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💠 (2.18.5) All New Sync Grids

Mar 15th, 2022
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  1. Trainer : Sygna Suit Serena
  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. Atk 5
  34. Sp. Atk 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. HP 10
  40. HP 10
  41. Color Grid: 🟦 Blue
  42. 1 or more adjacent tiles must be activated
  43.  
  44. Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
  45. Core Enforcer: Power 2
  46. Core Enforcer: Power ↑ 2
  47. Color Grid: 🟩 Green
  48. 1 or more adjacent tiles must be activated
  49.  
  50. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  51. Sp. Def 5
  52. Sp. Def 5
  53. Color Grid: 🟦 Blue
  54. 1 or more adjacent tiles must be activated
  55.  
  56. Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
  57. Core Enforcer: Move Gauge Refresh 2
  58. Move: Core Enforcer Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  59. Color Grid: 🟥 Red
  60. 1 or more adjacent tiles must be activated
  61.  
  62. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  63. Core Enforcer: Power 2
  64. Core Enforcer: Power ↑ 2
  65. Color Grid: 🟩 Green
  66. 1 or more adjacent tiles must be activated
  67.  
  68. Cell 13 | Cost: 9 Energy, 108 Sync Orb(s)
  69. Hold Hostage 1
  70. Powers up the user’s moves when the target is restrained.
  71. Color Grid: 🟨 Yellow
  72. 1 or more adjacent tiles must be activated
  73. Move level must be 2 or higher
  74.  
  75. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  76. Core Enforcer: Move Gauge Refresh 4
  77. Move: Core Enforcer Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  78. Color Grid: 🟥 Red
  79. 1 or more adjacent tiles must be activated
  80. Move level must be 2 or higher
  81.  
  82. Cell 15 | Cost: 4 Energy, 48 Sync Orb(s)
  83. Sp. Atk 10
  84. Sp. Atk 10
  85. Color Grid: 🟦 Blue
  86. 1 or more adjacent tiles must be activated
  87. Move level must be 2 or higher
  88.  
  89. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  90. Super Syncer
  91. Applies the Supereffective ↑ Next effect to the user the first time its sync move is used each battle.
  92. Color Grid: 🟨 Yellow
  93. 1 or more adjacent tiles must be activated
  94. Move level must be 3 or higher
  95.  
  96. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  97. Soften Up 1
  98. Critical hits land more easily when the user attacks with a sync move.
  99. Color Grid: 🟨 Yellow
  100. 1 or more adjacent tiles must be activated
  101. Move level must be 3 or higher
  102.  
  103. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  104. HP 10
  105. HP 10
  106. Color Grid: 🟦 Blue
  107. 1 or more adjacent tiles must be activated
  108.  
  109. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  110. Speed 5
  111. Speed 5
  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. Thousand Waves: Power 2
  117. Thousand Waves: Power ↑ 2
  118. Color Grid: 🟩 Green
  119. 1 or more adjacent tiles must be activated
  120.  
  121. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  122. Defense 5
  123. Defense 5
  124. Color Grid: 🟦 Blue
  125. 1 or more adjacent tiles must be activated
  126.  
  127. Cell 22 | Cost: 6 Energy, 72 Sync Orb(s)
  128. Thousand Waves: Move Gauge Refresh 2
  129. Move: Thousand Waves Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  130. Color Grid: 🟥 Red
  131. 1 or more adjacent tiles must be activated
  132.  
  133. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  134. Thousand Waves: Power 2
  135. Thousand Waves: Power ↑ 2
  136. Color Grid: 🟩 Green
  137. 1 or more adjacent tiles must be activated
  138.  
  139. Cell 24 | Cost: 2 Energy, 24 Sync Orb(s)
  140. Attack 5
  141. Attack 5
  142. Color Grid: 🟦 Blue
  143. 1 or more adjacent tiles must be activated
  144. Move level must be 2 or higher
  145.  
  146. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  147. Thousand Waves: Move Gauge Refresh 4
  148. Move: Thousand Waves Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  149. Color Grid: 🟥 Red
  150. 1 or more adjacent tiles must be activated
  151. Move level must be 2 or higher
  152.  
  153. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  154. Sands of Time 2
  155. Quickly charges the move gauge during a sandstorm.
  156. Color Grid: 🟨 Yellow
  157. 1 or more adjacent tiles must be activated
  158. Move level must be 2 or higher
  159.  
