 Blue
  1272. 1 or more adjacent tiles must be activated
  1273.  
  1274. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1275. Defense 5
  1276. Defense 5
  1277. Color Grid: 🟦 Blue
  1278. 1 or more adjacent tiles must be activated
  1279.  
  1280. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  1281. Sp. Def 5
  1282. Sp. Def 5
  1283. Color Grid: 🟦 Blue
  1284. 1 or more adjacent tiles must be activated
  1285.  
  1286. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  1287. Rock Smash: Power 4
  1288. Rock Smash: Power ↑ 4
  1289. Color Grid: 🟩 Green
  1290. 1 or more adjacent tiles must be activated
  1291.  
  1292. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  1293. Rock Smash: Power 4
  1294. Rock Smash: Power ↑ 4
  1295. Color Grid: 🟩 Green
  1296. 1 or more adjacent tiles must be activated
  1297. Move level must be 2 or higher
  1298.  
  1299. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  1300. Rock Smash: Power 4
  1301. Rock Smash: Power ↑ 4
  1302. Color Grid: 🟩 Green
  1303. 1 or more adjacent tiles must be activated
  1304.  
  1305. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1306. Rock Smash: Move Gauge Refresh 3
  1307. Move: Rock Smash Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1308. Color Grid: 🟥 Red
  1309. 1 or more adjacent tiles must be activated
  1310. Move level must be 2 or higher
  1311.  
  1312. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  1313. Insult to Injury
  1314. The more the target’s Defense is lowered, the more it powers up the user’s moves.
  1315. Color Grid: 🟨 Yellow
  1316. 1 or more adjacent tiles must be activated
  1317. Move level must be 3 or higher
  1318.  
  1319. Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
  1320. Attack 20
  1321. Attack 20
  1322. Color Grid: 🟦 Blue
  1323. 1 or more adjacent tiles must be activated
  1324. Move level must be 2 or higher
  1325.  
  1326. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1327. Rock Smash: On a Roll 1
  1328. Move: Rock Smash Raises the chance of lowering stat values with the additional effects of moves.
  1329. Color Grid: 🟥 Red
  1330. 1 or more adjacent tiles must be activated
  1331. Move level must be 3 or higher
  1332.  
  1333. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1334. HP 10
  1335. HP 10
  1336. Color Grid: 🟦 Blue
  1337. 1 or more adjacent tiles must be activated
  1338.  
  1339. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1340. Defense 5
  1341. Defense 5
  1342. Color Grid: 🟦 Blue
  1343. 1 or more adjacent tiles must be activated
  1344.  
  1345. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  1346. Brick Break: Power 4
  1347. Brick Break: Power ↑ 4
  1348. Color Grid: 🟩 Green
  1349. 1 or more adjacent tiles must be activated
  1350.  
  1351. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  1352. Brick Break: Power 4
  1353. Brick Break: Power ↑ 4
  1354. Color Grid: 🟩 Green
  1355. 1 or more adjacent tiles must be activated
  1356. Move level must be 2 or higher
  1357.  
  1358. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  1359. Brick Break: Power 4
  1360. Brick Break: Power ↑ 4
  1361. Color Grid: 🟩 Green
  1362. 1 or more adjacent tiles must be activated
  1363.  
  1364. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  1365. Brick Break: Trip Up 4
  1366. 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.
  1367. Color Grid: 🟥 Red
  1368. 1 or more adjacent tiles must be activated
  1369. Move level must be 2 or higher
  1370.  
  1371. Cell 24 | Cost: 9 Energy, 108 Sync Orb(s)
  1372. Fire Guard
  1373. Reduces damage when the user is attacked by Fire-type moves.
  1374. Color Grid: 🟨 Yellow
  1375. 1 or more adjacent tiles must be activated
  1376. Move level must be 2 or higher
  1377.  
