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- π (2.9) All New Sync Grids
- /Player & Regirock had some issues on their sync grid cell, Regirock's moveset got Double Edge...
- But in Grid it show Rock Throw, maybe its a small bug or wrong description/
- ------------------------------------------------------------------------
- π€ Sync Pair : Erika & Tangela
- π Cell 1 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Infestation: Power 3
- Infestation: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Infestation: Power 3
- Infestation: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Infestation: Move Gauge Refresh 1
- Move: Infestation Has a small chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 13 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Infestation: Power 3
- Infestation: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 14 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Infestation: Move Gauge Refresh 3
- Move: Infestation Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Critical Strike 2
- Powers up attacks if they become critical hits.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 16 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 17 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Pokey Trap 2
- Increases the amount of damage the target takes from being trapped.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Absorb: Power 2
- Absorb: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Absorb: Power 2
- Absorb: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Absorb: Power 2
- Absorb: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 22 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Tangle with This!: Move Gauge Refresh 3
- Move: Tangle with This! Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 24 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- First Aid 4
- Once per battle, restores the userβs HP when in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 26 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Tangle with This!: MP Refresh 3
- Move: Tangle with This! Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 27 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 28 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Toxic: Accuracy 5
- Toxic: Accuracy β 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 29 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Toxic: Accuracy 5
- Toxic: Accuracy β 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 32 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Toxic: Move Gauge Refresh 3
- Move: Toxic Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 33 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Superduper Effective 2
- Powers up moves that are super effective.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 34 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Double Down 2
- Powers up sync moves that are super effective.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Power Reserves 3
- Powers up moves in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 36 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 37 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Absorb: Power 2
- Absorb: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 38 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Absorb: Power 2
- Absorb: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Absorb: Power 2
- Absorb: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Absorb: Move Gauge Refresh 3
- Move: Absorb Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Solar Shield
- The PokΓ©mon is not affected by status conditions when the weather is sunny.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Healing Sun 1
- Restores the PokΓ©monβs HP whenever it takes an action while the weather is sunny.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Wondrous Rainbow Grass Beam: Power 25
- Wondrous Rainbow Grass Beam: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Wondrous Rainbow Grass Beam: Power 25
- Wondrous Rainbow Grass Beam: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ------------------------------------------------------------------------
- π€ Sync Pair : Lt. Surge & Raichu
- π Cell 1 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Thunder Punch: Power 2
- Thunder Punch: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Thunder Punch: Power 2
- Thunder Punch: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Thunder Punch: Move Gauge Refresh 1
- Move: Thunder Punch Has a small chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Thunder Punch: Fast-Track 3
- Move: Thunder Punch Has a moderately good chance of raising the PokΓ©monβs Speed after it uses a move.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 13 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Thunder Punch: Power 2
- Thunder Punch: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 14 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Thunder Punch: Move Gauge Refresh 3
- Move: Thunder Punch Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- First Aid 4
- Once per battle, restores the userβs HP when in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 16 | Cost: 9 Energy, 108 πͺ Sync Orb(s)
- Toughen Up 1
- Has a small chance of raising the userβs Defense when the user is hit by an attack move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 17 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Endurance
- If the PokΓ©mon enters battle with full HP, allows it to endure the next hit it takes that would reduce it to 0 HP.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 23 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Stalwart
- Sp. Def cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 24 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- X Attack All: Move Gauge Refresh 3
- Move: X Attack All Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- X Attack All: MP Refresh 3
- Move: X Attack All Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 26 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Unbending
- Defense cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 27 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 28 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Thunder Punch: Power 2
- Thunder Punch: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 29 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Thunder Punch: Power 2
- Thunder Punch: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Thunder Wave: Accuracy 10
- Thunder Wave: Accuracy β 10
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 33 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Thunder Punch: Power 2
- Thunder Punch: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 34 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Thunder Wave: Move Gauge Refresh 3
- Move: Thunder Wave Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Sync Cure
- Removes all status conditions from the user after using a sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 36 | Cost: 9 Energy, 108 πͺ Sync Orb(s)
- Tighten Up 1
