Absol-utely

💠 (2.15.0) All New Sync Grids

Nov 24th, 2021 (edited)
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  1. Trainer : Brycen
  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. Sp. Def 5
  34. Sp. Def 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: 2 Energy, 24 Sync Orb(s)
  45. HP 10
  46. HP 10
  47. Color Grid: Blue
  48. 1 or more adjacent tiles must be activated
  49.  
  50. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  51. Ice Beam: Power 4
  52. Ice Beam: Power ↑ 4
  53. Color Grid: Green
  54. 1 or more adjacent tiles must be activated
  55.  
  56. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  57. Ice Beam: Power 4
  58. Ice Beam: Power ↑ 4
  59. Color Grid: Green
  60. 1 or more adjacent tiles must be activated
  61.  
  62. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  63. Ice Beam: Power 4
  64. Ice Beam: Power ↑ 4
  65. Color Grid: Green
  66. 1 or more adjacent tiles must be activated
  67. Move level must be 2 or higher
  68.  
  69. Cell 13 | Cost: 2 Energy, 24 Sync Orb(s)
  70. Sp. Atk 5
  71. Sp. Atk 5
  72. Color Grid: Blue
  73. 1 or more adjacent tiles must be activated
  74.  
  75. Cell 14 | Cost: 4 Energy, 48 Sync Orb(s)
  76. Defense 10
  77. Defense 10
  78. Color Grid: Blue
  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. Ice Beam: Move Gauge Refresh 3
  84. Move: Ice Beam Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  85. Color Grid: Red
  86. 1 or more adjacent tiles must be activated
  87. Move level must be 3 or higher
  88.  
  89. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  90. Ice Beam: Freeze Synergy 5
  91. Move: Ice Beam Powers up the user’s moves when the target is frozen.
  92. Color Grid: Red
  93. 1 or more adjacent tiles must be activated
  94. Move level must be 2 or higher
  95.  
  96. Cell 17 | Cost: 9 Energy, 108 Sync Orb(s)
  97. Ice Beam: Hostile Environment 2
  98. Move: Ice Beam Raises the chance of inflicting status conditions with the additional effects of moves.
  99. Color Grid: Red
  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. Sp. Atk 5
  105. Sp. Atk 5
  106. Color Grid: Blue
  107. 1 or more adjacent tiles must be activated
  108.  
  109. Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
  110. Speed 10
  111. Speed 10
  112. Color Grid: Blue
  113. 1 or more adjacent tiles must be activated
  114.  
  115. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  116. Ice Beam: Power 4
  117. Ice Beam: Power ↑ 4
  118. Color Grid: Green
  119. 1 or more adjacent tiles must be activated
  120.  
  121. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  122. Ice Beam: Power 4
  123. Ice Beam: Power ↑ 4
  124. Color Grid: Green
  125. 1 or more adjacent tiles must be activated
  126. Move level must be 2 or higher
  127.  
  128. Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
  129. Haze: Move Gauge Refresh 9
  130. Move: Haze Charges the user’s move gauge by one when its move is successful.
  131. Color Grid: Red
  132. 1 or more adjacent tiles must be activated
  133.  
  134. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  135. Haze: MP Refresh 2
  136. Move: Haze Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  137. Color Grid: Red
  138. 1 or more adjacent tiles must be activated
  139. Move level must be 2 or higher
  140.  
  141. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  142. Heavy Hail 5
  143. Powers up the user’s sync move during a hailstorm.
  144. Color Grid: Yellow
  145. 1 or more adjacent tiles must be activated
  146. Move level must be 2 or higher
  147.  
  148. Cell 25 | Cost: 9 Energy, 108 Sync Orb(s)
  149. Haze: Hype Up 4
  150. Move: Haze Has a chance (50%) of raising the Sp. Atk of all allied sync pairs by one stat rank when the user’s Pokémon uses a move.
  151. Color Grid: Red
  152. 1 or more adjacent tiles must be activated
  153. Move level must be 3 or higher
  154.  
  155. Cell 26 | Cost: 9 Energy, 108 Sync Orb(s)
  156. Haze: Flag Bearer 4
  157. Move: Haze Has a chance (50%) of raising the Attack of all allied sync pairs by one stat rank when the user’s Pokémon uses a move.
  158. Color Grid: Red
  159. 1 or more adjacent tiles must be activated
  160. Move level must be 3 or higher
  161.  
  162. Cell 27 | Cost: 3 Energy, 36 Sync Orb(s)
  163. Ancient Power: Power 4
  164. Ancient Power: Power ↑ 4
  165. Color Grid: Green
  166. 1 or more adjacent tiles must be activated
  167.  
  168. Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
  169. Ancient Power: Power 4
  170. Ancient Power: Power ↑ 4
  171. Color Grid: Green
  172. 1 or more adjacent tiles must be activated
  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. HP 10
  182. HP 10
  183. Color Grid: Blue
  184. 1 or more adjacent tiles must be activated
  185.  
  186. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  187. Ancient Power: Power 4
  188. Ancient Power: Power ↑ 4
  189. Color Grid: Green
  190. 1 or more adjacent tiles must be activated
  191. Move level must be 2 or higher
  192.  
  193. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  194. Ancient Power: Move Gauge Refresh 3
  195. Move: Ancient Power Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  196. Color Grid: Red
  197. 1 or more adjacent tiles must be activated
  198. Move level must be 2 or higher
  199.  
  200. Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
  201. Freezer Burn 5
  202. Powers up the user’s sync moves when the target is frozen.
  203. Color Grid: Yellow
  204. 1 or more adjacent tiles must be activated
  205. Move level must be 3 or higher
  206.  
  207. Cell 34 | Cost: 4 Energy, 48 Sync Orb(s)
  208. Sp. Def 10
  209. Sp. Def 10
  210. Color Grid: Blue
  211. 1 or more adjacent tiles must be activated
  212. Move level must be 2 or higher
  213.  
  214. Cell 35 | Cost: 9 Energy, 108 Sync Orb(s)
  215. Ancient Power: Swag Bag 2
  216. Move: Ancient Power Raises the chance of raising stat values with the additional effects of moves.
  217. Color Grid: Red
  218. 1 or more adjacent tiles must be activated
  219. Move level must be 3 or higher
  220.  
  221. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  222. Defense 5
  223. Defense 5
  224. Color Grid: Blue
  225. 1 or more adjacent tiles must be activated
  226.  
  227. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  228. Sp. Def 5
  229. Sp. Def 5
  230. Color Grid: Blue
  231. 1 or more adjacent tiles must be activated
  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. Attack 5
  241. Attack 5
  242. Color Grid: Blue
  243. 1 or more adjacent tiles must be activated
  244.  
  245. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  246. Ancient Power: Power 4
  247. Ancient Power: Power ↑ 4
  248. Color Grid: Green
  249. 1 or more adjacent tiles must be activated
  250.  
  251. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  252. Ancient Power: Power 4
  253. Ancient Power: Power ↑ 4
  254. Color Grid: Green
  255. 1 or more adjacent tiles must be activated
  256.  
  257. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  258. Ancient Power: Power 4
  259. Ancient Power: Power ↑ 4
  260. Color Grid: Green
  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. Stone-Cold Endurance!: MP Refresh 2
  266. Move: Stone-Cold Endurance! Has a chance (30%) of restoring one MP of the user’s move when that 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: 8 Energy, 96 Sync Orb(s)
  272. Grand Entry 2
  273. Raises the user’s Sp. Atk by 2 stat ranks when it enters a battle.
  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: 8 Energy, 96 Sync Orb(s)
  279. Invigorating Hail 3
  280. Powers up the user’s moves during a hailstorm.
  281. Color Grid: Yellow
  282. 1 or more adjacent tiles must be activated
  283. Move level must be 3 or higher
  284.  
  285. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  286. Hasty Hail 2
  287. Quickly charges the move gauge during a hailstorm.
  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. Lights, Camera, Ice Shard: Power 25
  294. Lights, Camera, Ice Shard: Power ↑ 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. Lights, Camera, Ice Shard: Power 25
  301. Lights, Camera, Ice Shard: Power ↑ 25
  302. Color Grid: Purple
  303. 1 or more adjacent tiles must be activated
  304. Move level must be 3 or higher
  305.  
  306. Trainer : Sophocles
  307. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  308. HP 10
  309. HP 10
  310. Color Grid: Blue
  311.  
  312. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  313. Attack 5
  314. Attack 5
  315. Color Grid: Blue
  316.  
  317. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  318. Defense 5
  319. Defense 5
  320. Color Grid: Blue
  321.  
  322. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  323. Attack 5
  324. Attack 5
  325. Color Grid: Blue
  326.  
  327. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  328. Sp. Def 5
  329. Sp. Def 5
  330. Color Grid: Blue
  331.  
  332. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  333. Speed 5
  334. Speed 5
  335. Color Grid: Blue
  336.  
  337. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  338. Sp. Def 5
  339. Sp. Def 5
  340. Color Grid: Blue
  341. 1 or more adjacent tiles must be activated
  342.  
  343. Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
  344. Zing Zap: Power 4
  345. Zing Zap: Power ↑ 4
  346. Color Grid: Green
  347. 1 or more adjacent tiles must be activated
  348.  
  349. Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
  350. Zing Zap: Power 4
  351. Zing Zap: Power ↑ 4
  352. Color Grid: Green
  353. 1 or more adjacent tiles must be activated
  354.  
  355. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  356. Zing Zap: Power 4
  357. Zing Zap: Power ↑ 4
  358. Color Grid: Green
  359. 1 or more adjacent tiles must be activated
  360.  
  361. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  362. Zing Zap: Move Gauge Refresh 3
  363. Move: Zing Zap Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  364. Color Grid: Red
  365. 1 or more adjacent tiles must be activated
  366.  
  367. Cell 12 | Cost: 5 Energy, 60 Sync Orb(s)
  368. Lithe
  369. Prevents the user from getting paralyzed.
  370. Color Grid: Yellow
  371. 1 or more adjacent tiles must be activated
  372. Move level must be 2 or higher
  373.  
  374. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  375. Zing Zap: Power 4
  376. Zing Zap: Power ↑ 4
  377. Color Grid: Green
  378. 1 or more adjacent tiles must be activated
  379.  
  380. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  381. Zing Zap: Trip Up 2
  382. Move: Zing Zap Has a chance (30%) of lowering the target’s Speed by one stat rank when the user’s attack move against it is successful.
  383. Color Grid: Red
  384. 1 or more adjacent tiles must be activated
  385. Move level must be 2 or higher
  386.  
  387. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  388. Zing Zap: Aggravation 1
  389. Move: Zing Zap Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  390. Color Grid: Red
  391. 1 or more adjacent tiles must be activated
  392. Move level must be 3 or higher
  393.  
  394. Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
  395. Attack 10
  396. Attack 10
  397. Color Grid: Blue
  398. 1 or more adjacent tiles must be activated
  399. Move level must be 2 or higher
  400.  
  401. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  402. Zing Zap: Trip Up 4
  403. Move: Zing Zap Has a chance (50%) of lowering the target’s Speed by one stat rank when the user’s attack move against it is successful.