  1378. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  1379. Safety Tether
  1380. Applies the Enduring effect to the user the first time its sync move is used each battle.
  1381. Color Grid: 🟨 Yellow
  1382. 1 or more adjacent tiles must be activated
  1383. Move level must be 3 or higher
  1384.  
  1385. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  1386. Power Reserves 5
  1387. Powers up the user’s moves when in a pinch.
  1388. Color Grid: 🟨 Yellow
  1389. 1 or more adjacent tiles must be activated
  1390. Move level must be 3 or higher
  1391.  
  1392. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1393. Speed 5
  1394. Speed 5
  1395. Color Grid: 🟦 Blue
  1396. 1 or more adjacent tiles must be activated
  1397.  
  1398. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  1399. Defense 5
  1400. Defense 5
  1401. Color Grid: 🟦 Blue
  1402. 1 or more adjacent tiles must be activated
  1403.  
  1404. Cell 29 | Cost: 3 Energy, 36 Sync Orb(s)
  1405. Brick Break: Power 4
  1406. Brick Break: Power ↑ 4
  1407. Color Grid: 🟩 Green
  1408. 1 or more adjacent tiles must be activated
  1409.  
  1410. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  1411. Brick Break: Power 4
  1412. Brick Break: Power ↑ 4
  1413. Color Grid: 🟩 Green
  1414. 1 or more adjacent tiles must be activated
  1415.  
  1416. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  1417. Sp. Def 5
  1418. Sp. Def 5
  1419. Color Grid: 🟦 Blue
  1420. 1 or more adjacent tiles must be activated
  1421. Move level must be 2 or higher
  1422.  
  1423. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  1424. Brick Break: Move Gauge Refresh 3
  1425. Move: Brick Break Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1426. Color Grid: 🟥 Red
  1427. 1 or more adjacent tiles must be activated
  1428. Move level must be 2 or higher
  1429.  
  1430. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  1431. Potion: Master Healer 1
  1432. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  1433. Color Grid: 🟥 Red
  1434. 1 or more adjacent tiles must be activated
  1435. Move level must be 3 or higher
  1436.  
  1437. Cell 34 | Cost: 9 Energy, 108 Sync Orb(s)
  1438. Ice Guard
  1439. Reduces damage when the user is attacked by Ice-type moves.
  1440. Color Grid: 🟨 Yellow
  1441. 1 or more adjacent tiles must be activated
  1442. Move level must be 2 or higher
  1443.  
  1444. Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
  1445. Potion: MP Refresh 2
  1446. Move: Potion Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1447. Color Grid: 🟥 Red
  1448. 1 or more adjacent tiles must be activated
  1449. Move level must be 3 or higher
  1450.  
  1451. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  1452. HP 10
  1453. HP 10
  1454. Color Grid: 🟦 Blue
  1455. 1 or more adjacent tiles must be activated
  1456.  
  1457. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  1458. Sp. Def 5
  1459. Sp. Def 5
  1460. Color Grid: 🟦 Blue
  1461. 1 or more adjacent tiles must be activated
  1462.  
  1463. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1464. Attack 5
  1465. Attack 5
  1466. Color Grid: 🟦 Blue
  1467. 1 or more adjacent tiles must be activated
  1468.  
  1469. Cell 39 | Cost: 5 Energy, 60 Sync Orb(s)
  1470. Flameproof
  1471. Prevents the user from getting burned.
  1472. Color Grid: 🟨 Yellow
  1473. 1 or more adjacent tiles must be activated
  1474.  
  1475. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  1476. Rock Smash: Power 4
  1477. Rock Smash: Power ↑ 4
  1478. Color Grid: 🟩 Green
  1479. 1 or more adjacent tiles must be activated
  1480.  
  1481. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  1482. Speed 5
  1483. Speed 5
  1484. Color Grid: 🟦 Blue
  1485. 1 or more adjacent tiles must be activated
  1486.  
