Absol-utely

πŸ’  2.9 Sync Grid Expansion

May 27th, 2021
4,664
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 134.19 KB | None | 0 0
  1. πŸ’  (2.9) All New Sync Grids
  2. /Player & Regirock had some issues on their sync grid cell, Regirock's moveset got Double Edge...
  3. But in Grid it show Rock Throw, maybe its a small bug or wrong description/
  4.  
  5. ------------------------------------------------------------------------
  6. 🀝 Sync Pair : Erika & Tangela
  7.  
  8. πŸ’  Cell 1 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  9. HP 10
  10. HP 10
  11. Color Grid: Blue
  12.  
  13. πŸ’  Cell 2 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  14. Sp. Atk 5
  15. Sp. Atk 5
  16. Color Grid: Blue
  17.  
  18. πŸ’  Cell 3 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  19. Defense 5
  20. Defense 5
  21. Color Grid: Blue
  22.  
  23. πŸ’  Cell 4 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  24. Sp. Atk 5
  25. Sp. Atk 5
  26. Color Grid: Blue
  27.  
  28. πŸ’  Cell 5 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  29. Sp. Def 5
  30. Sp. Def 5
  31. Color Grid: Blue
  32.  
  33. πŸ’  Cell 6 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  34. Speed 5
  35. Speed 5
  36. Color Grid: Blue
  37.  
  38. πŸ’  Cell 7 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  39. Sp. Atk 5
  40. Sp. Atk 5
  41. Color Grid: Blue
  42. 1 or more adjacent tiles must be activated
  43.  
  44. πŸ’  Cell 8 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  45. Infestation: Power 3
  46. Infestation: Power ↑ 3
  47. Color Grid: Green
  48. 1 or more adjacent tiles must be activated
  49.  
  50. πŸ’  Cell 9 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  51. Sp. Def 5
  52. Sp. Def 5
  53. Color Grid: Blue
  54. 1 or more adjacent tiles must be activated
  55.  
  56. πŸ’  Cell 10 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  57. Infestation: Power 3
  58. Infestation: Power ↑ 3
  59. Color Grid: Green
  60. 1 or more adjacent tiles must be activated
  61.  
  62. πŸ’  Cell 11 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  63. Infestation: Move Gauge Refresh 1
  64. Move: Infestation Has a small chance of charging the user’s move gauge by one when a move is successful.
  65. Color Grid: Red
  66. 1 or more adjacent tiles must be activated
  67.  
  68. πŸ’  Cell 12 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  69. Speed 5
  70. Speed 5
  71. Color Grid: Blue
  72. 1 or more adjacent tiles must be activated
  73. Move level must be 2 or higher
  74.  
  75. πŸ’  Cell 13 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  76. Infestation: Power 3
  77. Infestation: Power ↑ 3
  78. Color Grid: Green
  79. 1 or more adjacent tiles must be activated
  80.  
  81. πŸ’  Cell 14 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  82. Infestation: Move Gauge Refresh 3
  83. Move: Infestation Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  84. Color Grid: Red
  85. 1 or more adjacent tiles must be activated
  86. Move level must be 2 or higher
  87.  
  88. πŸ’  Cell 15 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  89. Critical Strike 2
  90. Powers up attacks if they become critical hits.
  91. Color Grid: Yellow
  92. 1 or more adjacent tiles must be activated
  93. Move level must be 3 or higher
  94.  
  95. πŸ’  Cell 16 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  96. Defense 10
  97. Defense 10
  98. Color Grid: Blue
  99. 1 or more adjacent tiles must be activated
  100. Move level must be 2 or higher
  101.  
  102. πŸ’  Cell 17 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  103. Pokey Trap 2
  104. Increases the amount of damage the target takes from being trapped.
  105. Color Grid: Yellow
  106. 1 or more adjacent tiles must be activated
  107. Move level must be 3 or higher
  108.  
  109. πŸ’  Cell 18 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  110. Absorb: Power 2
  111. Absorb: Power ↑ 2
  112. Color Grid: Green
  113. 1 or more adjacent tiles must be activated
  114.  
  115. πŸ’  Cell 19 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  116. Absorb: Power 2
  117. Absorb: Power ↑ 2
  118. Color Grid: Green
  119. 1 or more adjacent tiles must be activated
  120.  
  121. πŸ’  Cell 20 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  122. Defense 5
  123. Defense 5
  124. Color Grid: Blue
  125. 1 or more adjacent tiles must be activated
  126.  
  127. πŸ’  Cell 21 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  128. Absorb: Power 2
  129. Absorb: Power ↑ 2
  130. Color Grid: Green
  131. 1 or more adjacent tiles must be activated
  132. Move level must be 2 or higher
  133.  
  134. πŸ’  Cell 22 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  135. Sp. Def 5
  136. Sp. Def 5
  137. Color Grid: Blue
  138. 1 or more adjacent tiles must be activated
  139.  
  140. πŸ’  Cell 23 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  141. Tangle with This!: Move Gauge Refresh 3
  142. Move: Tangle with This! Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  143. Color Grid: Red
  144. 1 or more adjacent tiles must be activated
  145. Move level must be 2 or higher
  146.  
  147. πŸ’  Cell 24 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  148. HP 20
  149. HP 20
  150. Color Grid: Blue
  151. 1 or more adjacent tiles must be activated
  152. Move level must be 2 or higher
  153.  
  154. πŸ’  Cell 25 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  155. First Aid 4
  156. Once per battle, restores the user’s HP when in a pinch.
  157. Color Grid: Yellow
  158. 1 or more adjacent tiles must be activated
  159. Move level must be 3 or higher
  160.  
  161. πŸ’  Cell 26 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  162. Tangle with This!: MP Refresh 3
  163. Move: Tangle with This! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  164. Color Grid: Red
  165. 1 or more adjacent tiles must be activated
  166. Move level must be 3 or higher
  167.  
  168. πŸ’  Cell 27 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  169. Speed 5
  170. Speed 5
  171. Color Grid: Blue
  172. 1 or more adjacent tiles must be activated
  173.  
  174. πŸ’  Cell 28 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  175. Toxic: Accuracy 5
  176. Toxic: Accuracy ↑ 5
  177. Color Grid: Green
  178. 1 or more adjacent tiles must be activated
  179.  
  180. πŸ’  Cell 29 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  181. Toxic: Accuracy 5
  182. Toxic: Accuracy ↑ 5
  183. Color Grid: Green
  184. 1 or more adjacent tiles must be activated
  185.  
  186. πŸ’  Cell 30 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  187. Sp. Def 5
  188. Sp. Def 5
  189. Color Grid: Blue
  190. 1 or more adjacent tiles must be activated
  191.  
  192. πŸ’  Cell 31 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  193. Defense 5
  194. Defense 5
  195. Color Grid: Blue
  196. 1 or more adjacent tiles must be activated
  197. Move level must be 2 or higher
  198.  
  199. πŸ’  Cell 32 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  200. Toxic: Move Gauge Refresh 3
  201. Move: Toxic Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  202. Color Grid: Red
  203. 1 or more adjacent tiles must be activated
  204. Move level must be 2 or higher
  205.  
  206. πŸ’  Cell 33 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  207. Superduper Effective 2
  208. Powers up moves that are super effective.
  209. Color Grid: Yellow
  210. 1 or more adjacent tiles must be activated
  211. Move level must be 3 or higher
  212.  
  213. πŸ’  Cell 34 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  214. Double Down 2
  215. Powers up sync moves that are super effective.
  216. Color Grid: Yellow
  217. 1 or more adjacent tiles must be activated
  218. Move level must be 2 or higher
  219.  
  220. πŸ’  Cell 35 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  221. Power Reserves 3
  222. Powers up moves in a pinch.
  223. Color Grid: Yellow
  224. 1 or more adjacent tiles must be activated
  225. Move level must be 3 or higher
  226.  
  227. πŸ’  Cell 36 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  228. Speed 5
  229. Speed 5
  230. Color Grid: Blue
  231. 1 or more adjacent tiles must be activated
  232.  
  233. πŸ’  Cell 37 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  234. Absorb: Power 2
  235. Absorb: Power ↑ 2
  236. Color Grid: Green
  237. 1 or more adjacent tiles must be activated
  238.  
  239. πŸ’  Cell 38 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  240. Defense 5
  241. Defense 5
  242. Color Grid: Blue
  243. 1 or more adjacent tiles must be activated
  244.  
  245. πŸ’  Cell 39 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  246. Absorb: Power 2
  247. Absorb: Power ↑ 2
  248. Color Grid: Green
  249. 1 or more adjacent tiles must be activated
  250.  
  251. πŸ’  Cell 40 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  252. HP 10
  253. HP 10
  254. Color Grid: Blue
  255. 1 or more adjacent tiles must be activated
  256.  
  257. πŸ’  Cell 41 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  258. Absorb: Power 2
  259. Absorb: Power ↑ 2
  260. Color Grid: Green
  261. 1 or more adjacent tiles must be activated
  262.  
  263. πŸ’  Cell 42 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  264. Sp. Atk 5
  265. Sp. Atk 5
  266. Color Grid: Blue
  267. 1 or more adjacent tiles must be activated
  268. Move level must be 2 or higher
  269.  
  270. πŸ’  Cell 43 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  271. Absorb: Move Gauge Refresh 3
  272. Move: Absorb Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  273. Color Grid: Red
  274. 1 or more adjacent tiles must be activated
  275. Move level must be 2 or higher
  276.  
  277. πŸ’  Cell 44 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  278. Sp. Def 10
  279. Sp. Def 10
  280. Color Grid: Blue
  281. 1 or more adjacent tiles must be activated
  282. Move level must be 2 or higher
  283.  
  284. πŸ’  Cell 45 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  285. Solar Shield
  286. The PokΓ©mon is not affected by status conditions when the weather is sunny.
  287. Color Grid: Yellow
  288. 1 or more adjacent tiles must be activated
  289. Move level must be 3 or higher
  290.  
  291. πŸ’  Cell 46 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  292. Healing Sun 1
  293. Restores the PokΓ©mon’s HP whenever it takes an action while the weather is sunny.
  294. Color Grid: Yellow
  295. 1 or more adjacent tiles must be activated
  296. Move level must be 3 or higher
  297.  
  298. πŸ’  Cell 47 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  299. Wondrous Rainbow Grass Beam: Power 25
  300. Wondrous Rainbow Grass Beam: Power ↑ 25
  301. Color Grid: Purple
  302. 1 or more adjacent tiles must be activated
  303. Move level must be 3 or higher
  304.  
  305. πŸ’  Cell 48 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  306. Wondrous Rainbow Grass Beam: Power 25
  307. Wondrous Rainbow Grass Beam: Power ↑ 25
  308. Color Grid: Purple
  309. 1 or more adjacent tiles must be activated
  310. Move level must be 3 or higher
  311.  
  312. ------------------------------------------------------------------------
  313. 🀝 Sync Pair : Lt. Surge & Raichu
  314.  
  315. πŸ’  Cell 1 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  316. HP 10
  317. HP 10
  318. Color Grid: Blue
  319.  
  320. πŸ’  Cell 2 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  321. Attack 5
  322. Attack 5
  323. Color Grid: Blue
  324.  
  325. πŸ’  Cell 3 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  326. Defense 5
  327. Defense 5
  328. Color Grid: Blue
  329.  
  330. πŸ’  Cell 4 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  331. Attack 5
  332. Attack 5
  333. Color Grid: Blue
  334.  
  335. πŸ’  Cell 5 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  336. Sp. Def 5
  337. Sp. Def 5
  338. Color Grid: Blue
  339.  
  340. πŸ’  Cell 6 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  341. Speed 5
  342. Speed 5
  343. Color Grid: Blue
  344.  
  345. πŸ’  Cell 7 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  346. Sp. Def 5
  347. Sp. Def 5
  348. Color Grid: Blue
  349. 1 or more adjacent tiles must be activated
  350.  
  351. πŸ’  Cell 8 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  352. Thunder Punch: Power 2
  353. Thunder Punch: Power ↑ 2
  354. Color Grid: Green
  355. 1 or more adjacent tiles must be activated
  356.  
  357. πŸ’  Cell 9 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  358. Attack 5
  359. Attack 5
  360. Color Grid: Blue
  361. 1 or more adjacent tiles must be activated
  362.  
  363. πŸ’  Cell 10 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  364. Thunder Punch: Power 2
  365. Thunder Punch: Power ↑ 2
  366. Color Grid: Green
  367. 1 or more adjacent tiles must be activated
  368.  
  369. πŸ’  Cell 11 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  370. Thunder Punch: Move Gauge Refresh 1
  371. Move: Thunder Punch Has a small chance of charging the user’s move gauge by one when a move is successful.
  372. Color Grid: Red
  373. 1 or more adjacent tiles must be activated
  374.  
  375. πŸ’  Cell 12 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  376. Thunder Punch: Fast-Track 3
  377. Move: Thunder Punch Has a moderately good chance of raising the PokΓ©mon’s Speed after it uses a move.
  378. Color Grid: Red
  379. 1 or more adjacent tiles must be activated
  380. Move level must be 2 or higher
  381.  
  382. πŸ’  Cell 13 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  383. Thunder Punch: Power 2
  384. Thunder Punch: Power ↑ 2
  385. Color Grid: Green
  386. 1 or more adjacent tiles must be activated
  387.  
  388. πŸ’  Cell 14 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  389. Thunder Punch: Move Gauge Refresh 3
  390. Move: Thunder Punch Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  391. Color Grid: Red
  392. 1 or more adjacent tiles must be activated
  393. Move level must be 2 or higher
  394.  
  395. πŸ’  Cell 15 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  396. First Aid 4
  397. Once per battle, restores the user’s HP when in a pinch.
  398. Color Grid: Yellow
  399. 1 or more adjacent tiles must be activated
  400. Move level must be 3 or higher
  401.  
  402. πŸ’  Cell 16 | Cost: 9 Energy, 108 πŸͺ Sync Orb(s)
  403. Toughen Up 1
  404. Has a small chance of raising the user’s Defense when the user is hit by an attack move.
  405. Color Grid: Yellow
  406. 1 or more adjacent tiles must be activated
  407. Move level must be 2 or higher
  408.  
  409. πŸ’  Cell 17 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  410. Endurance
  411. 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.
  412. Color Grid: Yellow
  413. 1 or more adjacent tiles must be activated
  414. Move level must be 3 or higher
  415.  
  416. πŸ’  Cell 18 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  417. Speed 5
  418. Speed 5
  419. Color Grid: Blue
  420. 1 or more adjacent tiles must be activated
  421.  
  422. πŸ’  Cell 19 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  423. HP 10
  424. HP 10
  425. Color Grid: Blue
  426. 1 or more adjacent tiles must be activated
  427.  
  428. πŸ’  Cell 20 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  429. Sp. Def 5
  430. Sp. Def 5
  431. Color Grid: Blue
  432. 1 or more adjacent tiles must be activated
  433.  
  434. πŸ’  Cell 21 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  435. Defense 5
  436. Defense 5
  437. Color Grid: Blue
  438. 1 or more adjacent tiles must be activated
  439.  
  440. πŸ’  Cell 22 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  441. Defense 10
  442. Defense 10
  443. Color Grid: Blue
  444. 1 or more adjacent tiles must be activated
  445. Move level must be 2 or higher
  446.  
  447. πŸ’  Cell 23 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  448. Stalwart
  449. Sp. Def cannot be lowered.
  450. Color Grid: Yellow
  451. 1 or more adjacent tiles must be activated
  452. Move level must be 2 or higher
  453.  
  454. πŸ’  Cell 24 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  455. X Attack All: Move Gauge Refresh 3
  456. Move: X Attack All Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  457. Color Grid: Red
  458. 1 or more adjacent tiles must be activated
  459. Move level must be 2 or higher
  460.  
  461. πŸ’  Cell 25 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  462. X Attack All: MP Refresh 3
  463. Move: X Attack All Has a moderately good chance of restoring one MP of the move used if the move is successful.
  464. Color Grid: Red
  465. 1 or more adjacent tiles must be activated
  466. Move level must be 3 or higher
  467.  
  468. πŸ’  Cell 26 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  469. Unbending
  470. Defense cannot be lowered.
  471. Color Grid: Yellow
  472. 1 or more adjacent tiles must be activated
  473. Move level must be 3 or higher
  474.  
  475. πŸ’  Cell 27 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  476. Defense 5
  477. Defense 5
  478. Color Grid: Blue
  479. 1 or more adjacent tiles must be activated
  480.  
  481. πŸ’  Cell 28 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  482. Thunder Punch: Power 2
  483. Thunder Punch: Power ↑ 2
  484. Color Grid: Green
  485. 1 or more adjacent tiles must be activated
  486.  
  487. πŸ’  Cell 29 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  488. Attack 5
  489. Attack 5
  490. Color Grid: Blue
  491. 1 or more adjacent tiles must be activated
  492.  
  493. πŸ’  Cell 30 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  494. Thunder Punch: Power 2
  495. Thunder Punch: Power ↑ 2
  496. Color Grid: Green
  497. 1 or more adjacent tiles must be activated
  498.  
  499. πŸ’  Cell 31 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  500. Thunder Wave: Accuracy 10
  501. Thunder Wave: Accuracy ↑ 10
  502. Color Grid: Green
  503. 1 or more adjacent tiles must be activated
  504.  
  505. πŸ’  Cell 32 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  506. Speed 10
  507. Speed 10
  508. Color Grid: Blue
  509. 1 or more adjacent tiles must be activated
  510. Move level must be 2 or higher
  511.  
  512. πŸ’  Cell 33 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  513. Thunder Punch: Power 2
  514. Thunder Punch: Power ↑ 2
  515. Color Grid: Green
  516. 1 or more adjacent tiles must be activated
  517.  
  518. πŸ’  Cell 34 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  519. Thunder Wave: Move Gauge Refresh 3
  520. Move: Thunder Wave Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  521. Color Grid: Red
  522. 1 or more adjacent tiles must be activated
  523. Move level must be 2 or higher
  524.  
  525. πŸ’  Cell 35 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  526. Sync Cure
  527. Removes all status conditions from the user after using a sync move.
  528. Color Grid: Yellow
  529. 1 or more adjacent tiles must be activated
  530. Move level must be 3 or higher
  531.  
  532. πŸ’  Cell 36 | Cost: 9 Energy, 108 πŸͺ Sync Orb(s)
  533. Tighten Up 1
  534. Has a small chance of raising the user’s Sp. Def when the user is hit by an attack move.
  535. Color Grid: Yellow
  536. 1 or more adjacent tiles must be activated
  537. Move level must be 2 or higher
  538.  
  539. πŸ’  Cell 37 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  540. Team Fast-Track 4
  541. Has a good chance of raising the Speed of all allied sync pairs when the user’s PokΓ©mon uses a move.
  542. Color Grid: Yellow
  543. 1 or more adjacent tiles must be activated
  544. Move level must be 3 or higher
  545.  
  546. πŸ’  Cell 38 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  547. Speed 5
  548. Speed 5
  549. Color Grid: Blue
  550. 1 or more adjacent tiles must be activated
  551.  
  552. πŸ’  Cell 39 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  553. Defense 5
  554. Defense 5
  555. Color Grid: Blue
  556. 1 or more adjacent tiles must be activated
  557.  
  558. πŸ’  Cell 40 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  559. HP 10
  560. HP 10
  561. Color Grid: Blue
  562. 1 or more adjacent tiles must be activated
  563.  
  564. πŸ’  Cell 41 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  565. Sp. Def 5
  566. Sp. Def 5
  567. Color Grid: Blue
  568. 1 or more adjacent tiles must be activated
  569.  