  404. Color Grid: Red
  405. 1 or more adjacent tiles must be activated
  406. Move level must be 3 or higher
  407.  
  408. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  409. Defense 5
  410. Defense 5
  411. Color Grid: Blue
  412. 1 or more adjacent tiles must be activated
  413.  
  414. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  415. Nuzzle: Power 4
  416. Nuzzle: Power ↑ 4
  417. Color Grid: Green
  418. 1 or more adjacent tiles must be activated
  419.  
  420. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  421. Nuzzle: Power 4
  422. Nuzzle: Power ↑ 4
  423. Color Grid: Green
  424. 1 or more adjacent tiles must be activated
  425.  
  426. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  427. Nuzzle: Power 4
  428. Nuzzle: Power ↑ 4
  429. Color Grid: Green
  430. 1 or more adjacent tiles must be activated
  431. Move level must be 2 or higher
  432.  
  433. Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  434. Speed 5
  435. Speed 5
  436. Color Grid: Blue
  437. 1 or more adjacent tiles must be activated
  438.  
  439. Cell 23 | Cost: 8 Energy, 96 Sync Orb(s)
  440. Nuzzle: Move Gauge Refresh 9
  441. Move: Nuzzle Charges the user’s move gauge by one when its move is successful.
  442. Color Grid: Red
  443. 1 or more adjacent tiles must be activated
  444. Move level must be 2 or higher
  445.  
  446. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  447. Nuzzle: Paralysis Synergy 2
  448. Move: Nuzzle Powers up the user’s moves when the target is paralyzed.
  449. Color Grid: Red
  450. 1 or more adjacent tiles must be activated
  451. Move level must be 2 or higher
  452.  
  453. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  454. Unbending
  455. Defense cannot be lowered.
  456. Color Grid: Yellow
  457. 1 or more adjacent tiles must be activated
  458. Move level must be 3 or higher
  459.  
  460. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  461. Superduper Effective 5
  462. Powers up moves that are super effective.
  463. Color Grid: Yellow
  464. 1 or more adjacent tiles must be activated
  465. Move level must be 3 or higher
  466.  
  467. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  468. Defense 5
  469. Defense 5
  470. Color Grid: Blue
  471. 1 or more adjacent tiles must be activated
  472.  
  473. Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
  474. Nuzzle: Power 4
  475. Nuzzle: Power ↑ 4
  476. Color Grid: Green
  477. 1 or more adjacent tiles must be activated
  478.  
  479. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  480. HP 10
  481. HP 10
  482. Color Grid: Blue
  483. 1 or more adjacent tiles must be activated
  484.  
  485. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  486. Nuzzle: Power 4
  487. Nuzzle: Power ↑ 4
  488. Color Grid: Green
  489. 1 or more adjacent tiles must be activated
  490.  
  491. Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
  492. Sp. Def 10
  493. Sp. Def 10
  494. Color Grid: Blue
  495. 1 or more adjacent tiles must be activated
  496. Move level must be 2 or higher
  497.  
  498. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  499. X Sp. Def: MP Refresh 2
  500. Move: X Sp. Def Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  501. Color Grid: Red
  502. 1 or more adjacent tiles must be activated
  503. Move level must be 2 or higher
  504.  
  505. Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
  506. Static Shock 5
  507. Powers up the user’s sync moves when the target is paralyzed.
  508. Color Grid: Yellow
  509. 1 or more adjacent tiles must be activated
  510. Move level must be 3 or higher
  511.  
  512. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  513. Survivor Mentality 2
  514. Reduces damage when the user is hit by a special attack move while in a pinch.
  515. Color Grid: Yellow
  516. 1 or more adjacent tiles must be activated
  517. Move level must be 2 or higher
  518.  
  519. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  520. Unyielding 2
  521. When the user’s Enduring effect activates and the user has 1 HP remaining, has a chance (30%) of applying the Enduring effect to the user again.
  522. Color Grid: Yellow
  523. 1 or more adjacent tiles must be activated
  524. Move level must be 3 or higher
  525.  
  526. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  527. HP 10
  528. HP 10
  529. Color Grid: Blue
  530. 1 or more adjacent tiles must be activated
  531.  
  532. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  533. Speed 5
  534. Speed 5
  535. Color Grid: Blue
  536. 1 or more adjacent tiles must be activated
  537.  
  538. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  539. Defense 5
  540. Defense 5
  541. Color Grid: Blue
  542. 1 or more adjacent tiles must be activated
  543.  
  544. Cell 39 | Cost: 5 Energy, 60 Sync Orb(s)
  545. Sand Shelter
  546. Protects the user from damage from a sandstorm.
  547. Color Grid: Yellow
  548. 1 or more adjacent tiles must be activated
  549.  
  550. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  551. Attack 5
  552. Attack 5
  553. Color Grid: Blue
  554. 1 or more adjacent tiles must be activated
  555.  
  556. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  557. Zing Zap: Power 4
  558. Zing Zap: Power ↑ 4
  559. Color Grid: Green
  560. 1 or more adjacent tiles must be activated
  561.  
  562. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  563. Zing Zap: Power 4
  564. Zing Zap: Power ↑ 4
  565. Color Grid: Green
  566. 1 or more adjacent tiles must be activated
  567. Move level must be 2 or higher
  568.  
  569. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  570. The Power of Science!: MP Refresh 2
  571. Move: The Power of Science! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  572. Color Grid: Red
  573. 1 or more adjacent tiles must be activated
  574. Move level must be 2 or higher
  575.  
  576. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  577. Speed 20
  578. Speed 20
  579. Color Grid: Blue
  580. 1 or more adjacent tiles must be activated
  581. Move level must be 2 or higher
  582.  
  583. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  584. Cakewalk
  585. The more the target’s Speed is lowered, the more it powers up the user’s sync moves.
  586. Color Grid: Yellow
  587. 1 or more adjacent tiles must be activated
  588. Move level must be 3 or higher
  589.  
  590. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  591. Paralysis Synergy 3
  592. Powers up the user’s moves when the target is paralyzed.
  593. Color Grid: Yellow
  594. 1 or more adjacent tiles must be activated
  595. Move level must be 3 or higher
  596.  
  597. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  598. Whiz Kid Gigavolt Havoc: Power 25
  599. Whiz Kid Gigavolt Havoc: Power ↑ 25
  600. Color Grid: Purple
  601. 1 or more adjacent tiles must be activated
  602. Move level must be 3 or higher
  603.  
  604. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  605. Whiz Kid Gigavolt Havoc: Power 25
  606. Whiz Kid Gigavolt Havoc: Power ↑ 25
  607. Color Grid: Purple
  608. 1 or more adjacent tiles must be activated
  609. Move level must be 3 or higher
  610.  
  611. Trainer : Candice
  612. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  613. HP 10
  614. HP 10
  615. Color Grid: Blue
  616.  
  617. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  618. Attack 5
  619. Attack 5
  620. Color Grid: Blue
  621.  
  622. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  623. Defense 5
  624. Defense 5
  625. Color Grid: Blue
  626.  
  627. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  628. Attack 5
  629. Attack 5
  630. Color Grid: Blue
  631.  
  632. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  633. Sp. Def 5
  634. Sp. Def 5
  635. Color Grid: Blue
  636.  
  637. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  638. Speed 5
  639. Speed 5
  640. Color Grid: Blue
  641.  
  642. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  643. Defense 5
  644. Defense 5
  645. Color Grid: Blue
  646. 1 or more adjacent tiles must be activated
  647.  
  648. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  649. Attack 5
  650. Attack 5
  651. Color Grid: Blue
  652. 1 or more adjacent tiles must be activated
  653.  
  654. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  655. HP 10
  656. HP 10
  657. Color Grid: Blue
  658. 1 or more adjacent tiles must be activated
  659.  
  660. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  661. Speed 5
  662. Speed 5
  663. Color Grid: Blue
  664. 1 or more adjacent tiles must be activated
  665.  
  666. Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
  667. Ice Punch: Power 3
  668. Ice Punch: Power ↑ 3
  669. Color Grid: Green
  670. 1 or more adjacent tiles must be activated
  671.  
  672. Cell 12 | Cost: 2 Energy, 24 Sync Orb(s)
  673. Ice Punch: Power 3
  674. Ice Punch: Power ↑ 3
  675. Color Grid: Green
  676. 1 or more adjacent tiles must be activated
  677. Move level must be 2 or higher
  678.  
  679. Cell 13 | Cost: 2 Energy, 24 Sync Orb(s)
  680. Ice Punch: Power 3
  681. Ice Punch: Power ↑ 3
  682. Color Grid: Green
  683. 1 or more adjacent tiles must be activated
  684.  
  685. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  686. Ice Punch: Move Gauge Refresh 3
  687. Move: Ice Punch Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  688. Color Grid: Red
  689. 1 or more adjacent tiles must be activated
  690. Move level must be 2 or higher
  691.  
  692. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  693. Ramming Speed
  694. The more the user’s Speed is raised, the more it powers up the user’s moves.
  695. Color Grid: Yellow
  696. 1 or more adjacent tiles must be activated
  697. Move level must be 3 or higher
  698.  
  699. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  700. Sync Regen
  701. Applies the Gradual Healing effect to the user after using its sync move.
  702. Color Grid: Yellow
  703. 1 or more adjacent tiles must be activated
  704. Move level must be 2 or higher
  705.  
  706. Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
  707. Ice Punch: Hostile Environment 1
  708. Move: Ice Punch Raises the chance of inflicting status conditions with the additional effects of moves.
  709. Color Grid: Red
  710. 1 or more adjacent tiles must be activated
  711. Move level must be 3 or higher
  712.  
  713. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  714. Speed 5
  715. Speed 5
  716. Color Grid: Blue
  717. 1 or more adjacent tiles must be activated
  718.  
  719. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  720. HP 10
  721. HP 10
  722. Color Grid: Blue
  723. 1 or more adjacent tiles must be activated
  724.  
  725. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  726. Sp. Def 5
  727. Sp. Def 5
  728. Color Grid: Blue
  729. 1 or more adjacent tiles must be activated
  730.  
  731. Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
  732. Defense 20
  733. Defense 20
  734. Color Grid: Blue
  735. 1 or more adjacent tiles must be activated
  736. Move level must be 2 or higher
  737.  
  738. Cell 22 | Cost: 5 Energy, 60 Sync Orb(s)
  739. Headstrong
  740. Attack cannot be lowered.
  741. Color Grid: Yellow
  742. 1 or more adjacent tiles must be activated
  743.  
  744. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  745. Hail: Move Gauge Refresh 3
  746. Move: Hail Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  747. Color Grid: Red
  748. 1 or more adjacent tiles must be activated
  749. Move level must be 2 or higher
  750.  
  751. Cell 24 | Cost: 9 Energy, 108 Sync Orb(s)
  752. Healing Hail 1
  753. Restores the user’s HP whenever its Pokémon takes an action during a hailstorm.
  754. Color Grid: Yellow
  755. 1 or more adjacent tiles must be activated
  756. Move level must be 2 or higher
  757.  
