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๐Ÿ”“ All New Sync Grid Expansion v2.5 ๐Ÿ’ 

Jan 25th, 2021
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  1. ๐Ÿ”“ All New Sync Grid Expansion v2.5 ๐Ÿ’ 
  2.  
  3. ๐Ÿค Trainer : Dawn (Palentineโ€™s 2021)
  4. ๐Ÿ’  Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  5. HP 10
  6. HP 10
  7. Color Grid: Blue
  8.  
  9. ๐Ÿ’  Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  10. Sp. Atk 5
  11. Sp. Atk 5
  12. Color Grid: Blue
  13.  
  14. ๐Ÿ’  Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  15. Defense 5
  16. Defense 5
  17. Color Grid: Blue
  18.  
  19. ๐Ÿ’  Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  20. Sp. Atk 5
  21. Sp. Atk 5
  22. Color Grid: Blue
  23.  
  24. ๐Ÿ’  Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  25. Sp. Def 5
  26. Sp. Def 5
  27. Color Grid: Blue
  28.  
  29. ๐Ÿ’  Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  30. Speed 5
  31. Speed 5
  32. Color Grid: Blue
  33.  
  34. ๐Ÿ’  Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  35. Defense 5
  36. Defense 5
  37. Color Grid: Blue
  38. 1 or more adjacent tiles must be activated
  39.  
  40. ๐Ÿ’  Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  41. Speed 5
  42. Speed 5
  43. Color Grid: Blue
  44. 1 or more adjacent tiles must be activated
  45.  
  46. ๐Ÿ’  Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  47. Sp. Atk 5
  48. Sp. Atk 5
  49. Color Grid: Blue
  50. 1 or more adjacent tiles must be activated
  51.  
  52. ๐Ÿ’  Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  53. Sp. Def 5
  54. Sp. Def 5
  55. Color Grid: Blue
  56. 1 or more adjacent tiles must be activated
  57.  
  58. ๐Ÿ’  Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
  59. Dazzling Gleam: Move Gauge Refresh 2
  60. Move: Dazzling Gleam Has a moderate chance of charging the userโ€™s move gauge by one when a move is successful.
  61. Color Grid: Red
  62. 1 or more adjacent tiles must be activated
  63.  
  64. ๐Ÿ’  Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  65. Dazzling Gleam: Power 3
  66. Dazzling Gleam: Power โ†‘ 3
  67. Color Grid: Green
  68. 1 or more adjacent tiles must be activated
  69. Move level must be 2 or higher
  70.  
  71. ๐Ÿ’  Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  72. Dazzling Gleam: Power 3
  73. Dazzling Gleam: Power โ†‘ 3
  74. Color Grid: Green
  75. 1 or more adjacent tiles must be activated
  76.  
  77. ๐Ÿ’  Cell 14 | Cost: 6 Energy, 72 Sync Orb(s)
  78. Dazzling Gleam: Move Gauge Refresh 2
  79. Move: Dazzling Gleam Has a moderate chance of charging the userโ€™s move gauge by one when a move is successful.
  80. Color Grid: Red
  81. 1 or more adjacent tiles must be activated
  82. Move level must be 2 or higher
  83.  
  84. ๐Ÿ’  Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  85. Defense 20
  86. Defense 20
  87. Color Grid: Blue
  88. 1 or more adjacent tiles must be activated
  89. Move level must be 3 or higher
  90.  
  91. ๐Ÿ’  Cell 16 | Cost: 3 Energy, 36 Sync Orb(s)
  92. Dazzling Gleam: Power 3
  93. Dazzling Gleam: Power โ†‘ 3
  94. Color Grid: Green
  95. 1 or more adjacent tiles must be activated
  96. Move level must be 2 or higher
  97.  
  98. ๐Ÿ’  Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  99. Power Posture
  100. The more the targetโ€™s Attack has been lowered, the more it powers up moves.
  101. Color Grid: Yellow
  102. 1 or more adjacent tiles must be activated
  103. Move level must be 3 or higher
  104.  
  105. ๐Ÿ’  Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  106. Speed 5
  107. Speed 5
  108. Color Grid: Blue
  109. 1 or more adjacent tiles must be activated
  110.  
  111. ๐Ÿ’  Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  112. Sp. Def 5
  113. Sp. Def 5
  114. Color Grid: Blue
  115. 1 or more adjacent tiles must be activated
  116.  
  117. ๐Ÿ’  Cell 20 | Cost: 6 Energy, 72 Sync Orb(s)
  118. Charm: Move Gauge Refresh 2
  119. Move: Charm Has a moderate chance of charging the userโ€™s move gauge by one when a move is successful.
  120. Color Grid: Red
  121. 1 or more adjacent tiles must be activated
  122.  
  123. ๐Ÿ’  Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
  124. HP 20
  125. HP 20
  126. Color Grid: Blue
  127. 1 or more adjacent tiles must be activated
  128. Move level must be 2 or higher
  129.  
  130. ๐Ÿ’  Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  131. HP 10
  132. HP 10
  133. Color Grid: Blue
  134. 1 or more adjacent tiles must be activated
  135.  
  136. ๐Ÿ’  Cell 23 | Cost: 6 Energy, 72 Sync Orb(s)
  137. Charm: Move Gauge Refresh 2
  138. Move: Charm Has a moderate chance of charging the userโ€™s move gauge by one when a move is successful.
  139. Color Grid: Red
  140. 1 or more adjacent tiles must be activated
  141. Move level must be 2 or higher
  142.  
  143. ๐Ÿ’  Cell 24 | Cost: 10 Energy, 120 Sync Orb(s)
  144. Healthy Healing
  145. Makes the user gradually heal itself if its HP is full when it enters a battle.
  146. Color Grid: Yellow
  147. 1 or more adjacent tiles must be activated
  148. Move level must be 2 or higher
  149.  
  150. ๐Ÿ’  Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
  151. Dazzling Gleam: Eagle Eye 1
  152. Move: Dazzling Gleam Has a small chance of raising the userโ€™s critical-hit rate when the userโ€™s Pokรฉmon uses a move.
  153. Color Grid: Red
  154. 1 or more adjacent tiles must be activated
  155. Move level must be 3 or higher
  156.  
  157. ๐Ÿ’  Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  158. Dazzling Gleam: Mind Swell 2
  159. Move: Dazzling Gleam Has a moderate chance of raising the userโ€™s Sp. Atk when the userโ€™s Pokรฉmon uses a move.
  160. Color Grid: Red
  161. 1 or more adjacent tiles must be activated
  162. Move level must be 3 or higher
  163.  
  164. ๐Ÿ’  Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  165. Speed 5
  166. Speed 5
  167. Color Grid: Blue
  168. 1 or more adjacent tiles must be activated
  169.  
  170. ๐Ÿ’  Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  171. Sp. Def 5
  172. Sp. Def 5
  173. Color Grid: Blue
  174. 1 or more adjacent tiles must be activated
  175.  
  176. ๐Ÿ’  Cell 29 | Cost: 6 Energy, 72 Sync Orb(s)
  177. Fake Tears: Move Gauge Refresh 2
  178. Move: Fake Tears Has a moderate chance of charging the userโ€™s move gauge by one when a move is successful.
  179. Color Grid: Red
  180. 1 or more adjacent tiles must be activated
  181.  