  1487. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  1488. Rock Smash: Power 4
  1489. Rock Smash: Power ↑ 4
  1490. Color Grid: 🟩 Green
  1491. 1 or more adjacent tiles must be activated
  1492. Move level must be 2 or higher
  1493.  
  1494. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  1495. A Rain of Fists!: MP Refresh 2
  1496. Move: A Rain of Fists! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1497. Color Grid: 🟥 Red
  1498. 1 or more adjacent tiles must be activated
  1499. Move level must be 2 or higher
  1500.  
  1501. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  1502. Defense 20
  1503. Defense 20
  1504. Color Grid: 🟦 Blue
  1505. 1 or more adjacent tiles must be activated
  1506. Move level must be 2 or higher
  1507.  
  1508. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1509. Relentless
  1510. The more the target’s Defense is lowered, the more it powers up the user’s sync move.
  1511. Color Grid: 🟨 Yellow
  1512. 1 or more adjacent tiles must be activated
  1513. Move level must be 3 or higher
  1514.  
  1515. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1516. Eagle Eye 2
  1517. Has a chance (30%) of raising the user’s critical-hit rate by one stat rank when its Pokémon uses a move.
  1518. Color Grid: 🟨 Yellow
  1519. 1 or more adjacent tiles must be activated
  1520. Move level must be 3 or higher
  1521.  
  1522. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1523. Arm Thrust of Mighty Waves: Power 25
  1524. Arm Thrust of Mighty Waves: Power ↑ 25
  1525. Color Grid: 🟪 Purple
  1526. 1 or more adjacent tiles must be activated
  1527. Move level must be 3 or higher
  1528.  
  1529. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1530. Arm Thrust of Mighty Waves: Power 25
  1531. Arm Thrust of Mighty Waves: Power ↑ 25
  1532. Color Grid: 🟪 Purple
  1533. 1 or more adjacent tiles must be activated
  1534. Move level must be 3 or higher
  1535.  
  1536.  
  1537. ====================================================
  1538.  
  1539. Trainer : N (Summer 2022)
  1540. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1541. HP 10
  1542. HP 10
  1543. Color Grid: 🟦 Blue
  1544.  
  1545. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1546. Sp. Atk 5
  1547. Sp. Atk 5
  1548. Color Grid: 🟦 Blue
  1549.  
  1550. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1551. Defense 5
  1552. Defense 5
  1553. Color Grid: 🟦 Blue
  1554.  
  1555. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1556. Sp. Atk 5
  1557. Sp. Atk 5
  1558. Color Grid: 🟦 Blue
  1559.  
  1560. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1561. Sp. Def 5
  1562. Sp. Def 5
  1563. Color Grid: 🟦 Blue
  1564.  
  1565. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1566. Speed 5
  1567. Speed 5
  1568. Color Grid: 🟦 Blue
  1569.  
  1570. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1571. Sp. Atk 5
  1572. Sp. Atk 5
  1573. Color Grid: 🟦 Blue
  1574. 1 or more adjacent tiles must be activated
  1575.  
  1576. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1577. Sp. Def 5
  1578. Sp. Def 5
  1579. Color Grid: 🟦 Blue
  1580. 1 or more adjacent tiles must be activated
  1581.  
  1582. Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
  1583. Night Daze: Accuracy 5
  1584. Night Daze: Accuracy ↑ 5
  1585. Color Grid: 🟩 Green
  1586. 1 or more adjacent tiles must be activated
  1587.  
  1588. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  1589. Defense 5
  1590. Defense 5
  1591. Color Grid: 🟦 Blue
  1592. 1 or more adjacent tiles must be activated
  1593.  
  1594. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  1595. Night Daze: Move Gauge Refresh 3
  1596. Move: Night Daze Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1597. Color Grid: 🟥 Red
  1598. 1 or more adjacent tiles must be activated
  1599.  
  1600. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  1601. Night Daze: Power 2
  1602. Night Daze: Power ↑ 2
  1603. Color Grid: 🟩 Green
  1604. 1 or more adjacent tiles must be activated
  1605.  