- Has a small chance of raising the userβs Sp. Def when the user is hit by an attack move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 37 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Team Fast-Track 4
- Has a good chance of raising the Speed of all allied sync pairs when the userβs PokΓ©mon uses a move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Quick Cure
- Removes the confused, flinching, and trapped conditions from the user once during battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Ten-hut!: Move Gauge Refresh 3
- Move: Ten-hut! Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Synchro Healing 1
- Restores the HP of all allied sync pairs after using a sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Ten-hut!: MP Refresh 3
- Move: Ten-hut! Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Zap-tastic Electric Beam: Power 25
- Zap-tastic Electric Beam: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Zap-tastic Electric Beam: Power 25
- Zap-tastic Electric Beam: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ------------------------------------------------------------------------
- π€ Sync Pair : Karen & Umberon
- π Cell 1 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Double-Edge: Power 3
- Double-Edge: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Double-Edge: Power 3
- Double-Edge: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Double-Edge: Move Gauge Refresh 1
- Move: Double-Edge Has a small chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Double-Edge: Power 3
- Double-Edge: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 13 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Double-Edge: Standfast 3
- Move: Double-Edge Reduces recoil damage received from using moves that have recoil in the effect tag.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 14 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Double-Edge: Move Gauge Refresh 3
- Move: Double-Edge Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 9 Energy, 108 πͺ Sync Orb(s)
- Critastrophe 2
- Powers up sync moves if they become critical hits.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 16 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Critical Strike 2
- Powers up attacks if they become critical hits.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 17 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Double-Edge: Standfast 5
- Move: Double-Edge Reduces recoil damage received from using moves that have recoil in the effect tag.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Feint Attack: Power 3
- Feint Attack: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Feint Attack: Power 3
- Feint Attack: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Feint Attack: Power 3
- Feint Attack: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 24 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Feint Attack: Fortuitous 1
- Move: Feint Attack Has a very small chance of raising the userβs Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness at random when an attack move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Feint Attack: Move Gauge Refresh 3
- Move: Feint Attack Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 26 | Cost: 9 Energy, 108 πͺ Sync Orb(s)
- Double Down 2
- Powers up sync moves that are super effective.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 27 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Superduper Effective 2
- Powers up moves that are super effective.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 28 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- First Aid 4
- Once per battle, restores the userβs HP when in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 29 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 33 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 34 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Go Wild!: Move Gauge Refresh 3
- Move: Go Wild! Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Power Reserves 2
- Powers up moves in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 36 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Adorably Wild Dark Impact: Power 25
- Adorably Wild Dark Impact: Power β 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 37 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Go Wild!: MP Refresh 3
- Move: Go Wild! Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Dire Hit: Move Gauge Refresh 3
- Move: Dire Hit Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Adorably Wild Dark Impact: Power 25
- Adorably Wild Dark Impact: Power β 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Dire Hit: MP Refresh 3
- Move: Dire Hit Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Adorably Wild Dark Impact: Power 25
- Adorably Wild Dark Impact: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Adorably Wild Dark Impact: Power 25
- Adorably Wild Dark Impact: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ------------------------------------------------------------------------
- π€ Sync Pair : The Masked Royal & Incineroar
- π Cell 1 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Darkest Lariat: Power 3
- Darkest Lariat: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Darkest Lariat: Power 3
- Darkest Lariat: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Darkest Lariat: Power 3
- Darkest Lariat: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Insult to Injury
- The more the targetβs Defense has been lowered, the more it powers up moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 13 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Darkest Lariat: Power 3
- Darkest Lariat: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 14 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Darkest Lariat: Power 3
- Darkest Lariat: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 12 Energy, 144 πͺ Sync Orb(s)
- Power Reserves 5
- Powers up moves in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 16 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Darkest Lariat: Move Gauge Refresh 4
- Move: Darkest Lariat Has a good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 17 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- X Attack: MP Refresh 3
- Move: X Attack Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Darkest Lariat: Power 3
- Darkest Lariat: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Terrify 1
- Lowers the Attack of all opposing sync pairs when the PokΓ©mon enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 22 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Brutal Swing: Power 3
- Brutal Swing: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 24 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Pecking Order
- The more the targetβs Attack is lowered, the more it powers up sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Defense 20
- Defense 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 26 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Power Posture