  182. ๐Ÿ’  Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  183. Dauntless
  184. Sp. Atk cannot be lowered.
  185. Color Grid: Yellow
  186. 1 or more adjacent tiles must be activated
  187.  
  188. ๐Ÿ’  Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  189. HP 10
  190. HP 10
  191. Color Grid: Blue
  192. 1 or more adjacent tiles must be activated
  193. Move level must be 2 or higher
  194.  
  195. ๐Ÿ’  Cell 32 | Cost: 6 Energy, 72 Sync Orb(s)
  196. Fake Tears: Move Gauge Refresh 2
  197. Move: Fake Tears Has a moderate chance of charging the userโ€™s move gauge by one when a move is successful.
  198. Color Grid: Red
  199. 1 or more adjacent tiles must be activated
  200. Move level must be 2 or higher
  201.  
  202. ๐Ÿ’  Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
  203. Speed 20
  204. Speed 20
  205. Color Grid: Blue
  206. 1 or more adjacent tiles must be activated
  207. Move level must be 3 or higher
  208.  
  209. ๐Ÿ’  Cell 34 | Cost: 10 Energy, 120 Sync Orb(s)
  210. Toughen Up 3
  211. Has a moderately good chance of raising the userโ€™s Defense when the user is hit by an attack move.
  212. Color Grid: Yellow
  213. 1 or more adjacent tiles must be activated
  214. Move level must be 2 or higher
  215.  
  216. ๐Ÿ’  Cell 35 | Cost: 9 Energy, 108 Sync Orb(s)
  217. Impose 1
  218. Lowers the evasiveness of all opposing sync pairs when the Pokรฉmon enters a battle.
  219. Color Grid: Yellow
  220. 1 or more adjacent tiles must be activated
  221. Move level must be 3 or higher
  222.  
  223. ๐Ÿ’  Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  224. Speed 5
  225. Speed 5
  226. Color Grid: Blue
  227. 1 or more adjacent tiles must be activated
  228.  
  229. ๐Ÿ’  Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  230. Sp. Def 5
  231. Sp. Def 5
  232. Color Grid: Blue
  233. 1 or more adjacent tiles must be activated
  234.  
  235. ๐Ÿ’  Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  236. Defense 5
  237. Defense 5
  238. Color Grid: Blue
  239. 1 or more adjacent tiles must be activated
  240.  
  241. ๐Ÿ’  Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  242. Sp. Atk 5
  243. Sp. Atk 5
  244. Color Grid: Blue
  245. 1 or more adjacent tiles must be activated
  246.  
  247. ๐Ÿ’  Cell 40 | Cost: 6 Energy, 72 Sync Orb(s)
  248. How Sweet!: MP Refresh 2
  249. Move: How Sweet! Has a moderate chance of restoring one MP of the move used if the move is successful.
  250. Color Grid: Red
  251. 1 or more adjacent tiles must be activated
  252.  
  253. ๐Ÿ’  Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  254. Dazzling Gleam: Power 3
  255. Dazzling Gleam: Power โ†‘ 3
  256. Color Grid: Green
  257. 1 or more adjacent tiles must be activated
  258.  
  259. ๐Ÿ’  Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  260. Dazzling Gleam: Power 3
  261. Dazzling Gleam: Power โ†‘ 3
  262. Color Grid: Green
  263. 1 or more adjacent tiles must be activated
  264. Move level must be 2 or higher
  265.  
  266. ๐Ÿ’  Cell 43 | Cost: 6 Energy, 72 Sync Orb(s)
  267. How Sweet!: MP Refresh 2
  268. Move: How Sweet! Has a moderate chance of restoring one MP of the move used if the move is successful.
  269. Color Grid: Red
  270. 1 or more adjacent tiles must be activated
  271. Move level must be 2 or higher
  272.  
  273. ๐Ÿ’  Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  274. First Aid 4
  275. Restores a bit of the Pokรฉmonโ€™s HP once during battle when the Pokรฉmon is in a pinch.
  276. Color Grid: Yellow
  277. 1 or more adjacent tiles must be activated
  278. Move level must be 2 or higher
  279.  
  280. ๐Ÿ’  Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
  281. Sp. Atk 20
  282. Sp. Atk 20
  283. Color Grid: Blue
  284. 1 or more adjacent tiles must be activated
  285. Move level must be 3 or higher
  286.  
  287. ๐Ÿ’  Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  288. Revenge Boost 3
  289. Has a moderately good chance of charging the userโ€™s move gauge by one when the user is hit by an attack move.
  290. Color Grid: Yellow
  291. 1 or more adjacent tiles must be activated
  292. Move level must be 3 or higher
  293.  
  294. ๐Ÿ’  Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  295. Whipped Cream Fairy Beam: Power 25
  296. Whipped Cream Fairy Beam: Power โ†‘ 25
  297. Color Grid: Purple
  298. 1 or more adjacent tiles must be activated
  299. Move level must be 3 or higher
  300.  
  301. ๐Ÿ’  Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  302. Whipped Cream Fairy Beam: Power 25
  303. Whipped Cream Fairy Beam: Power โ†‘ 25
  304. Color Grid: Purple
  305. 1 or more adjacent tiles must be activated
  306. Move level must be 3 or higher
  307.  
  308. ========================================
  309. ๐Ÿค Trainer : Serena (Palentineโ€™s 2021)
  310. ๐Ÿ’  Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  311. HP 10
  312. HP 10
  313. Color Grid: Blue
  314.  
  315. ๐Ÿ’  Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  316. Sp. Atk 5
  317. Sp. Atk 5
  318. Color Grid: Blue
  319.  
  320. ๐Ÿ’  Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  321. Defense 5
  322. Defense 5
  323. Color Grid: Blue
  324.  
  325. ๐Ÿ’  Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  326. Sp. Atk 5
  327. Sp. Atk 5
  328. Color Grid: Blue
  329.  
  330. ๐Ÿ’  Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  331. Sp. Def 5
  332. Sp. Def 5
  333. Color Grid: Blue
  334.  
  335. ๐Ÿ’  Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  336. Speed 5
  337. Speed 5
  338. Color Grid: Blue
  339.  
  340. ๐Ÿ’  Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  341. Sp. Atk 5
  342. Sp. Atk 5
  343. Color Grid: Blue
  344. 1 or more adjacent tiles must be activated
  345.  
  346. ๐Ÿ’  Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  347. Sp. Def 5
  348. Sp. Def 5
  349. Color Grid: Blue
  350. 1 or more adjacent tiles must be activated
  351.  
  352. ๐Ÿ’  Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  353. Defense 5
  354. Defense 5
  355. Color Grid: Blue
  356. 1 or more adjacent tiles must be activated
  357.  
  358. ๐Ÿ’  Cell 10 | Cost: 6 Energy, 72 Sync Orb(s)
  359. Antitoxin
  360. Prevents the Pokรฉmon from getting poisoned or badly poisoned.
  361. Color Grid: Yellow
  362. 1 or more adjacent tiles must be activated
  363.  
  364. ๐Ÿ’  Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  365. Moonblast: Move Gauge Refresh 3
  366. Move: Moonblast Has a moderately good chance of charging the userโ€™s move gauge by one when a move is successful.
  367. Color Grid: Red
  368. 1 or more adjacent tiles must be activated
  369.  
  370. ๐Ÿ’  Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  371. Moonblast: Power 3
  372. Moonblast: Power โ†‘ 3
  373. Color Grid: Green
  374. 1 or more adjacent tiles must be activated
  375. Move level must be 2 or higher
  376.  