  1606. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  1607. Night Daze: Power 2
  1608. Night Daze: Power ↑ 2
  1609. Color Grid: 🟩 Green
  1610. 1 or more adjacent tiles must be activated
  1611. Move level must be 2 or higher
  1612.  
  1613. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1614. Night Daze: Move Gauge Refresh 3
  1615. Move: Night Daze Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1616. Color Grid: 🟥 Red
  1617. 1 or more adjacent tiles must be activated
  1618. Move level must be 2 or higher
  1619.  
  1620. Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  1621. Sp. Atk 20
  1622. Sp. Atk 20
  1623. Color Grid: 🟦 Blue
  1624. 1 or more adjacent tiles must be activated
  1625. Move level must be 2 or higher
  1626.  
  1627. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  1628. Obscuring Power 3
  1629. Powers up the user’s moves when the target’s accuracy is lowered.
  1630. Color Grid: 🟨 Yellow
  1631. 1 or more adjacent tiles must be activated
  1632. Move level must be 3 or higher
  1633.  
  1634. Cell 17 | Cost: 9 Energy, 108 Sync Orb(s)
  1635. Night Daze: On a Roll 1
  1636. Move: Night Daze Raises the chance of lowering stat values with the additional effects of moves.
  1637. Color Grid: 🟥 Red
  1638. 1 or more adjacent tiles must be activated
  1639. Move level must be 3 or higher
  1640.  
  1641. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1642. Speed 5
  1643. Speed 5
  1644. Color Grid: 🟦 Blue
  1645. 1 or more adjacent tiles must be activated
  1646.  
  1647. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  1648. Snarl: Accuracy 5
  1649. Snarl: Accuracy ↑ 5
  1650. Color Grid: 🟩 Green
  1651. 1 or more adjacent tiles must be activated
  1652.  
  1653. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1654. HP 10
  1655. HP 10
  1656. Color Grid: 🟦 Blue
  1657. 1 or more adjacent tiles must be activated
  1658.  
  1659. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  1660. Sp. Atk 5
  1661. Sp. Atk 5
  1662. Color Grid: 🟦 Blue
  1663. 1 or more adjacent tiles must be activated
  1664.  
  1665. Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
  1666. Snarl: Move Gauge Refresh 3
  1667. Move: Snarl Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1668. Color Grid: 🟥 Red
  1669. 1 or more adjacent tiles must be activated
  1670.  
  1671. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  1672. Snarl: Power 4
  1673. Snarl: Power ↑ 4
  1674. Color Grid: 🟩 Green
  1675. 1 or more adjacent tiles must be activated
  1676.  
  1677. Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
  1678. Snarl: Power 4
  1679. Snarl: Power ↑ 4
  1680. Color Grid: 🟩 Green
  1681. 1 or more adjacent tiles must be activated
  1682. Move level must be 2 or higher
  1683.  
  1684. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  1685. Snarl: Satisfied Snarl 4
  1686. 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.
  1687. Color Grid: 🟥 Red
  1688. 1 or more adjacent tiles must be activated
  1689. Move level must be 2 or higher
  1690.  
  1691. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  1692. Snarl: Superduper Effective 9
  1693. Move: Snarl Powers up moves that are super effective.
  1694. Color Grid: 🟥 Red
  1695. 1 or more adjacent tiles must be activated
  1696. Move level must be 2 or higher
  1697.  
  1698. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  1699. Devastation
  1700. The more the target’s Sp. Atk is lowered, the more it powers up the user’s sync move.
  1701. Color Grid: 🟨 Yellow
  1702. 1 or more adjacent tiles must be activated
  1703. Move level must be 3 or higher
  1704.  
  1705. Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  1706. Adrenaline 1
  1707. Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
  1708. Color Grid: 🟨 Yellow
  1709. 1 or more adjacent tiles must be activated
  1710. Move level must be 3 or higher
  1711.  
