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💠 (2.18.0) All New Sync Grids

Feb 24th, 2022
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  1. Trainer : Skyla (Anniversary 2022)
  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. Sp. Atk 5
  9. Sp. Atk 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. Speed 5
  40. Speed 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. Defense 5
  46. Defense 5
  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. Air Cutter: Accuracy 5
  52. Air Cutter: Accuracy ↑ 5
  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. Air Cutter: Power 3
  58. Air Cutter: Power ↑ 3
  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. Air Cutter: Power 3
  64. Air Cutter: Power ↑ 3
  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. HP 10
  71. HP 10
  72. Color Grid: 🟦 Blue
  73. 1 or more adjacent tiles must be activated
  74.  
  75. Cell 14 | Cost: 8 Energy, 96 Sync Orb(s)
  76. Air Cutter: Move Gauge Refresh 9
  77. Move: Air Cutter Charges the user’s move gauge by one when its move is successful.
  78. Color Grid: 🟥 Red
  79. 1 or more adjacent tiles must be activated
  80. Move level must be 2 or higher
  81.  
  82. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  83. Inertia
  84. The more user’s Speed is raised, the more it powers up the user’s sync moves.
  85. Color Grid: 🟨 Yellow
  86. 1 or more adjacent tiles must be activated
  87. Move level must be 3 or higher
  88.  
  89. Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
  90. Sp. Atk 10
  91. Sp. Atk 10
  92. Color Grid: 🟦 Blue
  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. Air Cutter: Staggering 1
  98. Move: Air Cutter Has a chance (20%) of making the target flinch when the user’s attack move against it is successful.
  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. Speed 5
  105. Speed 5
  106. Color Grid: 🟦 Blue
  107. 1 or more adjacent tiles must be activated
  108.  
  109. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  110. HP 10
  111. HP 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. Air Cutter: Power 3
  117. Air Cutter: Power ↑ 3
  118. Color Grid: 🟩 Green
  119. 1 or more adjacent tiles must be activated
  120.  
  121. Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
  122. Ready for Takeoff!: MP Refresh 3
  123. Move: Ready for Takeoff! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  124. Color Grid: 🟥 Red
  125. 1 or more adjacent tiles must be activated
  126. Move level must be 2 or higher
  127.  
  128. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  129. Air Cutter: Power 3
  130. Air Cutter: Power ↑ 3
  131. Color Grid: 🟩 Green
  132. 1 or more adjacent tiles must be activated
  133.  
  134. Cell 23 | Cost: 8 Energy, 96 Sync Orb(s)
  135. Air Cutter: Gobsmack 2
  136. Move: Air Cutter Has a chance (30%) of leaving the target confused when the user’s attack move against it 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: 4 Energy, 48 Sync Orb(s)
  142. Speed 10
  143. Speed 10
  144. Color Grid: 🟦 Blue
  145. 1 or more adjacent tiles must be activated
  146. Move level must be 2 or higher
  147.  
  148. Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
  149. Interference Sync 5
  150. Powers up the user’s sync move when its target is flinching, confused, or trapped.
  151. Color Grid: 🟨 Yellow
  152. 1 or more adjacent tiles must be activated
  153. Move level must be 3 or higher
  154.  
  155. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  156. Air Cutter: Disarm 9
  157. Move: Air Cutter Lowers the target’s Attack and Sp. Atk by one stat rank when the user’s attack move is successful against a flinching, confused, or trapped opponent.
  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: 2 Energy, 24 Sync Orb(s)
  163. Sp. Def 5
  164. Sp. Def 5
  165. Color Grid: 🟦 Blue
  166. 1 or more adjacent tiles must be activated
  167.  
  168. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  169. Defense 5
  170. Defense 5
  171. Color Grid: 🟦 Blue
  172. 1 or more adjacent tiles must be activated
  173.  
  174. Cell 29 | Cost: 3 Energy, 36 Sync Orb(s)
  175. Air Cutter: Power 3
  176. Air Cutter: Power ↑ 3
  177. Color Grid: 🟩 Green
  178. 1 or more adjacent tiles must be activated
  179.  