  377. ๐Ÿ’  Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  378. Moonblast: Power 3
  379. Moonblast: Power โ†‘ 3
  380. Color Grid: Green
  381. 1 or more adjacent tiles must be activated
  382.  
  383. ๐Ÿ’  Cell 14 | Cost: 4 Energy, 48 Sync Orb(s)
  384. Speed 10
  385. Speed 10
  386. Color Grid: Blue
  387. 1 or more adjacent tiles must be activated
  388. Move level must be 2 or higher
  389.  
  390. ๐Ÿ’  Cell 15 | Cost: 6 Energy, 72 Sync Orb(s)
  391. HP 30
  392. HP 30
  393. Color Grid: Blue
  394. 1 or more adjacent tiles must be activated
  395. Move level must be 3 or higher
  396.  
  397. ๐Ÿ’  Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
  398. Moonblast: Power 3
  399. Moonblast: Power โ†‘ 3
  400. Color Grid: Green
  401. 1 or more adjacent tiles must be activated
  402. Move level must be 2 or higher
  403.  
  404. ๐Ÿ’  Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  405. Overpower
  406. The more the opponentโ€™s Sp. Atk has been lowered, the more it powers up moves.
  407. Color Grid: Yellow
  408. 1 or more adjacent tiles must be activated
  409. Move level must be 3 or higher
  410.  
  411. ๐Ÿ’  Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  412. Speed 5
  413. Speed 5
  414. Color Grid: Blue
  415. 1 or more adjacent tiles must be activated
  416.  
  417. ๐Ÿ’  Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  418. HP 10
  419. HP 10
  420. Color Grid: Blue
  421. 1 or more adjacent tiles must be activated
  422.  
  423. ๐Ÿ’  Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
  424. Sugar Rush!: MP Refresh 2
  425. Move: Sugar Rush! Has a moderate chance of restoring one MP of the move used if the move is successful.
  426. Color Grid: Red
  427. 1 or more adjacent tiles must be activated
  428.  
  429. ๐Ÿ’  Cell 21 | Cost: 8 Energy, 96 Sync Orb(s)
  430. Speedy Entry 1
  431. Raises the userโ€™s Speed when the Pokรฉmon enters a battle.
  432. Color Grid: Yellow
  433. 1 or more adjacent tiles must be activated
  434. Move level must be 2 or higher
  435.  
  436. ๐Ÿ’  Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  437. Sp. Atk 5
  438. Sp. Atk 5
  439. Color Grid: Blue
  440. 1 or more adjacent tiles must be activated
  441.  
  442. ๐Ÿ’  Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  443. HP 20
  444. HP 20
  445. Color Grid: Blue
  446. 1 or more adjacent tiles must be activated
  447. Move level must be 2 or higher
  448.  
  449. ๐Ÿ’  Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  450. Sp. Def 10
  451. Sp. Def 10
  452. Color Grid: Blue
  453. 1 or more adjacent tiles must be activated
  454. Move level must be 2 or higher
  455.  
  456. ๐Ÿ’  Cell 25 | Cost: 5 Energy, 60 Sync Orb(s)
  457. Haste
  458. Speed cannot be lowered.
  459. Color Grid: Yellow
  460. 1 or more adjacent tiles must be activated
  461. Move level must be 3 or higher
  462.  
  463. ๐Ÿ’  Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  464. Paralysis Synergy 5
  465. Powers up moves when the target is paralyzed.
  466. Color Grid: Yellow
  467. 1 or more adjacent tiles must be activated
  468. Move level must be 3 or higher
  469.  
  470. ๐Ÿ’  Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  471. Speed 5
  472. Speed 5
  473. Color Grid: Blue
  474. 1 or more adjacent tiles must be activated
  475.  
  476. ๐Ÿ’  Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  477. Defense 5
  478. Defense 5
  479. Color Grid: Blue
  480. 1 or more adjacent tiles must be activated
  481.  
  482. ๐Ÿ’  Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
  483. Cotton Spore: Move Gauge Refresh 2
  484. Move: Cotton Spore Has a moderate chance of charging the userโ€™s move gauge by one when a move is successful.
  485. Color Grid: Red
  486. 1 or more adjacent tiles must be activated
  487.  
  488. ๐Ÿ’  Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  489. Moonblast: Power 3
  490. Moonblast: Power โ†‘ 3
  491. Color Grid: Green
  492. 1 or more adjacent tiles must be activated
  493.  
  494. ๐Ÿ’  Cell 31 | Cost: 8 Energy, 96 Sync Orb(s)
  495. Speeding Sun 3
  496. Quickly charges the move gauge when the weather is sunny.
  497. Color Grid: Yellow
  498. 1 or more adjacent tiles must be activated
  499. Move level must be 2 or higher
  500.  
  501. ๐Ÿ’  Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  502. Sp. Atk 10
  503. Sp. Atk 10
  504. Color Grid: Blue
  505. 1 or more adjacent tiles must be activated
  506. Move level must be 2 or higher
  507.  
  508. ๐Ÿ’  Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
  509. Healing Sun 1
  510. Restores the Pokรฉmonโ€™s HP whenever it takes an action while the weather is sunny.
  511. Color Grid: Yellow
  512. 1 or more adjacent tiles must be activated
  513. Move level must be 3 or higher
  514.  
  515. ๐Ÿ’  Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  516. Solar Shield
  517. The Pokรฉmon is not affected by status conditions when the weather is sunny.
  518. Color Grid: Yellow
  519. 1 or more adjacent tiles must be activated
  520. Move level must be 2 or higher
  521.  
  522. ๐Ÿ’  Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  523. Sugar Rush!: Propulsion 2
  524. Move: Sugar Rush! Has a moderate chance of reducing the userโ€™s sync move countdown by one when the userโ€™s move is successful.
  525. Color Grid: Red
  526. 1 or more adjacent tiles must be activated
  527. Move level must be 3 or higher
  528.  
  529. ๐Ÿ’  Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  530. Speed 5
  531. Speed 5
  532. Color Grid: Blue
  533. 1 or more adjacent tiles must be activated
  534.  
  535. ๐Ÿ’  Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  536. Defense 5
  537. Defense 5
  538. Color Grid: Blue
  539. 1 or more adjacent tiles must be activated
  540.  
  541. ๐Ÿ’  Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  542. Sp. Atk 5
  543. Sp. Atk 5
  544. Color Grid: Blue
  545. 1 or more adjacent tiles must be activated
  546.  
  547. ๐Ÿ’  Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  548. Speed 5
  549. Speed 5
  550. Color Grid: Blue
  551. 1 or more adjacent tiles must be activated
  552.  
  553. ๐Ÿ’  Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  554. Stun Spore: Move Gauge Refresh 2
  555. Move: Stun Spore Has a moderate chance of charging the userโ€™s move gauge by one when a move is successful.
  556. Color Grid: Red
  557. 1 or more adjacent tiles must be activated
  558.  
  559. ๐Ÿ’  Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
  560. Dauntless
  561. Sp. Atk cannot be lowered.
  562. Color Grid: Yellow
  563. 1 or more adjacent tiles must be activated
  564.  
  565. ๐Ÿ’  Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
  566. Stun Spore: Troublemaker 1
  567. Move: Stun Spore Raises the chance of success for status moves that inflict status conditions.
  568. Color Grid: Red
  569. 1 or more adjacent tiles must be activated
  570. Move level must be 2 or higher
  571.  