  758. Cell 25 | Cost: 9 Energy, 108 Sync Orb(s)
  759. Hail: Follow-Through 9
  760. Move: Hail Applies the Critical Hit Next effect to the user when its move is successful.
  761. Color Grid: Red
  762. 1 or more adjacent tiles must be activated
  763. Move level must be 3 or higher
  764.  
  765. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  766. Hail: MP Refresh 2
  767. Move: Hail Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  768. Color Grid: Red
  769. 1 or more adjacent tiles must be activated
  770. Move level must be 3 or higher
  771.  
  772. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  773. Speed 5
  774. Speed 5
  775. Color Grid: Blue
  776. 1 or more adjacent tiles must be activated
  777.  
  778. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  779. HP 10
  780. HP 10
  781. Color Grid: Blue
  782. 1 or more adjacent tiles must be activated
  783.  
  784. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  785. Ice Punch: Power 3
  786. Ice Punch: Power ↑ 3
  787. Color Grid: Green
  788. 1 or more adjacent tiles must be activated
  789.  
  790. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  791. Attack 5
  792. Attack 5
  793. Color Grid: Blue
  794. 1 or more adjacent tiles must be activated
  795.  
  796. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  797. Ice Punch: Power 3
  798. Ice Punch: Power ↑ 3
  799. Color Grid: Green
  800. 1 or more adjacent tiles must be activated
  801. Move level must be 2 or higher
  802.  
  803. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  804. It’s All about Focus!: MP Refresh 2
  805. Move: It’s All about Focus! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  806. Color Grid: Red
  807. 1 or more adjacent tiles must be activated
  808. Move level must be 2 or higher
  809.  
  810. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  811. Hasty Hail 2
  812. Quickly charges the move gauge during a hailstorm.
  813. Color Grid: Yellow
  814. 1 or more adjacent tiles must be activated
  815. Move level must be 3 or higher
  816.  
  817. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  818. Heavy Hail 2
  819. Powers up the user’s sync move during a hailstorm.
  820. Color Grid: Yellow
  821. 1 or more adjacent tiles must be activated
  822. Move level must be 2 or higher
  823.  
  824. Cell 35 | Cost: 9 Energy, 108 Sync Orb(s)
  825. It’s All about Focus!: Super Preparation 4
  826. Move: It’s All about Focus! Has a chance (50%) of applying the Supereffective ↑ Next effect to the user when its move is successful.
  827. Color Grid: Red
  828. 1 or more adjacent tiles must be activated
  829. Move level must be 3 or higher
  830.  
  831. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  832. Attack 5
  833. Attack 5
  834. Color Grid: Blue
  835. 1 or more adjacent tiles must be activated
  836.  
  837. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  838. Attack 5
  839. Attack 5
  840. Color Grid: Blue
  841. 1 or more adjacent tiles must be activated
  842.  
  843. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  844. Speed 5
  845. Speed 5
  846. Color Grid: Blue
  847. 1 or more adjacent tiles must be activated
  848.  
  849. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  850. Ice Punch: Power 3
  851. Ice Punch: Power ↑ 3
  852. Color Grid: Green
  853. 1 or more adjacent tiles must be activated
  854.  
  855. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  856. Ice Punch: Power 3
  857. Ice Punch: Power ↑ 3
  858. Color Grid: Green
  859. 1 or more adjacent tiles must be activated
  860.  
  861. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  862. Speed 5
  863. Speed 5
  864. Color Grid: Blue
  865. 1 or more adjacent tiles must be activated
  866.  
  867. Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
  868. Ice Punch: Power 3
  869. Ice Punch: Power ↑ 3
  870. Color Grid: Green
  871. 1 or more adjacent tiles must be activated
  872. Move level must be 2 or higher
  873.  
  874. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  875. X Speed: MP Refresh 2
  876. Move: X Speed Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  877. Color Grid: Red
  878. 1 or more adjacent tiles must be activated
  879. Move level must be 2 or higher
  880.  
  881. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  882. Sp. Def 20
  883. Sp. Def 20
  884. Color Grid: Blue
  885. 1 or more adjacent tiles must be activated
  886. Move level must be 2 or higher
  887.  
  888. Cell 45 | Cost: 9 Energy, 108 Sync Orb(s)
  889. X Speed: Fleet Feet 1
  890. Move: X Speed Raises the user’s Speed by 1 stat rank when its move is successful.
  891. Color Grid: Red
  892. 1 or more adjacent tiles must be activated
  893. Move level must be 3 or higher
  894.  
  895. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  896. Inertia
  897. The more user’s Speed is raised, the more it powers up the user’s sync moves.
  898. Color Grid: Yellow
  899. 1 or more adjacent tiles must be activated
  900. Move level must be 3 or higher
  901.  
  902. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  903. All-about-Focus Avalanche: Power 25
  904. All-about-Focus Avalanche: Power ↑ 25
  905. Color Grid: Purple
  906. 1 or more adjacent tiles must be activated
  907. Move level must be 3 or higher
  908.  
  909. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  910. All-about-Focus Avalanche: Power 25
  911. All-about-Focus Avalanche: Power ↑ 25
  912. Color Grid: Purple
  913. 1 or more adjacent tiles must be activated
  914. Move level must be 3 or higher
  915.  
  916. Trainer : Grimsley (Kimono)
  917. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  918. HP 10
  919. HP 10
  920. Color Grid: Blue
  921.  
  922. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  923. Attack 5
  924. Attack 5
  925. Color Grid: Blue
  926.  
  927. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  928. Defense 5
  929. Defense 5
  930. Color Grid: Blue
  931.  
  932. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  933. Attack 5
  934. Attack 5
  935. Color Grid: Blue
  936.  
  937. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  938. Sp. Def 5
  939. Sp. Def 5
  940. Color Grid: Blue
  941.  
  942. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  943. Speed 5
  944. Speed 5
  945. Color Grid: Blue
  946.  
  947. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  948. HP 10
  949. HP 10
  950. Color Grid: Blue
  951. 1 or more adjacent tiles must be activated
  952.  
  953. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  954. Defense 5
  955. Defense 5
  956. Color Grid: Blue
  957. 1 or more adjacent tiles must be activated
  958.  
  959. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  960. Speed 5
  961. Speed 5
  962. Color Grid: Blue
  963. 1 or more adjacent tiles must be activated
  964.  
  965. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  966. Sp. Def 5
  967. Sp. Def 5
  968. Color Grid: Blue
  969. 1 or more adjacent tiles must be activated
  970.  
  971. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  972. Iron Head: Power 3
  973. Iron Head: Power ↑ 3
  974. Color Grid: Green
  975. 1 or more adjacent tiles must be activated
  976.  
  977. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  978. Iron Head: Power 3
  979. Iron Head: Power ↑ 3
  980. Color Grid: Green
  981. 1 or more adjacent tiles must be activated
  982. Move level must be 2 or higher
  983.  
  984. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  985. Iron Head: Power 3
  986. Iron Head: Power ↑ 3
  987. Color Grid: Green
  988. 1 or more adjacent tiles must be activated
  989.  
  990. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  991. Iron Head: Move Gauge Refresh 3
  992. Move: Iron Head Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  993. Color Grid: Red
  994. 1 or more adjacent tiles must be activated
  995. Move level must be 2 or higher
  996.  
  997. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  998. Harry 3
  999. Powers up the user’s moves when the move’s target or targets are flinching.
  1000. Color Grid: Yellow
  1001. 1 or more adjacent tiles must be activated
  1002. Move level must be 3 or higher
  1003.  
  1004. Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
  1005. Speed 10
  1006. Speed 10
  1007. Color Grid: Blue
  1008. 1 or more adjacent tiles must be activated
  1009. Move level must be 2 or higher
  1010.  
  1011. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1012. Iron Head: Aggravation 1
  1013. Move: Iron Head Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  1014. Color Grid: Red
  1015. 1 or more adjacent tiles must be activated
  1016. Move level must be 3 or higher
  1017.  
  1018. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1019. HP 10
  1020. HP 10
  1021. Color Grid: Blue
  1022. 1 or more adjacent tiles must be activated
  1023.  
  1024. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  1025. Metal Burst: Power 3
  1026. Metal Burst: Power ↑ 3
  1027. Color Grid: Green
  1028. 1 or more adjacent tiles must be activated
  1029.  
  1030. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  1031. Metal Burst: Power 3
  1032. Metal Burst: Power ↑ 3
  1033. Color Grid: Green
  1034. 1 or more adjacent tiles must be activated
  1035.  
  1036. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  1037. Attack 5
  1038. Attack 5
  1039. Color Grid: Blue
  1040. 1 or more adjacent tiles must be activated
  1041. Move level must be 2 or higher
  1042.  
  1043. Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  1044. Speed 5
  1045. Speed 5
  1046. Color Grid: Blue
  1047. 1 or more adjacent tiles must be activated
  1048.  
  1049. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  1050. Stay Sharp!: BOGO 9
  1051. Move: Stay Sharp! Applies the Free Move Next effect to the user when its move is successful.
  1052. Color Grid: Red
  1053. 1 or more adjacent tiles must be activated
  1054. Move level must be 2 or higher
  1055.  
  1056. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  1057. Stay Sharp!: Move Gauge Refresh 3
  1058. Move: Stay Sharp! Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1059. Color Grid: Red
  1060. 1 or more adjacent tiles must be activated
  1061. Move level must be 2 or higher
  1062.  
  1063. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  1064. Critical Healing 2
  1065. Has a chance (30%) of restoring the user’s HP when its move is a critical hit.
  1066. Color Grid: Yellow
  1067. 1 or more adjacent tiles must be activated
  1068. Move level must be 3 or higher
  1069.  
  1070. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  1071. Metal Burst: MP Refresh 4
  1072. Move: Metal Burst Has a chance (50%) of restoring one MP of the user’s move when that move is successful.
  1073. Color Grid: Red
  1074. 1 or more adjacent tiles must be activated
  1075. Move level must be 3 or higher
  1076.  
  1077. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1078. HP 10
  1079. HP 10
  1080. Color Grid: Blue
  1081. 1 or more adjacent tiles must be activated
  1082.  
  1083. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  1084. Defense 5
  1085. Defense 5
  1086. Color Grid: Blue
  1087. 1 or more adjacent tiles must be activated
  1088.  
  1089. Cell 29 | Cost: 3 Energy, 36 Sync Orb(s)
  1090. Iron Head: Power 3
  1091. Iron Head: Power ↑ 3
  1092. Color Grid: Green
  1093. 1 or more adjacent tiles must be activated
  1094.  
  1095. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  1096. Iron Head: Power 3
  1097. Iron Head: Power ↑ 3
  1098. Color Grid: Green
  1099. 1 or more adjacent tiles must be activated
  1100.  
  1101. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  1102. Sp. Def 5
  1103. Sp. Def 5
  1104. Color Grid: Blue
  1105. 1 or more adjacent tiles must be activated
  1106. Move level must be 2 or higher
  1107.  
  1108. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  1109. Screech: Move Gauge Refresh 3
  1110. Move: Screech Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1111. Color Grid: Red
  1112. 1 or more adjacent tiles must be activated
  1113. Move level must be 2 or higher
  1114.  