  570. πŸ’  Cell 42 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  571. Quick Cure
  572. Removes the confused, flinching, and trapped conditions from the user once during battle.
  573. Color Grid: Yellow
  574. 1 or more adjacent tiles must be activated
  575. Move level must be 2 or higher
  576.  
  577. πŸ’  Cell 43 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  578. Sp. Def 10
  579. Sp. Def 10
  580. Color Grid: Blue
  581. 1 or more adjacent tiles must be activated
  582. Move level must be 2 or higher
  583.  
  584. πŸ’  Cell 44 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  585. Ten-hut!: Move Gauge Refresh 3
  586. Move: Ten-hut! Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  587. Color Grid: Red
  588. 1 or more adjacent tiles must be activated
  589. Move level must be 2 or higher
  590.  
  591. πŸ’  Cell 45 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  592. Synchro Healing 1
  593. Restores the HP of all allied sync pairs after using a sync move.
  594. Color Grid: Yellow
  595. 1 or more adjacent tiles must be activated
  596. Move level must be 3 or higher
  597.  
  598. πŸ’  Cell 46 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  599. Ten-hut!: MP Refresh 3
  600. Move: Ten-hut! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  601. Color Grid: Red
  602. 1 or more adjacent tiles must be activated
  603. Move level must be 3 or higher
  604.  
  605. πŸ’  Cell 47 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  606. Zap-tastic Electric Beam: Power 25
  607. Zap-tastic Electric Beam: Power ↑ 25
  608. Color Grid: Purple
  609. 1 or more adjacent tiles must be activated
  610. Move level must be 3 or higher
  611.  
  612. πŸ’  Cell 48 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  613. Zap-tastic Electric Beam: Power 25
  614. Zap-tastic Electric Beam: Power ↑ 25
  615. Color Grid: Purple
  616. 1 or more adjacent tiles must be activated
  617. Move level must be 3 or higher
  618.  
  619. ------------------------------------------------------------------------
  620. 🀝 Sync Pair : Karen & Umberon
  621.  
  622. πŸ’  Cell 1 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  623. HP 10
  624. HP 10
  625. Color Grid: Blue
  626.  
  627. πŸ’  Cell 2 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  628. Attack 5
  629. Attack 5
  630. Color Grid: Blue
  631.  
  632. πŸ’  Cell 3 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  633. Defense 5
  634. Defense 5
  635. Color Grid: Blue
  636.  
  637. πŸ’  Cell 4 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  638. Attack 5
  639. Attack 5
  640. Color Grid: Blue
  641.  
  642. πŸ’  Cell 5 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  643. Sp. Def 5
  644. Sp. Def 5
  645. Color Grid: Blue
  646.  
  647. πŸ’  Cell 6 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  648. Speed 5
  649. Speed 5
  650. Color Grid: Blue
  651.  
  652. πŸ’  Cell 7 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  653. Defense 5
  654. Defense 5
  655. Color Grid: Blue
  656. 1 or more adjacent tiles must be activated
  657.  
  658. πŸ’  Cell 8 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  659. Double-Edge: Power 3
  660. Double-Edge: Power ↑ 3
  661. Color Grid: Green
  662. 1 or more adjacent tiles must be activated
  663.  
  664. πŸ’  Cell 9 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  665. Double-Edge: Power 3
  666. Double-Edge: Power ↑ 3
  667. Color Grid: Green
  668. 1 or more adjacent tiles must be activated
  669.  
  670. πŸ’  Cell 10 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  671. Speed 5
  672. Speed 5
  673. Color Grid: Blue
  674. 1 or more adjacent tiles must be activated
  675.  
  676. πŸ’  Cell 11 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  677. Double-Edge: Move Gauge Refresh 1
  678. Move: Double-Edge Has a small chance of charging the user’s move gauge by one when a move is successful.
  679. Color Grid: Red
  680. 1 or more adjacent tiles must be activated
  681.  
  682. πŸ’  Cell 12 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  683. Double-Edge: Power 3
  684. Double-Edge: Power ↑ 3
  685. Color Grid: Green
  686. 1 or more adjacent tiles must be activated
  687.  
  688. πŸ’  Cell 13 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  689. Double-Edge: Standfast 3
  690. Move: Double-Edge Reduces recoil damage received from using moves that have recoil in the effect tag.
  691. Color Grid: Red
  692. 1 or more adjacent tiles must be activated
  693. Move level must be 2 or higher
  694.  
  695. πŸ’  Cell 14 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  696. Double-Edge: Move Gauge Refresh 3
  697. Move: Double-Edge Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  698. Color Grid: Red
  699. 1 or more adjacent tiles must be activated
  700. Move level must be 2 or higher
  701.  
  702. πŸ’  Cell 15 | Cost: 9 Energy, 108 πŸͺ Sync Orb(s)
  703. Critastrophe 2
  704. Powers up sync moves if they become critical hits.
  705. Color Grid: Yellow
  706. 1 or more adjacent tiles must be activated
  707. Move level must be 2 or higher
  708.  
  709. πŸ’  Cell 16 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  710. Critical Strike 2
  711. Powers up attacks if they become critical hits.
  712. Color Grid: Yellow
  713. 1 or more adjacent tiles must be activated
  714. Move level must be 3 or higher
  715.  
  716. πŸ’  Cell 17 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  717. Double-Edge: Standfast 5
  718. Move: Double-Edge Reduces recoil damage received from using moves that have recoil in the effect tag.
  719. Color Grid: Red
  720. 1 or more adjacent tiles must be activated
  721. Move level must be 3 or higher
  722.  
  723. πŸ’  Cell 18 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  724. Sp. Def 5
  725. Sp. Def 5
  726. Color Grid: Blue
  727. 1 or more adjacent tiles must be activated
  728.  
  729. πŸ’  Cell 19 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  730. Feint Attack: Power 3
  731. Feint Attack: Power ↑ 3
  732. Color Grid: Green
  733. 1 or more adjacent tiles must be activated
  734.  
  735. πŸ’  Cell 20 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  736. Feint Attack: Power 3
  737. Feint Attack: Power ↑ 3
  738. Color Grid: Green
  739. 1 or more adjacent tiles must be activated
  740.  
  741. πŸ’  Cell 21 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  742. Speed 5
  743. Speed 5
  744. Color Grid: Blue
  745. 1 or more adjacent tiles must be activated
  746.  
  747. πŸ’  Cell 22 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  748. Attack 5
  749. Attack 5
  750. Color Grid: Blue
  751. 1 or more adjacent tiles must be activated
  752.  
  753. πŸ’  Cell 23 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  754. Feint Attack: Power 3
  755. Feint Attack: Power ↑ 3
  756. Color Grid: Green
  757. 1 or more adjacent tiles must be activated
  758.  
  759. πŸ’  Cell 24 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  760. Feint Attack: Fortuitous 1
  761. Move: Feint Attack Has a very small chance of raising the user’s Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness at random when an attack move is successful.
  762. Color Grid: Red
  763. 1 or more adjacent tiles must be activated
  764. Move level must be 2 or higher
  765.  
  766. πŸ’  Cell 25 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  767. Feint Attack: Move Gauge Refresh 3
  768. Move: Feint Attack Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  769. Color Grid: Red
  770. 1 or more adjacent tiles must be activated
  771. Move level must be 2 or higher
  772.  
  773. πŸ’  Cell 26 | Cost: 9 Energy, 108 πŸͺ Sync Orb(s)
  774. Double Down 2
  775. Powers up sync moves that are super effective.
  776. Color Grid: Yellow
  777. 1 or more adjacent tiles must be activated
  778. Move level must be 2 or higher
  779.  
  780. πŸ’  Cell 27 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  781. Superduper Effective 2
  782. Powers up moves that are super effective.
  783. Color Grid: Yellow
  784. 1 or more adjacent tiles must be activated
  785. Move level must be 3 or higher
  786.  
  787. πŸ’  Cell 28 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  788. First Aid 4
  789. Once per battle, restores the user’s HP when in a pinch.
  790. Color Grid: Yellow
  791. 1 or more adjacent tiles must be activated
  792. Move level must be 3 or higher
  793.  
  794. πŸ’  Cell 29 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  795. Sp. Def 5
  796. Sp. Def 5
  797. Color Grid: Blue
  798. 1 or more adjacent tiles must be activated
  799.  
  800. πŸ’  Cell 30 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  801. Defense 5
  802. Defense 5
  803. Color Grid: Blue
  804. 1 or more adjacent tiles must be activated
  805.  
  806. πŸ’  Cell 31 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  807. Speed 5
  808. Speed 5
  809. Color Grid: Blue
  810. 1 or more adjacent tiles must be activated
  811.  
  812. πŸ’  Cell 32 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  813. Defense 5
  814. Defense 5
  815. Color Grid: Blue
  816. 1 or more adjacent tiles must be activated
  817.  
  818. πŸ’  Cell 33 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  819. HP 20
  820. HP 20
  821. Color Grid: Blue
  822. 1 or more adjacent tiles must be activated
  823. Move level must be 2 or higher
  824.  
  825. πŸ’  Cell 34 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  826. Go Wild!: Move Gauge Refresh 3
  827. Move: Go Wild! Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  828. Color Grid: Red
  829. 1 or more adjacent tiles must be activated
  830. Move level must be 2 or higher
  831.  
  832. πŸ’  Cell 35 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  833. Power Reserves 2
  834. Powers up moves in a pinch.
  835. Color Grid: Yellow
  836. 1 or more adjacent tiles must be activated
  837. Move level must be 2 or higher
  838.  
  839. πŸ’  Cell 36 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  840. Adorably Wild Dark Impact: Power 25
  841. Adorably Wild Dark Impact: Power ↑ 25
  842. Color Grid: Green
  843. 1 or more adjacent tiles must be activated
  844. Move level must be 3 or higher
  845.  
  846. πŸ’  Cell 37 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  847. Go Wild!: MP Refresh 3
  848. Move: Go Wild! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  849. Color Grid: Red
  850. 1 or more adjacent tiles must be activated
  851. Move level must be 3 or higher
  852.  
  853. πŸ’  Cell 38 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  854. Defense 5
  855. Defense 5
  856. Color Grid: Blue
  857. 1 or more adjacent tiles must be activated
  858.  
  859. πŸ’  Cell 39 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  860. Sp. Def 5
  861. Sp. Def 5
  862. Color Grid: Blue
  863. 1 or more adjacent tiles must be activated
  864.  
  865. πŸ’  Cell 40 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  866. Speed 5
  867. Speed 5
  868. Color Grid: Blue
  869. 1 or more adjacent tiles must be activated
  870.  
  871. πŸ’  Cell 41 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  872. Sp. Def 5
  873. Sp. Def 5
  874. Color Grid: Blue
  875. 1 or more adjacent tiles must be activated
  876.  
  877. πŸ’  Cell 42 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  878. Attack 10
  879. Attack 10
  880. Color Grid: Blue
  881. 1 or more adjacent tiles must be activated
  882. Move level must be 2 or higher
  883.  
  884. πŸ’  Cell 43 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  885. Dire Hit: Move Gauge Refresh 3
  886. Move: Dire Hit Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  887. Color Grid: Red
  888. 1 or more adjacent tiles must be activated
  889. Move level must be 2 or higher
  890.  
  891. πŸ’  Cell 44 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  892. Attack 5
  893. Attack 5
  894. Color Grid: Blue
  895. 1 or more adjacent tiles must be activated
  896. Move level must be 2 or higher
  897.  
  898. πŸ’  Cell 45 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  899. Adorably Wild Dark Impact: Power 25
  900. Adorably Wild Dark Impact: Power ↑ 25
  901. Color Grid: Green
  902. 1 or more adjacent tiles must be activated
  903. Move level must be 3 or higher
  904.  
  905. πŸ’  Cell 46 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  906. Dire Hit: MP Refresh 3
  907. Move: Dire Hit Has a moderately good chance of restoring one MP of the move used if the move is successful.
  908. Color Grid: Red
  909. 1 or more adjacent tiles must be activated
  910. Move level must be 3 or higher
  911.  
  912. πŸ’  Cell 47 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  913. Adorably Wild Dark Impact: Power 25
  914. Adorably Wild Dark Impact: Power ↑ 25
  915. Color Grid: Purple
  916. 1 or more adjacent tiles must be activated
  917. Move level must be 3 or higher
  918.  
  919. πŸ’  Cell 48 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  920. Adorably Wild Dark Impact: Power 25
  921. Adorably Wild Dark Impact: Power ↑ 25
  922. Color Grid: Purple
  923. 1 or more adjacent tiles must be activated
  924. Move level must be 3 or higher
  925.  
  926. ------------------------------------------------------------------------
  927. 🀝 Sync Pair : The Masked Royal & Incineroar
  928.  
  929. πŸ’  Cell 1 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  930. HP 10
  931. HP 10
  932. Color Grid: Blue
  933.  
  934. πŸ’  Cell 2 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  935. Attack 5
  936. Attack 5
  937. Color Grid: Blue
  938.  
  939. πŸ’  Cell 3 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  940. Defense 5
  941. Defense 5
  942. Color Grid: Blue
  943.  
  944. πŸ’  Cell 4 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  945. Attack 5
  946. Attack 5
  947. Color Grid: Blue
  948.  
  949. πŸ’  Cell 5 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  950. Sp. Def 5
  951. Sp. Def 5
  952. Color Grid: Blue
  953.  
  954. πŸ’  Cell 6 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  955. Speed 5
  956. Speed 5
  957. Color Grid: Blue
  958.  
  959. πŸ’  Cell 7 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  960. HP 10
  961. HP 10
  962. Color Grid: Blue
  963. 1 or more adjacent tiles must be activated
  964.  
  965. πŸ’  Cell 8 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  966. Darkest Lariat: Power 3
  967. Darkest Lariat: Power ↑ 3
  968. Color Grid: Green
  969. 1 or more adjacent tiles must be activated
  970.  
  971. πŸ’  Cell 9 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  972. Darkest Lariat: Power 3
  973. Darkest Lariat: Power ↑ 3
  974. Color Grid: Green
  975. 1 or more adjacent tiles must be activated
  976.  
  977. πŸ’  Cell 10 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  978. Darkest Lariat: Power 3
  979. Darkest Lariat: Power ↑ 3
  980. Color Grid: Green
  981. 1 or more adjacent tiles must be activated
  982.  
  983. πŸ’  Cell 11 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  984. Speed 5
  985. Speed 5
  986. Color Grid: Blue
  987. 1 or more adjacent tiles must be activated
  988.  
  989. πŸ’  Cell 12 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  990. Insult to Injury
  991. The more the target’s Defense has been lowered, the more it powers up moves.
  992. Color Grid: Yellow
  993. 1 or more adjacent tiles must be activated
  994. Move level must be 2 or higher
  995.  
  996. πŸ’  Cell 13 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  997. Darkest Lariat: Power 3
  998. Darkest Lariat: Power ↑ 3
  999. Color Grid: Green
  1000. 1 or more adjacent tiles must be activated
  1001.  
  1002. πŸ’  Cell 14 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1003. Darkest Lariat: Power 3
  1004. Darkest Lariat: Power ↑ 3
  1005. Color Grid: Green
  1006. 1 or more adjacent tiles must be activated
  1007. Move level must be 2 or higher
  1008.  
  1009. πŸ’  Cell 15 | Cost: 12 Energy, 144 πŸͺ Sync Orb(s)
  1010. Power Reserves 5
  1011. Powers up moves in a pinch.
  1012. Color Grid: Yellow
  1013. 1 or more adjacent tiles must be activated
  1014. Move level must be 3 or higher
  1015.  
  1016. πŸ’  Cell 16 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  1017. Darkest Lariat: Move Gauge Refresh 4
  1018. Move: Darkest Lariat Has a good chance of charging the user’s move gauge by one when a move is successful.
  1019. Color Grid: Red
  1020. 1 or more adjacent tiles must be activated
  1021. Move level must be 2 or higher
  1022.  
  1023. πŸ’  Cell 17 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1024. Attack 10
  1025. Attack 10
  1026. Color Grid: Blue
  1027. 1 or more adjacent tiles must be activated
  1028. Move level must be 3 or higher
  1029.  
  1030. πŸ’  Cell 18 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1031. Sp. Def 5
  1032. Sp. Def 5
  1033. Color Grid: Blue
  1034. 1 or more adjacent tiles must be activated
  1035.  
  1036. πŸ’  Cell 19 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1037. X Attack: MP Refresh 3
  1038. Move: X Attack Has a moderately good chance of restoring one MP of the move used if the move is successful.
  1039. Color Grid: Red
  1040. 1 or more adjacent tiles must be activated
  1041.  
  1042. πŸ’  Cell 20 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1043. Darkest Lariat: Power 3
  1044. Darkest Lariat: Power ↑ 3
  1045. Color Grid: Green
  1046. 1 or more adjacent tiles must be activated
  1047.  
  1048. πŸ’  Cell 21 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  1049. Terrify 1
  1050. Lowers the Attack of all opposing sync pairs when the PokΓ©mon enters a battle.
  1051. Color Grid: Yellow
  1052. 1 or more adjacent tiles must be activated
  1053. Move level must be 2 or higher
  1054.  
  1055. πŸ’  Cell 22 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1056. Brutal Swing: Power 3
  1057. Brutal Swing: Power ↑ 3
  1058. Color Grid: Green
  1059. 1 or more adjacent tiles must be activated
  1060.  
  1061. πŸ’  Cell 23 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1062. Attack 5
  1063. Attack 5
  1064. Color Grid: Blue
  1065. 1 or more adjacent tiles must be activated
  1066. Move level must be 2 or higher
  1067.  
  1068. πŸ’  Cell 24 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  1069. Pecking Order
  1070. The more the target’s Attack is lowered, the more it powers up sync moves.
  1071. Color Grid: Yellow
  1072. 1 or more adjacent tiles must be activated
  1073. Move level must be 2 or higher
  1074.  
  1075. πŸ’  Cell 25 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1076. Defense 20
  1077. Defense 20
  1078. Color Grid: Blue
  1079. 1 or more adjacent tiles must be activated
  1080. Move level must be 3 or higher
  1081.  
  1082. πŸ’  Cell 26 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1083. Power Posture
  1084. The more the target’s Attack has been lowered, the more it powers up moves.
  1085. Color Grid: Yellow
  1086. 1 or more adjacent tiles must be activated
  1087. Move level must be 3 or higher
  1088.  
  1089. πŸ’  Cell 27 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1090. Speed 5
  1091. Speed 5
  1092. Color Grid: Blue
  1093. 1 or more adjacent tiles must be activated
  1094.  
  1095. πŸ’  Cell 28 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1096. Brutal Swing: Power 3
  1097. Brutal Swing: Power ↑ 3
  1098. Color Grid: Green
  1099. 1 or more adjacent tiles must be activated
  1100.  
  1101. πŸ’  Cell 29 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1102. Speed 5
  1103. Speed 5
  1104. Color Grid: Blue
  1105. 1 or more adjacent tiles must be activated
  1106.  
  1107. πŸ’  Cell 30 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1108. Darkest Lariat: Power 3
  1109. Darkest Lariat: Power ↑ 3
  1110. Color Grid: Green
  1111. 1 or more adjacent tiles must be activated
  1112.  
  1113. πŸ’  Cell 31 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1114. Bob and Weave
  1115. The more the user’s evasiveness has been raised, the more it powers up moves.
  1116. Color Grid: Yellow
  1117. 1 or more adjacent tiles must be activated
  1118. Move level must be 2 or higher
  1119.  
  1120. πŸ’  Cell 32 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1121. Shifty Striker 1
  1122. Has a small chance of raising the user’s evasiveness when the user’s PokΓ©mon uses a move.
  1123. Color Grid: Yellow
  1124. 1 or more adjacent tiles must be activated
  1125. Move level must be 2 or higher
  1126.  
  1127. πŸ’  Cell 33 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1128. Ridicure 1
  1129. Has a small chance of restoring the user’s HP when an opponent’s attack move targeting the user misses.
  1130. Color Grid: Yellow
  1131. 1 or more adjacent tiles must be activated
  1132. Move level must be 3 or higher
  1133.  
  1134. πŸ’  Cell 34 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  1135. Ready...Fight!: Move Gauge Refresh 4
  1136. Move: Ready...Fight! Has a good chance of charging the user’s move gauge by one when a move is successful.
  1137. Color Grid: Red
  1138. 1 or more adjacent tiles must be activated
  1139. Move level must be 2 or higher
  1140.  
  1141. πŸ’  Cell 35 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1142. Slippery Slope 9
  1143. Raises the user’s evasiveness when an opponent’s attack move targeting the user misses.
  1144. Color Grid: Yellow
  1145. 1 or more adjacent tiles must be activated
  1146. Move level must be 3 or higher
  1147.  
  1148. πŸ’  Cell 36 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1149. HP 10
  1150. HP 10
  1151. Color Grid: Blue
  1152. 1 or more adjacent tiles must be activated
  1153.  
  1154. πŸ’  Cell 37 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1155. Brutal Swing: Power 3
  1156. Brutal Swing: Power ↑ 3
  1157. Color Grid: Green
  1158. 1 or more adjacent tiles must be activated
  1159.  
  1160. πŸ’  Cell 38 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1161. Brutal Swing: Power 3
  1162. Brutal Swing: Power ↑ 3
  1163. Color Grid: Green
  1164. 1 or more adjacent tiles must be activated
  1165.  
  1166. πŸ’  Cell 39 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1167. Brutal Swing: Power 3
  1168. Brutal Swing: Power ↑ 3
  1169. Color Grid: Green
  1170. 1 or more adjacent tiles must be activated
  1171.  
  1172. πŸ’  Cell 40 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1173. Speed 5
  1174. Speed 5
  1175. Color Grid: Blue
  1176. 1 or more adjacent tiles must be activated
  1177.  
  1178. πŸ’  Cell 41 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1179. Brutal Swing: Power 3
  1180. Brutal Swing: Power ↑ 3
  1181. Color Grid: Green
  1182. 1 or more adjacent tiles must be activated
  1183.  
  1184. πŸ’  Cell 42 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  1185. Brutal Swing: Move Gauge Refresh 4
  1186. Move: Brutal Swing Has a good chance of charging the user’s move gauge by one when a move is successful.
  1187. Color Grid: Red
  1188. 1 or more adjacent tiles must be activated
  1189. Move level must be 2 or higher
  1190.  
  1191. πŸ’  Cell 43 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1192. Brutal Swing: Power 3
  1193. Brutal Swing: Power ↑ 3
  1194. Color Grid: Green
  1195. 1 or more adjacent tiles must be activated
  1196. Move level must be 2 or higher
  1197.  
  1198. πŸ’  Cell 44 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1199. Ramming Speed
  1200. The more the user’s Speed has been raised, the more it powers up moves.
  1201. Color Grid: Yellow
  1202. 1 or more adjacent tiles must be activated
  1203. Move level must be 2 or higher
  1204.  
  1205. πŸ’  Cell 45 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1206. Attack 10
  1207. Attack 10
  1208. Color Grid: Blue
  1209. 1 or more adjacent tiles must be activated
  1210. Move level must be 3 or higher
  1211.  
  1212. πŸ’  Cell 46 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  1213. Demoralize 2
  1214. Sharply lowers the Attack of all opposing sync pairs after using a sync move.
  1215. Color Grid: Yellow
  1216. 1 or more adjacent tiles must be activated
  1217. Move level must be 3 or higher
  1218.  
  1219. πŸ’  Cell 47 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  1220. Heel Turn Malicious Moonsault: Power 25
  1221. Heel Turn Malicious Moonsault: Power ↑ 25
  1222. Color Grid: Purple
  1223. 1 or more adjacent tiles must be activated
  1224. Move level must be 3 or higher
  1225.  
  1226. πŸ’  Cell 48 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  1227. Heel Turn Malicious Moonsault: Power 25
  1228. Heel Turn Malicious Moonsault: Power ↑ 25
  1229. Color Grid: Purple
  1230. 1 or more adjacent tiles must be activated
  1231. Move level must be 3 or higher
  1232.  
  1233. ------------------------------------------------------------------------
  1234. 🀝 Sync Pair : Zinnia & Salamence
  1235.  
  1236. πŸ’  Cell 1 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1237. HP 10
  1238. HP 10
  1239. Color Grid: Blue
  1240.  
  1241. πŸ’  Cell 2 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1242. Attack 5
  1243. Attack 5
  1244. Color Grid: Blue
  1245.  
  1246. πŸ’  Cell 3 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1247. Defense 5
  1248. Defense 5
  1249. Color Grid: Blue
  1250.  
  1251. πŸ’  Cell 4 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1252. Attack 5
  1253. Attack 5
  1254. Color Grid: Blue
  1255.  
  1256. πŸ’  Cell 5 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1257. Sp. Def 5
  1258. Sp. Def 5
  1259. Color Grid: Blue
  1260.  
  1261. πŸ’  Cell 6 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1262. Speed 5
  1263. Speed 5
  1264. Color Grid: Blue
  1265.  
  1266. πŸ’  Cell 7 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1267. Attack 5
  1268. Attack 5
  1269. Color Grid: Blue
  1270. 1 or more adjacent tiles must be activated
  1271.  
  1272. πŸ’  Cell 8 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1273. Dragon Rush: Power 3
  1274. Dragon Rush: Power ↑ 3
  1275. Color Grid: Green
  1276. 1 or more adjacent tiles must be activated
  1277.  
  1278. πŸ’  Cell 9 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1279. Sp. Def 5
  1280. Sp. Def 5
  1281. Color Grid: Blue
  1282. 1 or more adjacent tiles must be activated
  1283.  
  1284. πŸ’  Cell 10 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1285. Dragon Rush: Power 3
  1286. Dragon Rush: Power ↑ 3
  1287. Color Grid: Green
  1288. 1 or more adjacent tiles must be activated
  1289.  
  1290. πŸ’  Cell 11 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  1291. Dragon Rush: Move Gauge Refresh 1
  1292. Move: Dragon Rush Has a small chance of charging the user’s move gauge by one when a move is successful.
  1293. Color Grid: Red
  1294. 1 or more adjacent tiles must be activated
  1295.  
  1296. πŸ’  Cell 12 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1297. Speed 5
  1298. Speed 5
  1299. Color Grid: Blue
  1300. 1 or more adjacent tiles must be activated
  1301. Move level must be 2 or higher
  1302.  
  1303. πŸ’  Cell 13 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1304. Dragon Rush: Power 3
  1305. Dragon Rush: Power ↑ 3
  1306. Color Grid: Green
  1307. 1 or more adjacent tiles must be activated
  1308.  
  1309. πŸ’  Cell 14 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  1310. Dragon Rush: Move Gauge Refresh 3
  1311. Move: Dragon Rush Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1312. Color Grid: Red
  1313. 1 or more adjacent tiles must be activated
  1314. Move level must be 2 or higher
  1315.  
  1316. πŸ’  Cell 15 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1317. Critical Strike 2
  1318. Powers up attacks if they become critical hits.
  1319. Color Grid: Yellow
  1320. 1 or more adjacent tiles must be activated
  1321. Move level must be 3 or higher
  1322.  
  1323. πŸ’  Cell 16 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  1324. Terrify 1
  1325. Lowers the Attack of all opposing sync pairs when the PokΓ©mon enters a battle.
  1326. Color Grid: Yellow
  1327. 1 or more adjacent tiles must be activated
  1328. Move level must be 2 or higher
  1329.  
  1330. πŸ’  Cell 17 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  1331. Harry 3
  1332. Powers up moves when the target is flinching.
  1333. Color Grid: Yellow
  1334. 1 or more adjacent tiles must be activated
  1335. Move level must be 3 or higher
  1336.  
  1337. πŸ’  Cell 18 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1338. Speed 5
  1339. Speed 5
  1340. Color Grid: Blue
  1341. 1 or more adjacent tiles must be activated
  1342.  
  1343. πŸ’  Cell 19 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1344. Sp. Def 5
  1345. Sp. Def 5
  1346. Color Grid: Blue
  1347. 1 or more adjacent tiles must be activated
  1348.  
  1349. πŸ’  Cell 20 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1350. Defense 5
  1351. Defense 5
  1352. Color Grid: Blue
  1353. 1 or more adjacent tiles must be activated
  1354.  
  1355. πŸ’  Cell 21 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1356. Defense 5
  1357. Defense 5
  1358. Color Grid: Blue
  1359. 1 or more adjacent tiles must be activated
  1360. Move level must be 2 or higher
  1361.  
  1362. πŸ’  Cell 22 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1363. Attack 5
  1364. Attack 5
  1365. Color Grid: Blue
  1366. 1 or more adjacent tiles must be activated
  1367.  
  1368. πŸ’  Cell 23 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  1369. Real Nice!: Move Gauge Refresh 3
  1370. Move: Real Nice! Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1371. Color Grid: Red
  1372. 1 or more adjacent tiles must be activated
  1373. Move level must be 2 or higher
  1374.  
  1375. πŸ’  Cell 24 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1376. Attack 10
  1377. Attack 10
  1378. Color Grid: Blue
  1379. 1 or more adjacent tiles must be activated
  1380. Move level must be 2 or higher
  1381.  
  1382. πŸ’  Cell 25 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1383. First Aid 4
  1384. Once per battle, restores the user’s HP when in a pinch.
  1385. Color Grid: Yellow
  1386. 1 or more adjacent tiles must be activated
  1387. Move level must be 3 or higher
  1388.  
  1389. πŸ’  Cell 26 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1390. Real Nice!: MP Refresh 3
  1391. Move: Real Nice! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  1392. Color Grid: Red
  1393. 1 or more adjacent tiles must be activated
  1394. Move level must be 3 or higher
  1395.  
  1396. πŸ’  Cell 27 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1397. Speed 5
  1398. Speed 5
  1399. Color Grid: Blue
  1400. 1 or more adjacent tiles must be activated
  1401.  
  1402. πŸ’  Cell 28 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1403. Sp. Def 5
  1404. Sp. Def 5
  1405. Color Grid: Blue
  1406. 1 or more adjacent tiles must be activated
  1407.  
  1408. πŸ’  Cell 29 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1409. HP 10
  1410. HP 10
  1411. Color Grid: Blue
  1412. 1 or more adjacent tiles must be activated
  1413.  
  1414. πŸ’  Cell 30 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1415. Sp. Def 5
  1416. Sp. Def 5
  1417. Color Grid: Blue
  1418. 1 or more adjacent tiles must be activated
  1419.  
  1420. πŸ’  Cell 31 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1421. Defense 5
  1422. Defense 5
  1423. Color Grid: Blue
  1424. 1 or more adjacent tiles must be activated
  1425. Move level must be 2 or higher
  1426.  
  1427. πŸ’  Cell 32 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  1428. Status Shield: Move Gauge Refresh 3
  1429. Move: Status Shield Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1430. Color Grid: Red
  1431. 1 or more adjacent tiles must be activated
  1432. Move level must be 2 or higher
  1433.  
  1434. πŸ’  Cell 33 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1435. Superduper Effective 2
  1436. Powers up moves that are super effective.
  1437. Color Grid: Yellow
  1438. 1 or more adjacent tiles must be activated
  1439. Move level must be 3 or higher
  1440.  
  1441. πŸ’  Cell 34 | Cost: 9 Energy, 108 πŸͺ Sync Orb(s)
  1442. Double Down 2
  1443. Powers up sync moves that are super effective.
  1444. Color Grid: Yellow
  1445. 1 or more adjacent tiles must be activated
  1446. Move level must be 2 or higher
  1447.  
  1448. πŸ’  Cell 35 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1449. Status Shield: MP Refresh 3
  1450. Move: Status Shield Has a moderately good chance of restoring one MP of the move used if the move is successful.
  1451. Color Grid: Red
  1452. 1 or more adjacent tiles must be activated
  1453. Move level must be 3 or higher
  1454.  
  1455. πŸ’  Cell 36 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1456. Attack 5
  1457. Attack 5
  1458. Color Grid: Blue
  1459. 1 or more adjacent tiles must be activated
  1460.  
  1461. πŸ’  Cell 37 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1462. Dragon Claw: Power 3
  1463. Dragon Claw: Power ↑ 3
  1464. Color Grid: Green
  1465. 1 or more adjacent tiles must be activated
  1466.  
  1467. πŸ’  Cell 38 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1468. Defense 5
  1469. Defense 5
  1470. Color Grid: Blue
  1471. 1 or more adjacent tiles must be activated
  1472.  
  1473. πŸ’  Cell 39 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1474. Dragon Claw: Power 3
  1475. Dragon Claw: Power ↑ 3
  1476. Color Grid: Green
  1477. 1 or more adjacent tiles must be activated
  1478.  
  1479. πŸ’  Cell 40 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1480. HP 10
  1481. HP 10
  1482. Color Grid: Blue
  1483. 1 or more adjacent tiles must be activated
  1484.  
  1485. πŸ’  Cell 41 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1486. Dragon Claw: Power 3
  1487. Dragon Claw: Power ↑ 3
  1488. Color Grid: Green
  1489. 1 or more adjacent tiles must be activated
  1490.  
  1491. πŸ’  Cell 42 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1492. Attack 10
  1493. Attack 10
  1494. Color Grid: Blue
  1495. 1 or more adjacent tiles must be activated
  1496. Move level must be 2 or higher
  1497.  
  1498. πŸ’  Cell 43 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  1499. Dragon Claw: Move Gauge Refresh 3
  1500. Move: Dragon Claw Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1501. Color Grid: Red
  1502. 1 or more adjacent tiles must be activated
  1503. Move level must be 2 or higher
  1504.  
  1505. πŸ’  Cell 44 | Cost: 9 Energy, 108 πŸͺ Sync Orb(s)
  1506. Critastrophe 2
  1507. Powers up sync moves if they become critical hits.
  1508. Color Grid: Yellow
  1509. 1 or more adjacent tiles must be activated
  1510. Move level must be 2 or higher
  1511.  
  1512. πŸ’  Cell 45 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1513. Power Posture
  1514. The more the target’s Attack has been lowered, the more it powers up moves.
  1515. Color Grid: Yellow
  1516. 1 or more adjacent tiles must be activated
  1517. Move level must be 3 or higher
  1518.  
  1519. πŸ’  Cell 46 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  1520. Dragon Claw: Harry 2
  1521. Move: Dragon Claw Powers up moves when the target is flinching.
  1522. Color Grid: Red
  1523. 1 or more adjacent tiles must be activated
  1524. Move level must be 3 or higher
  1525.  
  1526. πŸ’  Cell 47 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  1527. New Beginning Dragon Impact: Power 25
  1528. New Beginning Dragon Impact: Power ↑ 25
  1529. Color Grid: Purple
  1530. 1 or more adjacent tiles must be activated
  1531. Move level must be 3 or higher
  1532.  
  1533. πŸ’  Cell 48 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  1534. New Beginning Dragon Impact: Power 25
  1535. New Beginning Dragon Impact: Power ↑ 25
  1536. Color Grid: Purple
  1537. 1 or more adjacent tiles must be activated
  1538. Move level must be 3 or higher
  1539.  
  1540. ------------------------------------------------------------------------
  1541. 🀝 Sync Pair : Morty & Mismagius
  1542.  
  1543. πŸ’  Cell 1 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1544. HP 10
  1545. HP 10
  1546. Color Grid: Blue
  1547.  
  1548. πŸ’  Cell 2 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1549. Attack 5
  1550. Attack 5
  1551. Color Grid: Blue
  1552.  
  1553. πŸ’  Cell 3 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1554. Defense 5
  1555. Defense 5
  1556. Color Grid: Blue
  1557.  
  1558. πŸ’  Cell 4 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1559. Attack 5
  1560. Attack 5
  1561. Color Grid: Blue
  1562.  
  1563. πŸ’  Cell 5 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1564. Sp. Def 5
  1565. Sp. Def 5
  1566. Color Grid: Blue
  1567.  
  1568. πŸ’  Cell 6 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1569. Speed 5
  1570. Speed 5
  1571. Color Grid: Blue
  1572.  
  1573. πŸ’  Cell 7 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1574. Sp. Def 5
  1575. Sp. Def 5
  1576. Color Grid: Blue
  1577. 1 or more adjacent tiles must be activated
  1578.  
  1579. πŸ’  Cell 8 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  1580. Astonish: Power 2
  1581. Astonish: Power ↑ 2
  1582. Color Grid: Green
  1583. 1 or more adjacent tiles must be activated
  1584.  
  1585. πŸ’  Cell 9 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1586. Defense 5
  1587. Defense 5
  1588. Color Grid: Blue
  1589. 1 or more adjacent tiles must be activated
  1590.  
  1591. πŸ’  Cell 10 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  1592. Astonish: Power 2
  1593. Astonish: Power ↑ 2
  1594. Color Grid: Green
  1595. 1 or more adjacent tiles must be activated
  1596.  
  1597. πŸ’  Cell 11 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  1598. Confuse Ray: Move Gauge Refresh 1
  1599. Move: Confuse Ray Has a small chance of charging the user’s move gauge by one when a move is successful.
  1600. Color Grid: Red
  1601. 1 or more adjacent tiles must be activated
  1602.  
  1603. πŸ’  Cell 12 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  1604. Healthy Healing
  1605. Makes the user gradually heal itself if its HP is full when it enters a battle.
  1606. Color Grid: Yellow
  1607. 1 or more adjacent tiles must be activated
  1608. Move level must be 2 or higher
  1609.  
  1610. πŸ’  Cell 13 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  1611. Astonish: Power 2
  1612. Astonish: Power ↑ 2
  1613. Color Grid: Green
  1614. 1 or more adjacent tiles must be activated
  1615.  
  1616. πŸ’  Cell 14 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  1617. Confuse Ray: Move Gauge Refresh 3
  1618. Move: Confuse Ray Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1619. Color Grid: Red
  1620. 1 or more adjacent tiles must be activated
  1621. Move level must be 2 or higher
  1622.  
  1623. πŸ’  Cell 15 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1624. First Aid 4
  1625. Once per battle, restores the user’s HP when in a pinch.
  1626. Color Grid: Yellow
  1627. 1 or more adjacent tiles must be activated
  1628. Move level must be 3 or higher
  1629.  
  1630. πŸ’  Cell 16 | Cost: 9 Energy, 108 πŸͺ Sync Orb(s)
  1631. Toughen Up 1
  1632. Has a small chance of raising the user’s Defense when the user is hit by an attack move.
  1633. Color Grid: Yellow
  1634. 1 or more adjacent tiles must be activated
  1635. Move level must be 2 or higher
  1636.  
  1637. πŸ’  Cell 17 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1638. Potion: Master Healer 1
  1639. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  1640. Color Grid: Red
  1641. 1 or more adjacent tiles must be activated
  1642. Move level must be 3 or higher
  1643.  
  1644. πŸ’  Cell 18 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1645. Speed 5
  1646. Speed 5
  1647. Color Grid: Blue
  1648. 1 or more adjacent tiles must be activated
  1649.  
  1650. πŸ’  Cell 19 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1651. HP 10
  1652. HP 10
  1653. Color Grid: Blue
  1654. 1 or more adjacent tiles must be activated
  1655.  
  1656. πŸ’  Cell 20 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1657. HP 10
  1658. HP 10
  1659. Color Grid: Blue
  1660. 1 or more adjacent tiles must be activated
  1661.  
  1662. πŸ’  Cell 21 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1663. Sp. Def 5
  1664. Sp. Def 5
  1665. Color Grid: Blue
  1666. 1 or more adjacent tiles must be activated
  1667.  
  1668. πŸ’  Cell 22 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1669. Defense 10
  1670. Defense 10
  1671. Color Grid: Blue
  1672. 1 or more adjacent tiles must be activated
  1673. Move level must be 2 or higher
  1674.  
  1675. πŸ’  Cell 23 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  1676. Stalwart
  1677. Sp. Def cannot be lowered.
  1678. Color Grid: Yellow
  1679. 1 or more adjacent tiles must be activated
  1680. Move level must be 2 or higher
  1681.  
  1682. πŸ’  Cell 24 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  1683. Potion: Move Gauge Refresh 3
  1684. Move: Potion Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1685. Color Grid: Red
  1686. 1 or more adjacent tiles must be activated
  1687. Move level must be 2 or higher
  1688.  
  1689. πŸ’  Cell 25 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1690. Potion: MP Refresh 3
  1691. Move: Potion Has a moderately good chance of restoring one MP of the move used if the move is successful.
  1692. Color Grid: Red
  1693. 1 or more adjacent tiles must be activated
  1694. Move level must be 3 or higher
  1695.  
  1696. πŸ’  Cell 26 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  1697. Unbending
  1698. Defense cannot be lowered.
  1699. Color Grid: Yellow
  1700. 1 or more adjacent tiles must be activated
  1701. Move level must be 3 or higher
  1702.  
  1703. πŸ’  Cell 27 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1704. Defense 5
  1705. Defense 5
  1706. Color Grid: Blue
  1707. 1 or more adjacent tiles must be activated
  1708.  
  1709. πŸ’  Cell 28 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  1710. Astonish: Power 2
  1711. Astonish: Power ↑ 2
  1712. Color Grid: Green
  1713. 1 or more adjacent tiles must be activated
  1714.  
  1715. πŸ’  Cell 29 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1716. Attack 5
  1717. Attack 5
  1718. Color Grid: Blue
  1719. 1 or more adjacent tiles must be activated
  1720.  
  1721. πŸ’  Cell 30 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  1722. Astonish: Power 2
  1723. Astonish: Power ↑ 2
  1724. Color Grid: Green
  1725. 1 or more adjacent tiles must be activated
  1726.  
  1727. πŸ’  Cell 31 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1728. Sp. Def 5
  1729. Sp. Def 5
  1730. Color Grid: Blue
  1731. 1 or more adjacent tiles must be activated
  1732.  
  1733. πŸ’  Cell 32 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1734. Speed 10
  1735. Speed 10
  1736. Color Grid: Blue
  1737. 1 or more adjacent tiles must be activated
  1738. Move level must be 2 or higher
  1739.  
  1740. πŸ’  Cell 33 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  1741. Astonish: Power 2
  1742. Astonish: Power ↑ 2
  1743. Color Grid: Green
  1744. 1 or more adjacent tiles must be activated
  1745.  
  1746. πŸ’  Cell 34 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  1747. Astonish: Move Gauge Refresh 3
  1748. Move: Astonish Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1749. Color Grid: Red
  1750. 1 or more adjacent tiles must be activated
  1751. Move level must be 2 or higher
  1752.  
  1753. πŸ’  Cell 35 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  1754. Sync Cure
  1755. Removes all status conditions from the user after using a sync move.
  1756. Color Grid: Yellow
  1757. 1 or more adjacent tiles must be activated
  1758. Move level must be 3 or higher
  1759.  
  1760. πŸ’  Cell 36 | Cost: 9 Energy, 108 πŸͺ Sync Orb(s)
  1761. Tighten Up 1
  1762. Has a small chance of raising the user’s Sp. Def when the user is hit by an attack move.
  1763. Color Grid: Yellow
  1764. 1 or more adjacent tiles must be activated
  1765. Move level must be 2 or higher
  1766.  
  1767. πŸ’  Cell 37 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1768. Astonish: Aggravation 1
  1769. Move: Astonish Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  1770. Color Grid: Red
  1771. 1 or more adjacent tiles must be activated
  1772. Move level must be 3 or higher
  1773.  
  1774. πŸ’  Cell 38 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1775. Speed 5
  1776. Speed 5
  1777. Color Grid: Blue
  1778. 1 or more adjacent tiles must be activated
  1779.  
  1780. πŸ’  Cell 39 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1781. Defense 5
  1782. Defense 5
  1783. Color Grid: Blue
  1784. 1 or more adjacent tiles must be activated
  1785.  
  1786. πŸ’  Cell 40 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1787. HP 10
  1788. HP 10
  1789. Color Grid: Blue
  1790. 1 or more adjacent tiles must be activated
  1791.  
  1792. πŸ’  Cell 41 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1793. Attack 5
  1794. Attack 5
  1795. Color Grid: Blue
  1796. 1 or more adjacent tiles must be activated
  1797.  
  1798. πŸ’  Cell 42 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  1799. Quick Cure
  1800. Removes the confused, flinching, and trapped conditions from the user once during battle.
  1801. Color Grid: Yellow
  1802. 1 or more adjacent tiles must be activated
  1803. Move level must be 2 or higher
  1804.  
  1805. πŸ’  Cell 43 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1806. Sp. Def 10
  1807. Sp. Def 10
  1808. Color Grid: Blue
  1809. 1 or more adjacent tiles must be activated
  1810. Move level must be 2 or higher
  1811.  
  1812. πŸ’  Cell 44 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  1813. I See You!: Move Gauge Refresh 3
  1814. Move: I See You! Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1815. Color Grid: Red
  1816. 1 or more adjacent tiles must be activated
  1817. Move level must be 2 or higher
  1818.  
  1819. πŸ’  Cell 45 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1820. Synchro Healing 1
  1821. Restores the HP of all allied sync pairs after using a sync move.
  1822. Color Grid: Yellow
  1823. 1 or more adjacent tiles must be activated
  1824. Move level must be 3 or higher
  1825.  
  1826. πŸ’  Cell 46 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1827. I See You!: MP Refresh 3
  1828. Move: I See You! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  1829. Color Grid: Red
  1830. 1 or more adjacent tiles must be activated
  1831. Move level must be 3 or higher
  1832.  
  1833. πŸ’  Cell 47 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  1834. Tales of Mystery Ghost Beam: Power 25
  1835. Tales of Mystery Ghost Beam: Power ↑ 25
  1836. Color Grid: Purple
  1837. 1 or more adjacent tiles must be activated
  1838. Move level must be 3 or higher
  1839.  
  1840. πŸ’  Cell 48 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  1841. Tales of Mystery Ghost Beam: Power 25
  1842. Tales of Mystery Ghost Beam: Power ↑ 25
  1843. Color Grid: Purple
  1844. 1 or more adjacent tiles must be activated
  1845. Move level must be 3 or higher
  1846.  
  1847. ------------------------------------------------------------------------
  1848. 🀝 Sync Pair : Kiawe & Marowak (Alolan Form)
  1849.  
  1850. πŸ’  Cell 1 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1851. HP 10
  1852. HP 10
  1853. Color Grid: Blue
  1854.  
  1855. πŸ’  Cell 2 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1856. Attack 5
  1857. Attack 5
  1858. Color Grid: Blue
  1859.  
  1860. πŸ’  Cell 3 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1861. Defense 5
  1862. Defense 5
  1863. Color Grid: Blue
  1864.  
  1865. πŸ’  Cell 4 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1866. Attack 5
  1867. Attack 5
  1868. Color Grid: Blue
  1869.  
  1870. πŸ’  Cell 5 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1871. Sp. Def 5
  1872. Sp. Def 5
  1873. Color Grid: Blue
  1874.  
  1875. πŸ’  Cell 6 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1876. Speed 5
  1877. Speed 5
  1878. Color Grid: Blue
  1879.  
  1880. πŸ’  Cell 7 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1881. Speed 5
  1882. Speed 5
  1883. Color Grid: Blue
  1884. 1 or more adjacent tiles must be activated
  1885.  
  1886. πŸ’  Cell 8 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1887. Flame Charge: Power 3
  1888. Flame Charge: Power ↑ 3
  1889. Color Grid: Green
  1890. 1 or more adjacent tiles must be activated
  1891.  
  1892. πŸ’  Cell 9 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1893. Shadow Bone: Power 4
  1894. Shadow Bone: Power ↑ 4
  1895. Color Grid: Green
  1896. 1 or more adjacent tiles must be activated
  1897.  
  1898. πŸ’  Cell 10 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1899. Flame Charge: Power 3
  1900. Flame Charge: Power ↑ 3
  1901. Color Grid: Green
  1902. 1 or more adjacent tiles must be activated
  1903.  
  1904. πŸ’  Cell 11 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1905. HP 10
  1906. HP 10
  1907. Color Grid: Blue
  1908. 1 or more adjacent tiles must be activated
  1909.  
  1910. πŸ’  Cell 12 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1911. Shadow Bone: Power 4
  1912. Shadow Bone: Power ↑ 4
  1913. Color Grid: Green
  1914. 1 or more adjacent tiles must be activated
  1915. Move level must be 2 or higher
  1916.  
  1917. πŸ’  Cell 13 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1918. Flame Charge: Power 3
  1919. Flame Charge: Power ↑ 3
  1920. Color Grid: Green
  1921. 1 or more adjacent tiles must be activated
  1922.  
  1923. πŸ’  Cell 14 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1924. Attack 10
  1925. Attack 10
  1926. Color Grid: Blue
  1927. 1 or more adjacent tiles must be activated
  1928. Move level must be 2 or higher
  1929.  
  1930. πŸ’  Cell 15 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1931. Wise Entry 2
  1932. Sharply raises the user’s Sp. Def when the PokΓ©mon enters a battle.
  1933. Color Grid: Yellow
  1934. 1 or more adjacent tiles must be activated
  1935. Move level must be 3 or higher
  1936.  
  1937. πŸ’  Cell 16 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1938. Flame Charge: Move Gauge Refresh 3
  1939. Move: Flame Charge Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1940. Color Grid: Red
  1941. 1 or more adjacent tiles must be activated
  1942. Move level must be 2 or higher
  1943.  
  1944. πŸ’  Cell 17 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1945. Endurance
  1946. 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.
  1947. Color Grid: Yellow
  1948. 1 or more adjacent tiles must be activated
  1949. Move level must be 3 or higher
  1950.  
  1951. πŸ’  Cell 18 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1952. Defense 5
  1953. Defense 5
  1954. Color Grid: Blue
  1955. 1 or more adjacent tiles must be activated
  1956.  
  1957. πŸ’  Cell 19 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1958. Defense 5
  1959. Defense 5
  1960. Color Grid: Blue
  1961. 1 or more adjacent tiles must be activated
  1962.  
  1963. πŸ’  Cell 20 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1964. Sp. Def 5
  1965. Sp. Def 5
  1966. Color Grid: Blue
  1967. 1 or more adjacent tiles must be activated
  1968.  
  1969. πŸ’  Cell 21 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1970. Potion: MP Refresh 2
  1971. Move: Potion Has a moderate chance of restoring one MP of the move used if the move is successful.
  1972. Color Grid: Red
  1973. 1 or more adjacent tiles must be activated
  1974.  
  1975. πŸ’  Cell 22 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1976. Master Healer 1
  1977. Increases the amount of HP restored by the user’s healing moves.
  1978. Color Grid: Yellow
  1979. 1 or more adjacent tiles must be activated
  1980. Move level must be 2 or higher
  1981.  
  1982. πŸ’  Cell 23 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1983. Sp. Def 5
  1984. Sp. Def 5
  1985. Color Grid: Blue
  1986. 1 or more adjacent tiles must be activated
  1987. Move level must be 2 or higher
  1988.  
  1989. πŸ’  Cell 24 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1990. Master Healer 1
  1991. Increases the amount of HP restored by the user’s healing moves.
  1992. Color Grid: Yellow
  1993. 1 or more adjacent tiles must be activated
  1994. Move level must be 2 or higher
  1995.  
  1996. πŸ’  Cell 25 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1997. Potion: MP Refresh 2
  1998. Move: Potion Has a moderate chance of restoring one MP of the move used if the move is successful.
  1999. Color Grid: Red
  2000. 1 or more adjacent tiles must be activated
  2001. Move level must be 3 or higher
  2002.  
  2003. πŸ’  Cell 26 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  2004. Attack 20
  2005. Attack 20
  2006. Color Grid: Blue
  2007. 1 or more adjacent tiles must be activated
  2008. Move level must be 3 or higher
  2009.  
  2010. πŸ’  Cell 27 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2011. HP 10
  2012. HP 10
  2013. Color Grid: Blue
  2014. 1 or more adjacent tiles must be activated
  2015.  
  2016. πŸ’  Cell 28 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2017. Shadow Bone: Power 4
  2018. Shadow Bone: Power ↑ 4
  2019. Color Grid: Green
  2020. 1 or more adjacent tiles must be activated
  2021.  
  2022. πŸ’  Cell 29 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2023. Speed 5
  2024. Speed 5
  2025. Color Grid: Blue
  2026. 1 or more adjacent tiles must be activated
  2027.  
  2028. πŸ’  Cell 30 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2029. Sp. Def 5
  2030. Sp. Def 5
  2031. Color Grid: Blue
  2032. 1 or more adjacent tiles must be activated
  2033.  
  2034. πŸ’  Cell 31 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2035. Speed 5
  2036. Speed 5
  2037. Color Grid: Blue
  2038. 1 or more adjacent tiles must be activated
  2039.  
  2040. πŸ’  Cell 32 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2041. Defense 5
  2042. Defense 5
  2043. Color Grid: Blue
  2044. 1 or more adjacent tiles must be activated
  2045. Move level must be 2 or higher
  2046.  
  2047. πŸ’  Cell 33 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2048. Shadow Bone: Power 4
  2049. Shadow Bone: Power ↑ 4
  2050. Color Grid: Green
  2051. 1 or more adjacent tiles must be activated
  2052.  
  2053. πŸ’  Cell 34 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  2054. Shadow Bone: Move Gauge Refresh 3
  2055. Move: Shadow Bone Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  2056. Color Grid: Red
  2057. 1 or more adjacent tiles must be activated
  2058. Move level must be 2 or higher
  2059.  
  2060. πŸ’  Cell 35 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  2061. Unfortuitous 4
  2062. Has a good chance of lowering the target’s Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy or evasiveness at random when an attack move is successful.
  2063. Color Grid: Yellow
  2064. 1 or more adjacent tiles must be activated
  2065. Move level must be 3 or higher
  2066.  
  2067. πŸ’  Cell 36 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2068. Speed 5
  2069. Speed 5
  2070. Color Grid: Blue
  2071. 1 or more adjacent tiles must be activated
  2072. Move level must be 2 or higher
  2073.  
  2074. πŸ’  Cell 37 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  2075. Insult to Injury
  2076. The more the target’s Defense has been lowered, the more it powers up moves.
  2077. Color Grid: Yellow
  2078. 1 or more adjacent tiles must be activated
  2079. Move level must be 3 or higher
  2080.  
  2081. πŸ’  Cell 38 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2082. Defense 5
  2083. Defense 5
  2084. Color Grid: Blue
  2085. 1 or more adjacent tiles must be activated
  2086.  
  2087. πŸ’  Cell 39 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2088. HP 10
  2089. HP 10
  2090. Color Grid: Blue
  2091. 1 or more adjacent tiles must be activated
  2092.  
  2093. πŸ’  Cell 40 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2094. Sp. Def 5
  2095. Sp. Def 5
  2096. Color Grid: Blue
  2097. 1 or more adjacent tiles must be activated
  2098.  
  2099. πŸ’  Cell 41 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2100. Shadow Bone: Power 4
  2101. Shadow Bone: Power ↑ 4
  2102. Color Grid: Green
  2103. 1 or more adjacent tiles must be activated
  2104.  
  2105. πŸ’  Cell 42 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  2106. Dancing Fever!: MP Refresh 3
  2107. Move: Dancing Fever! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  2108. Color Grid: Red
  2109. 1 or more adjacent tiles must be activated
  2110. Move level must be 2 or higher
  2111.  
  2112. πŸ’  Cell 43 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  2113. Critical Strike 3
  2114. Powers up attacks if they become critical hits.
  2115. Color Grid: Yellow
  2116. 1 or more adjacent tiles must be activated
  2117. Move level must be 2 or higher
  2118.  
  2119. πŸ’  Cell 44 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2120. Speed 5
  2121. Speed 5
  2122. Color Grid: Blue
  2123. 1 or more adjacent tiles must be activated
  2124. Move level must be 2 or higher
  2125.  
  2126. πŸ’  Cell 45 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  2127. Focus Group 2
  2128. Has a moderate chance of raising the critical-hit rate of all allied sync pairs when the user’s PokΓ©mon uses a move.
  2129. Color Grid: Yellow
  2130. 1 or more adjacent tiles must be activated
  2131. Move level must be 3 or higher
  2132.  
  2133. πŸ’  Cell 46 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  2134. Critical Healing 1
  2135. Has a small chance of restoring the user’s HP when its move is a critical hit.
  2136. Color Grid: Yellow
  2137. 1 or more adjacent tiles must be activated
  2138. Move level must be 3 or higher
  2139.  
  2140. πŸ’  Cell 47 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  2141. Fire Dance Inferno Overdrive: Power 25
  2142. Fire Dance Inferno Overdrive: Power ↑ 25
  2143. Color Grid: Purple
  2144. 1 or more adjacent tiles must be activated
  2145. Move level must be 3 or higher
  2146.  
  2147. πŸ’  Cell 48 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  2148. Fire Dance Inferno Overdrive: Power 25
  2149. Fire Dance Inferno Overdrive: Power ↑ 25
  2150. Color Grid: Purple
  2151. 1 or more adjacent tiles must be activated
  2152. Move level must be 3 or higher
  2153.  
  2154. ------------------------------------------------------------------------
  2155. 🀝 Sync Pair : Lana & Araquanid
  2156.  
  2157. πŸ’  Cell 1 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  2158. HP 10
  2159. HP 10
  2160. Color Grid: Blue
  2161.  
  2162. πŸ’  Cell 2 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  2163. Attack 5
  2164. Attack 5
  2165. Color Grid: Blue
  2166.  
  2167. πŸ’  Cell 3 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  2168. Defense 5
  2169. Defense 5
  2170. Color Grid: Blue
  2171.  
  2172. πŸ’  Cell 4 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  2173. Sp. Atk 5
  2174. Sp. Atk 5
  2175. Color Grid: Blue
  2176.  
  2177. πŸ’  Cell 5 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  2178. Sp. Def 5
  2179. Sp. Def 5
  2180. Color Grid: Blue
  2181.  
  2182. πŸ’  Cell 6 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  2183. Speed 5
  2184. Speed 5
  2185. Color Grid: Blue
  2186.  
  2187. πŸ’  Cell 7 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2188. Attack 5
  2189. Attack 5
  2190. Color Grid: Blue
  2191. 1 or more adjacent tiles must be activated
  2192.  
  2193. πŸ’  Cell 8 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2194. HP 10
  2195. HP 10
  2196. Color Grid: Blue
  2197. 1 or more adjacent tiles must be activated
  2198.  
  2199. πŸ’  Cell 9 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2200. Leech Life: Power 4
  2201. Leech Life: Power ↑ 4
  2202. Color Grid: Green
  2203. 1 or more adjacent tiles must be activated
  2204.  
  2205. πŸ’  Cell 10 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  2206. Leech Life: Move Gauge Refresh 3
  2207. Move: Leech Life Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  2208. Color Grid: Red
  2209. 1 or more adjacent tiles must be activated
  2210.  
  2211. πŸ’  Cell 11 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2212. Defense 5
  2213. Defense 5
  2214. Color Grid: Blue
  2215. 1 or more adjacent tiles must be activated
  2216.  
  2217. πŸ’  Cell 12 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  2218. Endurance
  2219. 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.
  2220. Color Grid: Yellow
  2221. 1 or more adjacent tiles must be activated
  2222. Move level must be 2 or higher
  2223.  
  2224. πŸ’  Cell 13 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2225. Leech Life: Power 4
  2226. Leech Life: Power ↑ 4
  2227. Color Grid: Green
  2228. 1 or more adjacent tiles must be activated
  2229.  
  2230. πŸ’  Cell 14 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2231. Leech Life: Power 4
  2232. Leech Life: Power ↑ 4
  2233. Color Grid: Green
  2234. 1 or more adjacent tiles must be activated
  2235. Move level must be 2 or higher
  2236.  
  2237. πŸ’  Cell 15 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  2238. HP Trade-Off 4
  2239. The less HP the user has remaining, the more it powers up moves.
  2240. Color Grid: Yellow
  2241. 1 or more adjacent tiles must be activated
  2242. Move level must be 3 or higher
  2243.  
  2244. πŸ’  Cell 16 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  2245. Catalytic Cure 1
  2246. Has a small chance of restoring the user’s HP when a move is successful.
  2247. Color Grid: Yellow
  2248. 1 or more adjacent tiles must be activated
  2249. Move level must be 2 or higher
  2250.  
  2251. πŸ’  Cell 17 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  2252. Tough Cookie
  2253. The more the user’s Defense has been raised, the more it powers up moves.
  2254. Color Grid: Yellow
  2255. 1 or more adjacent tiles must be activated
  2256. Move level must be 3 or higher
  2257.  
  2258. πŸ’  Cell 18 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2259. Sp. Def 5
  2260. Sp. Def 5
  2261. Color Grid: Blue
  2262. 1 or more adjacent tiles must be activated
  2263.  
  2264. πŸ’  Cell 19 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2265. Speed 5
  2266. Speed 5
  2267. Color Grid: Blue
  2268. 1 or more adjacent tiles must be activated
  2269.  
  2270. πŸ’  Cell 20 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2271. Sp. Atk 5
  2272. Sp. Atk 5
  2273. Color Grid: Blue
  2274. 1 or more adjacent tiles must be activated
  2275.  
  2276. πŸ’  Cell 21 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  2277. Karpe Diem!: Move Gauge Refresh 3
  2278. Move: Karpe Diem! Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  2279. Color Grid: Red
  2280. 1 or more adjacent tiles must be activated
  2281.  
  2282. πŸ’  Cell 22 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2283. Defense 10
  2284. Defense 10
  2285. Color Grid: Blue
  2286. 1 or more adjacent tiles must be activated
  2287. Move level must be 2 or higher
  2288.  
  2289. πŸ’  Cell 23 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2290. Sp. Def 10
  2291. Sp. Def 10
  2292. Color Grid: Blue
  2293. 1 or more adjacent tiles must be activated
  2294. Move level must be 2 or higher
  2295.  
  2296. πŸ’  Cell 24 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  2297. Critical Strike 1
  2298. Powers up attacks if they become critical hits.
  2299. Color Grid: Yellow
  2300. 1 or more adjacent tiles must be activated
  2301. Move level must be 2 or higher
  2302.  
  2303. πŸ’  Cell 25 | Cost: 9 Energy, 108 πŸͺ Sync Orb(s)
  2304. Karpe Diem!: Move Gauge Refresh 9
  2305. Move: Karpe Diem! Charges the user’s move gauge by one when a move is successful.
  2306. Color Grid: Red
  2307. 1 or more adjacent tiles must be activated
  2308. Move level must be 3 or higher
  2309.  
  2310. πŸ’  Cell 26 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  2311. Stamina Reserves 6
  2312. Once per battle, charges the user’s move gauge by six when the user is in a pinch.
  2313. Color Grid: Yellow
  2314. 1 or more adjacent tiles must be activated
  2315. Move level must be 3 or higher
  2316.  
  2317. πŸ’  Cell 27 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2318. HP 10
  2319. HP 10
  2320. Color Grid: Blue
  2321. 1 or more adjacent tiles must be activated
  2322.  
  2323. πŸ’  Cell 28 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2324. Defense 5
  2325. Defense 5
  2326. Color Grid: Blue
  2327. 1 or more adjacent tiles must be activated
  2328.  
  2329. πŸ’  Cell 29 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2330. Sp. Def 5
  2331. Sp. Def 5
  2332. Color Grid: Blue
  2333. 1 or more adjacent tiles must be activated
  2334.  
  2335. πŸ’  Cell 30 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2336. Speed 5
  2337. Speed 5
  2338. Color Grid: Blue
  2339. 1 or more adjacent tiles must be activated
  2340.  
  2341. πŸ’  Cell 31 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  2342. Unbending
  2343. Defense cannot be lowered.
  2344. Color Grid: Yellow
  2345. 1 or more adjacent tiles must be activated
  2346.  
  2347. πŸ’  Cell 32 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2348. Speed 10
  2349. Speed 10
  2350. Color Grid: Blue
  2351. 1 or more adjacent tiles must be activated
  2352. Move level must be 2 or higher
  2353.  
  2354. πŸ’  Cell 33 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  2355. Stalwart
  2356. Sp. Def cannot be lowered.
  2357. Color Grid: Yellow
  2358. 1 or more adjacent tiles must be activated
  2359.  
  2360. πŸ’  Cell 34 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  2361. Block and Charge 1
  2362. Charges the user’s move gauge by one when it nullifies an opponent’s move while in a defensive posture.
  2363. Color Grid: Yellow
  2364. 1 or more adjacent tiles must be activated
  2365. Move level must be 2 or higher
  2366.  
  2367. πŸ’  Cell 35 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  2368. Wide Guard: MP Refresh 5
  2369. Move: Wide Guard Has a very good chance of restoring one MP of the move used if the move is successful.
  2370. Color Grid: Red
  2371. 1 or more adjacent tiles must be activated
  2372. Move level must be 3 or higher
  2373.  
  2374. πŸ’  Cell 36 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2375. Speed 10
  2376. Speed 10
  2377. Color Grid: Blue
  2378. 1 or more adjacent tiles must be activated
  2379. Move level must be 2 or higher
  2380.  
  2381. πŸ’  Cell 37 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  2382. Block and Heal 9
  2383. Restores the user’s HP when it nullifies an opponent’s move while in a defensive posture.
  2384. Color Grid: Yellow
  2385. 1 or more adjacent tiles must be activated
  2386. Move level must be 3 or higher
  2387.  
  2388. πŸ’  Cell 38 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2389. Attack 5
  2390. Attack 5
  2391. Color Grid: Blue
  2392. 1 or more adjacent tiles must be activated
  2393.  
  2394. πŸ’  Cell 39 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2395. Sp. Atk 5
  2396. Sp. Atk 5
  2397. Color Grid: Blue
  2398. 1 or more adjacent tiles must be activated
  2399.  
  2400. πŸ’  Cell 40 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  2401. Refreshing Rain 1
  2402. Restores the PokΓ©mon’s HP whenever it takes an action when the weather is rainy.
  2403. Color Grid: Yellow
  2404. 1 or more adjacent tiles must be activated
  2405.  
  2406. πŸ’  Cell 41 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2407. HP 10
  2408. HP 10
  2409. Color Grid: Blue
  2410. 1 or more adjacent tiles must be activated
  2411.  
  2412. πŸ’  Cell 42 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  2413. Vigilance
  2414. The PokΓ©mon is protected against critical hits.
  2415. Color Grid: Yellow
  2416. 1 or more adjacent tiles must be activated
  2417. Move level must be 2 or higher
  2418.  
  2419. πŸ’  Cell 43 | Cost: 9 Energy, 108 πŸͺ Sync Orb(s)
  2420. Rain Gear 1
  2421. Reduces damage when the PokΓ©mon is hit by an attack move when the weather is rainy.
  2422. Color Grid: Yellow
  2423. 1 or more adjacent tiles must be activated
  2424. Move level must be 2 or higher
  2425.  
  2426. πŸ’  Cell 44 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  2427. Water Gun: Move Gauge Refresh 3
  2428. Move: Water Gun Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  2429. Color Grid: Red
  2430. 1 or more adjacent tiles must be activated
  2431. Move level must be 2 or higher
  2432.  
  2433. πŸ’  Cell 45 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  2434. Racing Rain 2
  2435. Quickly charges the move gauge when the weather is rainy.
  2436. Color Grid: Yellow
  2437. 1 or more adjacent tiles must be activated
  2438. Move level must be 3 or higher
  2439.  
  2440. πŸ’  Cell 46 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2441. Speed 10
  2442. Speed 10
  2443. Color Grid: Blue
  2444. 1 or more adjacent tiles must be activated
  2445. Move level must be 3 or higher
  2446.  
  2447. πŸ’  Cell 47 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  2448. Seaside Sister Hydro Vortex: Power 25
  2449. Seaside Sister Hydro Vortex: Power ↑ 25
  2450. Color Grid: Purple
  2451. 1 or more adjacent tiles must be activated
  2452. Move level must be 3 or higher
  2453.  
  2454. πŸ’  Cell 48 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  2455. Seaside Sister Hydro Vortex: Power 25
  2456. Seaside Sister Hydro Vortex: Power ↑ 25
  2457. Color Grid: Purple
  2458. 1 or more adjacent tiles must be activated
  2459. Move level must be 3 or higher
  2460.  
  2461. ------------------------------------------------------------------------
  2462. 🀝 Sync Pair : Hala & Crabominable
  2463.  
  2464. πŸ’  Cell 1 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  2465. HP 10
  2466. HP 10
  2467. Color Grid: Blue
  2468.  
  2469. πŸ’  Cell 2 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  2470. Attack 5
  2471. Attack 5
  2472. Color Grid: Blue
  2473.  
  2474. πŸ’  Cell 3 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  2475. Defense 5
  2476. Defense 5
  2477. Color Grid: Blue
  2478.  
  2479. πŸ’  Cell 4 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  2480. Attack 5
  2481. Attack 5
  2482. Color Grid: Blue
  2483.  
  2484. πŸ’  Cell 5 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  2485. Sp. Def 5
  2486. Sp. Def 5
  2487. Color Grid: Blue
  2488.  
  2489. πŸ’  Cell 6 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  2490. Speed 5
  2491. Speed 5
  2492. Color Grid: Blue
  2493.  
  2494. πŸ’  Cell 7 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2495. Defense 5
  2496. Defense 5
  2497. Color Grid: Blue
  2498. 1 or more adjacent tiles must be activated
  2499.  
  2500. πŸ’  Cell 8 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2501. HP 10
  2502. HP 10
  2503. Color Grid: Blue
  2504. 1 or more adjacent tiles must be activated
  2505.  
  2506. πŸ’  Cell 9 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2507. Attack 5
  2508. Attack 5
  2509. Color Grid: Blue
  2510. 1 or more adjacent tiles must be activated
  2511.  
  2512. πŸ’  Cell 10 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2513. Sp. Def 5
  2514. Sp. Def 5
  2515. Color Grid: Blue
  2516. 1 or more adjacent tiles must be activated
  2517.  
  2518. πŸ’  Cell 11 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2519. Speed 5
  2520. Speed 5
  2521. Color Grid: Blue
  2522. 1 or more adjacent tiles must be activated
  2523.  
  2524. πŸ’  Cell 12 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2525. Ice Hammer: Power 3
  2526. Ice Hammer: Power ↑ 3
  2527. Color Grid: Green
  2528. 1 or more adjacent tiles must be activated
  2529.  
  2530. πŸ’  Cell 13 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  2531. Ice Hammer: Move Gauge Refresh 3
  2532. Move: Ice Hammer Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  2533. Color Grid: Red
  2534. 1 or more adjacent tiles must be activated
  2535. Move level must be 2 or higher
  2536.  
  2537. πŸ’  Cell 14 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  2538. Ice Hammer: Accuracy 10
  2539. Ice Hammer: Accuracy ↑ 10
  2540. Color Grid: Green
  2541. 1 or more adjacent tiles must be activated
  2542. Move level must be 2 or higher
  2543.  
  2544. πŸ’  Cell 15 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2545. Ice Hammer: Power 3
  2546. Ice Hammer: Power ↑ 3
  2547. Color Grid: Green
  2548. 1 or more adjacent tiles must be activated
  2549. Move level must be 2 or higher
  2550.  
  2551. πŸ’  Cell 16 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  2552. Superduper Effective 2
  2553. Powers up moves that are super effective.
  2554. Color Grid: Yellow
  2555. 1 or more adjacent tiles must be activated
  2556. Move level must be 3 or higher
  2557.  
  2558. πŸ’  Cell 17 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  2559. Abominable Ice Hammer: Power 25
  2560. Abominable Ice Hammer: Power ↑ 25
  2561. Color Grid: Green
  2562. 1 or more adjacent tiles must be activated
  2563. Move level must be 3 or higher
  2564.  
  2565. πŸ’  Cell 18 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2566. Sp. Def 5
  2567. Sp. Def 5
  2568. Color Grid: Blue
  2569. 1 or more adjacent tiles must be activated
  2570.  
  2571. πŸ’  Cell 19 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2572. Defense 5
  2573. Defense 5
  2574. Color Grid: Blue
  2575. 1 or more adjacent tiles must be activated
  2576.  
  2577. πŸ’  Cell 20 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2578. HP 10
  2579. HP 10
  2580. Color Grid: Blue
  2581. 1 or more adjacent tiles must be activated
  2582.  
  2583. πŸ’  Cell 21 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2584. Speed 5
  2585. Speed 5
  2586. Color Grid: Blue
  2587. 1 or more adjacent tiles must be activated
  2588.  
  2589. πŸ’  Cell 22 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  2590. Brick Break: Power 4
  2591. Brick Break: Power ↑ 4
  2592. Color Grid: Green
  2593. 1 or more adjacent tiles must be activated
  2594.  
  2595. πŸ’  Cell 23 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  2596. Brick Break: Power 4
  2597. Brick Break: Power ↑ 4
  2598. Color Grid: Green
  2599. 1 or more adjacent tiles must be activated
  2600.  
  2601. πŸ’  Cell 24 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  2602. Brick Break: Move Gauge Refresh 4
  2603. Move: Brick Break Has a good chance of charging the user’s move gauge by one when a move is successful.
  2604. Color Grid: Red
  2605. 1 or more adjacent tiles must be activated
  2606. Move level must be 2 or higher
  2607.  
  2608. πŸ’  Cell 25 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  2609. Haymaker
  2610. The more the user’s Attack has been raised, the more it powers up sync moves.
  2611. Color Grid: Yellow
  2612. 1 or more adjacent tiles must be activated
  2613. Move level must be 2 or higher
  2614.  
  2615. πŸ’  Cell 26 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  2616. Brick Break: Power 4
  2617. Brick Break: Power ↑ 4
  2618. Color Grid: Green
  2619. 1 or more adjacent tiles must be activated
  2620. Move level must be 2 or higher
  2621.  
  2622. πŸ’  Cell 27 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  2623. Brick Break: Twofer 2
  2624. Move: Brick Break Has a moderate chance of applying the Free Move Next effect to the user when its PokΓ©mon uses a move.
  2625. Color Grid: Red
  2626. 1 or more adjacent tiles must be activated
  2627. Move level must be 3 or higher
  2628.  
  2629. πŸ’  Cell 28 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  2630. Abominable Ice Hammer: Power 25
  2631. Abominable Ice Hammer: Power ↑ 25
  2632. Color Grid: Green
  2633. 1 or more adjacent tiles must be activated
  2634. Move level must be 3 or higher
  2635.  
  2636. πŸ’  Cell 29 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2637. HP 10
  2638. HP 10
  2639. Color Grid: Blue
  2640. 1 or more adjacent tiles must be activated
  2641.  
  2642. πŸ’  Cell 30 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  2643. Brick Break: Power 4
  2644. Brick Break: Power ↑ 4
  2645. Color Grid: Green
  2646. 1 or more adjacent tiles must be activated
  2647.  
  2648. πŸ’  Cell 31 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  2649. Dire Hit +: MP Refresh 2
  2650. Move: Dire Hit + Has a moderate chance of restoring one MP of the move used if the move is successful.
  2651. Color Grid: Red
  2652. 1 or more adjacent tiles must be activated
  2653.  
  2654. πŸ’  Cell 32 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2655. Snow Shelter
  2656. Protects the PokΓ©mon from damage from a hailstorm.
  2657. Color Grid: Yellow
  2658. 1 or more adjacent tiles must be activated
  2659.  
  2660. πŸ’  Cell 33 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  2661. Healing Hail 1
  2662. Restores the PokΓ©mon’s HP whenever it takes an action during a hailstorm.
  2663. Color Grid: Yellow
  2664. 1 or more adjacent tiles must be activated
  2665. Move level must be 2 or higher
  2666.  
  2667. πŸ’  Cell 34 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  2668. Brick Break: Power 4
  2669. Brick Break: Power ↑ 4
  2670. Color Grid: Green
  2671. 1 or more adjacent tiles must be activated
  2672. Move level must be 2 or higher
  2673.  
  2674. πŸ’  Cell 35 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2675. Attack 10
  2676. Attack 10
  2677. Color Grid: Blue
  2678. 1 or more adjacent tiles must be activated
  2679. Move level must be 2 or higher
  2680.  
  2681. πŸ’  Cell 36 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  2682. Hasty Hail 2
  2683. Quickly charges the move gauge in a hailstorm.
  2684. Color Grid: Yellow
  2685. 1 or more adjacent tiles must be activated
  2686. Move level must be 3 or higher
  2687.  
  2688. πŸ’  Cell 37 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  2689. Invigorating Hail 2
  2690. Powers up moves in a hailstorm.
  2691. Color Grid: Yellow
  2692. 1 or more adjacent tiles must be activated
  2693. Move level must be 3 or higher
  2694.  
  2695. πŸ’  Cell 38 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2696. Sp. Def 5
  2697. Sp. Def 5
  2698. Color Grid: Blue
  2699. 1 or more adjacent tiles must be activated
  2700.  
  2701. πŸ’  Cell 39 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2702. Speed 5
  2703. Speed 5
  2704. Color Grid: Blue
  2705. 1 or more adjacent tiles must be activated
  2706.  
  2707. πŸ’  Cell 40 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  2708. Make ’Em Holla!: MP Refresh 2
  2709. Move: Make ’Em Holla! Has a moderate chance of restoring one MP of the move used if the move is successful.
  2710. Color Grid: Red
  2711. 1 or more adjacent tiles must be activated
  2712.  
  2713. πŸ’  Cell 41 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2714. Defense 5
  2715. Defense 5
  2716. Color Grid: Blue
  2717. 1 or more adjacent tiles must be activated
  2718.  
  2719. πŸ’  Cell 42 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2720. Attack 10
  2721. Attack 10
  2722. Color Grid: Blue
  2723. 1 or more adjacent tiles must be activated
  2724. Move level must be 2 or higher
  2725.  
  2726. πŸ’  Cell 43 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2727. Ice Hammer: Power 3
  2728. Ice Hammer: Power ↑ 3
  2729. Color Grid: Green
  2730. 1 or more adjacent tiles must be activated
  2731. Move level must be 2 or higher
  2732.  
  2733. πŸ’  Cell 44 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2734. Ice Hammer: Power 3
  2735. Ice Hammer: Power ↑ 3
  2736. Color Grid: Green
  2737. 1 or more adjacent tiles must be activated
  2738. Move level must be 2 or higher
  2739.  
  2740. πŸ’  Cell 45 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  2741. Unyielding 2
  2742. 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.
  2743. Color Grid: Yellow
  2744. 1 or more adjacent tiles must be activated
  2745. Move level must be 3 or higher
  2746.  
  2747. πŸ’  Cell 46 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  2748. Make ’Em Holla!: Super Preparation 9
  2749. Move: Make ’Em Holla! Applies the Supereffective ↑ Next effect to the user when its move is successful.
  2750. Color Grid: Red
  2751. 1 or more adjacent tiles must be activated
  2752. Move level must be 3 or higher
  2753.  
  2754. πŸ’  Cell 47 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  2755. Abominable Ice Hammer: Power 25
  2756. Abominable Ice Hammer: Power ↑ 25
  2757. Color Grid: Purple
  2758. 1 or more adjacent tiles must be activated
  2759. Move level must be 3 or higher
  2760.  
  2761. πŸ’  Cell 48 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  2762. Abominable Ice Hammer: Power 25
  2763. Abominable Ice Hammer: Power ↑ 25
  2764. Color Grid: Purple
  2765. 1 or more adjacent tiles must be activated
  2766. Move level must be 3 or higher
  2767.  
  2768. ------------------------------------------------------------------------
  2769. 🀝 Sync Pair : Maxie & Groudon
  2770.  
  2771. πŸ’  Cell 1 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  2772. HP 10
  2773. HP 10
  2774. Color Grid: Blue
  2775.  
  2776. πŸ’  Cell 2 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  2777. Attack 5
  2778. Attack 5
  2779. Color Grid: Blue
  2780.  
  2781. πŸ’  Cell 3 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  2782. Defense 5
  2783. Defense 5
  2784. Color Grid: Blue
  2785.  
  2786. πŸ’  Cell 4 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  2787. Sp. Atk 5
  2788. Sp. Atk 5
  2789. Color Grid: Blue
  2790.  
  2791. πŸ’  Cell 5 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  2792. Sp. Def 5
  2793. Sp. Def 5
  2794. Color Grid: Blue
  2795.  
  2796. πŸ’  Cell 6 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  2797. Speed 5
  2798. Speed 5
  2799. Color Grid: Blue
  2800.  
  2801. πŸ’  Cell 7 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2802. Defense 5
  2803. Defense 5
  2804. Color Grid: Blue
  2805. 1 or more adjacent tiles must be activated
  2806.  
  2807. πŸ’  Cell 8 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2808. HP 10
  2809. HP 10
  2810. Color Grid: Blue
  2811. 1 or more adjacent tiles must be activated
  2812.  
  2813. πŸ’  Cell 9 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  2814. Precipice Blades: Accuracy 10
  2815. Precipice Blades: Accuracy ↑ 10
  2816. Color Grid: Green
  2817. 1 or more adjacent tiles must be activated
  2818.  
  2819. πŸ’  Cell 10 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2820. Sp. Def 5
  2821. Sp. Def 5
  2822. Color Grid: Blue
  2823. 1 or more adjacent tiles must be activated
  2824.  
  2825. πŸ’  Cell 11 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2826. Precipice Blades: Power 2
  2827. Precipice Blades: Power ↑ 2
  2828. Color Grid: Green
  2829. 1 or more adjacent tiles must be activated
  2830.  
  2831. πŸ’  Cell 12 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2832. Precipice Blades: Power 2
  2833. Precipice Blades: Power ↑ 2
  2834. Color Grid: Green
  2835. 1 or more adjacent tiles must be activated
  2836.  
  2837. πŸ’  Cell 13 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2838. Precipice Blades: Power 2
  2839. Precipice Blades: Power ↑ 2
  2840. Color Grid: Green
  2841. 1 or more adjacent tiles must be activated
  2842. Move level must be 2 or higher
  2843.  
  2844. πŸ’  Cell 14 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  2845. Precipice Blades: Move Gauge Refresh 3
  2846. Move: Precipice Blades Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  2847. Color Grid: Red
  2848. 1 or more adjacent tiles must be activated
  2849. Move level must be 2 or higher
  2850.  
  2851. πŸ’  Cell 15 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2852. Attack 10
  2853. Attack 10
  2854. Color Grid: Blue
  2855. 1 or more adjacent tiles must be activated
  2856. Move level must be 2 or higher
  2857.  
  2858. πŸ’  Cell 16 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  2859. Endurance
  2860. 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.
  2861. Color Grid: Yellow
  2862. 1 or more adjacent tiles must be activated
  2863. Move level must be 3 or higher
  2864.  
  2865. πŸ’  Cell 17 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  2866. Superduper Effective 1
  2867. Powers up moves that are super effective.
  2868. Color Grid: Yellow
  2869. 1 or more adjacent tiles must be activated
  2870. Move level must be 3 or higher
  2871.  
  2872. πŸ’  Cell 18 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2873. HP 10
  2874. HP 10
  2875. Color Grid: Blue
  2876. 1 or more adjacent tiles must be activated
  2877.  
  2878. πŸ’  Cell 19 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2879. Sp. Def 5
  2880. Sp. Def 5
  2881. Color Grid: Blue
  2882. 1 or more adjacent tiles must be activated
  2883.  
  2884. πŸ’  Cell 20 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2885. Sp. Atk 5
  2886. Sp. Atk 5
  2887. Color Grid: Blue
  2888. 1 or more adjacent tiles must be activated
  2889.  
  2890. πŸ’  Cell 21 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2891. Solar Beam: Power 3
  2892. Solar Beam: Power ↑ 3
  2893. Color Grid: Green
  2894. 1 or more adjacent tiles must be activated
  2895.  
  2896. πŸ’  Cell 22 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  2897. Dire Hit +: MP Refresh 2
  2898. Move: Dire Hit + Has a moderate chance of restoring one MP of the move used if the move is successful.
  2899. Color Grid: Red
  2900. 1 or more adjacent tiles must be activated
  2901.  
  2902. πŸ’  Cell 23 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2903. Solar Beam: Power 3
  2904. Solar Beam: Power ↑ 3
  2905. Color Grid: Green
  2906. 1 or more adjacent tiles must be activated
  2907.  
  2908. πŸ’  Cell 24 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  2909. Dire Hit +: Critical Eye 1
  2910. Move: Dire Hit + Raises the user’s critical-hit rate when its move is successful.
  2911. Color Grid: Red
  2912. 1 or more adjacent tiles must be activated
  2913. Move level must be 2 or higher
  2914.  
  2915. πŸ’  Cell 25 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  2916. One with the Sun
  2917. Prevents the user from flinching, becoming confused, or becoming trapped when the weather is sunny.
  2918. Color Grid: Yellow
  2919. 1 or more adjacent tiles must be activated
  2920. Move level must be 2 or higher
  2921.  
  2922. πŸ’  Cell 26 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  2923. Healing Sun 1
  2924. Restores the PokΓ©mon’s HP whenever it takes an action while the weather is sunny.
  2925. Color Grid: Yellow
  2926. 1 or more adjacent tiles must be activated
  2927. Move level must be 2 or higher
  2928.  
  2929. πŸ’  Cell 27 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  2930. Solar Flare 5
  2931. Powers up sync moves when the weather is sunny.
  2932. Color Grid: Yellow
  2933. 1 or more adjacent tiles must be activated
  2934. Move level must be 3 or higher
  2935.  
  2936. πŸ’  Cell 28 | Cost: 15 Energy, 180 πŸͺ Sync Orb(s)
  2937. Solar Sync
  2938. Makes the weather sunny when the user’s sync move is used for the first time.
  2939. Color Grid: Yellow
  2940. 1 or more adjacent tiles must be activated
  2941. Move level must be 3 or higher
  2942.  
  2943. πŸ’  Cell 29 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2944. Speed 5
  2945. Speed 5
  2946. Color Grid: Blue
  2947. 1 or more adjacent tiles must be activated
  2948.  
  2949. πŸ’  Cell 30 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  2950. Sp. Atk 5
  2951. Sp. Atk 5
  2952. Color Grid: Blue
  2953. 1 or more adjacent tiles must be activated
  2954.  
  2955. πŸ’  Cell 31 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2956. Solar Beam: Power 3
  2957. Solar Beam: Power ↑ 3
  2958. Color Grid: Green
  2959. 1 or more adjacent tiles must be activated
  2960.  
  2961. πŸ’  Cell 32 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2962. Solar Beam: Power 3
  2963. Solar Beam: Power ↑ 3
  2964. Color Grid: Green
  2965. 1 or more adjacent tiles must be activated
  2966.  
  2967. πŸ’  Cell 33 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  2968. Solar Beam: Critical Strike 1
  2969. Move: Solar Beam Powers up attacks if they become critical hits.
  2970. Color Grid: Red
  2971. 1 or more adjacent tiles must be activated
  2972. Move level must be 2 or higher
  2973.  
  2974. πŸ’  Cell 34 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  2975. Solar Beam: Move Gauge Refresh 3
  2976. Move: Solar Beam Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  2977. Color Grid: Red
  2978. 1 or more adjacent tiles must be activated
  2979. Move level must be 2 or higher
  2980.  
  2981. πŸ’  Cell 35 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  2982. Solar Beam: Power 3
  2983. Solar Beam: Power ↑ 3
  2984. Color Grid: Green
  2985. 1 or more adjacent tiles must be activated
  2986. Move level must be 2 or higher
  2987.  
  2988. πŸ’  Cell 36 | Cost: 9 Energy, 108 πŸͺ Sync Orb(s)
  2989. Solar Beam: Mind Games 9
  2990. Move: Solar Beam Lowers the target’s Sp. Def when an attack move is successful.
  2991. Color Grid: Red
  2992. 1 or more adjacent tiles must be activated
  2993. Move level must be 3 or higher
  2994.  
  2995. πŸ’  Cell 37 | Cost: 9 Energy, 108 πŸͺ Sync Orb(s)
  2996. Solar Beam: Charging Sun 5
  2997. Move: Solar Beam Powers up moves when the weather is sunny.
  2998. Color Grid: Red
  2999. 1 or more adjacent tiles must be activated
  3000. Move level must be 3 or higher
  3001.  
  3002. πŸ’  Cell 38 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3003. HP 10
  3004. HP 10
  3005. Color Grid: Blue
  3006. 1 or more adjacent tiles must be activated
  3007.  
  3008. πŸ’  Cell 39 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3009. Speed 5
  3010. Speed 5
  3011. Color Grid: Blue
  3012. 1 or more adjacent tiles must be activated
  3013.  
  3014. πŸ’  Cell 40 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3015. Speed 5
  3016. Speed 5
  3017. Color Grid: Blue
  3018. 1 or more adjacent tiles must be activated
  3019.  
  3020. πŸ’  Cell 41 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3021. Defense 5
  3022. Defense 5
  3023. Color Grid: Blue
  3024. 1 or more adjacent tiles must be activated
  3025.  
  3026. πŸ’  Cell 42 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3027. Precipice Blades: Power 2
  3028. Precipice Blades: Power ↑ 2
  3029. Color Grid: Green
  3030. 1 or more adjacent tiles must be activated
  3031. Move level must be 2 or higher
  3032.  
  3033. πŸ’  Cell 43 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  3034. Expand the Land!: MP Refresh 2
  3035. Move: Expand the Land! Has a moderate chance of restoring one MP of the move used if the move is successful.
  3036. Color Grid: Red
  3037. 1 or more adjacent tiles must be activated
  3038. Move level must be 2 or higher
  3039.  
  3040. πŸ’  Cell 44 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3041. Precipice Blades: Power 2
  3042. Precipice Blades: Power ↑ 2
  3043. Color Grid: Green
  3044. 1 or more adjacent tiles must be activated
  3045. Move level must be 2 or higher
  3046.  
  3047. πŸ’  Cell 45 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  3048. Solar Propulsion 1
  3049. Has a small chance of reducing the user’s sync move countdown by one when its move is successful while the weather is sunny.
  3050. Color Grid: Yellow
  3051. 1 or more adjacent tiles must be activated
  3052. Move level must be 3 or higher
  3053.  
  3054. πŸ’  Cell 46 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  3055. Super Sun 4
  3056. Has a good chance of applying the Supereffective ↑ Next effect to the user when its PokΓ©mon uses a move when the weather is sunny.
  3057. Color Grid: Yellow
  3058. 1 or more adjacent tiles must be activated
  3059. Move level must be 3 or higher
  3060.  
  3061. πŸ’  Cell 47 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  3062. Groundbreaking Precipice Blades: Power 25
  3063. Groundbreaking Precipice Blades: Power ↑ 25
  3064. Color Grid: Purple
  3065. 1 or more adjacent tiles must be activated
  3066. Move level must be 3 or higher
  3067.  
  3068. πŸ’  Cell 48 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  3069. Groundbreaking Precipice Blades: Power 25
  3070. Groundbreaking Precipice Blades: Power ↑ 25
  3071. Color Grid: Purple
  3072. 1 or more adjacent tiles must be activated
  3073. Move level must be 3 or higher
  3074.  
  3075. ------------------------------------------------------------------------
  3076. 🀝 Sync Pair : Archie & Kyore
  3077.  
  3078. πŸ’  Cell 1 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  3079. HP 10
  3080. HP 10
  3081. Color Grid: Blue
  3082.  
  3083. πŸ’  Cell 2 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  3084. Sp. Atk 5
  3085. Sp. Atk 5
  3086. Color Grid: Blue
  3087.  
  3088. πŸ’  Cell 3 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  3089. Defense 5
  3090. Defense 5
  3091. Color Grid: Blue
  3092.  
  3093. πŸ’  Cell 4 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  3094. Sp. Atk 5
  3095. Sp. Atk 5
  3096. Color Grid: Blue
  3097.  
  3098. πŸ’  Cell 5 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  3099. Sp. Def 5
  3100. Sp. Def 5
  3101. Color Grid: Blue
  3102.  
  3103. πŸ’  Cell 6 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  3104. Speed 5
  3105. Speed 5
  3106. Color Grid: Blue
  3107.  
  3108. πŸ’  Cell 7 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3109. Defense 5
  3110. Defense 5
  3111. Color Grid: Blue
  3112. 1 or more adjacent tiles must be activated
  3113.  
  3114. πŸ’  Cell 8 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3115. HP 10
  3116. HP 10
  3117. Color Grid: Blue
  3118. 1 or more adjacent tiles must be activated
  3119.  
  3120. πŸ’  Cell 9 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  3121. Origin Pulse: Accuracy 10
  3122. Origin Pulse: Accuracy ↑ 10
  3123. Color Grid: Green
  3124. 1 or more adjacent tiles must be activated
  3125.  
  3126. πŸ’  Cell 10 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3127. Sp. Def 5
  3128. Sp. Def 5
  3129. Color Grid: Blue
  3130. 1 or more adjacent tiles must be activated
  3131.  
  3132. πŸ’  Cell 11 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3133. Origin Pulse: Power 2
  3134. Origin Pulse: Power ↑ 2
  3135. Color Grid: Green
  3136. 1 or more adjacent tiles must be activated
  3137.  
  3138. πŸ’  Cell 12 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3139. Origin Pulse: Power 2
  3140. Origin Pulse: Power ↑ 2
  3141. Color Grid: Green
  3142. 1 or more adjacent tiles must be activated
  3143.  
  3144. πŸ’  Cell 13 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3145. Origin Pulse: Power 2
  3146. Origin Pulse: Power ↑ 2
  3147. Color Grid: Green
  3148. 1 or more adjacent tiles must be activated
  3149. Move level must be 2 or higher
  3150.  
  3151. πŸ’  Cell 14 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  3152. Origin Pulse: Move Gauge Refresh 3
  3153. Move: Origin Pulse Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  3154. Color Grid: Red
  3155. 1 or more adjacent tiles must be activated
  3156. Move level must be 2 or higher
  3157.  
  3158. πŸ’  Cell 15 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3159. Sp. Atk 10
  3160. Sp. Atk 10
  3161. Color Grid: Blue
  3162. 1 or more adjacent tiles must be activated
  3163. Move level must be 2 or higher
  3164.  
  3165. πŸ’  Cell 16 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  3166. Leg Up 1
  3167. Once per battle, has a small chance of reducing the user’s sync move countdown by one when the PokΓ©mon enters the battle.
  3168. Color Grid: Yellow
  3169. 1 or more adjacent tiles must be activated
  3170. Move level must be 3 or higher
  3171.  
  3172. πŸ’  Cell 17 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  3173. Healthy Power-Up 1
  3174. Powers up moves when the user’s HP is full.
  3175. Color Grid: Yellow
  3176. 1 or more adjacent tiles must be activated
  3177. Move level must be 3 or higher
  3178.  
  3179. πŸ’  Cell 18 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3180. HP 10
  3181. HP 10
  3182. Color Grid: Blue
  3183. 1 or more adjacent tiles must be activated
  3184.  
  3185. πŸ’  Cell 19 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3186. Defense 5
  3187. Defense 5
  3188. Color Grid: Blue
  3189. 1 or more adjacent tiles must be activated
  3190.  
  3191. πŸ’  Cell 20 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3192. Speed 5
  3193. Speed 5
  3194. Color Grid: Blue
  3195. 1 or more adjacent tiles must be activated
  3196.  
  3197. πŸ’  Cell 21 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3198. Sp. Def 5
  3199. Sp. Def 5
  3200. Color Grid: Blue
  3201. 1 or more adjacent tiles must be activated
  3202.  
  3203. πŸ’  Cell 22 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  3204. X Sp. Atk: MP Refresh 2
  3205. Move: X Sp. Atk Has a moderate chance of restoring one MP of the move used if the move is successful.
  3206. Color Grid: Red
  3207. 1 or more adjacent tiles must be activated
  3208.  
  3209. πŸ’  Cell 23 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3210. Sp. Atk 5
  3211. Sp. Atk 5
  3212. Color Grid: Blue
  3213. 1 or more adjacent tiles must be activated
  3214.  
  3215. πŸ’  Cell 24 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3216. Thunder: Power 3
  3217. Thunder: Power ↑ 3
  3218. Color Grid: Green
  3219. 1 or more adjacent tiles must be activated
  3220. Move level must be 2 or higher
  3221.  
  3222. πŸ’  Cell 25 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  3223. Torrential Tenacity
  3224. Prevents the PokΓ©mon from flinching, becoming confused, or becoming trapped when the weather is rainy.
  3225. Color Grid: Yellow
  3226. 1 or more adjacent tiles must be activated
  3227. Move level must be 2 or higher
  3228.  
  3229. πŸ’  Cell 26 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  3230. Rain Gear 2
  3231. Reduces damage when the PokΓ©mon is hit by an attack move when the weather is rainy.
  3232. Color Grid: Yellow
  3233. 1 or more adjacent tiles must be activated
  3234. Move level must be 2 or higher
  3235.  
  3236. πŸ’  Cell 27 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  3237. Shower Power 3
  3238. Powers up sync moves when the weather is rainy.
  3239. Color Grid: Yellow
  3240. 1 or more adjacent tiles must be activated
  3241. Move level must be 3 or higher
  3242.  
  3243. πŸ’  Cell 28 | Cost: 15 Energy, 180 πŸͺ Sync Orb(s)
  3244. Shower Sync
  3245. Makes the weather rainy when the user’s sync move is used for the first time.
  3246. Color Grid: Yellow
  3247. 1 or more adjacent tiles must be activated
  3248. Move level must be 3 or higher
  3249.  
  3250. πŸ’  Cell 29 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3251. Speed 5
  3252. Speed 5
  3253. Color Grid: Blue
  3254. 1 or more adjacent tiles must be activated
  3255.  
  3256. πŸ’  Cell 30 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3257. Thunder: Power 3
  3258. Thunder: Power ↑ 3
  3259. Color Grid: Green
  3260. 1 or more adjacent tiles must be activated
  3261.  
  3262. πŸ’  Cell 31 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3263. Thunder: Power 3
  3264. Thunder: Power ↑ 3
  3265. Color Grid: Green
  3266. 1 or more adjacent tiles must be activated
  3267.  
  3268. πŸ’  Cell 32 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3269. Speed 5
  3270. Speed 5
  3271. Color Grid: Blue
  3272. 1 or more adjacent tiles must be activated
  3273.  
  3274. πŸ’  Cell 33 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  3275. Thunder: Paralysis Synergy 1
  3276. Move: Thunder Powers up moves when the target is paralyzed.
  3277. Color Grid: Red
  3278. 1 or more adjacent tiles must be activated
  3279. Move level must be 2 or higher
  3280.  
  3281. πŸ’  Cell 34 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  3282. Thunder: Move Gauge Refresh 3
  3283. Move: Thunder Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  3284. Color Grid: Red
  3285. 1 or more adjacent tiles must be activated
  3286. Move level must be 2 or higher
  3287.  
  3288. πŸ’  Cell 35 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3289. Thunder: Power 3
  3290. Thunder: Power ↑ 3
  3291. Color Grid: Green
  3292. 1 or more adjacent tiles must be activated
  3293. Move level must be 2 or higher
  3294.  
  3295. πŸ’  Cell 36 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  3296. Thunder: Move Gauge Refresh 3
  3297. Move: Thunder Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  3298. Color Grid: Red
  3299. 1 or more adjacent tiles must be activated
  3300. Move level must be 3 or higher
  3301.  
  3302. πŸ’  Cell 37 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  3303. Thunder: Raging Rain 5
  3304. Move: Thunder Powers up moves when the weather is rainy.
  3305. Color Grid: Red
  3306. 1 or more adjacent tiles must be activated
  3307. Move level must be 3 or higher
  3308.  
  3309. πŸ’  Cell 38 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3310. Defense 5
  3311. Defense 5
  3312. Color Grid: Blue
  3313. 1 or more adjacent tiles must be activated
  3314.  
  3315. πŸ’  Cell 39 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3316. Sp. Def 5
  3317. Sp. Def 5
  3318. Color Grid: Blue
  3319. 1 or more adjacent tiles must be activated
  3320.  
  3321. πŸ’  Cell 40 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3322. Speed 5
  3323. Speed 5
  3324. Color Grid: Blue
  3325. 1 or more adjacent tiles must be activated
  3326.  
  3327. πŸ’  Cell 41 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3328. HP 10
  3329. HP 10
  3330. Color Grid: Blue
  3331. 1 or more adjacent tiles must be activated
  3332.  
  3333. πŸ’  Cell 42 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3334. Origin Pulse: Power 2
  3335. Origin Pulse: Power ↑ 2
  3336. Color Grid: Green
  3337. 1 or more adjacent tiles must be activated
  3338. Move level must be 2 or higher
  3339.  
  3340. πŸ’  Cell 43 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  3341. Open the Oceans!: MP Refresh 2
  3342. Move: Open the Oceans! Has a moderate chance of restoring one MP of the move used if the move is successful.
  3343. Color Grid: Red
  3344. 1 or more adjacent tiles must be activated
  3345. Move level must be 2 or higher
  3346.  
  3347. πŸ’  Cell 44 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3348. Origin Pulse: Power 2
  3349. Origin Pulse: Power ↑ 2
  3350. Color Grid: Green
  3351. 1 or more adjacent tiles must be activated
  3352. Move level must be 2 or higher
  3353.  
  3354. πŸ’  Cell 45 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  3355. Rainy Propulsion 1
  3356. Has a small chance of reducing the user’s sync move countdown by one when its move is successful while the weather is rainy.
  3357. Color Grid: Yellow
  3358. 1 or more adjacent tiles must be activated
  3359. Move level must be 3 or higher
  3360.  
  3361. πŸ’  Cell 46 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  3362. Super Rain 4
  3363. Has a good chance of applying the Supereffective ↑ Next effect to the user when its PokΓ©mon uses a move while the weather is rainy.
  3364. Color Grid: Yellow
  3365. 1 or more adjacent tiles must be activated
  3366. Move level must be 3 or higher
  3367.  
  3368. πŸ’  Cell 47 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  3369. Aqua Planet Origin Pulse: Power 25
  3370. Aqua Planet Origin Pulse: Power ↑ 25
  3371. Color Grid: Purple
  3372. 1 or more adjacent tiles must be activated
  3373. Move level must be 3 or higher
  3374.  
  3375. πŸ’  Cell 48 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  3376. Aqua Planet Origin Pulse: Power 25
  3377. Aqua Planet Origin Pulse: Power ↑ 25
  3378. Color Grid: Purple
  3379. 1 or more adjacent tiles must be activated
  3380. Move level must be 3 or higher
  3381.  
  3382. ------------------------------------------------------------------------
  3383. 🀝 Sync Pair : Scottie/Bettie (Player) & Solgaleo
  3384.  
  3385. πŸ’  Cell 1 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  3386. HP 10
  3387. HP 10
  3388. Color Grid: Blue
  3389.  
  3390. πŸ’  Cell 2 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  3391. Attack 5
  3392. Attack 5
  3393. Color Grid: Blue
  3394.  
  3395. πŸ’  Cell 3 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  3396. Defense 5
  3397. Defense 5
  3398. Color Grid: Blue
  3399.  
  3400. πŸ’  Cell 4 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  3401. Sp. Atk 5
  3402. Sp. Atk 5
  3403. Color Grid: Blue
  3404.  
  3405. πŸ’  Cell 5 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  3406. Sp. Def 5
  3407. Sp. Def 5
  3408. Color Grid: Blue
  3409.  
  3410. πŸ’  Cell 6 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  3411. Speed 5
  3412. Speed 5
  3413. Color Grid: Blue
  3414.  
  3415. πŸ’  Cell 7 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3416. Sp. Atk 5
  3417. Sp. Atk 5
  3418. Color Grid: Blue
  3419. 1 or more adjacent tiles must be activated
  3420.  
  3421. πŸ’  Cell 8 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3422. Sp. Atk 5
  3423. Sp. Atk 5
  3424. Color Grid: Blue
  3425. 1 or more adjacent tiles must be activated
  3426.  
  3427. πŸ’  Cell 9 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3428. Sp. Atk 10
  3429. Sp. Atk 10
  3430. Color Grid: Blue
  3431. 1 or more adjacent tiles must be activated
  3432.  
  3433. πŸ’  Cell 10 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3434. Focus Blast: Power 3
  3435. Focus Blast: Power ↑ 3
  3436. Color Grid: Green
  3437. 1 or more adjacent tiles must be activated
  3438.  
  3439. πŸ’  Cell 11 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3440. Sp. Atk 5
  3441. Sp. Atk 5
  3442. Color Grid: Blue
  3443. 1 or more adjacent tiles must be activated
  3444.  
  3445. πŸ’  Cell 12 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3446. Focus Blast: Power 3
  3447. Focus Blast: Power ↑ 3
  3448. Color Grid: Green
  3449. 1 or more adjacent tiles must be activated
  3450.  
  3451. πŸ’  Cell 13 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3452. Focus Blast: Power 3
  3453. Focus Blast: Power ↑ 3
  3454. Color Grid: Green
  3455. 1 or more adjacent tiles must be activated
  3456. Move level must be 2 or higher
  3457.  
  3458. πŸ’  Cell 14 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3459. Focus Blast: Power 3
  3460. Focus Blast: Power ↑ 3
  3461. Color Grid: Green
  3462. 1 or more adjacent tiles must be activated
  3463. Move level must be 2 or higher
  3464.  
  3465. πŸ’  Cell 15 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3466. Focus Blast: Power 3
  3467. Focus Blast: Power ↑ 3
  3468. Color Grid: Green
  3469. 1 or more adjacent tiles must be activated
  3470. Move level must be 2 or higher
  3471.  
  3472. πŸ’  Cell 16 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  3473. Focus Blast: On a Roll 2
  3474. Move: Focus Blast Raises the chance of lowering stat values with the additional effects of moves.
  3475. Color Grid: Red
  3476. 1 or more adjacent tiles must be activated
  3477. Move level must be 3 or higher
  3478.  
  3479. πŸ’  Cell 17 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  3480. Brainteaser
  3481. The more the target’s Sp. Def has been lowered, the more it powers up moves.
  3482. Color Grid: Yellow
  3483. 1 or more adjacent tiles must be activated
  3484. Move level must be 3 or higher
  3485.  
  3486. πŸ’  Cell 18 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3487. Defense 5
  3488. Defense 5
  3489. Color Grid: Blue
  3490. 1 or more adjacent tiles must be activated
  3491.  
  3492. πŸ’  Cell 19 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3493. Defense 5
  3494. Defense 5
  3495. Color Grid: Blue
  3496. 1 or more adjacent tiles must be activated
  3497.  
  3498. πŸ’  Cell 20 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3499. Sp. Def 5
  3500. Sp. Def 5
  3501. Color Grid: Blue
  3502. 1 or more adjacent tiles must be activated
  3503.  
  3504. πŸ’  Cell 21 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3505. Metal Claw: Power 4
  3506. Metal Claw: Power ↑ 4
  3507. Color Grid: Green
  3508. 1 or more adjacent tiles must be activated
  3509.  
  3510. πŸ’  Cell 22 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3511. Sunsteel Strike: Power 3
  3512. Sunsteel Strike: Power ↑ 3
  3513. Color Grid: Green
  3514. 1 or more adjacent tiles must be activated
  3515.  
  3516. πŸ’  Cell 23 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3517. HP 20
  3518. HP 20
  3519. Color Grid: Blue
  3520. 1 or more adjacent tiles must be activated
  3521.  
  3522. πŸ’  Cell 24 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3523. Focus Blast: Power 3
  3524. Focus Blast: Power ↑ 3
  3525. Color Grid: Green
  3526. 1 or more adjacent tiles must be activated
  3527. Move level must be 2 or higher
  3528.  
  3529. πŸ’  Cell 25 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  3530. Metal Claw: Move Gauge Refresh 3
  3531. Move: Metal Claw Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  3532. Color Grid: Red
  3533. 1 or more adjacent tiles must be activated
  3534. Move level must be 2 or higher
  3535.  
  3536. πŸ’  Cell 26 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  3537. Power Reserves 5
  3538. Powers up moves in a pinch.
  3539. Color Grid: Yellow
  3540. 1 or more adjacent tiles must be activated
  3541. Move level must be 2 or higher
  3542.  
  3543. πŸ’  Cell 27 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  3544. Focus Rush 1
  3545. Raises the user’s critical-hit rate after using a sync move.
  3546. Color Grid: Yellow
  3547. 1 or more adjacent tiles must be activated
  3548. Move level must be 3 or higher
  3549.  
  3550. πŸ’  Cell 28 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  3551. Endurance
  3552. 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.
  3553. Color Grid: Yellow
  3554. 1 or more adjacent tiles must be activated
  3555. Move level must be 3 or higher
  3556.  
  3557. πŸ’  Cell 29 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3558. Metal Claw: Power 4
  3559. Metal Claw: Power ↑ 4
  3560. Color Grid: Green
  3561. 1 or more adjacent tiles must be activated
  3562.  
  3563. πŸ’  Cell 30 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  3564. Focus Blast: Move Gauge Refresh 2
  3565. Move: Focus Blast Has a moderate chance of charging the user’s move gauge by one when a move is successful.
  3566. Color Grid: Red
  3567. 1 or more adjacent tiles must be activated
  3568.  
  3569. πŸ’  Cell 31 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3570. Speed 10
  3571. Speed 10
  3572. Color Grid: Blue
  3573. 1 or more adjacent tiles must be activated
  3574.  
  3575. πŸ’  Cell 32 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  3576. Sunsteel Strike: Move Gauge Refresh 2
  3577. Move: Sunsteel Strike Has a moderate chance of charging the user’s move gauge by one when a move is successful.
  3578. Color Grid: Red
  3579. 1 or more adjacent tiles must be activated
  3580.  
  3581. πŸ’  Cell 33 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3582. Attack 10
  3583. Attack 10
  3584. Color Grid: Blue
  3585. 1 or more adjacent tiles must be activated
  3586. Move level must be 2 or higher
  3587.  
  3588. πŸ’  Cell 34 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  3589. Bright As the Sun!: MP Refresh 2
  3590. Move: Bright As the Sun! Has a moderate chance of restoring one MP of the move used if the move is successful.
  3591. Color Grid: Red
  3592. 1 or more adjacent tiles must be activated
  3593. Move level must be 2 or higher
  3594.  
  3595. πŸ’  Cell 35 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3596. Attack 10
  3597. Attack 10
  3598. Color Grid: Blue
  3599. 1 or more adjacent tiles must be activated
  3600. Move level must be 2 or higher
  3601.  
  3602. πŸ’  Cell 36 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  3603. Sync Freebie
  3604. Applies the Free Move Next effect to the user after using a sync move.
  3605. Color Grid: Yellow
  3606. 1 or more adjacent tiles must be activated
  3607. Move level must be 3 or higher
  3608.  
  3609. πŸ’  Cell 37 | Cost: 9 Energy, 108 πŸͺ Sync Orb(s)
  3610. Superduper Effective 2
  3611. Powers up moves that are super effective.
  3612. Color Grid: Yellow
  3613. 1 or more adjacent tiles must be activated
  3614. Move level must be 3 or higher
  3615.  
  3616. πŸ’  Cell 38 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3617. Speed 10
  3618. Speed 10
  3619. Color Grid: Blue
  3620. 1 or more adjacent tiles must be activated
  3621.  
  3622. πŸ’  Cell 39 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3623. Sunsteel Strike: Power 3
  3624. Sunsteel Strike: Power ↑ 3
  3625. Color Grid: Green
  3626. 1 or more adjacent tiles must be activated
  3627.  
  3628. πŸ’  Cell 40 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3629. Sunsteel Strike: Power 3
  3630. Sunsteel Strike: Power ↑ 3
  3631. Color Grid: Green
  3632. 1 or more adjacent tiles must be activated
  3633.  
  3634. πŸ’  Cell 41 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3635. Sunsteel Strike: Power 3
  3636. Sunsteel Strike: Power ↑ 3
  3637. Color Grid: Green
  3638. 1 or more adjacent tiles must be activated
  3639.  
  3640. πŸ’  Cell 42 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3641. Attack 10
  3642. Attack 10
  3643. Color Grid: Blue
  3644. 1 or more adjacent tiles must be activated
  3645. Move level must be 2 or higher
  3646.  
  3647. πŸ’  Cell 43 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3648. Sunsteel Strike: Power 3
  3649. Sunsteel Strike: Power ↑ 3
  3650. Color Grid: Green
  3651. 1 or more adjacent tiles must be activated
  3652. Move level must be 2 or higher
  3653.  
  3654. πŸ’  Cell 44 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3655. Sunsteel Strike: Power 3
  3656. Sunsteel Strike: Power ↑ 3
  3657. Color Grid: Green
  3658. 1 or more adjacent tiles must be activated
  3659. Move level must be 2 or higher
  3660.  
  3661. πŸ’  Cell 45 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  3662. Sharp Entry 1
  3663. Raises the user’s critical-hit rate when the PokΓ©mon enters a battle.
  3664. Color Grid: Yellow
  3665. 1 or more adjacent tiles must be activated
  3666. Move level must be 3 or higher
  3667.  
  3668. πŸ’  Cell 46 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  3669. Sunsteel Strike: Move Gauge Refresh 3
  3670. Move: Sunsteel Strike Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  3671. Color Grid: Red
  3672. 1 or more adjacent tiles must be activated
  3673. Move level must be 3 or higher
  3674.  
  3675. πŸ’  Cell 47 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  3676. Shining Friendship Sunraze Smash: Power 25
  3677. Shining Friendship Sunraze Smash: Power ↑ 25
  3678. Color Grid: Purple
  3679. 1 or more adjacent tiles must be activated
  3680. Move level must be 3 or higher
  3681.  
  3682. πŸ’  Cell 48 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  3683. Shining Friendship Sunraze Smash: Power 25
  3684. Shining Friendship Sunraze Smash: Power ↑ 25
  3685. Color Grid: Purple
  3686. 1 or more adjacent tiles must be activated
  3687. Move level must be 3 or higher
  3688.  
  3689. ------------------------------------------------------------------------
  3690. 🀝 Sync Pair : Scottie/Bettie (Player) & Regirock
  3691.  
  3692. πŸ’  Cell 1 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  3693. HP 10
  3694. HP 10
  3695. Color Grid: Blue
  3696.  
  3697. πŸ’  Cell 2 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  3698. Attack 5
  3699. Attack 5
  3700. Color Grid: Blue
  3701.  
  3702. πŸ’  Cell 3 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  3703. Defense 5
  3704. Defense 5
  3705. Color Grid: Blue
  3706.  
  3707. πŸ’  Cell 4 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  3708. Attack 5
  3709. Attack 5
  3710. Color Grid: Blue
  3711.  
  3712. πŸ’  Cell 5 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  3713. Sp. Def 5
  3714. Sp. Def 5
  3715. Color Grid: Blue
  3716.  
  3717. πŸ’  Cell 6 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  3718. Speed 5
  3719. Speed 5
  3720. Color Grid: Blue
  3721.  
  3722. πŸ’  Cell 7 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3723. Sp. Def 5
  3724. Sp. Def 5
  3725. Color Grid: Blue
  3726. 1 or more adjacent tiles must be activated
  3727.  
  3728. πŸ’  Cell 8 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3729. Rock Tomb: Power 3
  3730. Rock Tomb: Power ↑ 3
  3731. Color Grid: Green
  3732. 1 or more adjacent tiles must be activated
  3733.  
  3734. πŸ’  Cell 9 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3735. Defense 5
  3736. Defense 5
  3737. Color Grid: Blue
  3738. 1 or more adjacent tiles must be activated
  3739.  
  3740. πŸ’  Cell 10 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3741. Rock Tomb: Power 3
  3742. Rock Tomb: Power ↑ 3
  3743. Color Grid: Green
  3744. 1 or more adjacent tiles must be activated
  3745.  
  3746. πŸ’  Cell 11 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  3747. Rock Tomb: Accuracy 5
  3748. Rock Tomb: Accuracy ↑ 5
  3749. Color Grid: Green
  3750. 1 or more adjacent tiles must be activated
  3751.  
  3752. πŸ’  Cell 12 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  3753. Power Reserves 5
  3754. Powers up moves in a pinch.
  3755. Color Grid: Yellow
  3756. 1 or more adjacent tiles must be activated
  3757. Move level must be 2 or higher
  3758.  
  3759. πŸ’  Cell 13 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3760. Rock Tomb: Power 3
  3761. Rock Tomb: Power ↑ 3
  3762. Color Grid: Green
  3763. 1 or more adjacent tiles must be activated
  3764.  
  3765. πŸ’  Cell 14 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  3766. Rock Tomb: Move Gauge Refresh 3
  3767. Move: Rock Tomb Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  3768. Color Grid: Red
  3769. 1 or more adjacent tiles must be activated
  3770. Move level must be 2 or higher
  3771.  
  3772. πŸ’  Cell 15 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  3773. First Aid 4
  3774. Once per battle, restores the user’s HP when in a pinch.
  3775. Color Grid: Yellow
  3776. 1 or more adjacent tiles must be activated
  3777. Move level must be 3 or higher
  3778.  
  3779. πŸ’  Cell 16 | Cost: 9 Energy, 108 πŸͺ Sync Orb(s)
  3780. Toughen Up 1
  3781. Has a small chance of raising the user’s Defense when the user is hit by an attack move.
  3782. Color Grid: Yellow
  3783. 1 or more adjacent tiles must be activated
  3784. Move level must be 2 or higher
  3785.  
  3786. πŸ’  Cell 17 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  3787. Rock Tomb: Ripple Effect 4
  3788. Move: Rock Tomb When a move used by the PokΓ©mon lowers an opponent’s stat, has a good chance of lowering the same stat for all opposing sync pairs.
  3789. Color Grid: Red
  3790. 1 or more adjacent tiles must be activated
  3791. Move level must be 3 or higher
  3792.  
  3793. πŸ’  Cell 18 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3794. Speed 5
  3795. Speed 5
  3796. Color Grid: Blue
  3797. 1 or more adjacent tiles must be activated
  3798.  
  3799. πŸ’  Cell 19 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3800. HP 10
  3801. HP 10
  3802. Color Grid: Blue
  3803. 1 or more adjacent tiles must be activated
  3804.  
  3805. πŸ’  Cell 20 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3806. Sp. Def 5
  3807. Sp. Def 5
  3808. Color Grid: Blue
  3809. 1 or more adjacent tiles must be activated
  3810.  
  3811. πŸ’  Cell 21 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3812. Attack 5
  3813. Attack 5
  3814. Color Grid: Blue
  3815. 1 or more adjacent tiles must be activated
  3816.  
  3817. πŸ’  Cell 22 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3818. Defense 10
  3819. Defense 10
  3820. Color Grid: Blue
  3821. 1 or more adjacent tiles must be activated
  3822. Move level must be 2 or higher
  3823.  
  3824. πŸ’  Cell 23 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  3825. Unyielding 2
  3826. 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.
  3827. Color Grid: Yellow
  3828. 1 or more adjacent tiles must be activated
  3829. Move level must be 2 or higher
  3830.  
  3831. πŸ’  Cell 24 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  3832. X Attack All: Move Gauge Refresh 3
  3833. Move: X Attack All Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  3834. Color Grid: Red
  3835. 1 or more adjacent tiles must be activated
  3836. Move level must be 2 or higher
  3837.  
  3838. πŸ’  Cell 25 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  3839. X Attack All: MP Refresh 3
  3840. Move: X Attack All Has a moderately good chance of restoring one MP of the move used if the move is successful.
  3841. Color Grid: Red
  3842. 1 or more adjacent tiles must be activated
  3843. Move level must be 3 or higher
  3844.  
  3845. πŸ’  Cell 26 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  3846. Sand Shelter
  3847. Protects the PokΓ©mon from damage from a sandstorm.
  3848. Color Grid: Yellow
  3849. 1 or more adjacent tiles must be activated
  3850. Move level must be 3 or higher
  3851.  
  3852. πŸ’  Cell 27 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3853. Defense 5
  3854. Defense 5
  3855. Color Grid: Blue
  3856. 1 or more adjacent tiles must be activated
  3857.  
  3858. πŸ’  Cell 28 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3859. Rock Throw: Power 3
  3860. Rock Throw: Power ↑ 3
  3861. Color Grid: Green
  3862. 1 or more adjacent tiles must be activated
  3863.  
  3864. πŸ’  Cell 29 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3865. Sp. Def 5
  3866. Sp. Def 5
  3867. Color Grid: Blue
  3868. 1 or more adjacent tiles must be activated
  3869.  
  3870. πŸ’  Cell 30 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3871. Rock Throw: Power 3
  3872. Rock Throw: Power ↑ 3
  3873. Color Grid: Green
  3874. 1 or more adjacent tiles must be activated
  3875.  
  3876. πŸ’  Cell 31 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3877. Attack 5
  3878. Attack 5
  3879. Color Grid: Blue
  3880. 1 or more adjacent tiles must be activated
  3881.  
  3882. πŸ’  Cell 32 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  3883. Quick Cure
  3884. Removes the confused, flinching, and trapped conditions from the user once during battle.
  3885. Color Grid: Yellow
  3886. 1 or more adjacent tiles must be activated
  3887. Move level must be 2 or higher
  3888.  
  3889. πŸ’  Cell 33 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3890. Rock Throw: Power 3
  3891. Rock Throw: Power ↑ 3
  3892. Color Grid: Green
  3893. 1 or more adjacent tiles must be activated
  3894.  
  3895. πŸ’  Cell 34 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  3896. Rock Throw: Move Gauge Refresh 3
  3897. Move: Rock Throw Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  3898. Color Grid: Red
  3899. 1 or more adjacent tiles must be activated
  3900. Move level must be 2 or higher
  3901.  
  3902. πŸ’  Cell 35 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  3903. Sync Cure
  3904. Removes all status conditions from the user after using a sync move.
  3905. Color Grid: Yellow
  3906. 1 or more adjacent tiles must be activated
  3907. Move level must be 3 or higher
  3908.  
  3909. πŸ’  Cell 36 | Cost: 9 Energy, 108 πŸͺ Sync Orb(s)
  3910. Tighten Up 1
  3911. Has a small chance of raising the user’s Sp. Def when the user is hit by an attack move.
  3912. Color Grid: Yellow
  3913. 1 or more adjacent tiles must be activated
  3914. Move level must be 2 or higher
  3915.  
  3916. πŸ’  Cell 37 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  3917. Synchro Healing 1
  3918. Restores the HP of all allied sync pairs after using a sync move.
  3919. Color Grid: Yellow
  3920. 1 or more adjacent tiles must be activated
  3921. Move level must be 3 or higher
  3922.  
  3923. πŸ’  Cell 38 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3924. Speed 5
  3925. Speed 5
  3926. Color Grid: Blue
  3927. 1 or more adjacent tiles must be activated
  3928.  
  3929. πŸ’  Cell 39 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3930. Defense 5
  3931. Defense 5
  3932. Color Grid: Blue
  3933. 1 or more adjacent tiles must be activated
  3934.  
  3935. πŸ’  Cell 40 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3936. HP 10
  3937. HP 10
  3938. Color Grid: Blue
  3939. 1 or more adjacent tiles must be activated
  3940.  
  3941. πŸ’  Cell 41 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  3942. Ready to Rock!: Move Gauge Refresh 3
  3943. Move: Ready to Rock! Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  3944. Color Grid: Red
  3945. 1 or more adjacent tiles must be activated
  3946.  
  3947. πŸ’  Cell 42 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  3948. HP 10
  3949. HP 10
  3950. Color Grid: Blue
  3951. 1 or more adjacent tiles must be activated
  3952. Move level must be 2 or higher
  3953.  
  3954. πŸ’  Cell 43 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  3955. Sp. Def 10
  3956. Sp. Def 10
  3957. Color Grid: Blue
  3958. 1 or more adjacent tiles must be activated
  3959. Move level must be 2 or higher
  3960.  
  3961. πŸ’  Cell 44 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  3962. Ready to Rock!: Master Healer 1
  3963. Move: Ready to Rock! Increases the amount of HP restored by the user’s healing moves.
  3964. Color Grid: Red
  3965. 1 or more adjacent tiles must be activated
  3966. Move level must be 2 or higher
  3967.  
  3968. πŸ’  Cell 45 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  3969. Ready to Rock!: MP Refresh 3
  3970. Move: Ready to Rock! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  3971. Color Grid: Red
  3972. 1 or more adjacent tiles must be activated
  3973. Move level must be 3 or higher
  3974.  
  3975. πŸ’  Cell 46 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  3976. Ready to Rock!: Master Healer 1
  3977. Move: Ready to Rock! Increases the amount of HP restored by the user’s healing moves.
  3978. Color Grid: Red
  3979. 1 or more adjacent tiles must be activated
  3980. Move level must be 3 or higher
  3981.  
  3982. πŸ’  Cell 47 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  3983. Ancient Megalith Rock Impact: Power 25
  3984. Ancient Megalith Rock Impact: Power ↑ 25
  3985. Color Grid: Purple
  3986. 1 or more adjacent tiles must be activated
  3987. Move level must be 3 or higher
  3988.  
  3989. πŸ’  Cell 48 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  3990. Ancient Megalith Rock Impact: Power 25
  3991. Ancient Megalith Rock Impact: Power ↑ 25
  3992. Color Grid: Purple
  3993. 1 or more adjacent tiles must be activated
  3994. Move level must be 3 or higher
  3995.  
  3996. ------------------------------------------------------------------------
  3997. 🀝 Sync Pair : Scottie/Bettie (Player) & Cobalion
  3998.  
  3999. πŸ’  Cell 1 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  4000. HP 10
  4001. HP 10
  4002. Color Grid: Blue
  4003.  
  4004. πŸ’  Cell 2 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  4005. Attack 5
  4006. Attack 5
  4007. Color Grid: Blue
  4008.  
  4009. πŸ’  Cell 3 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  4010. Defense 5
  4011. Defense 5
  4012. Color Grid: Blue
  4013.  
  4014. πŸ’  Cell 4 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  4015. Attack 5
  4016. Attack 5
  4017. Color Grid: Blue
  4018.  
  4019. πŸ’  Cell 5 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  4020. Sp. Def 5
  4021. Sp. Def 5
  4022. Color Grid: Blue
  4023.  
  4024. πŸ’  Cell 6 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  4025. Speed 5
  4026. Speed 5
  4027. Color Grid: Blue
  4028.  
  4029. πŸ’  Cell 7 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  4030. Sp. Def 5
  4031. Sp. Def 5
  4032. Color Grid: Blue
  4033. 1 or more adjacent tiles must be activated
  4034.  
  4035. πŸ’  Cell 8 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  4036. Sacred Sword: Power 3
  4037. Sacred Sword: Power ↑ 3
  4038. Color Grid: Green
  4039. 1 or more adjacent tiles must be activated
  4040.  
  4041. πŸ’  Cell 9 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  4042. Attack 5
  4043. Attack 5
  4044. Color Grid: Blue
  4045. 1 or more adjacent tiles must be activated
  4046.  
  4047. πŸ’  Cell 10 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  4048. Sacred Sword: Power 3
  4049. Sacred Sword: Power ↑ 3
  4050. Color Grid: Green
  4051. 1 or more adjacent tiles must be activated
  4052.  
  4053. πŸ’  Cell 11 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  4054. Sacred Sword: Move Gauge Refresh 1
  4055. Move: Sacred Sword Has a small chance of charging the user’s move gauge by one when a move is successful.
  4056. Color Grid: Red
  4057. 1 or more adjacent tiles must be activated
  4058.  
  4059. πŸ’  Cell 12 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  4060. Endurance
  4061. 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.
  4062. Color Grid: Yellow
  4063. 1 or more adjacent tiles must be activated
  4064. Move level must be 2 or higher
  4065.  
  4066. πŸ’  Cell 13 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  4067. Sacred Sword: Power 3
  4068. Sacred Sword: Power ↑ 3
  4069. Color Grid: Green
  4070. 1 or more adjacent tiles must be activated
  4071.  
  4072. πŸ’  Cell 14 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  4073. Sacred Sword: Move Gauge Refresh 3
  4074. Move: Sacred Sword Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  4075. Color Grid: Red
  4076. 1 or more adjacent tiles must be activated
  4077. Move level must be 2 or higher
  4078.  
  4079. πŸ’  Cell 15 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  4080. Healthy Healing
  4081. Makes the user gradually heal itself if its HP is full when it enters a battle.
  4082. Color Grid: Yellow
  4083. 1 or more adjacent tiles must be activated
  4084. Move level must be 3 or higher
  4085.  
  4086. πŸ’  Cell 16 | Cost: 9 Energy, 108 πŸͺ Sync Orb(s)
  4087. Toughen Up 1
  4088. Has a small chance of raising the user’s Defense when the user is hit by an attack move.
  4089. Color Grid: Yellow
  4090. 1 or more adjacent tiles must be activated
  4091. Move level must be 2 or higher
  4092.  
  4093. πŸ’  Cell 17 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  4094. Synchro Healing 1
  4095. Restores the HP of all allied sync pairs after using a sync move.
  4096. Color Grid: Yellow
  4097. 1 or more adjacent tiles must be activated
  4098. Move level must be 3 or higher
  4099.  
  4100. πŸ’  Cell 18 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  4101. Speed 5
  4102. Speed 5
  4103. Color Grid: Blue
  4104. 1 or more adjacent tiles must be activated
  4105.  
  4106. πŸ’  Cell 19 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  4107. HP 10
  4108. HP 10
  4109. Color Grid: Blue
  4110. 1 or more adjacent tiles must be activated
  4111.  
  4112. πŸ’  Cell 20 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  4113. Sp. Def 5
  4114. Sp. Def 5
  4115. Color Grid: Blue
  4116. 1 or more adjacent tiles must be activated
  4117.  
  4118. πŸ’  Cell 21 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  4119. Attack 5
  4120. Attack 5
  4121. Color Grid: Blue
  4122. 1 or more adjacent tiles must be activated
  4123.  
  4124. πŸ’  Cell 22 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  4125. Defense 10
  4126. Defense 10
  4127. Color Grid: Blue
  4128. 1 or more adjacent tiles must be activated
  4129. Move level must be 2 or higher
  4130.  
  4131. πŸ’  Cell 23 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  4132. Stalwart
  4133. Sp. Def cannot be lowered.
  4134. Color Grid: Yellow
  4135. 1 or more adjacent tiles must be activated
  4136. Move level must be 2 or higher
  4137.  
  4138. πŸ’  Cell 24 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  4139. Dire Hit All +: Move Gauge Refresh 3
  4140. Move: Dire Hit All + Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  4141. Color Grid: Red
  4142. 1 or more adjacent tiles must be activated
  4143. Move level must be 2 or higher
  4144.  
  4145. πŸ’  Cell 25 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  4146. Dire Hit All +: MP Refresh 3
  4147. Move: Dire Hit All + Has a moderately good chance of restoring one MP of the move used if the move is successful.
  4148. Color Grid: Red
  4149. 1 or more adjacent tiles must be activated
  4150. Move level must be 3 or higher
  4151.  
  4152. πŸ’  Cell 26 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  4153. Unbending
  4154. Defense cannot be lowered.
  4155. Color Grid: Yellow
  4156. 1 or more adjacent tiles must be activated
  4157. Move level must be 3 or higher
  4158.  
  4159. πŸ’  Cell 27 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  4160. Defense 5
  4161. Defense 5
  4162. Color Grid: Blue
  4163. 1 or more adjacent tiles must be activated
  4164.  
  4165. πŸ’  Cell 28 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  4166. Rock Smash: Power 3
  4167. Rock Smash: Power ↑ 3
  4168. Color Grid: Green
  4169. 1 or more adjacent tiles must be activated
  4170.  
  4171. πŸ’  Cell 29 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  4172. Sp. Def 5
  4173. Sp. Def 5
  4174. Color Grid: Blue
  4175. 1 or more adjacent tiles must be activated
  4176.  
  4177. πŸ’  Cell 30 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  4178. Rock Smash: Power 3
  4179. Rock Smash: Power ↑ 3
  4180. Color Grid: Green
  4181. 1 or more adjacent tiles must be activated
  4182.  
  4183. πŸ’  Cell 31 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  4184. HP 10
  4185. HP 10
  4186. Color Grid: Blue
  4187. 1 or more adjacent tiles must be activated
  4188.  
  4189. πŸ’  Cell 32 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  4190. Speed 10
  4191. Speed 10
  4192. Color Grid: Blue
  4193. 1 or more adjacent tiles must be activated
  4194. Move level must be 2 or higher
  4195.  
  4196. πŸ’  Cell 33 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  4197. Rock Smash: Power 3
  4198. Rock Smash: Power ↑ 3
  4199. Color Grid: Green
  4200. 1 or more adjacent tiles must be activated
  4201.  
  4202. πŸ’  Cell 34 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  4203. Rock Smash: Move Gauge Refresh 3
  4204. Move: Rock Smash Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  4205. Color Grid: Red
  4206. 1 or more adjacent tiles must be activated
  4207. Move level must be 2 or higher
  4208.  
  4209. πŸ’  Cell 35 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  4210. Sync Cure
  4211. Removes all status conditions from the user after using a sync move.
  4212. Color Grid: Yellow
  4213. 1 or more adjacent tiles must be activated
  4214. Move level must be 3 or higher
  4215.  
  4216. πŸ’  Cell 36 | Cost: 9 Energy, 108 πŸͺ Sync Orb(s)
  4217. Tighten Up 1
  4218. Has a small chance of raising the user’s Sp. Def when the user is hit by an attack move.
  4219. Color Grid: Yellow
  4220. 1 or more adjacent tiles must be activated
  4221. Move level must be 2 or higher
  4222.  
  4223. πŸ’  Cell 37 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  4224. Rock Smash: Ripple Effect 4
  4225. Move: Rock Smash When a move used by the PokΓ©mon lowers an opponent’s stat, has a good chance of lowering the same stat for all opposing sync pairs.
  4226. Color Grid: Red
  4227. 1 or more adjacent tiles must be activated
  4228. Move level must be 3 or higher
  4229.  
  4230. πŸ’  Cell 38 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  4231. Speed 5
  4232. Speed 5
  4233. Color Grid: Blue
  4234. 1 or more adjacent tiles must be activated
  4235.  
  4236. πŸ’  Cell 39 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  4237. Defense 5
  4238. Defense 5
  4239. Color Grid: Blue
  4240. 1 or more adjacent tiles must be activated
  4241.  
  4242. πŸ’  Cell 40 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  4243. Defense 5
  4244. Defense 5
  4245. Color Grid: Blue
  4246. 1 or more adjacent tiles must be activated
  4247.  
  4248. πŸ’  Cell 41 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  4249. HP 10
  4250. HP 10
  4251. Color Grid: Blue
  4252. 1 or more adjacent tiles must be activated
  4253.  
  4254. πŸ’  Cell 42 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  4255. Quick Cure
  4256. Removes the confused, flinching, and trapped conditions from the user once during battle.
  4257. Color Grid: Yellow
  4258. 1 or more adjacent tiles must be activated
  4259. Move level must be 2 or higher
  4260.  
  4261. πŸ’  Cell 43 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  4262. Sp. Def 10
  4263. Sp. Def 10
  4264. Color Grid: Blue
  4265. 1 or more adjacent tiles must be activated
  4266. Move level must be 2 or higher
  4267.  
  4268. πŸ’  Cell 44 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  4269. Justice for All!: Move Gauge Refresh 3
  4270. Move: Justice for All! Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  4271. Color Grid: Red
  4272. 1 or more adjacent tiles must be activated
  4273. Move level must be 2 or higher
  4274.  
  4275. πŸ’  Cell 45 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  4276. Justice for All!: Shielded Squad 1
  4277. Move: Justice for All! Raises the Defense of all allied sync pairs when a move is successful.
  4278. Color Grid: Red
  4279. 1 or more adjacent tiles must be activated
  4280. Move level must be 3 or higher
  4281.  
  4282. πŸ’  Cell 46 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  4283. Justice for All!: MP Refresh 3
  4284. Move: Justice for All! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  4285. Color Grid: Red
  4286. 1 or more adjacent tiles must be activated
  4287. Move level must be 3 or higher
  4288.  
  4289. πŸ’  Cell 47 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  4290. Cobalt Justice Fighting Impact: Power 25
  4291. Cobalt Justice Fighting Impact: Power ↑ 25
  4292. Color Grid: Purple
  4293. 1 or more adjacent tiles must be activated
  4294. Move level must be 3 or higher
  4295.  
  4296. πŸ’  Cell 48 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  4297. Cobalt Justice Fighting Impact: Power 25
  4298. Cobalt Justice Fighting Impact: Power ↑ 25
  4299. Color Grid: Purple
  4300. 1 or more adjacent tiles must be activated
  4301. Move level must be 3 or higher
  4302.  
  4303.  
Add Comment
Please, Sign In to add comment