  180. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  181. Air Cutter: Power 3
  182. Air Cutter: Power ↑ 3
  183. Color Grid: 🟩 Green
  184. 1 or more adjacent tiles must be activated
  185.  
  186. Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
  187. HP 20
  188. HP 20
  189. Color Grid: 🟦 Blue
  190. 1 or more adjacent tiles must be activated
  191. Move level must be 2 or higher
  192.  
  193. Cell 32 | Cost: 6 Energy, 72 Sync Orb(s)
  194. Natural Remedy
  195. Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
  196. Color Grid: 🟨 Yellow
  197. 1 or more adjacent tiles must be activated
  198. Move level must be 2 or higher
  199.  
  200. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  201. Mini Potion All: Master Healer 1
  202. Move: Mini Potion All Increases the amount of HP restored by the user’s healing moves.
  203. Color Grid: 🟥 Red
  204. 1 or more adjacent tiles must be activated
  205. Move level must be 3 or higher
  206.  
  207. Cell 34 | Cost: 10 Energy, 120 Sync Orb(s)
  208. Impervious
  209. Stats cannot be lowered.
  210. Color Grid: 🟨 Yellow
  211. 1 or more adjacent tiles must be activated
  212. Move level must be 2 or higher
  213.  
  214. Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
  215. Mini Potion All: MP Refresh 3
  216. Move: Mini Potion All Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  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. Sp. Atk 5
  223. Sp. Atk 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. HP 10
  229. HP 10
  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. Speed 5
  235. Speed 5
  236. Color Grid: 🟦 Blue
  237. 1 or more adjacent tiles must be activated
  238.  
  239. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  240. Sp. Atk 5
  241. Sp. Atk 5
  242. Color Grid: 🟦 Blue
  243. 1 or more adjacent tiles must be activated
  244.  
  245. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  246. Air Cutter: Power 3
  247. Air Cutter: Power ↑ 3
  248. Color Grid: 🟩 Green
  249. 1 or more adjacent tiles must be activated
  250.  
  251. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  252. Sp. Def 5
  253. Sp. Def 5
  254. Color Grid: 🟦 Blue
  255. 1 or more adjacent tiles must be activated
  256.  
  257. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  258. Air Cutter: Power 3
  259. Air Cutter: Power ↑ 3
  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: 8 Energy, 96 Sync Orb(s)
  265. Barrel Roll 2
  266. Reduces damage when the user is hit by an attack move while the zone is Flying Zone.
  267. Color Grid: 🟨 Yellow
  268. 1 or more adjacent tiles must be activated
  269. Move level must be 2 or higher
  270.  
  271. Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
  272. Team Sharp Entry 1
  273. Raises the critical-hit rate of all allied sync pairs by 1 stat rank when the user 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: 7 Energy, 84 Sync Orb(s)
  279. Flying Wish: MP Refresh 2
  280. Move: Flying Wish Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  281. Color Grid: 🟥 Red
  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. Soften Up 1
  287. Critical hits land more easily when the user attacks with a sync move.
  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. Heartsoaring Hurricane: Power 25
  294. Heartsoaring Hurricane: 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. Heartsoaring Hurricane: Power 25
  301. Heartsoaring Hurricane: 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.  
  307. ====================================================
  308. Trainer : May (Anniversary 2022)
  309. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  310. HP 10
  311. HP 10
  312. Color Grid: 🟦 Blue
  313.  
  314. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  315. Sp. Atk 5
  316. Sp. Atk 5
  317. Color Grid: 🟦 Blue
  318.  
  319. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  320. Defense 5
  321. Defense 5
  322. Color Grid: 🟦 Blue
  323.  
  324. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  325. Sp. Atk 5
  326. Sp. Atk 5
  327. Color Grid: 🟦 Blue
  328.  
  329. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  330. Sp. Def 5
  331. Sp. Def 5
  332. Color Grid: 🟦 Blue
  333.  
  334. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  335. Speed 5
  336. Speed 5
  337. Color Grid: 🟦 Blue
  338.  
  339. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  340. Sp. Atk 5
  341. Sp. Atk 5
  342. Color Grid: 🟦 Blue
  343. 1 or more adjacent tiles must be activated
  344.  