  572. ๐Ÿ’  Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  573. Sp. Def 10
  574. Sp. Def 10
  575. Color Grid: Blue
  576. 1 or more adjacent tiles must be activated
  577. Move level must be 2 or higher
  578.  
  579. ๐Ÿ’  Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  580. Inertia
  581. The higher the userโ€™s Speed, the more it powers up sync moves.
  582. Color Grid: Yellow
  583. 1 or more adjacent tiles must be activated
  584. Move level must be 2 or higher
  585.  
  586. ๐Ÿ’  Cell 45 | Cost: 6 Energy, 72 Sync Orb(s)
  587. Lithe
  588. Prevents the Pokรฉmon from getting paralyzed.
  589. Color Grid: Yellow
  590. 1 or more adjacent tiles must be activated
  591. Move level must be 3 or higher
  592.  
  593. ๐Ÿ’  Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  594. Moonblast: Unhindered
  595. Move: Moonblast When the Pokรฉmon attacks, ignores damage-reducing effects on the opponentโ€™s field of play.
  596. Color Grid: Red
  597. 1 or more adjacent tiles must be activated
  598. Move level must be 3 or higher
  599.  
  600. ๐Ÿ’  Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  601. Semisweet Fairy Beam: Power 25
  602. Semisweet Fairy Beam: Power โ†‘ 25
  603. Color Grid: Purple
  604. 1 or more adjacent tiles must be activated
  605. Move level must be 3 or higher
  606.  
  607. ๐Ÿ’  Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  608. Semisweet Fairy Beam: Power 25
  609. Semisweet Fairy Beam: Power โ†‘ 25
  610. Color Grid: Purple
  611. 1 or more adjacent tiles must be activated
  612. Move level must be 3 or higher
  613.  
  614. ========================================
  615. ๐Ÿค Trainer : Professor Sycamore
  616. ๐Ÿ’  Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  617. HP 10
  618. HP 10
  619. Color Grid: Blue
  620.  
  621. ๐Ÿ’  Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  622. Attack 5
  623. Attack 5
  624. Color Grid: Blue
  625.  
  626. ๐Ÿ’  Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  627. Defense 5
  628. Defense 5
  629. Color Grid: Blue
  630.  
  631. ๐Ÿ’  Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  632. Sp. Atk 5
  633. Sp. Atk 5
  634. Color Grid: Blue
  635.  
  636. ๐Ÿ’  Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  637. Sp. Def 5
  638. Sp. Def 5
  639. Color Grid: Blue
  640.  
  641. ๐Ÿ’  Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  642. Speed 5
  643. Speed 5
  644. Color Grid: Blue
  645.  
  646. ๐Ÿ’  Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  647. Defense 5
  648. Defense 5
  649. Color Grid: Blue
  650. 1 or more adjacent tiles must be activated
  651.  
  652. ๐Ÿ’  Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  653. Attack 5
  654. Attack 5
  655. Color Grid: Blue
  656. 1 or more adjacent tiles must be activated
  657.  
  658. ๐Ÿ’  Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  659. Sp. Def 5
  660. Sp. Def 5
  661. Color Grid: Blue
  662. 1 or more adjacent tiles must be activated
  663.  
  664. ๐Ÿ’  Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  665. Sp. Atk 5
  666. Sp. Atk 5
  667. Color Grid: Blue
  668. 1 or more adjacent tiles must be activated
  669.  
  670. ๐Ÿ’  Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  671. Moonblast: Move Gauge Refresh 3
  672. Move: Moonblast Has a moderately good chance of charging the userโ€™s move gauge by one when a move is successful.
  673. Color Grid: Red
  674. 1 or more adjacent tiles must be activated
  675.  
  676. ๐Ÿ’  Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  677. Moonblast: Power 3
  678. Moonblast: Power โ†‘ 3
  679. Color Grid: Green
  680. 1 or more adjacent tiles must be activated
  681. Move level must be 2 or higher
  682.  
  683. ๐Ÿ’  Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  684. Moonblast: Power 3
  685. Moonblast: Power โ†‘ 3
  686. Color Grid: Green
  687. 1 or more adjacent tiles must be activated
  688.  
  689. ๐Ÿ’  Cell 14 | Cost: 4 Energy, 48 Sync Orb(s)
  690. Moonblast: Power 3
  691. Moonblast: Power โ†‘ 3
  692. Color Grid: Green
  693. 1 or more adjacent tiles must be activated
  694. Move level must be 2 or higher
  695.  
  696. ๐Ÿ’  Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  697. Force Field 1
  698. Has a small chance of raising the Sp. Def of all allied sync pairs when the userโ€™s Pokรฉmon uses a move.
  699. Color Grid: Yellow
  700. 1 or more adjacent tiles must be activated
  701. Move level must be 3 or higher
  702.  
  703. ๐Ÿ’  Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
  704. Speed 10
  705. Speed 10
  706. Color Grid: Blue
  707. 1 or more adjacent tiles must be activated
  708. Move level must be 2 or higher
  709.  
  710. ๐Ÿ’  Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
  711. Moonblast: On a Roll 1
  712. Move: Moonblast Raises the chance of lowering stat values with the additional effects of moves.
  713. Color Grid: Red
  714. 1 or more adjacent tiles must be activated
  715. Move level must be 3 or higher
  716.  
  717. ๐Ÿ’  Cell 18 | Cost: 4 Energy, 48 Sync Orb(s)
  718. HP 10
  719. HP 10
  720. Color Grid: Blue
  721. 1 or more adjacent tiles must be activated
  722.  
  723. ๐Ÿ’  Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  724. Dazzling Gleam: Power 4
  725. Dazzling Gleam: Power โ†‘ 4
  726. Color Grid: Green
  727. 1 or more adjacent tiles must be activated
  728.  
  729. ๐Ÿ’  Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  730. Defense 5
  731. Defense 5
  732. Color Grid: Blue
  733. 1 or more adjacent tiles must be activated
  734.  
  735. ๐Ÿ’  Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
  736. Dazzling Gleam: Move Gauge Refresh 3
  737. Move: Dazzling Gleam Has a moderately good chance of charging the userโ€™s move gauge by one when a move is successful.
  738. Color Grid: Red
  739. 1 or more adjacent tiles must be activated
  740.  
  741. ๐Ÿ’  Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  742. Dazzling Gleam: Power 4
  743. Dazzling Gleam: Power โ†‘ 4
  744. Color Grid: Green
  745. 1 or more adjacent tiles must be activated
  746. Move level must be 2 or higher
  747.  
  748. ๐Ÿ’  Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  749. Horn Leech: Power 3
  750. Horn Leech: Power โ†‘ 3
  751. Color Grid: Green
  752. 1 or more adjacent tiles must be activated
  753. Move level must be 2 or higher
  754.  
  755. ๐Ÿ’  Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
  756. Dazzling Gleam: Power 4
  757. Dazzling Gleam: Power โ†‘ 4
  758. Color Grid: Green
  759. 1 or more adjacent tiles must be activated
  760. Move level must be 2 or higher
  761.  
  762. ๐Ÿ’  Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  763. Revenge Boost 4
  764. Has a good chance of charging the userโ€™s move gauge by one when the user is hit by an attack move.
  765. Color Grid: Yellow
  766. 1 or more adjacent tiles must be activated
  767. Move level must be 3 or higher
  768.  
