Guest User

Wallace Sync Grid

a guest
Apr 27th, 2020
131
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.06 KB | None | 0 0
  1. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  2. HP 10
  3. HP 10
  4.  
  5. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  6. Sp. Atk 5
  7. Sp. Atk 5
  8.  
  9. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  10. Defense 5
  11. Defense 5
  12.  
  13. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  14. Sp. Atk 5
  15. Sp. Atk 5
  16.  
  17. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  18. Sp. Def 5
  19. Sp. Def 5
  20.  
  21. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  22. Speed 5
  23. Speed 5
  24.  
  25. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  26. Sp. Atk 5
  27. Sp. Atk 5
  28. 1 or more adjacent tiles must be activated
  29.  
  30. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  31. Speed 5
  32. Speed 5
  33. 1 or more adjacent tiles must be activated
  34.  
  35. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  36. HP 10
  37. HP 10
  38. 1 or more adjacent tiles must be activated
  39.  
  40. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  41. Mirror Coat: Power 10
  42. Mirror Coat: Power ↑ 10
  43. 1 or more adjacent tiles must be activated
  44.  
  45. Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
  46. Mirror Coat: Move Gauge Refresh 3
  47. Move: Mirror Coat Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  48. 1 or more adjacent tiles must be activated
  49.  
  50. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  51. Mirror Coat: Power 20
  52. Mirror Coat: Power ↑ 20
  53. 1 or more adjacent tiles must be activated
  54. Move level must be 2 or higher
  55.  
  56. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  57. Mirror Coat: Power 10
  58. Mirror Coat: Power ↑ 10
  59. 1 or more adjacent tiles must be activated
  60.  
  61. Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
  62. Mirror Coat: Power 20
  63. Mirror Coat: Power ↑ 20
  64. 1 or more adjacent tiles must be activated
  65. Move level must be 2 or higher
  66.  
  67. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  68. Sterner Stuff 2
  69. Reduces damage when the user is hit by a physical attack move.
  70. 1 or more adjacent tiles must be activated
  71. Move level must be 3 or higher
  72.  
  73. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  74. Superduper Effective 2
  75. Powers up moves that are super effective.
  76. 1 or more adjacent tiles must be activated
  77. Move level must be 2 or higher
  78.  
  79. Cell 17 | Cost: 7 Energy, 84 Sync Orb(s)
  80. Revenge Boost 4
  81. Has a good chance of charging the user’s move gauge by one when the user is hit by an attack move.
  82. 1 or more adjacent tiles must be activated
  83. Move level must be 3 or higher
  84.  
  85. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  86. HP 10
  87. HP 10
  88. 1 or more adjacent tiles must be activated
  89.  
  90. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  91. Sp. Def 5
  92. Sp. Def 5
  93. 1 or more adjacent tiles must be activated
  94.  
  95. Cell 20 | Cost: 5 Energy, 60 Sync Orb(s)
  96. Grand Illusion!: Inspire Ire
  97. Move: Grand Illusion! Makes opponents target the user for a short time when a move is successful.
  98. 1 or more adjacent tiles must be activated
  99.  
  100. Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
  101. Healthy Healing
  102. Makes the user gradually heal itself if its HP is full when it enters a battle.
  103. 1 or more adjacent tiles must be activated
  104. Move level must be 2 or higher
  105.  
  106. Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  107. Defense 5
  108. Defense 5
  109. 1 or more adjacent tiles must be activated
  110.  
  111. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  112. HP 20
  113. HP 20
  114. 1 or more adjacent tiles must be activated
  115. Move level must be 2 or higher
  116.  
  117. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  118. Mirror Coat: Catalytic Cure 2
  119. Move: Mirror Coat Has a moderate chance of restoring the user’s HP when a move is successful.
  120. 1 or more adjacent tiles must be activated
  121. Move level must be 2 or higher
  122.  
  123. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  124. Unyielding 2
  125. When the user has endured the most recent hit and has 1 HP remaining, has a moderate chance of allowing the user to endure an additional hit.
  126. 1 or more adjacent tiles must be activated
  127. Move level must be 3 or higher
  128.  
  129. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  130. Grand Illusion!: Shielded Squad 2
  131. Move: Grand Illusion! Sharply raises the Defense of all allied sync pairs when a move is successful.
  132. 1 or more adjacent tiles must be activated
  133. Move level must be 3 or higher
  134.  