  345. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  346. Defense 5
  347. Defense 5
  348. Color Grid: 🟦 Blue
  349. 1 or more adjacent tiles must be activated
  350.  
  351. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  352. HP 10
  353. HP 10
  354. Color Grid: 🟦 Blue
  355. 1 or more adjacent tiles must be activated
  356.  
  357. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  358. Sp. Def 5
  359. Sp. Def 5
  360. Color Grid: 🟦 Blue
  361. 1 or more adjacent tiles must be activated
  362.  
  363. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  364. Mist Ball: Move Gauge Refresh 3
  365. Move: Mist Ball Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  366. Color Grid: 🟥 Red
  367. 1 or more adjacent tiles must be activated
  368.  
  369. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  370. Mist Ball: Power 3
  371. Mist Ball: Power ↑ 3
  372. Color Grid: 🟩 Green
  373. 1 or more adjacent tiles must be activated
  374. Move level must be 2 or higher
  375.  
  376. Cell 13 | Cost: 2 Energy, 24 Sync Orb(s)
  377. Sp. Atk 5
  378. Sp. Atk 5
  379. Color Grid: 🟦 Blue
  380. 1 or more adjacent tiles must be activated
  381.  
  382. Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
  383. Mist Ball: Power 3
  384. Mist Ball: Power ↑ 3
  385. Color Grid: 🟩 Green
  386. 1 or more adjacent tiles must be activated
  387. Move level must be 2 or higher
  388.  
  389. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  390. Devastation
  391. The more the target’s Sp. Atk is lowered, the more it powers up the user’s sync moves.
  392. Color Grid: 🟨 Yellow
  393. 1 or more adjacent tiles must be activated
  394. Move level must be 3 or higher
  395.  
  396. Cell 16 | Cost: 9 Energy, 108 Sync Orb(s)
  397. Catalyst
  398. Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s sync move is used each battle.
  399. Color Grid: 🟨 Yellow
  400. 1 or more adjacent tiles must be activated
  401. Move level must be 2 or higher
  402.  
  403. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  404. Overpower
  405. The more the target’s Sp. Atk is lowered, the more it powers up the user’s moves.
  406. Color Grid: 🟨 Yellow
  407. 1 or more adjacent tiles must be activated
  408. Move level must be 3 or higher
  409.  
  410. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  411. Speed 5
  412. Speed 5
  413. Color Grid: 🟦 Blue
  414. 1 or more adjacent tiles must be activated
  415.  
  416. Cell 19 | Cost: 5 Energy, 60 Sync Orb(s)
  417. Dauntless
  418. Sp. Atk cannot be lowered.
  419. Color Grid: 🟨 Yellow
  420. 1 or more adjacent tiles must be activated
  421.  
  422. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  423. Mist Ball: Power 3
  424. Mist Ball: Power ↑ 3
  425. Color Grid: 🟩 Green
  426. 1 or more adjacent tiles must be activated
  427.  
  428. Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
  429. Sp. Atk 10
  430. Sp. Atk 10
  431. Color Grid: 🟦 Blue
  432. 1 or more adjacent tiles must be activated
  433. Move level must be 2 or higher
  434.  
  435. Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  436. HP 10
  437. HP 10
  438. Color Grid: 🟦 Blue
  439. 1 or more adjacent tiles must be activated
  440.  
  441. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  442. X Sp. Atk All: MP Refresh 3
  443. Move: X Sp. Atk All Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  444. Color Grid: 🟥 Red
  445. 1 or more adjacent tiles must be activated
  446. Move level must be 2 or higher
  447.  
  448. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  449. Morale Boost 4
  450. Has a chance (50%) of raising the user’s Sp. Atk by one stat rank when its Trainer uses a move.
  451. Color Grid: 🟨 Yellow
  452. 1 or more adjacent tiles must be activated
  453. Move level must be 2 or higher
  454.  
  455. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  456. Dismay 2
  457. Lowers the Sp. Atk of all opposing sync pairs by 2 stat ranks the first time the user enters a battle each battle.
  458. Color Grid: 🟨 Yellow
  459. 1 or more adjacent tiles must be activated
  460. Move level must be 3 or higher
  461.  