  769. ๐Ÿ’  Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  770. HP 40
  771. HP 40
  772. Color Grid: Blue
  773. 1 or more adjacent tiles must be activated
  774. Move level must be 3 or higher
  775.  
  776. ๐Ÿ’  Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  777. Defense 5
  778. Defense 5
  779. Color Grid: Blue
  780. 1 or more adjacent tiles must be activated
  781.  
  782. ๐Ÿ’  Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  783. Sp. Def 5
  784. Sp. Def 5
  785. Color Grid: Blue
  786. 1 or more adjacent tiles must be activated
  787.  
  788. ๐Ÿ’  Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  789. Speed 5
  790. Speed 5
  791. Color Grid: Blue
  792. 1 or more adjacent tiles must be activated
  793.  
  794. ๐Ÿ’  Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  795. Sp. Atk 5
  796. Sp. Atk 5
  797. Color Grid: Blue
  798. 1 or more adjacent tiles must be activated
  799.  
  800. ๐Ÿ’  Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  801. Horn Leech: Move Gauge Refresh 3
  802. Move: Horn Leech Has a moderately good chance of charging the userโ€™s move gauge by one when a move is successful.
  803. Color Grid: Red
  804. 1 or more adjacent tiles must be activated
  805.  
  806. ๐Ÿ’  Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  807. Horn Leech: Power 3
  808. Horn Leech: Power โ†‘ 3
  809. Color Grid: Green
  810. 1 or more adjacent tiles must be activated
  811. Move level must be 2 or higher
  812.  
  813. ๐Ÿ’  Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
  814. Horn Leech: Power 3
  815. Horn Leech: Power โ†‘ 3
  816. Color Grid: Green
  817. 1 or more adjacent tiles must be activated
  818.  
  819. ๐Ÿ’  Cell 34 | Cost: 4 Energy, 48 Sync Orb(s)
  820. Horn Leech: Power 3
  821. Horn Leech: Power โ†‘ 3
  822. Color Grid: Green
  823. 1 or more adjacent tiles must be activated
  824. Move level must be 2 or higher
  825.  
  826. ๐Ÿ’  Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
  827. Attack 20
  828. Attack 20
  829. Color Grid: Blue
  830. 1 or more adjacent tiles must be activated
  831. Move level must be 3 or higher
  832.  
  833. ๐Ÿ’  Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
  834. Horn Leech: Master Healer 1
  835. Move: Horn Leech Increases the amount of HP restored by the userโ€™s healing moves.
  836. Color Grid: Red
  837. 1 or more adjacent tiles must be activated
  838. Move level must be 2 or higher
  839.  
  840. ๐Ÿ’  Cell 37 | Cost: 8 Energy, 96 Sync Orb(s)
  841. Horn Leech: Master Healer 1
  842. Move: Horn Leech Increases the amount of HP restored by the userโ€™s healing moves.
  843. Color Grid: Red
  844. 1 or more adjacent tiles must be activated
  845. Move level must be 3 or higher
  846.  
  847. ๐Ÿ’  Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  848. Sp. Def 5
  849. Sp. Def 5
  850. Color Grid: Blue
  851. 1 or more adjacent tiles must be activated
  852.  
  853. ๐Ÿ’  Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  854. Speed 5
  855. Speed 5
  856. Color Grid: Blue
  857. 1 or more adjacent tiles must be activated
  858.  
  859. ๐Ÿ’  Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  860. Dazzling Gleam: Power 4
  861. Dazzling Gleam: Power โ†‘ 4
  862. Color Grid: Green
  863. 1 or more adjacent tiles must be activated
  864.  
  865. ๐Ÿ’  Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
  866. The World Is Vast!: MP Refresh 2
  867. Move: The World Is Vast! Has a moderate chance of restoring one MP of the move used if the move is successful.
  868. Color Grid: Red
  869. 1 or more adjacent tiles must be activated
  870.  
  871. ๐Ÿ’  Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  872. Moonblast: Power 3
  873. Moonblast: Power โ†‘ 3
  874. Color Grid: Green
  875. 1 or more adjacent tiles must be activated
  876. Move level must be 2 or higher
  877.  
  878. ๐Ÿ’  Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
  879. Dazzling Gleam: Power 4
  880. Dazzling Gleam: Power โ†‘ 4
  881. Color Grid: Green
  882. 1 or more adjacent tiles must be activated
  883. Move level must be 2 or higher
  884.  
  885. ๐Ÿ’  Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  886. Sp. Atk 10
  887. Sp. Atk 10
  888. Color Grid: Blue
  889. 1 or more adjacent tiles must be activated
  890. Move level must be 2 or higher
  891.  
  892. ๐Ÿ’  Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  893. Healing Hand 2
  894. Has a moderate chance of removing all status conditions of all allied sync pairs after the Pokรฉmon uses a move.
  895. Color Grid: Yellow
  896. 1 or more adjacent tiles must be activated
  897. Move level must be 3 or higher
  898.  
  899. ๐Ÿ’  Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
  900. Impervious
  901. Stats cannot be lowered.
  902. Color Grid: Yellow
  903. 1 or more adjacent tiles must be activated
  904. Move level must be 3 or higher
  905.  
  906. ๐Ÿ’  Cell 47 | Cost: 12 Energy, 144 Sync Orb(s)
  907. Adrenaline 1
  908. Reduces the sync move countdown by one when a sync move is used for the first time.
  909. Color Grid: Yellow
  910. 1 or more adjacent tiles must be activated
  911. Move level must be 3 or higher
  912.  
  913. ๐Ÿ’  Cell 48 | Cost: 10 Energy, 120 Sync Orb(s)
  914. Recuperation 1
  915. Restores the userโ€™s HP after using a sync move.
  916. Color Grid: Yellow
  917. 1 or more adjacent tiles must be activated
  918. Move level must be 3 or higher
  919.  
  920. ========================================
  921. ๐Ÿค Trainer : Lysandre
  922. ๐Ÿ’  Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  923. HP 10
  924. HP 10
  925. Color Grid: Blue
  926.  
  927. ๐Ÿ’  Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  928. Sp. Atk 5
  929. Sp. Atk 5
  930. Color Grid: Blue
  931.  
  932. ๐Ÿ’  Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  933. Defense 5
  934. Defense 5
  935. Color Grid: Blue
  936.  
  937. ๐Ÿ’  Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  938. Sp. Atk 5
  939. Sp. Atk 5
  940. Color Grid: Blue
  941.  
  942. ๐Ÿ’  Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  943. Sp. Def 5
  944. Sp. Def 5
  945. Color Grid: Blue
  946.  
  947. ๐Ÿ’  Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  948. Speed 5
  949. Speed 5
  950. Color Grid: Blue
  951.  
  952. ๐Ÿ’  Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  953. Sp. Atk 5
  954. Sp. Atk 5
  955. Color Grid: Blue
  956. 1 or more adjacent tiles must be activated
  957.  
  958. ๐Ÿ’  Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  959. Defense 5
  960. Defense 5
  961. Color Grid: Blue
  962. 1 or more adjacent tiles must be activated
  963.  
  964. ๐Ÿ’  Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  965. Sp. Def 5
  966. Sp. Def 5
  967. Color Grid: Blue
  968. 1 or more adjacent tiles must be activated
  969.  
  970. ๐Ÿ’  Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  971. Speed 5
  972. Speed 5
  973. Color Grid: Blue
  974. 1 or more adjacent tiles must be activated
  975.  