  1115. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  1116. Haymaker
  1117. The more the user’s Attack is raised, the more it powers up the user’s sync moves.
  1118. Color Grid: Yellow
  1119. 1 or more adjacent tiles must be activated
  1120. Move level must be 3 or higher
  1121.  
  1122. Cell 34 | Cost: 4 Energy, 48 Sync Orb(s)
  1123. Attack 10
  1124. Attack 10
  1125. Color Grid: Blue
  1126. 1 or more adjacent tiles must be activated
  1127. Move level must be 2 or higher
  1128.  
  1129. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  1130. Insult to Injury
  1131. The more the target’s Defense is lowered, the more it powers up the user’s moves.
  1132. Color Grid: Yellow
  1133. 1 or more adjacent tiles must be activated
  1134. Move level must be 3 or higher
  1135.  
  1136. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  1137. Speed 5
  1138. Speed 5
  1139. Color Grid: Blue
  1140. 1 or more adjacent tiles must be activated
  1141.  
  1142. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  1143. HP 10
  1144. HP 10
  1145. Color Grid: Blue
  1146. 1 or more adjacent tiles must be activated
  1147.  
  1148. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1149. Defense 5
  1150. Defense 5
  1151. Color Grid: Blue
  1152. 1 or more adjacent tiles must be activated
  1153.  
  1154. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1155. Sp. Def 5
  1156. Sp. Def 5
  1157. Color Grid: Blue
  1158. 1 or more adjacent tiles must be activated
  1159.  
  1160. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  1161. Attack 5
  1162. Attack 5
  1163. Color Grid: Blue
  1164. 1 or more adjacent tiles must be activated
  1165.  
  1166. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  1167. Metal Burst: Power 3
  1168. Metal Burst: Power ↑ 3
  1169. Color Grid: Green
  1170. 1 or more adjacent tiles must be activated
  1171.  
  1172. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  1173. Metal Burst: Power 3
  1174. Metal Burst: Power ↑ 3
  1175. Color Grid: Green
  1176. 1 or more adjacent tiles must be activated
  1177. Move level must be 2 or higher
  1178.  
  1179. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  1180. Metal Burst: Move Gauge Refresh 3
  1181. Move: Metal Burst Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1182. Color Grid: Red
  1183. 1 or more adjacent tiles must be activated
  1184. Move level must be 2 or higher
  1185.  
  1186. Cell 44 | Cost: 3 Energy, 36 Sync Orb(s)
  1187. Metal Burst: Power 3
  1188. Metal Burst: Power ↑ 3
  1189. Color Grid: Green
  1190. 1 or more adjacent tiles must be activated
  1191. Move level must be 2 or higher
  1192.  
  1193. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1194. Risky Counter 9
  1195. Reduces the user’s sync move countdown by one when its attack move, which was conducted after leaving the counter attacking posture by being hit by an attack move, is successful.
  1196. Color Grid: Yellow
  1197. 1 or more adjacent tiles must be activated
  1198. Move level must be 3 or higher
  1199.  
  1200. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1201. Metal Burst: Critical Strike 3
  1202. Move: Metal Burst Powers up the user’s attacks when they become critical hits.
  1203. Color Grid: Red
  1204. 1 or more adjacent tiles must be activated
  1205. Move level must be 3 or higher
  1206.  
  1207. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1208. Coin Flip of Destiny Iron Head: Power 25
  1209. Coin Flip of Destiny Iron Head: Power ↑ 25
  1210. Color Grid: Purple
  1211. 1 or more adjacent tiles must be activated
  1212. Move level must be 3 or higher
  1213.  
  1214. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1215. Coin Flip of Destiny Iron Head: Power 25
  1216. Coin Flip of Destiny Iron Head: Power ↑ 25
  1217. Color Grid: Purple
  1218. 1 or more adjacent tiles must be activated
  1219. Move level must be 3 or higher
  1220.  
  1221. Trainer : Elesa (Classic)
  1222. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1223. HP 10
  1224. HP 10
  1225. Color Grid: Blue
  1226.  
  1227. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1228. Attack 5
  1229. Attack 5
  1230. Color Grid: Blue
  1231.  
  1232. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1233. Defense 5
  1234. Defense 5
  1235. Color Grid: Blue
  1236.  
  1237. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1238. Sp. Atk 5
  1239. Sp. Atk 5
  1240. Color Grid: Blue
  1241.  
  1242. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1243. Sp. Def 5
  1244. Sp. Def 5
  1245. Color Grid: Blue
  1246.  
  1247. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1248. Speed 5
  1249. Speed 5
  1250. Color Grid: Blue
  1251.  
  1252. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1253. Attack 5
  1254. Attack 5
  1255. Color Grid: Blue
  1256. 1 or more adjacent tiles must be activated
  1257.  
  1258. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1259. Attack 5
  1260. Attack 5
  1261. Color Grid: Blue
  1262. 1 or more adjacent tiles must be activated
  1263.  
  1264. Cell 9 | Cost: 4 Energy, 48 Sync Orb(s)
  1265. Nuzzle: Power 5
  1266. Nuzzle: Power ↑ 5
  1267. Color Grid: Green
  1268. 1 or more adjacent tiles must be activated
  1269.  
  1270. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  1271. Speed 5
  1272. Speed 5
  1273. Color Grid: Blue
  1274. 1 or more adjacent tiles must be activated
  1275.  
  1276. Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
  1277. Nuzzle: Power 5
  1278. Nuzzle: Power ↑ 5
  1279. Color Grid: Green
  1280. 1 or more adjacent tiles must be activated
  1281.  
  1282. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  1283. Nuzzle: Power 5
  1284. Nuzzle: Power ↑ 5
  1285. Color Grid: Green
  1286. 1 or more adjacent tiles must be activated
  1287. Move level must be 2 or higher
  1288.  
  1289. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  1290. Nuzzle: Power 5
  1291. Nuzzle: Power ↑ 5
  1292. Color Grid: Green
  1293. 1 or more adjacent tiles must be activated
  1294.  
  1295. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1296. Nuzzle: Mad Strength 3
  1297. Move: Nuzzle Has a chance (40%) of raising the user’s Attack by one stat rank when one of its attack moves is successful.
  1298. Color Grid: Red
  1299. 1 or more adjacent tiles must be activated
  1300. Move level must be 2 or higher
  1301.  
  1302. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  1303. Nuzzle: Paralysis Synergy 4
  1304. Move: Nuzzle Powers up the user’s moves when the target is paralyzed.
  1305. Color Grid: Red
  1306. 1 or more adjacent tiles must be activated
  1307. Move level must be 3 or higher
  1308.  
  1309. Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
  1310. Nuzzle: Move Gauge Refresh 3
  1311. Move: Nuzzle Has a chance (40%) 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. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1317. Superduper Effective 4
  1318. Powers up moves that are super effective.
  1319. Color Grid: Yellow
  1320. 1 or more adjacent tiles must be activated
  1321. Move level must be 3 or higher
  1322.  
  1323. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1324. Defense 5
  1325. Defense 5
  1326. Color Grid: Blue
  1327. 1 or more adjacent tiles must be activated
  1328.  
  1329. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1330. Sp. Atk 5
  1331. Sp. Atk 5
  1332. Color Grid: Blue
  1333. 1 or more adjacent tiles must be activated
  1334.  
  1335. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  1336. Thunder Shock: Power 4
  1337. Thunder Shock: Power ↑ 4
  1338. Color Grid: Green
  1339. 1 or more adjacent tiles must be activated
  1340.  
  1341. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  1342. Thunder Shock: Power 4
  1343. Thunder Shock: Power ↑ 4
  1344. Color Grid: Green
  1345. 1 or more adjacent tiles must be activated
  1346. Move level must be 2 or higher
  1347.  
  1348. Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  1349. Sp. Def 10
  1350. Sp. Def 10
  1351. Color Grid: Blue
  1352. 1 or more adjacent tiles must be activated
  1353.  
  1354. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  1355. Sparkle and Shine!: MP Refresh 2
  1356. Move: Sparkle and Shine! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1357. Color Grid: Red
  1358. 1 or more adjacent tiles must be activated
  1359. Move level must be 2 or higher
  1360.  
  1361. Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  1362. HP 20
  1363. HP 20
  1364. Color Grid: Blue
  1365. 1 or more adjacent tiles must be activated
  1366. Move level must be 2 or higher
  1367.  
  1368. Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
  1369. MAX Shielding Strikes 2
  1370. Raises the user’s Defense by 2 stat ranks after using its max move.
  1371. Color Grid: Yellow
  1372. 1 or more adjacent tiles must be activated
  1373. Move level must be 3 or higher
  1374.  
  1375. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  1376. MAX Static Shock 3
  1377. Powers up the user’s max move when the target is paralyzed.
  1378. Color Grid: Yellow
  1379. 1 or more adjacent tiles must be activated
  1380. Move level must be 3 or higher
  1381.  
  1382. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1383. Speed 5
  1384. Speed 5
  1385. Color Grid: Blue
  1386. 1 or more adjacent tiles must be activated
  1387.  
  1388. Cell 28 | Cost: 4 Energy, 48 Sync Orb(s)
  1389. Nuzzle: Power 5
  1390. Nuzzle: Power ↑ 5
  1391. Color Grid: Green
  1392. 1 or more adjacent tiles must be activated
  1393.  
  1394. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1395. Attack 5
  1396. Attack 5
  1397. Color Grid: Blue
  1398. 1 or more adjacent tiles must be activated
  1399.  
  1400. Cell 30 | Cost: 5 Energy, 60 Sync Orb(s)
  1401. Lithe
  1402. Prevents the user from getting paralyzed.
  1403. Color Grid: Yellow
  1404. 1 or more adjacent tiles must be activated
  1405.  
  1406. Cell 31 | Cost: 10 Energy, 120 Sync Orb(s)
  1407. Light Screen: Move Gauge Refresh 3
  1408. Move: Light Screen Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1409. Color Grid: Red
  1410. 1 or more adjacent tiles must be activated
  1411. Move level must be 2 or higher
  1412.  
  1413. Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  1414. Nuzzle: Power 5
  1415. Nuzzle: Power ↑ 5
  1416. Color Grid: Green
  1417. 1 or more adjacent tiles must be activated
  1418. Move level must be 2 or higher
  1419.  
  1420. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  1421. Light Screen: Barricade Buddies 1
  1422. Move: Light Screen Raises the Sp. Def of all allied sync pairs by 1 stat rank when the user’s move is successful.
  1423. Color Grid: Red
  1424. 1 or more adjacent tiles must be activated
  1425. Move level must be 3 or higher
  1426.  
  1427. Cell 34 | Cost: 10 Energy, 120 Sync Orb(s)
  1428. Light Screen: MP Refresh 2
  1429. Move: Light Screen Has a chance (30%) of restoring one MP of the user’s move when that 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. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  1435. Max Guard: MAX Barricade Buddies 2
  1436. Move: Max Guard Raises the Sp. Def of all allied sync pairs by 2 stat ranks after using the user’s max move.
  1437. Color Grid: Red
  1438. 1 or more adjacent tiles must be activated
  1439. Move level must be 3 or higher
  1440.  
  1441. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  1442. Attack 5
  1443. Attack 5
  1444. Color Grid: Blue
  1445. 1 or more adjacent tiles must be activated
  1446.  