- The more the targetβs Attack has been lowered, the more it powers up moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 27 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 28 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Brutal Swing: Power 3
- Brutal Swing: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 29 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Darkest Lariat: Power 3
- Darkest Lariat: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Bob and Weave
- The more the userβs evasiveness has been raised, the more it powers up moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 32 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Shifty Striker 1
- Has a small chance of raising the userβs evasiveness when the userβs PokΓ©mon uses a move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 33 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Ridicure 1
- Has a small chance of restoring the userβs HP when an opponentβs attack move targeting the user misses.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 34 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Ready...Fight!: Move Gauge Refresh 4
- Move: Ready...Fight! Has a good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Slippery Slope 9
- Raises the userβs evasiveness when an opponentβs attack move targeting the user misses.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 36 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 37 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Brutal Swing: Power 3
- Brutal Swing: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 38 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Brutal Swing: Power 3
- Brutal Swing: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Brutal Swing: Power 3
- Brutal Swing: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Brutal Swing: Power 3
- Brutal Swing: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Brutal Swing: Move Gauge Refresh 4
- Move: Brutal Swing Has a good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Brutal Swing: Power 3
- Brutal Swing: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Ramming Speed
- The more the userβs Speed has been raised, the more it powers up moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Demoralize 2
- Sharply lowers the Attack of all opposing sync pairs after using a sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Heel Turn Malicious Moonsault: Power 25
- Heel Turn Malicious Moonsault: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Heel Turn Malicious Moonsault: Power 25
- Heel Turn Malicious Moonsault: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ------------------------------------------------------------------------
- π€ Sync Pair : Zinnia & Salamence
- π Cell 1 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Dragon Rush: Power 3
- Dragon Rush: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Dragon Rush: Power 3
- Dragon Rush: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Dragon Rush: Move Gauge Refresh 1
- Move: Dragon Rush Has a small chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 13 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Dragon Rush: Power 3
- Dragon Rush: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 14 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Dragon Rush: Move Gauge Refresh 3
- Move: Dragon Rush Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Critical Strike 2
- Powers up attacks if they become critical hits.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 16 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Terrify 1
- Lowers the Attack of all opposing sync pairs when the PokΓ©mon enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 17 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Harry 3
- Powers up moves when the target is flinching.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 22 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Real Nice!: Move Gauge Refresh 3
- Move: Real Nice! Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 24 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- First Aid 4
- Once per battle, restores the userβs HP when in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 26 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Real Nice!: MP Refresh 3
- Move: Real Nice! Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 27 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 28 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 29 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 32 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Status Shield: Move Gauge Refresh 3
- Move: Status Shield Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 33 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Superduper Effective 2
- Powers up moves that are super effective.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 34 | Cost: 9 Energy, 108 πͺ Sync Orb(s)
- Double Down 2
- Powers up sync moves that are super effective.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Status Shield: MP Refresh 3
- Move: Status Shield Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 36 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 37 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Dragon Claw: Power 3
- Dragon Claw: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 38 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Dragon Claw: Power 3
- Dragon Claw: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Dragon Claw: Power 3
- Dragon Claw: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Dragon Claw: Move Gauge Refresh 3
- Move: Dragon Claw Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 9 Energy, 108 πͺ Sync Orb(s)
- Critastrophe 2
- Powers up sync moves if they become critical hits.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Power Posture
- The more the targetβs Attack has been lowered, the more it powers up moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Dragon Claw: Harry 2
- Move: Dragon Claw Powers up moves when the target is flinching.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- New Beginning Dragon Impact: Power 25
- New Beginning Dragon Impact: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- New Beginning Dragon Impact: Power 25
- New Beginning Dragon Impact: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ------------------------------------------------------------------------
- π€ Sync Pair : Morty & Mismagius
- π Cell 1 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Astonish: Power 2
- Astonish: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Astonish: Power 2
- Astonish: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Confuse Ray: Move Gauge Refresh 1
- Move: Confuse Ray Has a small chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Healthy Healing
- Makes the user gradually heal itself if its HP is full when it enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 13 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Astonish: Power 2
- Astonish: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 14 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Confuse Ray: Move Gauge Refresh 3