  976. ๐Ÿ’  Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  977. Oblivion Wing: Power 2
  978. Oblivion Wing: Power โ†‘ 2
  979. Color Grid: Green
  980. 1 or more adjacent tiles must be activated
  981.  
  982. ๐Ÿ’  Cell 12 | Cost: 7 Energy, 84 Sync Orb(s)
  983. Oblivion Wing: Move Gauge Refresh 3
  984. Move: Oblivion Wing Has a moderately good chance of charging the userโ€™s move gauge by one when a move is successful.
  985. Color Grid: Red
  986. 1 or more adjacent tiles must be activated
  987.  
  988. ๐Ÿ’  Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  989. Oblivion Wing: Power 3
  990. Oblivion Wing: Power โ†‘ 3
  991. Color Grid: Green
  992. 1 or more adjacent tiles must be activated
  993. Move level must be 2 or higher
  994.  
  995. ๐Ÿ’  Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  996. Oblivion Wing: Move Gauge Refresh 3
  997. Move: Oblivion Wing Has a moderately good chance of charging the userโ€™s move gauge by one when a move is successful.
  998. Color Grid: Red
  999. 1 or more adjacent tiles must be activated
  1000. Move level must be 2 or higher
  1001.  
  1002. ๐Ÿ’  Cell 15 | Cost: 4 Energy, 48 Sync Orb(s)
  1003. Oblivion Wing: Power 3
  1004. Oblivion Wing: Power โ†‘ 3
  1005. Color Grid: Green
  1006. 1 or more adjacent tiles must be activated
  1007. Move level must be 2 or higher
  1008.  
  1009. ๐Ÿ’  Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  1010. HP Advantage 2
  1011. The more HP the user has remaining, the more it powers up moves.
  1012. Color Grid: Yellow
  1013. 1 or more adjacent tiles must be activated
  1014. Move level must be 3 or higher
  1015.  
  1016. ๐Ÿ’  Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1017. Sharp Entry 1
  1018. Raises the userโ€™s critical-hit rate when the Pokรฉmon enters a battle.
  1019. Color Grid: Yellow
  1020. 1 or more adjacent tiles must be activated
  1021. Move level must be 3 or higher
  1022.  
  1023. ๐Ÿ’  Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1024. HP 10
  1025. HP 10
  1026. Color Grid: Blue
  1027. 1 or more adjacent tiles must be activated
  1028.  
  1029. ๐Ÿ’  Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1030. Speed 5
  1031. Speed 5
  1032. Color Grid: Blue
  1033. 1 or more adjacent tiles must be activated
  1034.  
  1035. ๐Ÿ’  Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1036. Sp. Atk 5
  1037. Sp. Atk 5
  1038. Color Grid: Blue
  1039. 1 or more adjacent tiles must be activated
  1040.  
  1041. ๐Ÿ’  Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  1042. Defense 5
  1043. Defense 5
  1044. Color Grid: Blue
  1045. 1 or more adjacent tiles must be activated
  1046.  
  1047. ๐Ÿ’  Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  1048. Dark Pulse: Power 3
  1049. Dark Pulse: Power โ†‘ 3
  1050. Color Grid: Green
  1051. 1 or more adjacent tiles must be activated
  1052.  
  1053. ๐Ÿ’  Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  1054. Dark Pulse: Move Gauge Refresh 2
  1055. Move: Dark Pulse Has a moderate chance of charging the userโ€™s move gauge by one when a move is successful.
  1056. Color Grid: Red
  1057. 1 or more adjacent tiles must be activated
  1058.  
  1059. ๐Ÿ’  Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  1060. Dark Pulse: Power 3
  1061. Dark Pulse: Power โ†‘ 3
  1062. Color Grid: Green
  1063. 1 or more adjacent tiles must be activated
  1064. Move level must be 2 or higher
  1065.  
  1066. ๐Ÿ’  Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  1067. Dark Pulse: Move Gauge Refresh 2
  1068. Move: Dark Pulse Has a moderate chance of charging the userโ€™s move gauge by one when a move is successful.
  1069. Color Grid: Red
  1070. 1 or more adjacent tiles must be activated
  1071. Move level must be 2 or higher
  1072.  
  1073. ๐Ÿ’  Cell 26 | Cost: 4 Energy, 48 Sync Orb(s)
  1074. Dark Pulse: Power 3
  1075. Dark Pulse: Power โ†‘ 3
  1076. Color Grid: Green
  1077. 1 or more adjacent tiles must be activated
  1078. Move level must be 2 or higher
  1079.  
  1080. ๐Ÿ’  Cell 27 | Cost: 8 Energy, 96 Sync Orb(s)
  1081. Dark Pulse: Aggravation 1
  1082. Move: Dark Pulse Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  1083. Color Grid: Red
  1084. 1 or more adjacent tiles must be activated
  1085. Move level must be 3 or higher
  1086.  
  1087. ๐Ÿ’  Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  1088. Harry 2
  1089. Powers up moves when the target is flinching.
  1090. Color Grid: Yellow
  1091. 1 or more adjacent tiles must be activated
  1092. Move level must be 3 or higher
  1093.  
  1094. ๐Ÿ’  Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1095. Speed 5
  1096. Speed 5
  1097. Color Grid: Blue
  1098. 1 or more adjacent tiles must be activated
  1099.  
  1100. ๐Ÿ’  Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  1101. Dark Pulse: Power 3
  1102. Dark Pulse: Power โ†‘ 3
  1103. Color Grid: Green
  1104. 1 or more adjacent tiles must be activated
  1105.  
  1106. ๐Ÿ’  Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  1107. End the World!: MP Refresh 2
  1108. Move: End the World! Has a moderate chance of restoring one MP of the move used if the move is successful.
  1109. Color Grid: Red
  1110. 1 or more adjacent tiles must be activated
  1111.  
  1112. ๐Ÿ’  Cell 32 | Cost: 5 Energy, 60 Sync Orb(s)
  1113. Unflappable
  1114. Prevents the Pokรฉmon from flinching.
  1115. Color Grid: Yellow
  1116. 1 or more adjacent tiles must be activated
  1117.  
  1118. ๐Ÿ’  Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
  1119. HP 20
  1120. HP 20
  1121. Color Grid: Blue
  1122. 1 or more adjacent tiles must be activated
  1123. Move level must be 2 or higher
  1124.  
  1125. ๐Ÿ’  Cell 34 | Cost: 4 Energy, 48 Sync Orb(s)
  1126. Dark Pulse: Power 3
  1127. Dark Pulse: Power โ†‘ 3
  1128. Color Grid: Green
  1129. 1 or more adjacent tiles must be activated
  1130. Move level must be 2 or higher
  1131.  
  1132. ๐Ÿ’  Cell 35 | Cost: 4 Energy, 48 Sync Orb(s)
  1133. Speed 10
  1134. Speed 10
  1135. Color Grid: Blue
  1136. 1 or more adjacent tiles must be activated
  1137. Move level must be 2 or higher
  1138.  
  1139. ๐Ÿ’  Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
  1140. Dark Pulse: Aggravation 1
  1141. Move: Dark Pulse Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  1142. Color Grid: Red
  1143. 1 or more adjacent tiles must be activated
  1144. Move level must be 3 or higher
  1145.  