  1447. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  1448. Speed 5
  1449. Speed 5
  1450. Color Grid: Blue
  1451. 1 or more adjacent tiles must be activated
  1452.  
  1453. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1454. HP 10
  1455. HP 10
  1456. Color Grid: Blue
  1457. 1 or more adjacent tiles must be activated
  1458.  
  1459. Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
  1460. Thunder Shock: Power 4
  1461. Thunder Shock: Power ↑ 4
  1462. Color Grid: Green
  1463. 1 or more adjacent tiles must be activated
  1464.  
  1465. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  1466. Thunder Shock: Power 4
  1467. Thunder Shock: Power ↑ 4
  1468. Color Grid: Green
  1469. 1 or more adjacent tiles must be activated
  1470.  
  1471. Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
  1472. Defense 10
  1473. Defense 10
  1474. Color Grid: Blue
  1475. 1 or more adjacent tiles must be activated
  1476.  
  1477. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  1478. Thunder Shock: Power 4
  1479. Thunder Shock: Power ↑ 4
  1480. Color Grid: Green
  1481. 1 or more adjacent tiles must be activated
  1482. Move level must be 2 or higher
  1483.  
  1484. Cell 43 | Cost: 10 Energy, 120 Sync Orb(s)
  1485. Thunder Shock: Move Gauge Refresh 3
  1486. Move: Thunder Shock Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1487. Color Grid: Red
  1488. 1 or more adjacent tiles must be activated
  1489. Move level must be 2 or higher
  1490.  
  1491. Cell 44 | Cost: 3 Energy, 36 Sync Orb(s)
  1492. Thunder Shock: Power 4
  1493. Thunder Shock: Power ↑ 4
  1494. Color Grid: Green
  1495. 1 or more adjacent tiles must be activated
  1496. Move level must be 2 or higher
  1497.  
  1498. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1499. Shock Factor 1
  1500. Has a chance (20%) of lowering the target’s Attack, Defense, Sp. Atk, Sp. Def, and Speed by one stat rank when the user’s attack move is successful against a paralyzed opponent.
  1501. Color Grid: Yellow
  1502. 1 or more adjacent tiles must be activated
  1503. Move level must be 3 or higher
  1504.  
  1505. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1506. Thunder Shock: Staggering 1
  1507. Move: Thunder Shock Has a chance (20%) of making the target flinch when the user’s attack move against it is successful.
  1508. Color Grid: Red
  1509. 1 or more adjacent tiles must be activated
  1510. Move level must be 3 or higher
  1511.  
  1512. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1513. Showstopping Electric Beam: Power 25
  1514. Showstopping Electric Beam: Power ↑ 25
  1515. Color Grid: Purple
  1516. 1 or more adjacent tiles must be activated
  1517. Move level must be 3 or higher
  1518.  
  1519. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1520. Showstopping Electric Beam: Power 25
  1521. Showstopping Electric Beam: Power ↑ 25
  1522. Color Grid: Purple
  1523. 1 or more adjacent tiles must be activated
  1524. Move level must be 3 or higher
  1525.  
  1526. Trainer : Sygna Suit Lusamine
  1527. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1528. HP 10
  1529. HP 10
  1530. Color Grid: Blue
  1531.  
  1532. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1533. Sp. Atk 5
  1534. Sp. Atk 5
  1535. Color Grid: Blue
  1536.  
  1537. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1538. Defense 5
  1539. Defense 5
  1540. Color Grid: Blue
  1541.  
  1542. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1543. Sp. Atk 5
  1544. Sp. Atk 5
  1545. Color Grid: Blue
  1546.  
  1547. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1548. Sp. Def 5
  1549. Sp. Def 5
  1550. Color Grid: Blue
  1551.  
  1552. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1553. Speed 5
  1554. Speed 5
  1555. Color Grid: Blue
  1556.  
  1557. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1558. Defense 5
  1559. Defense 5
  1560. Color Grid: Blue
  1561. 1 or more adjacent tiles must be activated
  1562.  
  1563. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1564. Sp. Def 5
  1565. Sp. Def 5
  1566. Color Grid: Blue
  1567. 1 or more adjacent tiles must be activated
  1568.  
  1569. Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
  1570. Mirror Shot: Power 4
  1571. Mirror Shot: Power ↑ 4
  1572. Color Grid: Green
  1573. 1 or more adjacent tiles must be activated
  1574.  
  1575. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  1576. Mirror Shot: Accuracy 5
  1577. Mirror Shot: Accuracy ↑ 5
  1578. Color Grid: Green
  1579. 1 or more adjacent tiles must be activated
  1580.  
  1581. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  1582. Mirror Shot: Power 4
  1583. Mirror Shot: Power ↑ 4
  1584. Color Grid: Green
  1585. 1 or more adjacent tiles must be activated
  1586.  
  1587. Cell 12 | Cost: 2 Energy, 24 Sync Orb(s)
  1588. Speed 5
  1589. Speed 5
  1590. Color Grid: Blue
  1591. 1 or more adjacent tiles must be activated
  1592.  
  1593. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  1594. Mirror Shot: Power 4
  1595. Mirror Shot: Power ↑ 4
  1596. Color Grid: Green
  1597. 1 or more adjacent tiles must be activated
  1598. Move level must be 2 or higher
  1599.  
  1600. Cell 14 | Cost: 5 Energy, 60 Sync Orb(s)
  1601. Mirror Shot: Accuracy 10
  1602. Mirror Shot: Accuracy ↑ 10
  1603. Color Grid: Green
  1604. 1 or more adjacent tiles must be activated
  1605. Move level must be 2 or higher
  1606.  
  1607. Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  1608. Mirror Shot: Move Gauge Refresh 3
  1609. Move: Mirror Shot Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1610. Color Grid: Red
  1611. 1 or more adjacent tiles must be activated
  1612. Move level must be 2 or higher
  1613.  
  1614. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  1615. Mirror Shot: On a Roll 1
  1616. Move: Mirror Shot Raises the chance of lowering stat values with the additional effects of moves.
  1617. Color Grid: Red
  1618. 1 or more adjacent tiles must be activated
  1619. Move level must be 3 or higher
  1620.  
  1621. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1622. Discombobulate 4
  1623. Has a chance (50%) of lowering the target’s accuracy by one stat rank when the user’s attack move against it is successful.
  1624. Color Grid: Yellow
  1625. 1 or more adjacent tiles must be activated
  1626. Move level must be 3 or higher
  1627.  
  1628. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1629. Speed 5
  1630. Speed 5
  1631. Color Grid: Blue
  1632. 1 or more adjacent tiles must be activated
  1633.  
  1634. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1635. Sp. Def 5
  1636. Sp. Def 5
  1637. Color Grid: Blue
  1638. 1 or more adjacent tiles must be activated
  1639.  
  1640. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  1641. Prismatic Laser: Power 2
  1642. Prismatic Laser: Power ↑ 2
  1643. Color Grid: Green
  1644. 1 or more adjacent tiles must be activated
  1645.  
  1646. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  1647. HP 10
  1648. HP 10
  1649. Color Grid: Blue
  1650. 1 or more adjacent tiles must be activated
  1651.  
  1652. Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  1653. Defense 5
  1654. Defense 5
  1655. Color Grid: Blue
  1656. 1 or more adjacent tiles must be activated
  1657.  
  1658. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  1659. Prismatic Laser: Power 2
  1660. Prismatic Laser: Power ↑ 2
  1661. Color Grid: Green
  1662. 1 or more adjacent tiles must be activated
  1663.  
  1664. Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
  1665. Prismatic Laser: Power 2
  1666. Prismatic Laser: Power ↑ 2
  1667. Color Grid: Green
  1668. 1 or more adjacent tiles must be activated
  1669. Move level must be 2 or higher
  1670.  
  1671. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  1672. Prismatic Laser: Move Gauge Refresh 3
  1673. Move: Prismatic Laser Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1674. Color Grid: Red
  1675. 1 or more adjacent tiles must be activated
  1676. Move level must be 2 or higher
  1677.  
  1678. Cell 26 | Cost: 4 Energy, 48 Sync Orb(s)
  1679. HP 20
  1680. HP 20
  1681. Color Grid: Blue
  1682. 1 or more adjacent tiles must be activated
  1683. Move level must be 2 or higher
  1684.  
  1685. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  1686. Critical Strike 1
  1687. Powers up the user’s attacks when they become critical hits.
  1688. Color Grid: Yellow
  1689. 1 or more adjacent tiles must be activated
  1690. Move level must be 3 or higher
  1691.  
  1692. Cell 28 | Cost: 9 Energy, 108 Sync Orb(s)
  1693. Prismatic Laser: Propulsion 1
  1694. Move: Prismatic Laser Has a chance (20%) of reducing the user’s sync move countdown by one when the user’s move is successful.
  1695. Color Grid: Red
  1696. 1 or more adjacent tiles must be activated
  1697. Move level must be 3 or higher
  1698.  
  1699. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1700. Speed 5
  1701. Speed 5
  1702. Color Grid: Blue
  1703. 1 or more adjacent tiles must be activated
  1704.  
  1705. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  1706. Prismatic Laser: Power 2
  1707. Prismatic Laser: Power ↑ 2
  1708. Color Grid: Green
  1709. 1 or more adjacent tiles must be activated
  1710.  
  1711. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  1712. Dire Hit +: MP Refresh 2
  1713. Move: Dire Hit + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1714. Color Grid: Red
  1715. 1 or more adjacent tiles must be activated
  1716.  
  1717. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  1718. Defense 5
  1719. Defense 5
  1720. Color Grid: Blue
  1721. 1 or more adjacent tiles must be activated
  1722.  
  1723. Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
  1724. Weird Vibes 1
  1725. Powers up the user’s moves when the field is Psychic Terrain.
  1726. Color Grid: Yellow
  1727. 1 or more adjacent tiles must be activated
  1728. Move level must be 2 or higher
  1729.  
  1730. Cell 34 | Cost: 3 Energy, 36 Sync Orb(s)
  1731. Prismatic Laser: Power 2
  1732. Prismatic Laser: Power ↑ 2
  1733. Color Grid: Green
  1734. 1 or more adjacent tiles must be activated
  1735. Move level must be 2 or higher
  1736.  
  1737. Cell 35 | Cost: 5 Energy, 60 Sync Orb(s)
  1738. Loving Light That Burns the Sky: Power 25
  1739. Loving Light That Burns the Sky: Power ↑ 25
  1740. Color Grid: Green
  1741. 1 or more adjacent tiles must be activated
  1742. Move level must be 2 or higher
  1743.  
  1744. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  1745. Double Down 9
  1746. Powers up sync moves that are super effective.
  1747. Color Grid: Yellow
  1748. 1 or more adjacent tiles must be activated
  1749. Move level must be 3 or higher
  1750.  
  1751. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1752. Brain Sync 5
  1753. Powers up the user’s sync move when its Sp. Atk is raised.
  1754. Color Grid: Yellow
  1755. 1 or more adjacent tiles must be activated
  1756. Move level must be 3 or higher
  1757.  