  1712. Cell 29 | Cost: 5 Energy, 60 Sync Orb(s)
  1713. Dauntless
  1714. Sp. Atk cannot be lowered.
  1715. Color Grid: 🟨 Yellow
  1716. 1 or more adjacent tiles must be activated
  1717.  
  1718. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  1719. Speed 5
  1720. Speed 5
  1721. Color Grid: 🟦 Blue
  1722. 1 or more adjacent tiles must be activated
  1723.  
  1724. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  1725. Snarl: Power 4
  1726. Snarl: Power ↑ 4
  1727. Color Grid: 🟩 Green
  1728. 1 or more adjacent tiles must be activated
  1729.  
  1730. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  1731. Snarl: Power 4
  1732. Snarl: Power ↑ 4
  1733. Color Grid: 🟩 Green
  1734. 1 or more adjacent tiles must be activated
  1735.  
  1736. Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
  1737. Dire Hit +: MP Refresh 2
  1738. Move: Dire Hit + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1739. Color Grid: 🟥 Red
  1740. 1 or more adjacent tiles must be activated
  1741. Move level must be 2 or higher
  1742.  
  1743. Cell 34 | Cost: 3 Energy, 36 Sync Orb(s)
  1744. Snarl: Power 4
  1745. Snarl: Power ↑ 4
  1746. Color Grid: 🟩 Green
  1747. 1 or more adjacent tiles must be activated
  1748. Move level must be 2 or higher
  1749.  
  1750. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  1751. Catalyst
  1752. Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s sync move is used each battle.
  1753. Color Grid: 🟨 Yellow
  1754. 1 or more adjacent tiles must be activated
  1755. Move level must be 2 or higher
  1756.  
  1757. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  1758. Queue Cutter 2
  1759. Has a chance (30%) of reducing the user’s sync move countdown by one when an opponent’s attack move targeting the user misses.
  1760. Color Grid: 🟨 Yellow
  1761. 1 or more adjacent tiles must be activated
  1762. Move level must be 3 or higher
  1763.  
  1764. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1765. Obscuring Sync 5
  1766. Powers up the user’s sync move when the target’s accuracy is lowered.
  1767. Color Grid: 🟨 Yellow
  1768. 1 or more adjacent tiles must be activated
  1769. Move level must be 3 or higher
  1770.  
  1771. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1772. HP 10
  1773. HP 10
  1774. Color Grid: 🟦 Blue
  1775. 1 or more adjacent tiles must be activated
  1776.  
  1777. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1778. Speed 5
  1779. Speed 5
  1780. Color Grid: 🟦 Blue
  1781. 1 or more adjacent tiles must be activated
  1782.  
  1783. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  1784. Night Daze: Power 2
  1785. Night Daze: Power ↑ 2
  1786. Color Grid: 🟩 Green
  1787. 1 or more adjacent tiles must be activated
  1788.  
  1789. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  1790. Night Daze: Power 2
  1791. Night Daze: Power ↑ 2
  1792. Color Grid: 🟩 Green
  1793. 1 or more adjacent tiles must be activated
  1794.  
  1795. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  1796. Night Daze: Power 2
  1797. Night Daze: Power ↑ 2
  1798. Color Grid: 🟩 Green
  1799. 1 or more adjacent tiles must be activated
  1800. Move level must be 2 or higher
  1801.  
  1802. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  1803. Natural Remedy
  1804. Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
  1805. Color Grid: 🟨 Yellow
  1806. 1 or more adjacent tiles must be activated
  1807. Move level must be 2 or higher
  1808.  
  1809. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  1810. Vivid Illusion!: MP Refresh 2
  1811. Move: Vivid Illusion! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1812. Color Grid: 🟥 Red
  1813. 1 or more adjacent tiles must be activated
  1814. Move level must be 2 or higher
  1815.  
