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- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
- Mirror Coat: Power 10
- Mirror Coat: Power ↑ 10
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
- Mirror Coat: Move Gauge Refresh 3
- Move: Mirror Coat Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Mirror Coat: Power 20
- Mirror Coat: Power ↑ 20
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Mirror Coat: Power 10
- Mirror Coat: Power ↑ 10
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
- Mirror Coat: Power 20
- Mirror Coat: Power ↑ 20
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
- Sterner Stuff 2
- Reduces damage when the user is hit by a physical attack move.
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
- Superduper Effective 2
- Powers up moves that are super effective.
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 7 Energy, 84 Sync Orb(s)
- Revenge Boost 4
- Has a good chance of charging the user’s move gauge by one when the user is hit by an attack move.
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 5 Energy, 60 Sync Orb(s)
- Grand Illusion!: Inspire Ire
- Move: Grand Illusion! Makes opponents target the user for a short time when a move is successful.
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
- Healthy Healing
- Makes the user gradually heal itself if its HP is full when it enters a battle.
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
- Mirror Coat: Catalytic Cure 2
- Move: Mirror Coat Has a moderate chance of restoring the user’s HP when a move is successful.
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
- Unyielding 2
- 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.
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
- Grand Illusion!: Shielded Squad 2
- Move: Grand Illusion! Sharply raises the Defense of all allied sync pairs when a move is successful.
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- Brine: Power 4
- Brine: Power ↑ 4
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 6 Energy, 72 Sync Orb(s)
- Brine: Move Gauge Refresh 3
- Move: Brine Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Brine: Power 4
- Brine: Power ↑ 4
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Brine: Power 4
- Brine: Power ↑ 4
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 6 Energy, 72 Sync Orb(s)
- Grand Entry 1
- Raises the user’s Sp. Atk when the Pokémon enters a battle.
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
- Brine: Power 4
- Brine: Power ↑ 4
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 34 | Cost: 10 Energy, 120 Sync Orb(s)
- Stationary Target 3
- Powers up moves when the target is trapped.
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
- Brine: Dire Rain 1
- Move: Brine Critical hits land more easily when an attack move is used while the weather is rainy.
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- 1 or more adjacent tiles must be activated
- Cell 37 | Cost: 6 Energy, 72 Sync Orb(s)
- Whirlpool: Move Gauge Refresh 3
- Move: Whirlpool Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
- 1 or more adjacent tiles must be activated
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Whirlpool: Power 4
- Whirlpool: Power ↑ 4
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 5 Energy, 60 Sync Orb(s)
- Whirlpool: Accuracy 10
- Whirlpool: Accuracy ↑ 10
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
- Whirlpool: Power 4
- Whirlpool: Power ↑ 4
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Whirlpool: Power 4
- Whirlpool: Power ↑ 4
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
- Whirlpool: Power 4
- Whirlpool: Power ↑ 4
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- Indomitable 1
- Has a small chance of raising the user’s Sp. Atk if any of the user’s stats have been lowered.
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- First Aid 4
- Restores a bit of the Pokémon’s HP once during battle when the Pokémon is in a pinch.
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
- Pokey Trap 1
- Increases the amount of damage the target takes from being trapped.
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Aquatic Prince Hydro Pump: Power 25
- Aquatic Prince Hydro Pump: Power ↑ 25
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Aquatic Prince Hydro Pump: Power 25
- Aquatic Prince Hydro Pump: Power ↑ 25
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
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