  160. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  161. Superduper Effective 2
  162. Powers up moves that are super effective.
  163. Color Grid: 🟨 Yellow
  164. 1 or more adjacent tiles must be activated
  165. Move level must be 3 or higher
  166.  
  167. Cell 28 | Cost: 8 Energy, 96 Sync Orb(s)
  168. Status Immunity
  169. Status conditions cannot be inflicted on the user.
  170. Color Grid: 🟨 Yellow
  171. 1 or more adjacent tiles must be activated
  172. Move level must be 3 or higher
  173.  
  174. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  175. Speed 5
  176. Speed 5
  177. Color Grid: 🟦 Blue
  178. 1 or more adjacent tiles must be activated
  179.  
  180. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  181. Defense 5
  182. Defense 5
  183. Color Grid: 🟦 Blue
  184. 1 or more adjacent tiles must be activated
  185.  
  186. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  187. Attack 5
  188. Attack 5
  189. Color Grid: 🟦 Blue
  190. 1 or more adjacent tiles must be activated
  191.  
  192. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  193. HP 10
  194. HP 10
  195. Color Grid: 🟦 Blue
  196. 1 or more adjacent tiles must be activated
  197.  
  198. Cell 33 | Cost: 5 Energy, 60 Sync Orb(s)
  199. Thousand Waves: Power 4
  200. Thousand Waves: Power ↑ 4
  201. Color Grid: 🟩 Green
  202. 1 or more adjacent tiles must be activated
  203. Move level must be 2 or higher
  204.  
  205. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  206. Feel Our Feelings!: MP Refresh 3
  207. Move: Feel Our Feelings! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  208. Color Grid: 🟥 Red
  209. 1 or more adjacent tiles must be activated
  210. Move level must be 2 or higher
  211.  
  212. Cell 35 | Cost: 3 Energy, 36 Sync Orb(s)
  213. Thousand Waves: Power 2
  214. Thousand Waves: Power ↑ 2
  215. Color Grid: 🟩 Green
  216. 1 or more adjacent tiles must be activated
  217. Move level must be 2 or higher
  218.  
  219. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  220. Sync Damage Guard
  221. Applies the Damage Guard Next effect to the user the first time its sync move is used each battle.
  222. Color Grid: 🟨 Yellow
  223. 1 or more adjacent tiles must be activated
  224. Move level must be 3 or higher
  225.  
  226. Cell 37 | Cost: 8 Energy, 96 Sync Orb(s)
  227. Feel Our Feelings!: BOGO 9
  228. Move: Feel Our Feelings! Applies the Free Move Next effect to the user when its move is successful.
  229. Color Grid: 🟥 Red
  230. 1 or more adjacent tiles must be activated
  231. Move level must be 3 or higher
  232.  
  233. Cell 38 | Cost: 5 Energy, 60 Sync Orb(s)
  234. Sand Shelter
  235. Protects the user from damage from a sandstorm.
  236. Color Grid: 🟨 Yellow
  237. 1 or more adjacent tiles must be activated
  238.  
  239. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  240. Speed 5
  241. Speed 5
  242. Color Grid: 🟦 Blue
  243. 1 or more adjacent tiles must be activated
  244.  
  245. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  246. Sp. Def 5
  247. Sp. Def 5
  248. Color Grid: 🟦 Blue
  249. 1 or more adjacent tiles must be activated
  250.  
  251. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  252. Sp. Atk 5
  253. Sp. Atk 5
  254. Color Grid: 🟦 Blue
  255. 1 or more adjacent tiles must be activated
  256.  
  257. Cell 42 | Cost: 5 Energy, 60 Sync Orb(s)
  258. Core Enforcer: Power 4
  259. Core Enforcer: 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. Dire Hit +: MP Refresh 3
  266. Move: Dire Hit + Has a chance (40%) 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: 3 Energy, 36 Sync Orb(s)
  272. Core Enforcer: Power 2
  273. Core Enforcer: Power ↑ 2
  274. Color Grid: 🟩 Green
  275. 1 or more adjacent tiles must be activated
  276. Move level must be 2 or higher
  277.  