  1816. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1817. Bedazzle 1
  1818. Lowers the accuracy of all opposing sync pairs by 1 stat rank when the user enters a battle.
  1819. Color Grid: 🟨 Yellow
  1820. 1 or more adjacent tiles must be activated
  1821. Move level must be 3 or higher
  1822.  
  1823. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1824. Furious Brain
  1825. The more the user’s Sp. Atk is raised, the more it powers up the user’s moves.
  1826. Color Grid: 🟨 Yellow
  1827. 1 or more adjacent tiles must be activated
  1828. Move level must be 3 or higher
  1829.  
  1830. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1831. Defender of Dreams Dark Beam: Power 25
  1832. Defender of Dreams Dark Beam: Power ↑ 25
  1833. Color Grid: 🟪 Purple
  1834. 1 or more adjacent tiles must be activated
  1835. Move level must be 3 or higher
  1836.  
  1837. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1838. Defender of Dreams Dark Beam: Power 25
  1839. Defender of Dreams Dark Beam: Power ↑ 25
  1840. Color Grid: 🟪 Purple
  1841. 1 or more adjacent tiles must be activated
  1842. Move level must be 3 or higher
  1843.  
  1844.  
  1845. ====================================================
  1846.  
  1847. Trainer : Gloria (Dojo Uniform)
  1848. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1849. HP 10
  1850. HP 10
  1851. Color Grid: 🟦 Blue
  1852.  
  1853. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1854. Attack 5
  1855. Attack 5
  1856. Color Grid: 🟦 Blue
  1857.  
  1858. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1859. Defense 5
  1860. Defense 5
  1861. Color Grid: 🟦 Blue
  1862.  
  1863. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1864. Attack 5
  1865. Attack 5
  1866. Color Grid: 🟦 Blue
  1867.  
  1868. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1869. Sp. Def 5
  1870. Sp. Def 5
  1871. Color Grid: 🟦 Blue
  1872.  
  1873. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1874. Speed 5
  1875. Speed 5
  1876. Color Grid: 🟦 Blue
  1877.  
  1878. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1879. Attack 5
  1880. Attack 5
  1881. Color Grid: 🟦 Blue
  1882. 1 or more adjacent tiles must be activated
  1883.  
  1884. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1885. HP 10
  1886. HP 10
  1887. Color Grid: 🟦 Blue
  1888. 1 or more adjacent tiles must be activated
  1889.  
  1890. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1891. Defense 5
  1892. Defense 5
  1893. Color Grid: 🟦 Blue
  1894. 1 or more adjacent tiles must be activated
  1895.  
  1896. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  1897. Sp. Def 5
  1898. Sp. Def 5
  1899. Color Grid: 🟦 Blue
  1900. 1 or more adjacent tiles must be activated
  1901.  
  1902. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  1903. Surging Strikes: Move Gauge Refresh 3
  1904. Move: Surging Strikes Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1905. Color Grid: 🟥 Red
  1906. 1 or more adjacent tiles must be activated
  1907.  
  1908. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  1909. Surging Strikes: Power 1
  1910. Surging Strikes: Power ↑ 1
  1911. Color Grid: 🟩 Green
  1912. 1 or more adjacent tiles must be activated
  1913. Move level must be 2 or higher
  1914.  
  1915. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  1916. Surging Strikes: Power 1
  1917. Surging Strikes: Power ↑ 1
  1918. Color Grid: 🟩 Green
  1919. 1 or more adjacent tiles must be activated
  1920.  
  1921. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1922. Quick Cure
  1923. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  1924. Color Grid: 🟨 Yellow
  1925. 1 or more adjacent tiles must be activated
  1926. Move level must be 2 or higher
  1927.  
  1928. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  1929. Relentless
  1930. The more the target’s Defense is lowered, the more it powers up the user’s sync move.
  1931. Color Grid: 🟨 Yellow
  1932. 1 or more adjacent tiles must be activated
  1933. Move level must be 3 or higher
  1934.  