  1758. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1759. Sp. Def 5
  1760. Sp. Def 5
  1761. Color Grid: Blue
  1762. 1 or more adjacent tiles must be activated
  1763.  
  1764. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1765. Speed 5
  1766. Speed 5
  1767. Color Grid: Blue
  1768. 1 or more adjacent tiles must be activated
  1769.  
  1770. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  1771. Mirror Shot: Power 4
  1772. Mirror Shot: Power ↑ 4
  1773. Color Grid: Green
  1774. 1 or more adjacent tiles must be activated
  1775.  
  1776. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  1777. Mirror Shot: Power 4
  1778. Mirror Shot: Power ↑ 4
  1779. Color Grid: Green
  1780. 1 or more adjacent tiles must be activated
  1781.  
  1782. Cell 42 | Cost: 7 Energy, 84 Sync Orb(s)
  1783. Precognition 3
  1784. Quickly charges the user’s move gauge when the field is Psychic Terrain.
  1785. Color Grid: Yellow
  1786. 1 or more adjacent tiles must be activated
  1787. Move level must be 2 or higher
  1788.  
  1789. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  1790. Luminous Love!: MP Refresh 2
  1791. Move: Luminous Love! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1792. Color Grid: Red
  1793. 1 or more adjacent tiles must be activated
  1794. Move level must be 2 or higher
  1795.  
  1796. Cell 44 | Cost: 5 Energy, 60 Sync Orb(s)
  1797. Loving Light That Burns the Sky: Power 25
  1798. Loving Light That Burns the Sky: Power ↑ 25
  1799. Color Grid: Green
  1800. 1 or more adjacent tiles must be activated
  1801. Move level must be 2 or higher
  1802.  
  1803. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1804. Sp. Atk 30
  1805. Sp. Atk 30
  1806. Color Grid: Blue
  1807. 1 or more adjacent tiles must be activated
  1808. Move level must be 3 or higher
  1809.  
  1810. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1811. Hide and Sync
  1812. The more the target’s accuracy is lowered, the more it powers up the user’s sync moves.
  1813. Color Grid: Yellow
  1814. 1 or more adjacent tiles must be activated
  1815. Move level must be 3 or higher
  1816.  
  1817. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1818. Loving Light That Burns the Sky: Power 25
  1819. Loving Light That Burns the Sky: Power ↑ 25
  1820. Color Grid: Purple
  1821. 1 or more adjacent tiles must be activated
  1822. Move level must be 3 or higher
  1823.  
  1824. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1825. Loving Light That Burns the Sky: Power 25
  1826. Loving Light That Burns the Sky: Power ↑ 25
  1827. Color Grid: Purple
  1828. 1 or more adjacent tiles must be activated
  1829. Move level must be 3 or higher
  1830.  
  1831. Trainer : Leon (Holiday 2021)
  1832. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1833. HP 10
  1834. HP 10
  1835. Color Grid: Blue
  1836.  
  1837. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1838. Attack 5
  1839. Attack 5
  1840. Color Grid: Blue
  1841.  
  1842. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1843. Defense 5
  1844. Defense 5
  1845. Color Grid: Blue
  1846.  
  1847. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1848. Attack 5
  1849. Attack 5
  1850. Color Grid: Blue
  1851.  
  1852. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1853. Sp. Def 5
  1854. Sp. Def 5
  1855. Color Grid: Blue
  1856.  
  1857. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1858. Speed 5
  1859. Speed 5
  1860. Color Grid: Blue
  1861.  
  1862. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1863. Attack 5
  1864. Attack 5
  1865. Color Grid: Blue
  1866. 1 or more adjacent tiles must be activated
  1867.  
  1868. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1869. Defense 5
  1870. Defense 5
  1871. Color Grid: Blue
  1872. 1 or more adjacent tiles must be activated
  1873.  
  1874. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1875. Sp. Def 5
  1876. Sp. Def 5
  1877. Color Grid: Blue
  1878. 1 or more adjacent tiles must be activated
  1879.  
  1880. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  1881. Glacial Lance: Power 3
  1882. Glacial Lance: Power ↑ 3
  1883. Color Grid: Green
  1884. 1 or more adjacent tiles must be activated
  1885.  
  1886. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  1887. Glacial Lance: Power 3
  1888. Glacial Lance: Power ↑ 3
  1889. Color Grid: Green
  1890. 1 or more adjacent tiles must be activated
  1891.  
  1892. Cell 12 | Cost: 2 Energy, 24 Sync Orb(s)
  1893. HP 10
  1894. HP 10
  1895. Color Grid: Blue
  1896. 1 or more adjacent tiles must be activated
  1897.  
  1898. Cell 13 | Cost: 5 Energy, 60 Sync Orb(s)
  1899. Headstrong
  1900. Attack cannot be lowered.
  1901. Color Grid: Yellow
  1902. 1 or more adjacent tiles must be activated
  1903. Move level must be 2 or higher
  1904.  
  1905. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1906. Glacial Lance: Move Gauge Refresh 3
  1907. Move: Glacial Lance Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1908. Color Grid: Red
  1909. 1 or more adjacent tiles must be activated
  1910. Move level must be 2 or higher
  1911.  
  1912. Cell 15 | Cost: 3 Energy, 36 Sync Orb(s)
  1913. Glacial Lance: Power 3
  1914. Glacial Lance: Power ↑ 3
  1915. Color Grid: Green
  1916. 1 or more adjacent tiles must be activated
  1917. Move level must be 2 or higher
  1918.  
  1919. Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
  1920. Sync Freebie
  1921. Applies the Free Move Next effect to the user after using its sync move.
  1922. Color Grid: Yellow
  1923. 1 or more adjacent tiles must be activated
  1924. Move level must be 3 or higher
  1925.  
  1926. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1927. Glacial Lance: Ramming Speed
  1928. Move: Glacial Lance The more the user’s Speed is raised, the more it powers up the user’s moves.
  1929. Color Grid: Red
  1930. 1 or more adjacent tiles must be activated
  1931. Move level must be 3 or higher
  1932.  
  1933. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1934. Attack 5
  1935. Attack 5
  1936. Color Grid: Blue
  1937. 1 or more adjacent tiles must be activated
  1938.  
  1939. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1940. HP 10
  1941. HP 10
  1942. Color Grid: Blue
  1943. 1 or more adjacent tiles must be activated
  1944.  
  1945. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1946. Sp. Def 5
  1947. Sp. Def 5
  1948. Color Grid: Blue
  1949. 1 or more adjacent tiles must be activated
  1950.  
  1951. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  1952. HP 10
  1953. HP 10
  1954. Color Grid: Blue
  1955. 1 or more adjacent tiles must be activated
  1956.  
  1957. Cell 22 | Cost: 5 Energy, 60 Sync Orb(s)
  1958. Snow Shelter
  1959. Protects the user from damage from a hailstorm.
  1960. Color Grid: Yellow
  1961. 1 or more adjacent tiles must be activated
  1962.  
  1963. Cell 23 | Cost: 2 Energy, 24 Sync Orb(s)
  1964. HP 10
  1965. HP 10
  1966. Color Grid: Blue
  1967. 1 or more adjacent tiles must be activated
  1968.  
  1969. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  1970. Dire Hit +: MP Refresh 3
  1971. Move: Dire Hit + Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1972. Color Grid: Red
  1973. 1 or more adjacent tiles must be activated
  1974. Move level must be 2 or higher
  1975.  
  1976. Cell 25 | Cost: 4 Energy, 48 Sync Orb(s)
  1977. Defense 10
  1978. Defense 10
  1979. Color Grid: Blue
  1980. 1 or more adjacent tiles must be activated
  1981. Move level must be 2 or higher
  1982.  
  1983. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  1984. Invigorating Hail 1
  1985. Powers up the user’s moves during a hailstorm.
  1986. Color Grid: Yellow
  1987. 1 or more adjacent tiles must be activated
  1988. Move level must be 2 or higher
  1989.  
  1990. Cell 27 | Cost: 9 Energy, 108 Sync Orb(s)
  1991. Heavy Hail 5
  1992. Powers up the user’s sync move during a hailstorm.
  1993. Color Grid: Yellow
  1994. 1 or more adjacent tiles must be activated
  1995. Move level must be 3 or higher
  1996.  
  1997. Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  1998. Stamina Reserves 6
  1999. Charges the user’s move gauge by 6 the first time it is in a pinch each battle.
  2000. Color Grid: Yellow
  2001. 1 or more adjacent tiles must be activated
  2002. Move level must be 3 or higher
  2003.  
  2004. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  2005. Attack 5
  2006. Attack 5
  2007. Color Grid: Blue
  2008. 1 or more adjacent tiles must be activated
  2009.  
  2010. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  2011. Defense 5
  2012. Defense 5
  2013. Color Grid: Blue
  2014. 1 or more adjacent tiles must be activated
  2015.  
  2016. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  2017. Speed 5
  2018. Speed 5
  2019. Color Grid: Blue
  2020. 1 or more adjacent tiles must be activated
  2021.  
  2022. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  2023. HP 10
  2024. HP 10
  2025. Color Grid: Blue
  2026. 1 or more adjacent tiles must be activated
  2027.  
  2028. Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
  2029. X Speed +: MP Refresh 3
  2030. Move: X Speed + Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  2031. Color Grid: Red
  2032. 1 or more adjacent tiles must be activated
  2033. Move level must be 2 or higher
  2034.  
  2035. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  2036. Freezer Burn 2
  2037. Powers up the user’s sync moves when the target is frozen.
  2038. Color Grid: Yellow
  2039. 1 or more adjacent tiles must be activated
  2040. Move level must be 2 or higher
  2041.  
  2042. Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
  2043. Freeze Synergy 2
  2044. Powers up the user’s moves when the target is frozen.
  2045. Color Grid: Yellow
  2046. 1 or more adjacent tiles must be activated
  2047. Move level must be 2 or higher
  2048.  
  2049. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  2050. Freezer Burn 5
  2051. Powers up the user’s sync moves when the target is frozen.
  2052. Color Grid: Yellow
  2053. 1 or more adjacent tiles must be activated
  2054. Move level must be 3 or higher
  2055.  
  2056. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  2057. Cold Snap 1
  2058. Has a chance (20%) of leaving the target frozen when the user’s move targeting that opponent is successful.
  2059. Color Grid: Yellow
  2060. 1 or more adjacent tiles must be activated
  2061. Move level must be 3 or higher
  2062.  
  2063. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  2064. Speed 5
  2065. Speed 5
  2066. Color Grid: Blue
  2067. 1 or more adjacent tiles must be activated
  2068.  
  2069. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  2070. Sp. Def 5
  2071. Sp. Def 5
  2072. Color Grid: Blue
  2073. 1 or more adjacent tiles must be activated
  2074.  
  2075. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  2076. Attack 5
  2077. Attack 5
  2078. Color Grid: Blue
  2079. 1 or more adjacent tiles must be activated
  2080.  
  2081. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  2082. Glacial Lance: Power 3
  2083. Glacial Lance: Power ↑ 3
  2084. Color Grid: Green
  2085. 1 or more adjacent tiles must be activated
  2086.  