  462. Cell 26 | Cost: 9 Energy, 108 Sync Orb(s)
  463. Super Syncer
  464. Applies the Supereffective ↑ Next effect to the user the first time its sync move is used each battle.
  465. Color Grid: 🟨 Yellow
  466. 1 or more adjacent tiles must be activated
  467. Move level must be 3 or higher
  468.  
  469. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  470. Sp. Def 5
  471. Sp. Def 5
  472. Color Grid: 🟦 Blue
  473. 1 or more adjacent tiles must be activated
  474.  
  475. Cell 28 | Cost: 5 Energy, 60 Sync Orb(s)
  476. Stalwart
  477. Sp. Def cannot be lowered.
  478. Color Grid: 🟨 Yellow
  479. 1 or more adjacent tiles must be activated
  480.  
  481. Cell 29 | Cost: 3 Energy, 36 Sync Orb(s)
  482. Mist Ball: Power 3
  483. Mist Ball: Power ↑ 3
  484. Color Grid: 🟩 Green
  485. 1 or more adjacent tiles must be activated
  486.  
  487. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  488. HP 10
  489. HP 10
  490. Color Grid: 🟦 Blue
  491. 1 or more adjacent tiles must be activated
  492.  
  493. Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
  494. Sp. Def 10
  495. Sp. Def 10
  496. Color Grid: 🟦 Blue
  497. 1 or more adjacent tiles must be activated
  498. Move level must be 2 or higher
  499.  
  500. Cell 32 | Cost: 6 Energy, 72 Sync Orb(s)
  501. Weird Immunity
  502. Status conditions cannot be inflicted on the user when the terrain is Psychic Terrain.
  503. Color Grid: 🟨 Yellow
  504. 1 or more adjacent tiles must be activated
  505. Move level must be 2 or higher
  506.  
  507. Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
  508. Psychic Wish: MP Refresh 3
  509. Move: Psychic Wish Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  510. Color Grid: 🟥 Red
  511. 1 or more adjacent tiles must be activated
  512. Move level must be 3 or higher
  513.  
  514. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  515. Moral Support 4
  516. Has a chance (50%) of raising the user’s Sp. Def by one stat rank when its Trainer uses a move.
  517. Color Grid: 🟨 Yellow
  518. 1 or more adjacent tiles must be activated
  519. Move level must be 2 or higher
  520.  
  521. Cell 35 | Cost: 12 Energy, 144 Sync Orb(s)
  522. Psychic Wish: Propulsion 9
  523. Move: Psychic Wish Reduces the user’s sync move countdown by one when its move is successful.
  524. Color Grid: 🟥 Red
  525. 1 or more adjacent tiles must be activated
  526. Move level must be 3 or higher
  527.  
  528. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  529. HP 10
  530. HP 10
  531. Color Grid: 🟦 Blue
  532. 1 or more adjacent tiles must be activated
  533.  
  534. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  535. Sp. Def 5
  536. Sp. Def 5
  537. Color Grid: 🟦 Blue
  538. 1 or more adjacent tiles must be activated
  539.  
  540. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  541. Sp. Atk 5
  542. Sp. Atk 5
  543. Color Grid: 🟦 Blue
  544. 1 or more adjacent tiles must be activated
  545.  
  546. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  547. Defense 5
  548. Defense 5
  549. Color Grid: 🟦 Blue
  550. 1 or more adjacent tiles must be activated
  551.  
  552. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  553. Best Friends!: Move Gauge Refresh 3
  554. Move: Best Friends! Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  555. Color Grid: 🟥 Red
  556. 1 or more adjacent tiles must be activated
  557.  
  558. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  559. Speed 5
  560. Speed 5
  561. Color Grid: 🟦 Blue
  562. 1 or more adjacent tiles must be activated
  563.  
  564. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  565. Mist Ball: Power 3
  566. Mist Ball: Power ↑ 3
  567. Color Grid: 🟩 Green
  568. 1 or more adjacent tiles must be activated
  569. Move level must be 2 or higher
  570.  