  1935. Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
  1936. Attack 20
  1937. Attack 20
  1938. Color Grid: 🟦 Blue
  1939. 1 or more adjacent tiles must be activated
  1940. Move level must be 2 or higher
  1941.  
  1942. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1943. Insult to Injury
  1944. The more the target’s Defense is lowered, the more it powers up the user’s moves.
  1945. Color Grid: 🟨 Yellow
  1946. 1 or more adjacent tiles must be activated
  1947. Move level must be 3 or higher
  1948.  
  1949. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1950. HP 10
  1951. HP 10
  1952. Color Grid: 🟦 Blue
  1953. 1 or more adjacent tiles must be activated
  1954.  
  1955. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  1956. Close Combat: Power 3
  1957. Close Combat: Power ↑ 3
  1958. Color Grid: 🟩 Green
  1959. 1 or more adjacent tiles must be activated
  1960.  
  1961. Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
  1962. Close Combat: Move Gauge Refresh 3
  1963. Move: Close Combat Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1964. Color Grid: 🟥 Red
  1965. 1 or more adjacent tiles must be activated
  1966.  
  1967. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  1968. Close Combat: Power 3
  1969. Close Combat: Power ↑ 3
  1970. Color Grid: 🟩 Green
  1971. 1 or more adjacent tiles must be activated
  1972. Move level must be 2 or higher
  1973.  
  1974. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  1975. Close Combat: Power 3
  1976. Close Combat: Power ↑ 3
  1977. Color Grid: 🟩 Green
  1978. 1 or more adjacent tiles must be activated
  1979.  
  1980. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  1981. Close Combat: Power 3
  1982. Close Combat: Power ↑ 3
  1983. Color Grid: 🟩 Green
  1984. 1 or more adjacent tiles must be activated
  1985. Move level must be 2 or higher
  1986.  
  1987. Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  1988. HP 20
  1989. HP 20
  1990. Color Grid: 🟦 Blue
  1991. 1 or more adjacent tiles must be activated
  1992. Move level must be 2 or higher
  1993.  
  1994. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  1995. Adrenaline 1
  1996. Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
  1997. Color Grid: 🟨 Yellow
  1998. 1 or more adjacent tiles must be activated
  1999. Move level must be 3 or higher
  2000.  
  2001. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  2002. Stacking Strike 9
  2003. 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.
  2004. Color Grid: 🟨 Yellow
  2005. 1 or more adjacent tiles must be activated
  2006. Move level must be 3 or higher
  2007.  
  2008. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  2009. Speed 5
  2010. Speed 5
  2011. Color Grid: 🟦 Blue
  2012. 1 or more adjacent tiles must be activated
  2013.  
  2014. Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
  2015. Iron Head: Power 3
  2016. Iron Head: Power ↑ 3
  2017. Color Grid: 🟩 Green
  2018. 1 or more adjacent tiles must be activated
  2019.  
  2020. Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
  2021. Iron Head: Move Gauge Refresh 3
  2022. Move: Iron Head Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  2023. Color Grid: 🟥 Red
  2024. 1 or more adjacent tiles must be activated
  2025.  
  2026. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  2027. Iron Head: Power 3
  2028. Iron Head: Power ↑ 3
  2029. Color Grid: 🟩 Green
  2030. 1 or more adjacent tiles must be activated
  2031.  
  2032. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  2033. Iron Head: Power 3
  2034. Iron Head: Power ↑ 3
  2035. Color Grid: 🟩 Green
  2036. 1 or more adjacent tiles must be activated
  2037. Move level must be 2 or higher
  2038.  
  2039. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  2040. Iron Head: Power 3
  2041. Iron Head: Power ↑ 3
  2042. Color Grid: 🟩 Green
  2043. 1 or more adjacent tiles must be activated
  2044. Move level must be 2 or higher
  2045.  