  135. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  136. HP 10
  137. HP 10
  138. 1 or more adjacent tiles must be activated
  139.  
  140. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  141. Brine: Power 4
  142. Brine: Power ↑ 4
  143. 1 or more adjacent tiles must be activated
  144.  
  145. Cell 29 | Cost: 6 Energy, 72 Sync Orb(s)
  146. Brine: Move Gauge Refresh 3
  147. Move: Brine Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  148. 1 or more adjacent tiles must be activated
  149.  
  150. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  151. Brine: Power 4
  152. Brine: Power ↑ 4
  153. 1 or more adjacent tiles must be activated
  154.  
  155. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  156. Brine: Power 4
  157. Brine: Power ↑ 4
  158. 1 or more adjacent tiles must be activated
  159. Move level must be 2 or higher
  160.  
  161. Cell 32 | Cost: 6 Energy, 72 Sync Orb(s)
  162. Grand Entry 1
  163. Raises the user’s Sp. Atk when the Pokémon enters a battle.
  164. 1 or more adjacent tiles must be activated
  165. Move level must be 2 or higher
  166.  
  167. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  168. Brine: Power 4
  169. Brine: Power ↑ 4
  170. 1 or more adjacent tiles must be activated
  171. Move level must be 3 or higher
  172.  
  173. Cell 34 | Cost: 10 Energy, 120 Sync Orb(s)
  174. Stationary Target 3
  175. Powers up moves when the target is trapped.
  176. 1 or more adjacent tiles must be activated
  177. Move level must be 2 or higher
  178.  
  179. Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
  180. Brine: Dire Rain 1
  181. Move: Brine Critical hits land more easily when an attack move is used while the weather is rainy.
  182. 1 or more adjacent tiles must be activated
  183. Move level must be 3 or higher
  184.  
  185. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  186. Defense 5
  187. Defense 5
  188. 1 or more adjacent tiles must be activated
  189.  
  190. Cell 37 | Cost: 6 Energy, 72 Sync Orb(s)
  191. Whirlpool: Move Gauge Refresh 3
  192. Move: Whirlpool Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  193. 1 or more adjacent tiles must be activated
  194.  
  195. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  196. Sp. Atk 5
  197. Sp. Atk 5
  198. 1 or more adjacent tiles must be activated
  199.  
  200. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  201. Whirlpool: Power 4
  202. Whirlpool: Power ↑ 4
  203. 1 or more adjacent tiles must be activated
  204.  
  205. Cell 40 | Cost: 5 Energy, 60 Sync Orb(s)
  206. Whirlpool: Accuracy 10
  207. Whirlpool: Accuracy ↑ 10
  208. 1 or more adjacent tiles must be activated
  209.  
  210. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  211. Whirlpool: Power 4
  212. Whirlpool: Power ↑ 4
  213. 1 or more adjacent tiles must be activated
  214.  
  215. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  216. Whirlpool: Power 4
  217. Whirlpool: Power ↑ 4
  218. 1 or more adjacent tiles must be activated
  219. Move level must be 2 or higher
  220.  
  221. Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
  222. Whirlpool: Power 4
  223. Whirlpool: Power ↑ 4
  224. 1 or more adjacent tiles must be activated
  225. Move level must be 2 or higher
  226.  
  227. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  228. Indomitable 1
  229. Has a small chance of raising the user’s Sp. Atk if any of the user’s stats have been lowered.
  230. 1 or more adjacent tiles must be activated
  231. Move level must be 2 or higher
  232.  
  233. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  234. First Aid 4
  235. Restores a bit of the Pokémon’s HP once during battle when the Pokémon is in a pinch.
  236. 1 or more adjacent tiles must be activated
  237. Move level must be 3 or higher
  238.  
  239. Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
  240. Pokey Trap 1
  241. Increases the amount of damage the target takes from being trapped.
  242. 1 or more adjacent tiles must be activated
  243. Move level must be 3 or higher
  244.  
  245. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  246. Aquatic Prince Hydro Pump: Power 25
  247. Aquatic Prince Hydro Pump: Power ↑ 25
  248. 1 or more adjacent tiles must be activated
  249. Move level must be 3 or higher
  250.  
  251. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  252. Aquatic Prince Hydro Pump: Power 25
  253. Aquatic Prince Hydro Pump: Power ↑ 25
  254. 1 or more adjacent tiles must be activated
  255. Move level must be 3 or higher
Advertisement
Add Comment
Please, Sign In to add comment