  571. Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
  572. Mist Ball: Power 3
  573. Mist Ball: Power ↑ 3
  574. Color Grid: 🟩 Green
  575. 1 or more adjacent tiles must be activated
  576. Move level must be 2 or higher
  577.  
  578. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  579. Best Friends!: MP Refresh 3
  580. Move: Best Friends! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  581. Color Grid: 🟥 Red
  582. 1 or more adjacent tiles must be activated
  583. Move level must be 2 or higher
  584.  
  585. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  586. Smarty-Pants
  587. The more the target’s Sp. Def is lowered, the more it powers up the user’s sync moves.
  588. Color Grid: 🟨 Yellow
  589. 1 or more adjacent tiles must be activated
  590. Move level must be 3 or higher
  591.  
  592. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  593. Brainteaser
  594. The more the target’s Sp. Def is lowered, the more it powers up the user’s moves.
  595. Color Grid: 🟨 Yellow
  596. 1 or more adjacent tiles must be activated
  597. Move level must be 3 or higher
  598.  
  599. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  600. Friendship Forging Mist Ball: Power 25
  601. Friendship Forging Mist Ball: Power ↑ 25
  602. Color Grid: 🟪 Purple
  603. 1 or more adjacent tiles must be activated
  604. Move level must be 3 or higher
  605.  
  606. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  607. Friendship Forging Mist Ball: Power 25
  608. Friendship Forging Mist Ball: Power ↑ 25
  609. Color Grid: 🟪 Purple
  610. 1 or more adjacent tiles must be activated
  611. Move level must be 3 or higher
  612.  
  613.  
  614. ====================================================
  615. Trainer : Raihan (Anniversary 2022)
  616. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  617. HP 10
  618. HP 10
  619. Color Grid: 🟦 Blue
  620.  
  621. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  622. Sp. Atk 5
  623. Sp. Atk 5
  624. Color Grid: 🟦 Blue
  625.  
  626. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  627. Defense 5
  628. Defense 5
  629. Color Grid: 🟦 Blue
  630.  
  631. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  632. Sp. Atk 5
  633. Sp. Atk 5
  634. Color Grid: 🟦 Blue
  635.  
  636. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  637. Sp. Def 5
  638. Sp. Def 5
  639. Color Grid: 🟦 Blue
  640.  
  641. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  642. Speed 5
  643. Speed 5
  644. Color Grid: 🟦 Blue
  645.  
  646. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  647. Sp. Atk 5
  648. Sp. Atk 5
  649. Color Grid: 🟦 Blue
  650. 1 or more adjacent tiles must be activated
  651.  
  652. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  653. Sp. Def 5
  654. Sp. Def 5
  655. Color Grid: 🟦 Blue
  656. 1 or more adjacent tiles must be activated
  657.  
  658. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  659. Defense 5
  660. Defense 5
  661. Color Grid: 🟦 Blue
  662. 1 or more adjacent tiles must be activated
  663.  
  664. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  665. Fire Spin: Accuracy 5
  666. Fire Spin: Accuracy ↑ 5
  667. Color Grid: 🟩 Green
  668. 1 or more adjacent tiles must be activated
  669.  
  670. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  671. Fire Spin: Move Gauge Refresh 3
  672. Move: Fire Spin Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  673. Color Grid: 🟥 Red
  674. 1 or more adjacent tiles must be activated
  675.  
  676. Cell 12 | Cost: 5 Energy, 60 Sync Orb(s)
  677. Fire Spin: Accuracy 10
  678. Fire Spin: Accuracy ↑ 10
  679. Color Grid: 🟩 Green
  680. 1 or more adjacent tiles must be activated
  681. Move level must be 2 or higher
  682.  
  683. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  684. Fire Spin: Power 4
  685. Fire Spin: Power ↑ 4
  686. Color Grid: 🟩 Green
  687. 1 or more adjacent tiles must be activated
  688.  
  689. Cell 14 | Cost: 8 Energy, 96 Sync Orb(s)
  690. Pokey Trap 3
  691. Increases the amount of damage the target takes from being trapped.
  692. Color Grid: 🟨 Yellow
  693. 1 or more adjacent tiles must be activated
  694. Move level must be 2 or higher
  695.  