  278. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  279. Rejuvenate 6
  280. Charges the user’s move gauge by 6 after using a sync move.
  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. Brainpower
  287. The more the user’s Sp. Atk is raised, the more it powers up the user’s 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. Ecosystem Core Enforcer: Power 25
  294. Ecosystem Core Enforcer: 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. Ecosystem Core Enforcer: Power 25
  301. Ecosystem Core Enforcer: 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 : Wikstrom
  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. Speed 5
  339. Speed 5
  340. Color Grid: 🟦 Blue
  341. 1 or more adjacent tiles must be activated
  342.  
  343. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  344. Defense 5
  345. Defense 5
  346. Color Grid: 🟦 Blue
  347. 1 or more adjacent tiles must be activated
  348.  
  349. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  350. HP 10
  351. HP 10
  352. Color Grid: 🟦 Blue
  353. 1 or more adjacent tiles must be activated
  354.  
  355. Cell 10 | Cost: 5 Energy, 60 Sync Orb(s)
  356. Sand Shelter
  357. Protects the user from damage from a sandstorm.
  358. Color Grid: 🟨 Yellow
  359. 1 or more adjacent tiles must be activated
  360.  
  361. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  362. Gyro Ball: Power 4
  363. Gyro Ball: Power ↑ 4
  364. Color Grid: 🟩 Green
  365. 1 or more adjacent tiles must be activated
  366.  
  367. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  368. Gyro Ball: Power 4
  369. Gyro Ball: Power ↑ 4
  370. Color Grid: 🟩 Green
  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. Gyro Ball: Power 4
  376. Gyro Ball: 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. Gyro Ball: Move Gauge Refresh 3
  382. Move: Gyro Ball Has a chance (40%) of charging the user’s move gauge by one when a move 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: 9 Energy, 108 Sync Orb(s)
  388. Terrify 1
  389. Lowers the Attack of all opposing sync pairs by 1 stat rank when the user enters a battle.
  390. Color Grid: 🟨 Yellow
  391. 1 or more adjacent tiles must be activated
  392. Move level must be 3 or higher
  393.  
  394. Cell 16 | Cost: 3 Energy, 36 Sync Orb(s)
  395. Gyro Ball: Power 4
  396. Gyro Ball: Power ↑ 4
  397. Color Grid: 🟩 Green
  398. 1 or more adjacent tiles must be activated
  399. Move level must be 2 or higher
  400.  
  401. Cell 17 | Cost: 7 Energy, 84 Sync Orb(s)
  402. En Garde!: MP Refresh 3
  403. Move: En Garde! Has a chance (40%) of restoring one MP of the user’s move when that move 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. Sp. Def 5
  410. Sp. Def 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. Iron Head: Power 3
  416. Iron Head: Power ↑ 3
  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. Iron Head: Power 3
  422. Iron Head: Power ↑ 3
  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. Iron Head: Power 3
  428. Iron Head: Power ↑ 3
  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: 3 Energy, 36 Sync Orb(s)
  434. Iron Head: Power 3
  435. Iron Head: Power ↑ 3
  436. Color Grid: 🟩 Green
  437. 1 or more adjacent tiles must be activated
  438.  
  439. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  440. Iron Head: Move Gauge Refresh 3
  441. Move: Iron Head Has a chance (40%) of charging the user’s move gauge by one when a 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: 3 Energy, 36 Sync Orb(s)
  447. Iron Head: Power 3
  448. Iron Head: Power ↑ 3
  449. Color Grid: 🟩 Green
  450. 1 or more adjacent tiles must be activated
  451. Move level must be 2 or higher
  452.  
  453. Cell 25 | Cost: 9 Energy, 108 Sync Orb(s)
  454. Iron Head: Aggravation 1
  455. Move: Iron Head Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  456. Color Grid: 🟥 Red
  457. 1 or more adjacent tiles must be activated
  458. Move level must be 3 or higher
  459.  
  460. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  461. Iron Head: Harry 3
  462. Move: Iron Head Powers up the user’s moves when the move’s target or targets are flinching.
  463. Color Grid: 🟥 Red
  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. Attack 5
  469. Attack 5
  470. Color Grid: 🟦 Blue
  471. 1 or more adjacent tiles must be activated
  472.  
  473. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  474. Attack 5
  475. Attack 5
  476. Color Grid: 🟦 Blue
  477. 1 or more adjacent tiles must be activated
  478.  