- Move: Confuse Ray Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- First Aid 4
- Once per battle, restores the userβs HP when in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 16 | Cost: 9 Energy, 108 πͺ Sync Orb(s)
- Toughen Up 1
- Has a small chance of raising the userβs Defense when the user is hit by an attack move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 17 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Potion: Master Healer 1
- Move: Potion Increases the amount of HP restored by the userβs healing moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 23 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Stalwart
- Sp. Def cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 24 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Potion: Move Gauge Refresh 3
- Move: Potion Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Potion: MP Refresh 3
- Move: Potion Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 26 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Unbending
- Defense cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 27 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 28 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Astonish: Power 2
- Astonish: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 29 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Astonish: Power 2
- Astonish: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 33 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Astonish: Power 2
- Astonish: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 34 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Astonish: Move Gauge Refresh 3
- Move: Astonish Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Sync Cure
- Removes all status conditions from the user after using a sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 36 | Cost: 9 Energy, 108 πͺ Sync Orb(s)
- Tighten Up 1
- Has a small chance of raising the userβs Sp. Def when the user is hit by an attack move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 37 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Astonish: Aggravation 1
- Move: Astonish Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Quick Cure
- Removes the confused, flinching, and trapped conditions from the user once during battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- I See You!: Move Gauge Refresh 3
- Move: I See You! Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Synchro Healing 1
- Restores the HP of all allied sync pairs after using a sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- I See You!: MP Refresh 3
- Move: I See You! Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Tales of Mystery Ghost Beam: Power 25
- Tales of Mystery Ghost Beam: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Tales of Mystery Ghost Beam: Power 25
- Tales of Mystery Ghost Beam: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ------------------------------------------------------------------------
- π€ Sync Pair : Kiawe & Marowak (Alolan Form)
- π Cell 1 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Flame Charge: Power 3
- Flame Charge: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Shadow Bone: Power 4
- Shadow Bone: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Flame Charge: Power 3
- Flame Charge: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Shadow Bone: Power 4
- Shadow Bone: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 13 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Flame Charge: Power 3
- Flame Charge: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 14 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Wise Entry 2
- Sharply raises the userβs Sp. Def when the PokΓ©mon enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 16 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Flame Charge: Move Gauge Refresh 3
- Move: Flame Charge Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 17 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Endurance
- If the PokΓ©mon enters battle with full HP, allows it to endure the next hit it takes that would reduce it to 0 HP.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Potion: MP Refresh 2
- Move: Potion Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Master Healer 1
- Increases the amount of HP restored by the userβs healing moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 23 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 24 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Master Healer 1
- Increases the amount of HP restored by the userβs healing moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Potion: MP Refresh 2
- Move: Potion Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 26 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Attack 20
- Attack 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 27 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 28 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Shadow Bone: Power 4
- Shadow Bone: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 29 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 33 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Shadow Bone: Power 4
- Shadow Bone: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 34 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Shadow Bone: Move Gauge Refresh 3
- Move: Shadow Bone Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Unfortuitous 4
- Has a good chance of lowering the targetβs Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy or evasiveness at random when an attack move is successful.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 36 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 37 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Insult to Injury
- The more the targetβs Defense has been lowered, the more it powers up moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Shadow Bone: Power 4
- Shadow Bone: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Dancing Fever!: MP Refresh 3
- Move: Dancing Fever! Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Critical Strike 3
- Powers up attacks if they become critical hits.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Focus Group 2
- Has a moderate chance of raising the critical-hit rate of all allied sync pairs when the userβs PokΓ©mon uses a move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Critical Healing 1
- Has a small chance of restoring the userβs HP when its move is a critical hit.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Fire Dance Inferno Overdrive: Power 25
- Fire Dance Inferno Overdrive: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Fire Dance Inferno Overdrive: Power 25
- Fire Dance Inferno Overdrive: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ------------------------------------------------------------------------
- π€ Sync Pair : Lana & Araquanid
- π Cell 1 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Leech Life: Power 4
- Leech Life: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Leech Life: Move Gauge Refresh 3
- Move: Leech Life Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Endurance
