Absol-utely

Grid Steven (Summer 2020)

Jul 29th, 2020 (edited)
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  1. Trainer : Steven (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. Attack 5
  19. Attack 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: 6 Energy, 72 Sync Orb(s)
  39. Icicle Spear: Move Gauge Refresh 3
  40. Move: Icicle Spear Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  41. Color Grid: Red
  42. 1 or more adjacent tiles must be activated
  43.  
  44. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  45. Icicle Spear: Power 1
  46. Icicle Spear: Power ↑ 1
  47. Color Grid: Green
  48. 1 or more adjacent tiles must be activated
  49.  
  50. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  51. Defense 5
  52. Defense 5
  53. Color Grid: Blue
  54. 1 or more adjacent tiles must be activated
  55.  
  56. Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
  57. Sp. Def 10
  58. Sp. Def 10
  59. Color Grid: Blue
  60. 1 or more adjacent tiles must be activated
  61.  
  62. Cell 12 | Cost: 2 Energy, 24 Sync Orb(s)
  63. Icicle Spear: Power 1
  64. Icicle Spear: Power ↑ 1
  65. Color Grid: Green
  66. 1 or more adjacent tiles must be activated
  67.  
  68. Cell 13 | Cost: 2 Energy, 24 Sync Orb(s)
  69. Icicle Spear: Power 1
  70. Icicle Spear: Power ↑ 1
  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. Icicle Spear: Move Gauge Refresh 3
  77. Move: Icicle Spear 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: 7 Energy, 84 Sync Orb(s)
  83. Speed 20
  84. Speed 20
  85. Color Grid: Blue
  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. Stoic 2
  91. Has a moderate chance of raising the Pokémon’s Defense after it uses a move.
  92. Color Grid: Yellow
  93. 1 or more adjacent tiles must be activated
  94. Move level must be 3 or higher
  95.  
  96. Cell 17 | Cost: 12 Energy, 144 Sync Orb(s)
  97. No Quarter
  98. Maximizes the number of times the user hits with a multistrike move when that move is successful.
  99. Color Grid: Yellow
  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: 2 Energy, 24 Sync Orb(s)
  110. Defense 5
  111. Defense 5
  112. Color Grid: Blue
  113. 1 or more adjacent tiles must be activated
  114.  
  115. Cell 20 | Cost: 6 Energy, 72 Sync Orb(s)
  116. Icicle Crash: Move Gauge Refresh 3
  117. Move: Icicle Crash Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  118. Color Grid: Red
  119. 1 or more adjacent tiles must be activated
  120.  
  121. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  122. Speed 5
  123. Speed 5
  124. Color Grid: Blue
  125. 1 or more adjacent tiles must be activated
  126.  
  127. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  128. Icicle Crash: Power 3
  129. Icicle Crash: Power ↑ 3
  130. Color Grid: Green
  131. 1 or more adjacent tiles must be activated
  132.  
  133. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  134. Attack 10
  135. Attack 10
  136. Color Grid: Blue
  137. 1 or more adjacent tiles must be activated
  138.  
  139. Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
  140. Icicle Crash: Power 3
  141. Icicle Crash: Power ↑ 3
  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: 6 Energy, 72 Sync Orb(s)
  147. Icicle Crash: Move Gauge Refresh 3
  148. Move: Icicle Crash Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  149. Color Grid: Red
  150. 1 or more adjacent tiles must be activated
  151. Move level must be 2 or higher
  152.  
  153. Cell 26 | Cost: 4 Energy, 48 Sync Orb(s)
  154. HP 20
  155. HP 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: 10 Energy, 120 Sync Orb(s)
  161. Double Down 3
  162. Powers up sync moves that are super effective.
  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. Icicle Crash: Freeze Synergy 3
  169. Move: Icicle Crash Powers up moves when the target is frozen.
  170. Color Grid: Red
  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. Icicle Spear: Power 1
  182. Icicle Spear: Power ↑ 1
  183. Color Grid: Green
  184. 1 or more adjacent tiles must be activated
  185.  
  186. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  187. Healing Hail 1
  188. Restores the Pokémon’s HP whenever it takes an action during a hailstorm.
  189. Color Grid: Yellow
  190. 1 or more adjacent tiles must be activated
  191.  
  192. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  193. Icicle Spear: Power 1
  194. Icicle Spear: Power ↑ 1
  195. Color Grid: Green
  196. 1 or more adjacent tiles must be activated
  197.  
  198. Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
  199. HP 20
  200. HP 20
  201. Color Grid: Blue
  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. X Attack: MP Refresh 2
  207. Move: X Attack Has a moderate chance of restoring one MP of the move used if the move is successful.
  208. Color Grid: Red
  209. 1 or more adjacent tiles must be activated
  210. Move level must be 2 or higher
  211.  
  212. Cell 35 | Cost: 4 Energy, 48 Sync Orb(s)
  213. Sp. Def 10
  214. Sp. Def 10
  215. Color Grid: Blue
  216. 1 or more adjacent tiles must be activated
  217. Move level must be 2 or higher
  218.  
  219. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  220. Hasty Hail 2
  221. Quickly charges the move gauge in a hailstorm.
  222. Color Grid: Yellow
  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. Icicle Spear: Cold Snap 2
  228. Move: Icicle Spear Has a moderate chance of leaving the target frozen when a move targeting an opponent is successful.
  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: 3 Energy, 36 Sync Orb(s)
  234. Icicle Crash: Power 3
  235. Icicle Crash: Power ↑ 3
  236. Color Grid: Green
  237. 1 or more adjacent tiles must be activated
  238.  
  239. Cell 39 | Cost: 7 Energy, 84 Sync Orb(s)
  240. Coolest There Is!: MP Refresh 2
  241. Move: Coolest There Is! Has a moderate chance of restoring one MP of the move used if the move is successful.
  242. Color Grid: Red
  243. 1 or more adjacent tiles must be activated
  244.  
  245. Cell 40 | Cost: 10 Energy, 120 Sync Orb(s)
  246. Icicle Crash: Harry 2
  247. Move: Icicle Crash Powers up moves when the target is flinching.
  248. Color Grid: Red
  249. 1 or more adjacent tiles must be activated
  250.  
  251. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  252. Icicle Crash: Power 3
  253. Icicle Crash: Power ↑ 3
  254. Color Grid: Green
  255. 1 or more adjacent tiles must be activated
  256.  
  257. Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
  258. Attack 5
  259. Attack 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: 3 Energy, 36 Sync Orb(s)
  265. Icicle Crash: Power 3
  266. Icicle Crash: Power ↑ 3
  267. Color Grid: Green
  268. 1 or more adjacent tiles must be activated
  269. Move level must be 2 or higher
  270.  
  271. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  272. Flinch Hitter 5
  273. Powers up sync moves when the target is flinching.
  274. Color Grid: Yellow
  275. 1 or more adjacent tiles must be activated
  276. Move level must be 2 or higher
  277.  
  278. Cell 45 | Cost: 4 Energy, 48 Sync Orb(s)
  279. Defense 10
  280. Defense 10
  281. Color Grid: Blue
  282. 1 or more adjacent tiles must be activated
  283. Move level must be 3 or higher
  284.  
  285. Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
  286. Freezer Burn 5
  287. Powers up sync moves when the target is frozen.
  288. Color Grid: Yellow
  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. Too Cool Icicle Crash: Accuracy 25
  294. Too Cool Icicle Crash: 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. Too Cool Icicle Crash: Accuracy 25
  301. Too Cool Icicle Crash: 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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