  479. Cell 29 | Cost: 5 Energy, 60 Sync Orb(s)
  480. Headstrong
  481. Attack cannot be lowered.
  482. Color Grid: 🟨 Yellow
  483. 1 or more adjacent tiles must be activated
  484.  
  485. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  486. Attack 10
  487. Attack 10
  488. Color Grid: 🟦 Blue
  489. 1 or more adjacent tiles must be activated
  490.  
  491. Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
  492. Attack 10
  493. Attack 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: 9 Energy, 108 Sync Orb(s)
  499. Superduper Effective 3
  500. Powers up moves that are super effective.
  501. Color Grid: 🟨 Yellow
  502. 1 or more adjacent tiles must be activated
  503. Move level must be 2 or higher
  504.  
  505. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  506. Critical Strike 2
  507. Powers up the user’s attacks when they become critical hits.
  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: 9 Energy, 108 Sync Orb(s)
  513. Sharp Entry 1
  514. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  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. Double Down 5
  521. Powers up sync moves that are super effective.
  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. Defense 5
  528. Defense 5
  529. Color Grid: 🟦 Blue
  530. 1 or more adjacent tiles must be activated
  531.  
  532. Cell 37 | Cost: 7 Energy, 84 Sync Orb(s)
  533. King’s Shield: Move Gauge Refresh 3
  534. Move: King’s Shield Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  535. Color Grid: 🟥 Red
  536. 1 or more adjacent tiles must be activated
  537.  
  538. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  539. Sp. Def 5
  540. Sp. Def 5
  541. Color Grid: 🟦 Blue
  542. 1 or more adjacent tiles must be activated
  543.  
  544. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  545. Sp. Def 5
  546. Sp. Def 5
  547. Color Grid: 🟦 Blue
  548. 1 or more adjacent tiles must be activated
  549.  
  550. Cell 40 | Cost: 4 Energy, 48 Sync Orb(s)
  551. Defense 10
  552. Defense 10
  553. Color Grid: 🟦 Blue
  554. 1 or more adjacent tiles must be activated
  555.  
  556. Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
  557. Sp. Def 10
  558. Sp. Def 10
  559. Color Grid: 🟦 Blue
  560. 1 or more adjacent tiles must be activated
  561.  
  562. Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
  563. King’s Shield: Inspire Ire
  564. Move: King’s Shield Makes opponents target the user for a short time when a move is successful.
  565. Color Grid: 🟥 Red
  566. 1 or more adjacent tiles must be activated
  567. Move level must be 2 or higher
  568.  
  569. Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
  570. En Garde!: Shielding Strikes 1
  571. Move: En Garde! Raises the user’s Defense by 1 stat rank when its 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: 8 Energy, 96 Sync Orb(s)
  577. En Garde!: Barricade 1
  578. Move: En Garde! Raises the user’s Sp. Def by 1 stat rank when its move is successful.
  579. Color Grid: 🟥 Red
  580. 1 or more adjacent tiles must be activated
  581. Move level must be 2 or higher
  582.  
  583. Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
  584. King’s Shield: MP Refresh 3
  585. Move: King’s Shield Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  586. Color Grid: 🟥 Red
  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. Block and Lunge 1
  592. Has a chance (20%) of reducing the user’s sync move countdown by one when the user nullifies an opponent’s move while in a defensive posture.
  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. Shining Knight Iron Head: Power 25
  599. Shining Knight Iron Head: 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. Shining Knight Iron Head: Power 25
  606. Shining Knight Iron Head: 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 : Ramos
  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. Attack 5
  644. Attack 5
  645. Color Grid: 🟦 Blue
  646. 1 or more adjacent tiles must be activated
  647.  
  648. Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
  649. Bullet Seed: Power 1
  650. Bullet Seed: Power ↑ 1
  651. Color Grid: 🟩 Green
  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. Attack 5
  662. Attack 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. Defense 5
  668. Defense 5
  669. Color Grid: 🟦 Blue
  670. 1 or more adjacent tiles must be activated
  671.  