- If the PokΓ©mon enters battle with full HP, allows it to endure the next hit it takes that would reduce it to 0 HP.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 13 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Leech Life: Power 4
- Leech Life: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 14 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Leech Life: Power 4
- Leech Life: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- HP Trade-Off 4
- The less HP the user has remaining, the more it powers up moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 16 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Catalytic Cure 1
- Has a small chance of restoring the userβs HP when a move is successful.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 17 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Tough Cookie
- The more the userβs Defense has been raised, the more it powers up moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Karpe Diem!: Move Gauge Refresh 3
- Move: Karpe Diem! Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 23 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 24 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Critical Strike 1
- Powers up attacks if they become critical hits.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 9 Energy, 108 πͺ Sync Orb(s)
- Karpe Diem!: Move Gauge Refresh 9
- Move: Karpe Diem! Charges the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 26 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Stamina Reserves 6
- Once per battle, charges the userβs move gauge by six when the user is in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 27 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 28 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 29 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Unbending
- Defense cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 33 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Stalwart
- Sp. Def cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- π Cell 34 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Block and Charge 1
- Charges the userβs move gauge by one when it nullifies an opponentβs move while in a defensive posture.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Wide Guard: MP Refresh 5
- Move: Wide Guard Has a very good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 36 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 37 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Block and Heal 9
- Restores the userβs HP when it nullifies an opponentβs move while in a defensive posture.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Refreshing Rain 1
- Restores the PokΓ©monβs HP whenever it takes an action when the weather is rainy.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Vigilance
- The PokΓ©mon is protected against critical hits.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 9 Energy, 108 πͺ Sync Orb(s)
- Rain Gear 1
- Reduces damage when the PokΓ©mon is hit by an attack move when the weather is rainy.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Water Gun: Move Gauge Refresh 3
- Move: Water Gun Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Racing Rain 2
- Quickly charges the move gauge when the weather is rainy.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Seaside Sister Hydro Vortex: Power 25
- Seaside Sister Hydro Vortex: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Seaside Sister Hydro Vortex: Power 25
- Seaside Sister Hydro Vortex: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ------------------------------------------------------------------------
- π€ Sync Pair : Hala & Crabominable
- π Cell 1 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Ice Hammer: Power 3
- Ice Hammer: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 13 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Ice Hammer: Move Gauge Refresh 3
- Move: Ice Hammer Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 14 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Ice Hammer: Accuracy 10
- Ice Hammer: Accuracy β 10
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Ice Hammer: Power 3
- Ice Hammer: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 16 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Superduper Effective 2
- Powers up moves that are super effective.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 17 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Abominable Ice Hammer: Power 25
- Abominable Ice Hammer: Power β 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Brick Break: Power 4
- Brick Break: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Brick Break: Power 4
- Brick Break: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 24 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Brick Break: Move Gauge Refresh 4
- Move: Brick Break Has a good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Haymaker
- The more the userβs Attack has been raised, the more it powers up sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 26 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Brick Break: Power 4
- Brick Break: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 27 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Brick Break: Twofer 2
- Move: Brick Break Has a moderate chance of applying the Free Move Next effect to the user when its PokΓ©mon uses a move.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 28 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Abominable Ice Hammer: Power 25
- Abominable Ice Hammer: Power β 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 29 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Brick Break: Power 4
- Brick Break: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Dire Hit +: MP Refresh 2
- Move: Dire Hit + Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Snow Shelter
- Protects the PokΓ©mon from damage from a hailstorm.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- π Cell 33 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Healing Hail 1
- Restores the PokΓ©monβs HP whenever it takes an action during a hailstorm.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 34 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Brick Break: Power 4
- Brick Break: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 36 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Hasty Hail 2
- Quickly charges the move gauge in a hailstorm.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 37 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Invigorating Hail 2
- Powers up moves in a hailstorm.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Make βEm Holla!: MP Refresh 2
- Move: Make βEm Holla! Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Ice Hammer: Power 3
- Ice Hammer: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Ice Hammer: Power 3
- Ice Hammer: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 10 Energy, 120 πͺ 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 that would reduce it to 0 HP.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Make βEm Holla!: Super Preparation 9