  696. Cell 15 | Cost: 9 Energy, 108 Sync Orb(s)
  697. Solar Sync
  698. Makes the weather sunny the first time the user’s sync move is used each battle.
  699. Color Grid: 🟨 Yellow
  700. 1 or more adjacent tiles must be activated
  701. Move level must be 3 or higher
  702.  
  703. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  704. Mind Boggler 9
  705. Lowers the target’s Sp. Def by one stat rank when the user’s attack move is successful against a flinching, confused, or trapped opponent.
  706. Color Grid: 🟨 Yellow
  707. 1 or more adjacent tiles must be activated
  708. Move level must be 2 or higher
  709.  
  710. Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
  711. Max Flare: Power 100
  712. Max Flare: Power ↑ 100
  713. Color Grid: 🟩 Green
  714. 1 or more adjacent tiles must be activated
  715. Move level must be 3 or higher
  716.  
  717. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  718. Speed 5
  719. Speed 5
  720. Color Grid: 🟦 Blue
  721. 1 or more adjacent tiles must be activated
  722.  
  723. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  724. HP 10
  725. HP 10
  726. Color Grid: 🟦 Blue
  727. 1 or more adjacent tiles must be activated
  728.  
  729. Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
  730. Twister: Move Gauge Refresh 3
  731. Move: Twister Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  732. Color Grid: 🟥 Red
  733. 1 or more adjacent tiles must be activated
  734.  
  735. Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
  736. Sp. Atk 10
  737. Sp. Atk 10
  738. Color Grid: 🟦 Blue
  739. 1 or more adjacent tiles must be activated
  740. Move level must be 2 or higher
  741.  
  742. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  743. Twister: Power 4
  744. Twister: Power ↑ 4
  745. Color Grid: 🟩 Green
  746. 1 or more adjacent tiles must be activated
  747.  
  748. Cell 23 | Cost: 10 Energy, 120 Sync Orb(s)
  749. Twister: Aggravation 2
  750. Move: Twister Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  751. Color Grid: 🟥 Red
  752. 1 or more adjacent tiles must be activated
  753. Move level must be 2 or higher
  754.  
  755. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  756. Team Pinpoint Entry 1
  757. Raises the accuracy of all allied sync pairs by 1 stat rank when the user enters a battle.
  758. Color Grid: 🟨 Yellow
  759. 1 or more adjacent tiles must be activated
  760. Move level must be 2 or higher
  761.  
  762. Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
  763. Interference Sync 5
  764. Powers up the user’s sync move when its target is flinching, confused, or trapped.
  765. Color Grid: 🟨 Yellow
  766. 1 or more adjacent tiles must be activated
  767. Move level must be 3 or higher
  768.  
  769. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  770. Max Wyrmwind: Power 100
  771. Max Wyrmwind: Power ↑ 100
  772. Color Grid: 🟩 Green
  773. 1 or more adjacent tiles must be activated
  774. Move level must be 3 or higher
  775.  
  776. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  777. Sp. Def 5
  778. Sp. Def 5
  779. Color Grid: 🟦 Blue
  780. 1 or more adjacent tiles must be activated
  781.  
  782. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  783. Speed 5
  784. Speed 5
  785. Color Grid: 🟦 Blue
  786. 1 or more adjacent tiles must be activated
  787.  
  788. Cell 29 | Cost: 3 Energy, 36 Sync Orb(s)
  789. Fire Spin: Power 4
  790. Fire Spin: Power ↑ 4
  791. Color Grid: 🟩 Green
  792. 1 or more adjacent tiles must be activated
  793.  
  794. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  795. Fire Spin: Power 4
  796. Fire Spin: Power ↑ 4
  797. Color Grid: 🟩 Green
  798. 1 or more adjacent tiles must be activated
  799.  
  800. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  801. Fire Spin: Power 4
  802. Fire Spin: Power ↑ 4
  803. Color Grid: 🟩 Green
  804. 1 or more adjacent tiles must be activated
  805. Move level must be 2 or higher
  806.  