  2046. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  2047. Endurance
  2048. When the user enters battle with full HP, applies the Enduring effect to it.
  2049. Color Grid: 🟨 Yellow
  2050. 1 or more adjacent tiles must be activated
  2051. Move level must be 3 or higher
  2052.  
  2053. Cell 34 | Cost: 10 Energy, 120 Sync Orb(s)
  2054. Iron Head: Aggravation 1
  2055. Move: Iron Head Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  2056. Color Grid: 🟥 Red
  2057. 1 or more adjacent tiles must be activated
  2058. Move level must be 2 or higher
  2059.  
  2060. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  2061. MAX Double Down 3
  2062. Powers up the user’s max moves that are super effective.
  2063. Color Grid: 🟨 Yellow
  2064. 1 or more adjacent tiles must be activated
  2065. Move level must be 3 or higher
  2066.  
  2067. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  2068. Attack 5
  2069. Attack 5
  2070. Color Grid: 🟦 Blue
  2071. 1 or more adjacent tiles must be activated
  2072.  
  2073. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  2074. Defense 5
  2075. Defense 5
  2076. Color Grid: 🟦 Blue
  2077. 1 or more adjacent tiles must be activated
  2078.  
  2079. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  2080. HP 10
  2081. HP 10
  2082. Color Grid: 🟦 Blue
  2083. 1 or more adjacent tiles must be activated
  2084.  
  2085. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  2086. Sp. Def 5
  2087. Sp. Def 5
  2088. Color Grid: 🟦 Blue
  2089. 1 or more adjacent tiles must be activated
  2090.  
  2091. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  2092. Surging Strikes: Power 1
  2093. Surging Strikes: Power ↑ 1
  2094. Color Grid: 🟩 Green
  2095. 1 or more adjacent tiles must be activated
  2096.  
  2097. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  2098. Surging Strikes: Power 1
  2099. Surging Strikes: Power ↑ 1
  2100. Color Grid: 🟩 Green
  2101. 1 or more adjacent tiles must be activated
  2102.  
  2103. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  2104. Surging Strikes: Power 1
  2105. Surging Strikes: Power ↑ 1
  2106. Color Grid: 🟩 Green
  2107. 1 or more adjacent tiles must be activated
  2108. Move level must be 2 or higher
  2109.  
  2110. Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
  2111. Racing Rain 2
  2112. Quickly charges the move gauge when the weather is rainy.
  2113. Color Grid: 🟨 Yellow
  2114. 1 or more adjacent tiles must be activated
  2115. Move level must be 2 or higher
  2116.  
  2117. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  2118. Flow Like Water!: MP Refresh 2
  2119. Move: Flow Like Water! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2120. Color Grid: 🟥 Red
  2121. 1 or more adjacent tiles must be activated
  2122. Move level must be 2 or higher
  2123.  
  2124. Cell 45 | Cost: 12 Energy, 144 Sync Orb(s)
  2125. Tripping Strike 9
  2126. 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.
  2127. Color Grid: 🟨 Yellow
  2128. 1 or more adjacent tiles must be activated
  2129. Move level must be 3 or higher
  2130.  
  2131. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  2132. Hunter’s Instinct
  2133. The more the target’s Speed is lowered, the more it powers up the user’s moves.
  2134. Color Grid: 🟨 Yellow
  2135. 1 or more adjacent tiles must be activated
  2136. Move level must be 3 or higher
  2137.  
  2138. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  2139. Rapid Mastery Water Impact: Power 25
  2140. Rapid Mastery Water Impact: Power ↑ 25
  2141. Color Grid: 🟪 Purple
  2142. 1 or more adjacent tiles must be activated
  2143. Move level must be 3 or higher
  2144.  
  2145. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  2146. Rapid Mastery Water Impact: Power 25
  2147. Rapid Mastery Water Impact: Power ↑ 25
  2148. Color Grid: 🟪 Purple
  2149. 1 or more adjacent tiles must be activated
  2150. Move level must be 3 or higher
  2151.  
  2152.  
  2153. ====================================================
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