- Move: Make βEm Holla! Applies the Supereffective β Next effect to the user when its move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Abominable Ice Hammer: Power 25
- Abominable Ice Hammer: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Abominable Ice Hammer: Power 25
- Abominable Ice Hammer: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ------------------------------------------------------------------------
- π€ Sync Pair : Maxie & Groudon
- π Cell 1 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Precipice Blades: Accuracy 10
- Precipice Blades: Accuracy β 10
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Precipice Blades: Power 2
- Precipice Blades: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Precipice Blades: Power 2
- Precipice Blades: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 13 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Precipice Blades: Power 2
- Precipice Blades: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 14 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Precipice Blades: Move Gauge Refresh 3
- Move: Precipice Blades Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 16 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Endurance
- If the PokΓ©mon enters battle with full HP, allows it to endure the next hit it takes that would reduce it to 0 HP.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 17 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Superduper Effective 1
- Powers up moves that are super effective.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Solar Beam: Power 3
- Solar Beam: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Dire Hit +: MP Refresh 2
- Move: Dire Hit + Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Solar Beam: Power 3
- Solar Beam: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 24 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Dire Hit +: Critical Eye 1
- Move: Dire Hit + Raises the userβs critical-hit rate when its move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- One with the Sun
- Prevents the user from flinching, becoming confused, or becoming trapped when the weather is sunny.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 26 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Healing Sun 1
- Restores the PokΓ©monβs HP whenever it takes an action while the weather is sunny.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 27 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Solar Flare 5
- Powers up sync moves when the weather is sunny.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 28 | Cost: 15 Energy, 180 πͺ Sync Orb(s)
- Solar Sync
- Makes the weather sunny when the userβs sync move is used for the first time.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 29 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Solar Beam: Power 3
- Solar Beam: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Solar Beam: Power 3
- Solar Beam: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 33 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Solar Beam: Critical Strike 1
- Move: Solar Beam Powers up attacks if they become critical hits.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 34 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Solar Beam: Move Gauge Refresh 3
- Move: Solar Beam Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Solar Beam: Power 3
- Solar Beam: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 36 | Cost: 9 Energy, 108 πͺ Sync Orb(s)
- Solar Beam: Mind Games 9
- Move: Solar Beam Lowers the targetβs Sp. Def when an attack move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 37 | Cost: 9 Energy, 108 πͺ Sync Orb(s)
- Solar Beam: Charging Sun 5
- Move: Solar Beam Powers up moves when the weather is sunny.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Precipice Blades: Power 2
- Precipice Blades: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Expand the Land!: MP Refresh 2
- Move: Expand the Land! Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Precipice Blades: Power 2
- Precipice Blades: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Solar Propulsion 1
- Has a small chance of reducing the userβs sync move countdown by one when its move is successful while the weather is sunny.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Super Sun 4
- Has a good chance of applying the Supereffective β Next effect to the user when its PokΓ©mon uses a move when the weather is sunny.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Groundbreaking Precipice Blades: Power 25
- Groundbreaking Precipice Blades: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Groundbreaking Precipice Blades: Power 25
- Groundbreaking Precipice Blades: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ------------------------------------------------------------------------
- π€ Sync Pair : Archie & Kyore
- π Cell 1 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Origin Pulse: Accuracy 10
- Origin Pulse: Accuracy β 10
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Origin Pulse: Power 2
- Origin Pulse: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Origin Pulse: Power 2
- Origin Pulse: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 13 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Origin Pulse: Power 2
- Origin Pulse: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 14 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Origin Pulse: Move Gauge Refresh 3
- Move: Origin Pulse Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Sp. Atk 10
- Sp. Atk 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 16 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Leg Up 1
- Once per battle, has a small chance of reducing the userβs sync move countdown by one when the PokΓ©mon enters the battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 17 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Healthy Power-Up 1
- Powers up moves when the userβs HP is full.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- X Sp. Atk: MP Refresh 2
- Move: X Sp. Atk Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 24 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Thunder: Power 3
- Thunder: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Torrential Tenacity
- Prevents the PokΓ©mon from flinching, becoming confused, or becoming trapped when the weather is rainy.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 26 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Rain Gear 2
- Reduces damage when the PokΓ©mon is hit by an attack move when the weather is rainy.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 27 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Shower Power 3
- Powers up sync moves when the weather is rainy.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 28 | Cost: 15 Energy, 180 πͺ Sync Orb(s)
- Shower Sync
- Makes the weather rainy when the userβs sync move is used for the first time.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 29 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Thunder: Power 3