  1146. ๐Ÿ’  Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1147. Stat Reboot 4
  1148. Once per battle, has a good chance of returning the userโ€™s lowered stats to normal when in a pinch.
  1149. Color Grid: Yellow
  1150. 1 or more adjacent tiles must be activated
  1151. Move level must be 3 or higher
  1152.  
  1153. ๐Ÿ’  Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1154. Sp. Atk 5
  1155. Sp. Atk 5
  1156. Color Grid: Blue
  1157. 1 or more adjacent tiles must be activated
  1158.  
  1159. ๐Ÿ’  Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
  1160. Oblivion Wing: Power 2
  1161. Oblivion Wing: Power โ†‘ 2
  1162. Color Grid: Green
  1163. 1 or more adjacent tiles must be activated
  1164.  
  1165. ๐Ÿ’  Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  1166. X Sp. Atk: MP Refresh 2
  1167. Move: X Sp. Atk Has a moderate chance of restoring one MP of the move used if the move is successful.
  1168. Color Grid: Red
  1169. 1 or more adjacent tiles must be activated
  1170.  
  1171. ๐Ÿ’  Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  1172. Defense 5
  1173. Defense 5
  1174. Color Grid: Blue
  1175. 1 or more adjacent tiles must be activated
  1176.  
  1177. ๐Ÿ’  Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  1178. HP 20
  1179. HP 20
  1180. Color Grid: Blue
  1181. 1 or more adjacent tiles must be activated
  1182. Move level must be 2 or higher
  1183.  
  1184. ๐Ÿ’  Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  1185. Oblivion Wing: Power 3
  1186. Oblivion Wing: Power โ†‘ 3
  1187. Color Grid: Green
  1188. 1 or more adjacent tiles must be activated
  1189. Move level must be 2 or higher
  1190.  
  1191. ๐Ÿ’  Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  1192. Sp. Def 10
  1193. Sp. Def 10
  1194. Color Grid: Blue
  1195. 1 or more adjacent tiles must be activated
  1196. Move level must be 2 or higher
  1197.  
  1198. ๐Ÿ’  Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1199. Healthy Buffer 5
  1200. Reduces damage when the user is hit by an attack move when its HP is full.
  1201. Color Grid: Yellow
  1202. 1 or more adjacent tiles must be activated
  1203. Move level must be 3 or higher
  1204.  
  1205. ๐Ÿ’  Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1206. Rejuvenate 6
  1207. Charges the userโ€™s move gauge by six after using a sync move.
  1208. Color Grid: Yellow
  1209. 1 or more adjacent tiles must be activated
  1210. Move level must be 3 or higher
  1211.  
  1212. ๐Ÿ’  Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1213. Cleansing Oblivion Wing: Power 25
  1214. Cleansing Oblivion Wing: Power โ†‘ 25
  1215. Color Grid: Purple
  1216. 1 or more adjacent tiles must be activated
  1217. Move level must be 3 or higher
  1218.  
  1219. ๐Ÿ’  Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1220. Cleansing Oblivion Wing: Power 25
  1221. Cleansing Oblivion Wing: Power โ†‘ 25
  1222. Color Grid: Purple
  1223. 1 or more adjacent tiles must be activated
  1224. Move level must be 3 or higher
  1225.  
  1226. ========================================
  1227. ๐Ÿค Trainer : Piers
  1228. ๐Ÿ’  Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1229. HP 10
  1230. HP 10
  1231. Color Grid: Blue
  1232.  
  1233. ๐Ÿ’  Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1234. Attack 5
  1235. Attack 5
  1236. Color Grid: Blue
  1237.  
  1238. ๐Ÿ’  Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1239. Defense 5
  1240. Defense 5
  1241. Color Grid: Blue
  1242.  
  1243. ๐Ÿ’  Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1244. Attack 5
  1245. Attack 5
  1246. Color Grid: Blue
  1247.  
  1248. ๐Ÿ’  Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1249. Sp. Def 5
  1250. Sp. Def 5
  1251. Color Grid: Blue
  1252.  
  1253. ๐Ÿ’  Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1254. Speed 5
  1255. Speed 5
  1256. Color Grid: Blue
  1257.  
  1258. ๐Ÿ’  Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1259. Defense 5
  1260. Defense 5
  1261. Color Grid: Blue
  1262. 1 or more adjacent tiles must be activated
  1263.  
  1264. ๐Ÿ’  Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1265. HP 10
  1266. HP 10
  1267. Color Grid: Blue
  1268. 1 or more adjacent tiles must be activated
  1269.  
  1270. ๐Ÿ’  Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1271. Sp. Def 5
  1272. Sp. Def 5
  1273. Color Grid: Blue
  1274. 1 or more adjacent tiles must be activated
  1275.  
  1276. ๐Ÿ’  Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
  1277. Unbending
  1278. Defense cannot be lowered.
  1279. Color Grid: Yellow
  1280. 1 or more adjacent tiles must be activated
  1281.  
  1282. ๐Ÿ’  Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  1283. Shout My Name!: MP Refresh 3
  1284. Move: Shout My Name! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  1285. Color Grid: Red
  1286. 1 or more adjacent tiles must be activated
  1287.  
  1288. ๐Ÿ’  Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  1289. Speed 10
  1290. Speed 10
  1291. Color Grid: Blue
  1292. 1 or more adjacent tiles must be activated
  1293. Move level must be 2 or higher
  1294.  
  1295. ๐Ÿ’  Cell 13 | Cost: 2 Energy, 24 Sync Orb(s)
  1296. Sp. Def 5
  1297. Sp. Def 5
  1298. Color Grid: Blue
  1299. 1 or more adjacent tiles must be activated
  1300.  
  1301. ๐Ÿ’  Cell 14 | Cost: 4 Energy, 48 Sync Orb(s)
  1302. Attack 10
  1303. Attack 10
  1304. Color Grid: Blue
  1305. 1 or more adjacent tiles must be activated
  1306. Move level must be 2 or higher
  1307.  
  1308. ๐Ÿ’  Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  1309. Outrun 3
  1310. Quickly charges the move gauge when the Pokรฉmon is affected by a status condition.
  1311. Color Grid: Yellow
  1312. 1 or more adjacent tiles must be activated
  1313. Move level must be 3 or higher
  1314.  
  1315. ๐Ÿ’  Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  1316. On the Ropes 3
  1317. Reduces damage when the Pokรฉmon is in a pinch and is hit by a physical attack move.
  1318. Color Grid: Yellow
  1319. 1 or more adjacent tiles must be activated
  1320. Move level must be 2 or higher
  1321.  
  1322. ๐Ÿ’  Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1323. Unyielding 3
  1324. When the user has endured the most recent hit and has 1 HP remaining, has a moderately good chance of allowing the user to endure an additional hit that would reduce it to 0 HP.
  1325. Color Grid: Yellow
  1326. 1 or more adjacent tiles must be activated
  1327. Move level must be 3 or higher
  1328.  
  1329. ๐Ÿ’  Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1330. Speed 5
  1331. Speed 5
  1332. Color Grid: Blue
  1333. 1 or more adjacent tiles must be activated
  1334.  
  1335. ๐Ÿ’  Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
  1336. Night Slash: Power 3
  1337. Night Slash: Power โ†‘ 3
  1338. Color Grid: Green
  1339. 1 or more adjacent tiles must be activated
  1340.  
  1341. ๐Ÿ’  Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1342. Sp. Def 5
  1343. Sp. Def 5
  1344. Color Grid: Blue
  1345. 1 or more adjacent tiles must be activated
  1346.  