  2087. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  2088. Glacial Lance: Power 3
  2089. Glacial Lance: Power ↑ 3
  2090. Color Grid: Green
  2091. 1 or more adjacent tiles must be activated
  2092. Move level must be 2 or higher
  2093.  
  2094. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  2095. Heavy Hail 2
  2096. Powers up the user’s sync move during a hailstorm.
  2097. Color Grid: Yellow
  2098. 1 or more adjacent tiles must be activated
  2099. Move level must be 2 or higher
  2100.  
  2101. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  2102. Champion Gift!: MP Refresh 3
  2103. Move: Champion Gift! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  2104. Color Grid: Red
  2105. 1 or more adjacent tiles must be activated
  2106. Move level must be 2 or higher
  2107.  
  2108. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  2109. Mighty Rush 9
  2110. Increases the user’s Physical Moves ↑ Next effect by one rank after using its sync move.
  2111. Color Grid: Yellow
  2112. 1 or more adjacent tiles must be activated
  2113. Move level must be 3 or higher
  2114.  
  2115. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  2116. Super Victory
  2117. Applies the Supereffective ↑ Next effect to the user when it knocks out an opponent with a move.
  2118. Color Grid: Yellow
  2119. 1 or more adjacent tiles must be activated
  2120. Move level must be 3 or higher
  2121.  
  2122. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  2123. Crowned Champion Ice Impact: Power 25
  2124. Crowned Champion Ice Impact: Power ↑ 25
  2125. Color Grid: Purple
  2126. 1 or more adjacent tiles must be activated
  2127. Move level must be 3 or higher
  2128.  
  2129. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  2130. Crowned Champion Ice Impact: Power 25
  2131. Crowned Champion Ice Impact: Power ↑ 25
  2132. Color Grid: Purple
  2133. 1 or more adjacent tiles must be activated
  2134. Move level must be 3 or higher
  2135.  
  2136. Trainer : Nessa (Holiday 2021)
  2137. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  2138. HP 10
  2139. HP 10
  2140. Color Grid: Blue
  2141.  
  2142. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  2143. Sp. Atk 5
  2144. Sp. Atk 5
  2145. Color Grid: Blue
  2146.  
  2147. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  2148. Defense 5
  2149. Defense 5
  2150. Color Grid: Blue
  2151.  
  2152. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  2153. Sp. Atk 5
  2154. Sp. Atk 5
  2155. Color Grid: Blue
  2156.  
  2157. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  2158. Sp. Def 5
  2159. Sp. Def 5
  2160. Color Grid: Blue
  2161.  
  2162. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  2163. Speed 5
  2164. Speed 5
  2165. Color Grid: Blue
  2166.  
  2167. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  2168. Sp. Atk 5
  2169. Sp. Atk 5
  2170. Color Grid: Blue
  2171. 1 or more adjacent tiles must be activated
  2172.  
  2173. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  2174. Defense 5
  2175. Defense 5
  2176. Color Grid: Blue
  2177. 1 or more adjacent tiles must be activated
  2178.  
  2179. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  2180. Sp. Def 5
  2181. Sp. Def 5
  2182. Color Grid: Blue
  2183. 1 or more adjacent tiles must be activated
  2184.  
  2185. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  2186. Powder Snow: Power 4
  2187. Powder Snow: Power ↑ 4
  2188. Color Grid: Green
  2189. 1 or more adjacent tiles must be activated
  2190.  
  2191. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  2192. Powder Snow: Move Gauge Refresh 3
  2193. Move: Powder Snow Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  2194. Color Grid: Red
  2195. 1 or more adjacent tiles must be activated
  2196.  
  2197. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  2198. Powder Snow: Power 4
  2199. Powder Snow: Power ↑ 4
  2200. Color Grid: Green
  2201. 1 or more adjacent tiles must be activated
  2202. Move level must be 2 or higher
  2203.  
  2204. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  2205. Powder Snow: Power 4
  2206. Powder Snow: Power ↑ 4
  2207. Color Grid: Green
  2208. 1 or more adjacent tiles must be activated
  2209.  
  2210. Cell 14 | Cost: 8 Energy, 96 Sync Orb(s)
  2211. Speed Skating 4
  2212. Has a chance (50%) of raising the Speed of the user with Ice Face by one stat rank when its attack move is successful.
  2213. Color Grid: Yellow
  2214. 1 or more adjacent tiles must be activated
  2215. Move level must be 2 or higher
  2216.  
  2217. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  2218. Ramming Speed
  2219. The more the user’s Speed is raised, the more it powers up the user’s moves.
  2220. Color Grid: Yellow
  2221. 1 or more adjacent tiles must be activated
  2222. Move level must be 3 or higher
  2223.  
  2224. Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
  2225. Powder Snow: Hostile Environment 1
  2226. Move: Powder Snow Raises the chance of inflicting status conditions with the additional effects of moves.
  2227. Color Grid: Red
  2228. 1 or more adjacent tiles must be activated
  2229. Move level must be 2 or higher
  2230.  
  2231. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  2232. Ice Plow 3
  2233. Powers up the moves of the user with the Ice Face that are super effective.
  2234. Color Grid: Yellow
  2235. 1 or more adjacent tiles must be activated
  2236. Move level must be 3 or higher
  2237.  
  2238. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  2239. Speed 5
  2240. Speed 5
  2241. Color Grid: Blue
  2242. 1 or more adjacent tiles must be activated
  2243.  
  2244. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  2245. Icicle Crash: Power 3
  2246. Icicle Crash: Power ↑ 3
  2247. Color Grid: Green
  2248. 1 or more adjacent tiles must be activated
  2249.  
  2250. Cell 20 | Cost: 5 Energy, 60 Sync Orb(s)
  2251. Icicle Crash: Accuracy 10
  2252. Icicle Crash: Accuracy ↑ 10
  2253. Color Grid: Green
  2254. 1 or more adjacent tiles must be activated
  2255.  
  2256. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  2257. Icicle Crash: Power 3
  2258. Icicle Crash: Power ↑ 3
  2259. Color Grid: Green
  2260. 1 or more adjacent tiles must be activated
  2261. Move level must be 2 or higher
  2262.  
  2263. Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  2264. HP 10
  2265. HP 10
  2266. Color Grid: Blue
  2267. 1 or more adjacent tiles must be activated
  2268.  
  2269. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  2270. Healing Hail 1
  2271. Restores the user’s HP whenever its Pokémon takes an action during a hailstorm.
  2272. Color Grid: Yellow
  2273. 1 or more adjacent tiles must be activated
  2274. Move level must be 2 or higher
  2275.  
  2276. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  2277. Hail: MP Refresh 4
  2278. Move: Hail Has a chance (50%) of restoring one MP of the user’s move when that move is successful.
  2279. Color Grid: Red
  2280. 1 or more adjacent tiles must be activated
  2281. Move level must be 2 or higher
  2282.  
  2283. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  2284. Soften Up 1
  2285. Critical hits land more easily when the user attacks with a sync move.
  2286. Color Grid: Yellow
  2287. 1 or more adjacent tiles must be activated
  2288. Move level must be 3 or higher
  2289.  
  2290. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  2291. Invigorating Hail 3
  2292. Powers up the user’s moves during a hailstorm.
  2293. Color Grid: Yellow
  2294. 1 or more adjacent tiles must be activated
  2295. Move level must be 3 or higher
  2296.  
  2297. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  2298. Speed 5
  2299. Speed 5
  2300. Color Grid: Blue
  2301. 1 or more adjacent tiles must be activated
  2302.  
  2303. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  2304. HP 10
  2305. HP 10
  2306. Color Grid: Blue
  2307. 1 or more adjacent tiles must be activated
  2308.  
  2309. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  2310. Sp. Def 5
  2311. Sp. Def 5
  2312. Color Grid: Blue
  2313. 1 or more adjacent tiles must be activated
  2314.  
  2315. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  2316. Powder Snow: Power 4
  2317. Powder Snow: Power ↑ 4
  2318. Color Grid: Green
  2319. 1 or more adjacent tiles must be activated
  2320.  
  2321. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  2322. Powder Snow: Power 4
  2323. Powder Snow: Power ↑ 4
  2324. Color Grid: Green
  2325. 1 or more adjacent tiles must be activated
  2326. Move level must be 2 or higher
  2327.  
  2328. Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  2329. Attack 10
  2330. Attack 10
  2331. Color Grid: Blue
  2332. 1 or more adjacent tiles must be activated
  2333. Move level must be 2 or higher
  2334.  
  2335. Cell 33 | Cost: 9 Energy, 108 Sync Orb(s)
  2336. Hail: Team Fierce Infliction 4
  2337. Move: Hail Has a chance (50%) of raising the Attack of all allied sync pairs by one stat rank when the user’s Pokémon uses a status move.
  2338. Color Grid: Red
  2339. 1 or more adjacent tiles must be activated
  2340. Move level must be 3 or higher
  2341.  
  2342. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  2343. From Me to You!: MP Refresh 2
  2344. Move: From Me to You! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2345. Color Grid: Red
  2346. 1 or more adjacent tiles must be activated
  2347. Move level must be 2 or higher
  2348.  
  2349. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  2350. Sharp Entry 1
  2351. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  2352. Color Grid: Yellow
  2353. 1 or more adjacent tiles must be activated
  2354. Move level must be 3 or higher
  2355.  
  2356. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  2357. Attack 5
  2358. Attack 5
  2359. Color Grid: Blue
  2360. 1 or more adjacent tiles must be activated
  2361.  
  2362. Cell 37 | Cost: 5 Energy, 60 Sync Orb(s)
  2363. Icicle Crash: Move Gauge Refresh 3
  2364. Move: Icicle Crash Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  2365. Color Grid: Red
  2366. 1 or more adjacent tiles must be activated
  2367.  
  2368. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  2369. Defense 5
  2370. Defense 5
  2371. Color Grid: Blue
  2372. 1 or more adjacent tiles must be activated
  2373.  
  2374. Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
  2375. Icicle Crash: Power 3
  2376. Icicle Crash: Power ↑ 3
  2377. Color Grid: Green
  2378. 1 or more adjacent tiles must be activated
  2379.  
  2380. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  2381. Icicle Crash: Power 3
  2382. Icicle Crash: Power ↑ 3
  2383. Color Grid: Green
  2384. 1 or more adjacent tiles must be activated
  2385.  
  2386. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  2387. Icicle Crash: Power 3
  2388. Icicle Crash: Power ↑ 3
  2389. Color Grid: Green
  2390. 1 or more adjacent tiles must be activated
  2391.  
  2392. Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
  2393. Sp. Def 5
  2394. Sp. Def 5
  2395. Color Grid: Blue
  2396. 1 or more adjacent tiles must be activated
  2397. Move level must be 2 or higher
  2398.  
  2399. Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  2400. Attack 10
  2401. Attack 10
  2402. Color Grid: Blue
  2403. 1 or more adjacent tiles must be activated
  2404. Move level must be 2 or higher
  2405.  
  2406. Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
  2407. Hail: Pep Rally 1
  2408. Move: Hail Raises the Speed of all allied sync pairs by 1 stat rank when the user’s move is successful.
  2409. Color Grid: Red
  2410. 1 or more adjacent tiles must be activated
  2411. Move level must be 2 or higher
  2412.  