  672. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  673. Bullet Seed: Power 1
  674. Bullet Seed: Power ↑ 1
  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: 3 Energy, 36 Sync Orb(s)
  680. Bullet Seed: Power 1
  681. Bullet Seed: Power ↑ 1
  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. Bullet Seed: Move Gauge Refresh 3
  687. Move: Bullet Seed 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: 8 Energy, 96 Sync Orb(s)
  693. Superduper Effective 2
  694. Powers up moves that are super effective.
  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: 4 Energy, 48 Sync Orb(s)
  700. Attack 10
  701. Attack 10
  702. Color Grid: 🟦 Blue
  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. Bullet Seed: Defense Crush 3
  708. Move: Bullet Seed Has a chance (40%) of lowering the target’s Defense by one stat rank when the user’s attack move against it is successful.
  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: 7 Energy, 84 Sync Orb(s)
  720. Antitoxin
  721. Prevents the user from getting poisoned or badly poisoned.
  722. Color Grid: 🟨 Yellow
  723. 1 or more adjacent tiles must be activated
  724.  
  725. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  726. HP 10
  727. HP 10
  728. Color Grid: 🟦 Blue
  729. 1 or more adjacent tiles must be activated
  730.  
  731. Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
  732. Sp. Def 10
  733. Sp. Def 10
  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: 2 Energy, 24 Sync Orb(s)
  739. Defense 5
  740. Defense 5
  741. Color Grid: 🟦 Blue
  742. 1 or more adjacent tiles must be activated
  743.  
  744. Cell 23 | Cost: 8 Energy, 96 Sync Orb(s)
  745. Not Too Late to Bloom!: Berserker 1
  746. Move: Not Too Late to Bloom! Raises the user’s Attack by 1 stat rank when its 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: 7 Energy, 84 Sync Orb(s)
  752. Not Too Late to Bloom!: MP Refresh 3
  753. Move: Not Too Late to Bloom! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  754. Color Grid: 🟥 Red
  755. 1 or more adjacent tiles must be activated
  756. Move level must be 2 or higher
  757.  
  758. Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
  759. Double Down 3
  760. Powers up sync moves that are super effective.
  761. Color Grid: 🟨 Yellow
  762. 1 or more adjacent tiles must be activated
  763. Move level must be 3 or higher
  764.  
  765. Cell 26 | Cost: 9 Energy, 108 Sync Orb(s)
  766. Sharp Entry 1
  767. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  768. Color Grid: 🟨 Yellow
  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: 3 Energy, 36 Sync Orb(s)
  779. Sleep Powder: Accuracy 5
  780. Sleep Powder: Accuracy ↑ 5
  781. Color Grid: 🟩 Green
  782. 1 or more adjacent tiles must be activated
  783.  
  784. Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
  785. Sleep Powder: Move Gauge Refresh 3
  786. Move: Sleep Powder Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  787. Color Grid: 🟥 Red
  788. 1 or more adjacent tiles must be activated
  789.  
  790. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  791. Sp. Def 5
  792. Sp. Def 5
  793. Color Grid: 🟦 Blue
  794. 1 or more adjacent tiles must be activated
  795.  
  796. Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
  797. Defense 10
  798. Defense 10
  799. Color Grid: 🟦 Blue
  800. 1 or more adjacent tiles must be activated
  801. Move level must be 2 or higher
  802.  
  803. Cell 32 | Cost: 5 Energy, 60 Sync Orb(s)
  804. Sleep Powder: Accuracy 10
  805. Sleep Powder: Accuracy ↑ 10
  806. Color Grid: 🟩 Green
  807. 1 or more adjacent tiles must be activated
  808. Move level must be 2 or higher
  809.  
  810. Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
  811. Rude Awakening 3
  812. Powers up the user’s sync moves when the target is asleep.
  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. Good Night-mare 3
  819. Powers up the user’s moves when the target is asleep.
  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: 8 Energy, 96 Sync Orb(s)
  825. Pinpoint Entry 1
  826. Raises the user’s accuracy by 1 stat rank when it enters a battle.
  827. Color Grid: 🟨 Yellow
  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. Speed 5
  833. Speed 5
  834. Color Grid: 🟦 Blue
  835. 1 or more adjacent tiles must be activated
  836.  
  837. Cell 37 | Cost: 3 Energy, 36 Sync Orb(s)
  838. Bullet Seed: Power 1
  839. Bullet Seed: Power ↑ 1
  840. Color Grid: 🟩 Green
  841. 1 or more adjacent tiles must be activated
  842.  
  843. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  844. Sp. Def 5
  845. Sp. Def 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. Speed 5
  851. Speed 5
  852. Color Grid: 🟦 Blue
  853. 1 or more adjacent tiles must be activated
  854.  