  1347. ๐Ÿ’  Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
  1348. Night Slash: Move Gauge Refresh 3
  1349. Move: Night Slash Has a moderately good chance of charging the userโ€™s move gauge by one when a move is successful.
  1350. Color Grid: Red
  1351. 1 or more adjacent tiles must be activated
  1352.  
  1353. ๐Ÿ’  Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  1354. Night Slash: Power 3
  1355. Night Slash: Power โ†‘ 3
  1356. Color Grid: Green
  1357. 1 or more adjacent tiles must be activated
  1358. Move level must be 2 or higher
  1359.  
  1360. ๐Ÿ’  Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  1361. Night Slash: Power 3
  1362. Night Slash: Power โ†‘ 3
  1363. Color Grid: Green
  1364. 1 or more adjacent tiles must be activated
  1365. Move level must be 2 or higher
  1366.  
  1367. ๐Ÿ’  Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  1368. HP 20
  1369. HP 20
  1370. Color Grid: Blue
  1371. 1 or more adjacent tiles must be activated
  1372. Move level must be 2 or higher
  1373.  
  1374. ๐Ÿ’  Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  1375. Critical Strike 1
  1376. Powers up attacks if they become critical hits.
  1377. Color Grid: Yellow
  1378. 1 or more adjacent tiles must be activated
  1379. Move level must be 3 or higher
  1380.  
  1381. ๐Ÿ’  Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  1382. Sp. Def 20
  1383. Sp. Def 20
  1384. Color Grid: Blue
  1385. 1 or more adjacent tiles must be activated
  1386. Move level must be 3 or higher
  1387.  
  1388. ๐Ÿ’  Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1389. Defense 5
  1390. Defense 5
  1391. Color Grid: Blue
  1392. 1 or more adjacent tiles must be activated
  1393.  
  1394. ๐Ÿ’  Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  1395. Attack 5
  1396. Attack 5
  1397. Color Grid: Blue
  1398. 1 or more adjacent tiles must be activated
  1399.  
  1400. ๐Ÿ’  Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1401. Speed 5
  1402. Speed 5
  1403. Color Grid: Blue
  1404. 1 or more adjacent tiles must be activated
  1405.  
  1406. ๐Ÿ’  Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  1407. Sp. Def 5
  1408. Sp. Def 5
  1409. Color Grid: Blue
  1410. 1 or more adjacent tiles must be activated
  1411.  
  1412. ๐Ÿ’  Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  1413. Obstruct: MP Refresh 2
  1414. Move: Obstruct Has a moderate chance of restoring one MP of the move used if the move is successful.
  1415. Color Grid: Red
  1416. 1 or more adjacent tiles must be activated
  1417.  
  1418. ๐Ÿ’  Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  1419. Speed 10
  1420. Speed 10
  1421. Color Grid: Blue
  1422. 1 or more adjacent tiles must be activated
  1423. Move level must be 2 or higher
  1424.  
  1425. ๐Ÿ’  Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
  1426. Night Slash: Power 3
  1427. Night Slash: Power โ†‘ 3
  1428. Color Grid: Green
  1429. 1 or more adjacent tiles must be activated
  1430.  
  1431. ๐Ÿ’  Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  1432. Obstruct: Move Gauge Refresh 3
  1433. Move: Obstruct Has a moderately good chance of charging the userโ€™s move gauge by one when a move is successful.
  1434. Color Grid: Red
  1435. 1 or more adjacent tiles must be activated
  1436. Move level must be 2 or higher
  1437.  
  1438. ๐Ÿ’  Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
  1439. Block and Heal 1
  1440. Has a small chance of restoring the userโ€™s HP when the user nullifies an opponentโ€™s move while in a defensive posture.
  1441. Color Grid: Yellow
  1442. 1 or more adjacent tiles must be activated
  1443. Move level must be 3 or higher
  1444.  
  1445. ๐Ÿ’  Cell 36 | Cost: 7 Energy, 84 Sync Orb(s)
  1446. Obstruct: MP Refresh 2
  1447. Move: Obstruct Has a moderate chance of restoring one MP of the move used if the move is successful.
  1448. Color Grid: Red
  1449. 1 or more adjacent tiles must be activated
  1450. Move level must be 2 or higher
  1451.  
  1452. ๐Ÿ’  Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1453. Block and Lunge 1
  1454. Has a small chance of reducing the userโ€™s sync move countdown by one when the user nullifies an opponentโ€™s move while in a defensive posture.
  1455. Color Grid: Yellow
  1456. 1 or more adjacent tiles must be activated
  1457. Move level must be 3 or higher
  1458.  
  1459. ๐Ÿ’  Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1460. HP 10
  1461. HP 10
  1462. Color Grid: Blue
  1463. 1 or more adjacent tiles must be activated
  1464.  
  1465. ๐Ÿ’  Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1466. Defense 5
  1467. Defense 5
  1468. Color Grid: Blue
  1469. 1 or more adjacent tiles must be activated
  1470.  
  1471. ๐Ÿ’  Cell 40 | Cost: 4 Energy, 48 Sync Orb(s)
  1472. Stalwart
  1473. Sp. Def cannot be lowered.
  1474. Color Grid: Yellow
  1475. 1 or more adjacent tiles must be activated
  1476.  
  1477. ๐Ÿ’  Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
  1478. Dire Hit All +: MP Refresh 2
  1479. Move: Dire Hit All + Has a moderate chance of restoring one MP of the move used if the move is successful.
  1480. Color Grid: Red
  1481. 1 or more adjacent tiles must be activated
  1482.  
  1483. ๐Ÿ’  Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  1484. Defense 20
  1485. Defense 20
  1486. Color Grid: Blue
  1487. 1 or more adjacent tiles must be activated
  1488. Move level must be 2 or higher
  1489.  
  1490. ๐Ÿ’  Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  1491. Speed 10
  1492. Speed 10
  1493. Color Grid: Blue
  1494. 1 or more adjacent tiles must be activated
  1495. Move level must be 2 or higher
  1496.  
  1497. ๐Ÿ’  Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  1498. Defense 10
  1499. Defense 10
  1500. Color Grid: Blue
  1501. 1 or more adjacent tiles must be activated
  1502. Move level must be 2 or higher
  1503.  
  1504. ๐Ÿ’  Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1505. Gritty 5
  1506. Powers up moves if the Pokรฉmon is affected by a status condition.
  1507. Color Grid: Yellow
  1508. 1 or more adjacent tiles must be activated
  1509. Move level must be 3 or higher
  1510.  
  1511. ๐Ÿ’  Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
  1512. Power Reserves 3
  1513. Powers up moves in a pinch.
  1514. Color Grid: Yellow
  1515. 1 or more adjacent tiles must be activated
  1516. Move level must be 3 or higher
  1517.  
  1518. ๐Ÿ’  Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1519. No Encores Throat Chop: Power 25
  1520. No Encores Throat Chop: Power โ†‘ 25
  1521. Color Grid: Purple
  1522. 1 or more adjacent tiles must be activated
  1523. Move level must be 3 or higher
  1524.  
  1525. ๐Ÿ’  Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1526. No Encores Throat Chop: Power 25
  1527. No Encores Throat Chop: Power โ†‘ 25
  1528. Color Grid: Purple
  1529. 1 or more adjacent tiles must be activated
  1530. Move level must be 3 or higher
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