  807. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  808. Can’t Be Tamed!: MP Refresh 3
  809. Move: Can’t Be Tamed! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  810. Color Grid: 🟥 Red
  811. 1 or more adjacent tiles must be activated
  812. Move level must be 2 or higher
  813.  
  814. Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
  815. Weather Sync-Up 5
  816. Powers up sync moves when weather conditions are in effect.
  817. Color Grid: 🟨 Yellow
  818. 1 or more adjacent tiles must be activated
  819. Move level must be 3 or higher
  820.  
  821. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  822. Sharp Entry 1
  823. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  824. Color Grid: 🟨 Yellow
  825. 1 or more adjacent tiles must be activated
  826. Move level must be 2 or higher
  827.  
  828. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  829. MAX Team Smarts 9
  830. Increases the Special Moves ↑ Next effect of all allied sync pairs by one rank after using the user’s max move.
  831. Color Grid: 🟨 Yellow
  832. 1 or more adjacent tiles must be activated
  833. Move level must be 3 or higher
  834.  
  835. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  836. Sp. Atk 5
  837. Sp. Atk 5
  838. Color Grid: 🟦 Blue
  839. 1 or more adjacent tiles must be activated
  840.  
  841. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  842. HP 10
  843. HP 10
  844. Color Grid: 🟦 Blue
  845. 1 or more adjacent tiles must be activated
  846.  
  847. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  848. Defense 5
  849. Defense 5
  850. Color Grid: 🟦 Blue
  851. 1 or more adjacent tiles must be activated
  852.  
  853. Cell 39 | Cost: 5 Energy, 60 Sync Orb(s)
  854. Sand Shelter
  855. Protects the user from damage from a sandstorm.
  856. Color Grid: 🟨 Yellow
  857. 1 or more adjacent tiles must be activated
  858.  
  859. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  860. Twister: Power 4
  861. Twister: Power ↑ 4
  862. Color Grid: 🟩 Green
  863. 1 or more adjacent tiles must be activated
  864.  
  865. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  866. Twister: Power 4
  867. Twister: Power ↑ 4
  868. Color Grid: 🟩 Green
  869. 1 or more adjacent tiles must be activated
  870.  
  871. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  872. Twister: Power 4
  873. Twister: Power ↑ 4
  874. Color Grid: 🟩 Green
  875. 1 or more adjacent tiles must be activated
  876. Move level must be 2 or higher
  877.  
  878. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  879. Sandstorm: MP Refresh 3
  880. Move: Sandstorm Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  881. Color Grid: 🟥 Red
  882. 1 or more adjacent tiles must be activated
  883. Move level must be 2 or higher
  884.  
  885. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  886. Sandstorm: Slippery Sidekicks 1
  887. Move: Sandstorm Raises the evasiveness of all allied sync pairs by 1 stat rank when the user’s move is successful.
  888. Color Grid: 🟥 Red
  889. 1 or more adjacent tiles must be activated
  890. Move level must be 2 or higher
  891.  
  892. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  893. Sand Alert 5
  894. Extends the duration of a sandstorm when a sandstorm is caused while the user is on the field.
  895. Color Grid: 🟨 Yellow
  896. 1 or more adjacent tiles must be activated
  897. Move level must be 3 or higher
  898.  
  899. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  900. Sandstorm: Propulsion 9
  901. Move: Sandstorm Reduces the user’s sync move countdown by one when its move is successful.
  902. Color Grid: 🟥 Red
  903. 1 or more adjacent tiles must be activated
  904. Move level must be 3 or higher
  905.  
  906. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  907. Desert Spirit Dragon Beam: Power 25
  908. Desert Spirit Dragon Beam: Power ↑ 25
  909. Color Grid: 🟪 Purple
  910. 1 or more adjacent tiles must be activated
  911. Move level must be 3 or higher
  912.  
  913. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  914. Desert Spirit Dragon Beam: Power 25
  915. Desert Spirit Dragon Beam: Power ↑ 25
  916. Color Grid: 🟪 Purple
  917. 1 or more adjacent tiles must be activated
  918. Move level must be 3 or higher
  919.  
  920.  
  921. ====================================================
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