  2413. Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
  2414. Icicle Crash: Aggravation 1
  2415. Move: Icicle Crash Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  2416. Color Grid: Red
  2417. 1 or more adjacent tiles must be activated
  2418. Move level must be 3 or higher
  2419.  
  2420. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  2421. Hail: Super Preparation 9
  2422. Move: Hail Applies the Supereffective ↑ Next effect to the user when its move is successful.
  2423. Color Grid: Red
  2424. 1 or more adjacent tiles must be activated
  2425. Move level must be 3 or higher
  2426.  
  2427. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  2428. Naughty or Noice Ice Impact: Power 25
  2429. Naughty or Noice Ice Impact: Power ↑ 25
  2430. Color Grid: Purple
  2431. 1 or more adjacent tiles must be activated
  2432. Move level must be 3 or higher
  2433.  
  2434. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  2435. Naughty or Noice Ice Impact: Power 25
  2436. Naughty or Noice Ice Impact: Power ↑ 25
  2437. Color Grid: Purple
  2438. 1 or more adjacent tiles must be activated
  2439. Move level must be 3 or higher
  2440.  
  2441. Trainer : Sonia
  2442. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  2443. HP 10
  2444. HP 10
  2445. Color Grid: Blue
  2446.  
  2447. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  2448. Attack 5
  2449. Attack 5
  2450. Color Grid: Blue
  2451.  
  2452. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  2453. Defense 5
  2454. Defense 5
  2455. Color Grid: Blue
  2456.  
  2457. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  2458. Attack 5
  2459. Attack 5
  2460. Color Grid: Blue
  2461.  
  2462. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  2463. Sp. Def 5
  2464. Sp. Def 5
  2465. Color Grid: Blue
  2466.  
  2467. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  2468. Speed 5
  2469. Speed 5
  2470. Color Grid: Blue
  2471.  
  2472. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  2473. Attack 5
  2474. Attack 5
  2475. Color Grid: Blue
  2476. 1 or more adjacent tiles must be activated
  2477.  
  2478. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  2479. Attack 5
  2480. Attack 5
  2481. Color Grid: Blue
  2482. 1 or more adjacent tiles must be activated
  2483.  
  2484. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  2485. Speed 5
  2486. Speed 5
  2487. Color Grid: Blue
  2488. 1 or more adjacent tiles must be activated
  2489.  
  2490. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  2491. Spark: Power 4
  2492. Spark: Power ↑ 4
  2493. Color Grid: Green
  2494. 1 or more adjacent tiles must be activated
  2495.  
  2496. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  2497. Spark: Power 4
  2498. Spark: Power ↑ 4
  2499. Color Grid: Green
  2500. 1 or more adjacent tiles must be activated
  2501.  
  2502. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  2503. Attack 10
  2504. Attack 10
  2505. Color Grid: Blue
  2506. 1 or more adjacent tiles must be activated
  2507. Move level must be 2 or higher
  2508.  
  2509. Cell 13 | Cost: 2 Energy, 24 Sync Orb(s)
  2510. Defense 5
  2511. Defense 5
  2512. Color Grid: Blue
  2513. 1 or more adjacent tiles must be activated
  2514.  
  2515. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  2516. Spark: Hostile Environment 1
  2517. Move: Spark Raises the chance of inflicting status conditions with the additional effects of moves.
  2518. Color Grid: Red
  2519. 1 or more adjacent tiles must be activated
  2520. Move level must be 2 or higher
  2521.  
  2522. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  2523. Insult to Injury
  2524. The more the target’s Defense is lowered, the more it powers up the user’s moves.
  2525. Color Grid: Yellow
  2526. 1 or more adjacent tiles must be activated
  2527. Move level must be 3 or higher
  2528.  
  2529. Cell 16 | Cost: 3 Energy, 36 Sync Orb(s)
  2530. Spark: Power 4
  2531. Spark: Power ↑ 4
  2532. Color Grid: Green
  2533. 1 or more adjacent tiles must be activated
  2534. Move level must be 2 or higher
  2535.  
  2536. Cell 17 | Cost: 7 Energy, 84 Sync Orb(s)
  2537. Spark: Team Fast-Track 4
  2538. Move: Spark Has a chance (50%) of raising the Speed of all allied sync pairs by one stat rank when the user’s Pokémon uses a move.
  2539. Color Grid: Red
  2540. 1 or more adjacent tiles must be activated
  2541. Move level must be 3 or higher
  2542.  
  2543. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  2544. Defense 5
  2545. Defense 5
  2546. Color Grid: Blue
  2547. 1 or more adjacent tiles must be activated
  2548.  
  2549. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  2550. Tackle: Power 4
  2551. Tackle: Power ↑ 4
  2552. Color Grid: Green
  2553. 1 or more adjacent tiles must be activated
  2554.  
  2555. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  2556. HP 10
  2557. HP 10
  2558. Color Grid: Blue
  2559. 1 or more adjacent tiles must be activated
  2560.  
  2561. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  2562. Tackle: Power 4
  2563. Tackle: Power ↑ 4
  2564. Color Grid: Green
  2565. 1 or more adjacent tiles must be activated
  2566.  
  2567. Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  2568. Defense 10
  2569. Defense 10
  2570. Color Grid: Blue
  2571. 1 or more adjacent tiles must be activated
  2572. Move level must be 2 or higher
  2573.  
  2574. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  2575. Potion: MP Refresh 2
  2576. Move: Potion Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2577. Color Grid: Red
  2578. 1 or more adjacent tiles must be activated
  2579. Move level must be 2 or higher
  2580.  
  2581. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  2582. On the Ropes 2
  2583. Reduces damage when the user is hit by a physical attack move while in a pinch.
  2584. Color Grid: Yellow
  2585. 1 or more adjacent tiles must be activated
  2586. Move level must be 2 or higher
  2587.  
  2588. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  2589. Potion: Master Healer 1
  2590. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  2591. Color Grid: Red
  2592. 1 or more adjacent tiles must be activated
  2593. Move level must be 3 or higher
  2594.  
  2595. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  2596. Potion: MP Refresh 2
  2597. Move: Potion Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2598. Color Grid: Red
  2599. 1 or more adjacent tiles must be activated
  2600. Move level must be 3 or higher
  2601.  
  2602. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  2603. HP 10
  2604. HP 10
  2605. Color Grid: Blue
  2606. 1 or more adjacent tiles must be activated
  2607.  
  2608. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  2609. HP 10
  2610. HP 10
  2611. Color Grid: Blue
  2612. 1 or more adjacent tiles must be activated
  2613.  
  2614. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  2615. Speed 5
  2616. Speed 5
  2617. Color Grid: Blue
  2618. 1 or more adjacent tiles must be activated
  2619.  
  2620. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  2621. Speed 5
  2622. Speed 5
  2623. Color Grid: Blue
  2624. 1 or more adjacent tiles must be activated
  2625.  
  2626. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  2627. Tackle: Power 4
  2628. Tackle: Power ↑ 4
  2629. Color Grid: Green
  2630. 1 or more adjacent tiles must be activated
  2631.  
  2632. Cell 32 | Cost: 10 Energy, 120 Sync Orb(s)
  2633. Potion: Master Healer 1
  2634. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  2635. Color Grid: Red
  2636. 1 or more adjacent tiles must be activated
  2637. Move level must be 2 or higher
  2638.  
  2639. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  2640. Tackle: Power 4
  2641. Tackle: Power ↑ 4
  2642. Color Grid: Green
  2643. 1 or more adjacent tiles must be activated
  2644.  
  2645. Cell 34 | Cost: 3 Energy, 36 Sync Orb(s)
  2646. Tackle: Power 4
  2647. Tackle: Power ↑ 4
  2648. Color Grid: Green
  2649. 1 or more adjacent tiles must be activated
  2650. Move level must be 2 or higher
  2651.  
  2652. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  2653. Tackle: Staggering 2
  2654. Move: Tackle Has a chance (30%) of making the target flinch when the user’s attack move against it is successful.
  2655. Color Grid: Red
  2656. 1 or more adjacent tiles must be activated
  2657. Move level must be 3 or higher
  2658.  
  2659. Cell 36 | Cost: 5 Energy, 60 Sync Orb(s)
  2660. Unbending
  2661. Defense cannot be lowered.
  2662. Color Grid: Yellow
  2663. 1 or more adjacent tiles must be activated
  2664. Move level must be 2 or higher
  2665.  
  2666. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  2667. Endurance
  2668. When the user enters battle with full HP, applies the Enduring effect to it.
  2669. Color Grid: Yellow
  2670. 1 or more adjacent tiles must be activated
  2671. Move level must be 3 or higher
  2672.  
  2673. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  2674. Sp. Def 5
  2675. Sp. Def 5
  2676. Color Grid: Blue
  2677. 1 or more adjacent tiles must be activated
  2678.  
  2679. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  2680. Defense 5
  2681. Defense 5
  2682. Color Grid: Blue
  2683. 1 or more adjacent tiles must be activated
  2684.  
  2685. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  2686. Spark: Power 4
  2687. Spark: Power ↑ 4
  2688. Color Grid: Green
  2689. 1 or more adjacent tiles must be activated
  2690.  
  2691. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  2692. Spark: Power 4
  2693. Spark: Power ↑ 4
  2694. Color Grid: Green
  2695. 1 or more adjacent tiles must be activated
  2696.  
  2697. Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  2698. HP 20
  2699. HP 20
  2700. Color Grid: Blue
  2701. 1 or more adjacent tiles must be activated
  2702. Move level must be 2 or higher
  2703.  
  2704. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  2705. Ruff Buff!: Move Gauge Refresh 3
  2706. Move: Ruff Buff! Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  2707. Color Grid: Red
  2708. 1 or more adjacent tiles must be activated
  2709. Move level must be 2 or higher
  2710.  
  2711. Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  2712. Sp. Def 10
  2713. Sp. Def 10
  2714. Color Grid: Blue
  2715. 1 or more adjacent tiles must be activated
  2716. Move level must be 2 or higher
  2717.  
  2718. Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
  2719. Ruff Buff!: MP Refresh 2
  2720. Move: Ruff Buff! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2721. Color Grid: Red
  2722. 1 or more adjacent tiles must be activated
  2723. Move level must be 3 or higher
  2724.  
  2725. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  2726. Ruff Buff!: Critical Squad 1
  2727. Move: Ruff Buff! Raises the critical-hit rate of all allied sync pairs by 1 stat rank when the user’s move is successful.
  2728. Color Grid: Red
  2729. 1 or more adjacent tiles must be activated
  2730. Move level must be 3 or higher
  2731.  
  2732. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  2733. Goodest Boy Wild Charge: Power 25
  2734. Goodest Boy Wild Charge: Power ↑ 25
  2735. Color Grid: Purple
  2736. 1 or more adjacent tiles must be activated
  2737. Move level must be 3 or higher
  2738.  
  2739. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  2740. Goodest Boy Wild Charge: Power 25
  2741. Goodest Boy Wild Charge: Power ↑ 25
  2742. Color Grid: Purple
  2743. 1 or more adjacent tiles must be activated
  2744. Move level must be 3 or higher
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