  855. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  856. X Speed: MP Refresh 3
  857. Move: X Speed Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  858. Color Grid: 🟥 Red
  859. 1 or more adjacent tiles must be activated
  860.  
  861. Cell 41 | Cost: 5 Energy, 60 Sync Orb(s)
  862. Wide Awake
  863. Prevents the user from falling asleep.
  864. Color Grid: 🟨 Yellow
  865. 1 or more adjacent tiles must be activated
  866.  
  867. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  868. Bullet Seed: Power 1
  869. Bullet Seed: Power ↑ 1
  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: 8 Energy, 96 Sync Orb(s)
  875. First Aid 2
  876. Restores the user’s HP by approximately 20% of its maximum HP the first time it is in a pinch each battle.
  877. Color Grid: 🟨 Yellow
  878. 1 or more adjacent tiles must be activated
  879. Move level must be 2 or higher
  880.  
  881. Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  882. Speed 10
  883. Speed 10
  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. Speeding Sun 2
  890. Quickly charges the move gauge when the weather is sunny.
  891. Color Grid: 🟨 Yellow
  892. 1 or more adjacent tiles must be activated
  893. Move level must be 3 or higher
  894.  
  895. Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
  896. Healing Sun 1
  897. Restores the user’s HP whenever its Pokémon takes an action while the weather is sunny.
  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. Old Growth Razor Leaf: Power 25
  904. Old Growth Razor Leaf: 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. Old Growth Razor Leaf: Power 25
  911. Old Growth Razor Leaf: 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.  
  917. ====================================================
  918. Trainer : Wulfric
  919. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  920. HP 10
  921. HP 10
  922. Color Grid: 🟦 Blue
  923.  
  924. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  925. Attack 5
  926. Attack 5
  927. Color Grid: 🟦 Blue
  928.  
  929. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  930. Defense 5
  931. Defense 5
  932. Color Grid: 🟦 Blue
  933.  
  934. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  935. Attack 5
  936. Attack 5
  937. Color Grid: 🟦 Blue
  938.  
  939. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  940. Sp. Def 5
  941. Sp. Def 5
  942. Color Grid: 🟦 Blue
  943.  
  944. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  945. Speed 5
  946. Speed 5
  947. Color Grid: 🟦 Blue
  948.  
  949. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  950. Attack 5
  951. Attack 5
  952. Color Grid: 🟦 Blue
  953. 1 or more adjacent tiles must be activated
  954.  
  955. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  956. Ice Fang: Accuracy 5
  957. Ice Fang: Accuracy ↑ 5
  958. Color Grid: 🟩 Green
  959. 1 or more adjacent tiles must be activated
  960.  
  961. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  962. HP 10
  963. HP 10
  964. Color Grid: 🟦 Blue
  965. 1 or more adjacent tiles must be activated
  966.  
  967. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  968. Speed 5
  969. Speed 5
  970. Color Grid: 🟦 Blue
  971. 1 or more adjacent tiles must be activated
  972.  
  973. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  974. Ice Fang: Move Gauge Refresh 3
  975. Move: Ice Fang Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  976. Color Grid: 🟥 Red
  977. 1 or more adjacent tiles must be activated
  978.  
  979. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  980. Ice Fang: Power 4
  981. Ice Fang: Power ↑ 4
  982. Color Grid: 🟩 Green
  983. 1 or more adjacent tiles must be activated
  984.  
  985. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  986. Ice Fang: Power 4
  987. Ice Fang: Power ↑ 4
  988. Color Grid: 🟩 Green
  989. 1 or more adjacent tiles must be activated
  990. Move level must be 2 or higher
  991.  
  992. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  993. Ice Fang: Hostile Environment 1
  994. Move: Ice Fang Raises the chance of inflicting status conditions with the additional effects of moves.
  995. Color Grid: 🟥 Red
  996. 1 or more adjacent tiles must be activated
  997. Move level must be 2 or higher
  998.  
  999. Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  1000. Ice Fang: Hostile Environment 1
  1001. Move: Ice Fang Raises the chance of inflicting status conditions with the additional effects of moves.
  1002. Color Grid: 🟥 Red
  1003. 1 or more adjacent tiles must be activated
  1004. Move level must be 2 or higher
  1005.  
  1006. