Absol-utely

Grid Lyra (Summer 2020)

Jul 29th, 2020
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  1. Trainer : Lyra (Summer 2020)
  2. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  3. HP 10
  4. HP 10
  5. Color Grid: Blue
  6.  
  7. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  8. Attack 5
  9. Attack 5
  10. Color Grid: Blue
  11.  
  12. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  13. Defense 5
  14. Defense 5
  15. Color Grid: Blue
  16.  
  17. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  18. Sp. Atk 5
  19. Sp. Atk 5
  20. Color Grid: Blue
  21.  
  22. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  23. Sp. Def 5
  24. Sp. Def 5
  25. Color Grid: Blue
  26.  
  27. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  28. Speed 5
  29. Speed 5
  30. Color Grid: Blue
  31.  
  32. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  33. Attack 5
  34. Attack 5
  35. Color Grid: Blue
  36. 1 or more adjacent tiles must be activated
  37.  
  38. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  39. Attack 5
  40. Attack 5
  41. Color Grid: Blue
  42. 1 or more adjacent tiles must be activated
  43.  
  44. Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
  45. Play Rough: Power 2
  46. Play Rough: Power ↑ 2
  47. Color Grid: Green
  48. 1 or more adjacent tiles must be activated
  49.  
  50. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  51. Play Rough: Power 2
  52. Play Rough: Power ↑ 2
  53. Color Grid: Green
  54. 1 or more adjacent tiles must be activated
  55.  
  56. Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
  57. Play Rough: Move Gauge Refresh 3
  58. Move: Play Rough Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  59. Color Grid: Red
  60. 1 or more adjacent tiles must be activated
  61.  
  62. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  63. Play Rough: Power 3
  64. Play Rough: Power ↑ 3
  65. Color Grid: Green
  66. 1 or more adjacent tiles must be activated
  67.  
  68. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  69. Play Rough: Power 3
  70. Play Rough: Power ↑ 3
  71. Color Grid: Green
  72. 1 or more adjacent tiles must be activated
  73. Move level must be 2 or higher
  74.  
  75. Cell 14 | Cost: 6 Energy, 72 Sync Orb(s)
  76. Play Rough: Move Gauge Refresh 3
  77. Move: Play Rough Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  78. Color Grid: Red
  79. 1 or more adjacent tiles must be activated
  80. Move level must be 2 or higher
  81.  
  82. Cell 15 | Cost: 4 Energy, 48 Sync Orb(s)
  83. Play Rough: Power 3
  84. Play Rough: Power ↑ 3
  85. Color Grid: Green
  86. 1 or more adjacent tiles must be activated
  87. Move level must be 2 or higher
  88.  
  89. Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
  90. Play Rough: Accuracy 10
  91. Play Rough: Accuracy ↑ 10
  92. Color Grid: Green
  93. 1 or more adjacent tiles must be activated
  94. Move level must be 3 or higher
  95.  
  96. Cell 17 | Cost: 4 Energy, 48 Sync Orb(s)
  97. Play Rough: Power 3
  98. Play Rough: Power ↑ 3
  99. Color Grid: Green
  100. 1 or more adjacent tiles must be activated
  101. Move level must be 3 or higher
  102.  
  103. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  104. HP 10
  105. HP 10
  106. Color Grid: Blue
  107. 1 or more adjacent tiles must be activated
  108.  
  109. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  110. Dazzling Gleam: Power 4
  111. Dazzling Gleam: Power ↑ 4
  112. Color Grid: Green
  113. 1 or more adjacent tiles must be activated
  114.  
  115. Cell 20 | Cost: 4 Energy, 48 Sync Orb(s)
  116. Sp. Atk 10
  117. Sp. Atk 10
  118. Color Grid: Blue
  119. 1 or more adjacent tiles must be activated
  120.  
  121. Cell 21 | Cost: 6 Energy, 72 Sync Orb(s)
  122. Dazzling Gleam: Move Gauge Refresh 3
  123. Move: Dazzling Gleam Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  124. Color Grid: Red
  125. 1 or more adjacent tiles must be activated
  126.  
  127. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  128. Dazzling Gleam: Power 4
  129. Dazzling Gleam: Power ↑ 4
  130. Color Grid: Green
  131. 1 or more adjacent tiles must be activated
  132.  
  133. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  134. Dazzling Gleam: Power 4
  135. Dazzling Gleam: Power ↑ 4
  136. Color Grid: Green
  137. 1 or more adjacent tiles must be activated
  138.  
  139. Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
  140. Dazzling Gleam: Power 4
  141. Dazzling Gleam: Power ↑ 4
  142. Color Grid: Green
  143. 1 or more adjacent tiles must be activated
  144. Move level must be 2 or higher
  145.  
  146. Cell 25 | Cost: 3 Energy, 36 Sync Orb(s)
  147. Dazzling Gleam: Power 4
  148. Dazzling Gleam: Power ↑ 4
  149. Color Grid: Green
  150. 1 or more adjacent tiles must be activated
  151. Move level must be 2 or higher
  152.  
  153. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  154. Sp. Def 20
  155. Sp. Def 20
  156. Color Grid: Blue
  157. 1 or more adjacent tiles must be activated
  158. Move level must be 2 or higher
  159.  
  160. Cell 27 | Cost: 8 Energy, 96 Sync Orb(s)
  161. Pressure Cooker 4
  162. Once per battle, has a good chance of reducing the user’s sync move countdown by one when in a pinch.
  163. Color Grid: Yellow
  164. 1 or more adjacent tiles must be activated
  165. Move level must be 3 or higher
  166.  
  167. Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  168. Good Night-mare 5
  169. Powers up moves when the target is asleep.
  170. Color Grid: Yellow
  171. 1 or more adjacent tiles must be activated
  172. Move level must be 3 or higher
  173.  
  174. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  175. Defense 5
  176. Defense 5
  177. Color Grid: Blue
  178. 1 or more adjacent tiles must be activated
  179.  
  180. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  181. Defense 5
  182. Defense 5
  183. Color Grid: Blue
  184. 1 or more adjacent tiles must be activated
  185.  
  186. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  187. Solo Act!: MP Refresh 2
  188. Move: Solo Act! Has a moderate chance of restoring one MP of the move used if the move is successful.
  189. Color Grid: Red
  190. 1 or more adjacent tiles must be activated
  191.  
  192. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  193. Defense 5
  194. Defense 5
  195. Color Grid: Blue
  196. 1 or more adjacent tiles must be activated
  197.  
  198. Cell 33 | Cost: 6 Energy, 72 Sync Orb(s)
  199. Fast-Track 2
  200. Has a moderate chance of raising the Pokémon’s Speed after it uses a move.
  201. Color Grid: Yellow
  202. 1 or more adjacent tiles must be activated
  203. Move level must be 2 or higher
  204.  
  205. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  206. Attack 20
  207. Attack 20
  208. Color Grid: Blue
  209. 1 or more adjacent tiles must be activated
  210. Move level must be 2 or higher
  211.  
  212. Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
  213. Rude Awakening 5
  214. Powers up sync moves when the target is asleep.
  215. Color Grid: Yellow
  216. 1 or more adjacent tiles must be activated
  217. Move level must be 2 or higher
  218.  
  219. Cell 36 | Cost: 5 Energy, 60 Sync Orb(s)
  220. Cute Factor Disarming Voice: Power 25
  221. Cute Factor Disarming Voice: Power ↑ 25
  222. Color Grid: Green
  223. 1 or more adjacent tiles must be activated
  224. Move level must be 3 or higher
  225.  
  226. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  227. Play Rough: On a Roll 4
  228. Move: Play Rough Raises the chance of lowering stat values with the additional effects of moves.
  229. Color Grid: Red
  230. 1 or more adjacent tiles must be activated
  231. Move level must be 3 or higher
  232.  
  233. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  234. HP 10
  235. HP 10
  236. Color Grid: Blue
  237. 1 or more adjacent tiles must be activated
  238.  
  239. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  240. Sp. Atk 5
  241. Sp. Atk 5
  242. Color Grid: Blue
  243. 1 or more adjacent tiles must be activated
  244.  
  245. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  246. Solo Act!: MP Refresh 2
  247. Move: Solo Act! Has a moderate chance of restoring one MP of the move used if the move is successful.
  248. Color Grid: Red
  249. 1 or more adjacent tiles must be activated
  250.  
  251. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  252. Sp. Def 5
  253. Sp. Def 5
  254. Color Grid: Blue
  255. 1 or more adjacent tiles must be activated
  256.  
  257. Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
  258. Sp. Def 5
  259. Sp. Def 5
  260. Color Grid: Blue
  261. 1 or more adjacent tiles must be activated
  262. Move level must be 2 or higher
  263.  
  264. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  265. Dire Hit +: MP Refresh 3
  266. Move: Dire Hit + Has a moderately good chance of restoring one MP of the move used if the move is successful.
  267. Color Grid: Red
  268. 1 or more adjacent tiles must be activated
  269. Move level must be 2 or higher
  270.  
  271. Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
  272. Solo Act!: Master Healer 6
  273. Move: Solo Act! Increases the amount of HP restored by the user’s healing moves.
  274. Color Grid: Red
  275. 1 or more adjacent tiles must be activated
  276. Move level must be 2 or higher
  277.  
  278. Cell 45 | Cost: 5 Energy, 60 Sync Orb(s)
  279. Cute Factor Disarming Voice: Power 25
  280. Cute Factor Disarming Voice: Power ↑ 25
  281. Color Grid: Green
  282. 1 or more adjacent tiles must be activated
  283. Move level must be 3 or higher
  284.  
  285. Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
  286. Dazzling Gleam: Critical Strike 3
  287. Move: Dazzling Gleam Powers up attacks if they become critical hits.
  288. Color Grid: Red
  289. 1 or more adjacent tiles must be activated
  290. Move level must be 3 or higher
  291.  
  292. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  293. Cute Factor Disarming Voice: Accuracy 25
  294. Cute Factor Disarming Voice: Accuracy ↑ 25
  295. Color Grid: Purple
  296. 1 or more adjacent tiles must be activated
  297. Move level must be 3 or higher
  298.  
  299. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  300. Cute Factor Disarming Voice: Accuracy 25
  301. Cute Factor Disarming Voice: Accuracy ↑ 25
  302. Color Grid: Purple
  303. 1 or more adjacent tiles must be activated
  304. Move level must be 3 or higher
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