- Thunder: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Thunder: Power 3
- Thunder: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 33 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Thunder: Paralysis Synergy 1
- Move: Thunder Powers up moves when the target is paralyzed.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 34 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Thunder: Move Gauge Refresh 3
- Move: Thunder Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Thunder: Power 3
- Thunder: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 36 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Thunder: Move Gauge Refresh 3
- Move: Thunder Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 37 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Thunder: Raging Rain 5
- Move: Thunder Powers up moves when the weather is rainy.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Origin Pulse: Power 2
- Origin Pulse: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Open the Oceans!: MP Refresh 2
- Move: Open the Oceans! Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Origin Pulse: Power 2
- Origin Pulse: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Rainy Propulsion 1
- Has a small chance of reducing the userβs sync move countdown by one when its move is successful while the weather is rainy.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Super Rain 4
- Has a good chance of applying the Supereffective β Next effect to the user when its PokΓ©mon uses a move while the weather is rainy.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Aqua Planet Origin Pulse: Power 25
- Aqua Planet Origin Pulse: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Aqua Planet Origin Pulse: Power 25
- Aqua Planet Origin Pulse: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ------------------------------------------------------------------------
- π€ Sync Pair : Scottie/Bettie (Player) & Solgaleo
- π Cell 1 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Sp. Atk 10
- Sp. Atk 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Focus Blast: Power 3
- Focus Blast: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Focus Blast: Power 3
- Focus Blast: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 13 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Focus Blast: Power 3
- Focus Blast: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 14 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Focus Blast: Power 3
- Focus Blast: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Focus Blast: Power 3
- Focus Blast: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 16 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Focus Blast: On a Roll 2
- Move: Focus Blast Raises the chance of lowering stat values with the additional effects of moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 17 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Brainteaser
- The more the targetβs Sp. Def has been lowered, the more it powers up moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Metal Claw: Power 4
- Metal Claw: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sunsteel Strike: Power 3
- Sunsteel Strike: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 24 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Focus Blast: Power 3
- Focus Blast: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Metal Claw: Move Gauge Refresh 3
- Move: Metal Claw Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 26 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Power Reserves 5
- Powers up moves in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 27 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Focus Rush 1
- Raises the userβs critical-hit rate after using a sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 28 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Endurance
- If the PokΓ©mon enters battle with full HP, allows it to endure the next hit it takes that would reduce it to 0 HP.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 29 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Metal Claw: Power 4
- Metal Claw: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Focus Blast: Move Gauge Refresh 2
- Move: Focus Blast Has a moderate chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Sunsteel Strike: Move Gauge Refresh 2
- Move: Sunsteel Strike Has a moderate chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 33 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 34 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Bright As the Sun!: MP Refresh 2
- Move: Bright As the Sun! Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 36 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Sync Freebie
- Applies the Free Move Next effect to the user after using a sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 37 | Cost: 9 Energy, 108 πͺ Sync Orb(s)
- Superduper Effective 2
- Powers up moves that are super effective.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sunsteel Strike: Power 3
- Sunsteel Strike: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sunsteel Strike: Power 3
- Sunsteel Strike: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sunsteel Strike: Power 3
- Sunsteel Strike: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sunsteel Strike: Power 3
- Sunsteel Strike: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sunsteel Strike: Power 3
- Sunsteel Strike: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Sharp Entry 1
- Raises the userβs critical-hit rate when the PokΓ©mon enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Sunsteel Strike: Move Gauge Refresh 3
- Move: Sunsteel Strike Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Shining Friendship Sunraze Smash: Power 25
- Shining Friendship Sunraze Smash: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Shining Friendship Sunraze Smash: Power 25
- Shining Friendship Sunraze Smash: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ------------------------------------------------------------------------
- π€ Sync Pair : Scottie/Bettie (Player) & Regirock
- π Cell 1 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Rock Tomb: Power 3
- Rock Tomb: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Rock Tomb: Power 3
- Rock Tomb: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Rock Tomb: Accuracy 5
- Rock Tomb: Accuracy β 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Power Reserves 5
- Powers up moves in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 13 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Rock Tomb: Power 3
- Rock Tomb: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 14 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Rock Tomb: Move Gauge Refresh 3
- Move: Rock Tomb Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- First Aid 4
- Once per battle, restores the userβs HP when in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 16 | Cost: 9 Energy, 108 πͺ Sync Orb(s)
- Toughen Up 1
- Has a small chance of raising the userβs Defense when the user is hit by an attack move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 17 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Rock Tomb: Ripple Effect 4
- Move: Rock Tomb When a move used by the PokΓ©mon lowers an opponentβs stat, has a good chance of lowering the same stat for all opposing sync pairs.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 23 | Cost: 8 Energy, 96 πͺ 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 that would reduce it to 0 HP.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 24 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- X Attack All: Move Gauge Refresh 3
- Move: X Attack All Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- X Attack All: MP Refresh 3
- Move: X Attack All Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 26 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Sand Shelter
- Protects the PokΓ©mon from damage from a sandstorm.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 27 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 28 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Rock Throw: Power 3
- Rock Throw: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 29 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Rock Throw: Power 3
- Rock Throw: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Quick Cure
- Removes the confused, flinching, and trapped conditions from the user once during battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 33 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Rock Throw: Power 3
- Rock Throw: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 34 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Rock Throw: Move Gauge Refresh 3
- Move: Rock Throw Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Sync Cure
- Removes all status conditions from the user after using a sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 36 | Cost: 9 Energy, 108 πͺ Sync Orb(s)
- Tighten Up 1
- Has a small chance of raising the userβs Sp. Def when the user is hit by an attack move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 37 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Synchro Healing 1
- Restores the HP of all allied sync pairs after using a sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Ready to Rock!: Move Gauge Refresh 3
- Move: Ready to Rock! Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Ready to Rock!: Master Healer 1
- Move: Ready to Rock! Increases the amount of HP restored by the userβs healing moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Ready to Rock!: MP Refresh 3
- Move: Ready to Rock! Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Ready to Rock!: Master Healer 1
- Move: Ready to Rock! Increases the amount of HP restored by the userβs healing moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Ancient Megalith Rock Impact: Power 25
- Ancient Megalith Rock Impact: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Ancient Megalith Rock Impact: Power 25
- Ancient Megalith Rock Impact: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ------------------------------------------------------------------------
- π€ Sync Pair : Scottie/Bettie (Player) & Cobalion
- π Cell 1 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Sacred Sword: Power 3
- Sacred Sword: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Sacred Sword: Power 3
- Sacred Sword: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Sacred Sword: Move Gauge Refresh 1
- Move: Sacred Sword Has a small chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Endurance
- If the PokΓ©mon enters battle with full HP, allows it to endure the next hit it takes that would reduce it to 0 HP.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 13 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Sacred Sword: Power 3
- Sacred Sword: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 14 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Sacred Sword: Move Gauge Refresh 3
- Move: Sacred Sword Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Healthy Healing
- Makes the user gradually heal itself if its HP is full when it enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 16 | Cost: 9 Energy, 108 πͺ Sync Orb(s)
- Toughen Up 1
- Has a small chance of raising the userβs Defense when the user is hit by an attack move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 17 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Synchro Healing 1
- Restores the HP of all allied sync pairs after using a sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 23 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Stalwart
- Sp. Def cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 24 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Dire Hit All +: Move Gauge Refresh 3
- Move: Dire Hit All + Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Dire Hit All +: MP Refresh 3
- Move: Dire Hit All + Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 26 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Unbending
- Defense cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 27 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 28 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Rock Smash: Power 3
- Rock Smash: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 29 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Rock Smash: Power 3
- Rock Smash: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 33 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Rock Smash: Power 3
- Rock Smash: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 34 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Rock Smash: Move Gauge Refresh 3
- Move: Rock Smash Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Sync Cure
- Removes all status conditions from the user after using a sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 36 | Cost: 9 Energy, 108 πͺ Sync Orb(s)
- Tighten Up 1
- Has a small chance of raising the userβs Sp. Def when the user is hit by an attack move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 37 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Rock Smash: Ripple Effect 4
- Move: Rock Smash When a move used by the PokΓ©mon lowers an opponentβs stat, has a good chance of lowering the same stat for all opposing sync pairs.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Quick Cure
- Removes the confused, flinching, and trapped conditions from the user once during battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Justice for All!: Move Gauge Refresh 3
- Move: Justice for All! Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Justice for All!: Shielded Squad 1
- Move: Justice for All! Raises the Defense of all allied sync pairs when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Justice for All!: MP Refresh 3
- Move: Justice for All! Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Cobalt Justice Fighting Impact: Power 25
- Cobalt Justice Fighting Impact: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Cobalt Justice Fighting Impact: Power 25
- Cobalt Justice Fighting Impact: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
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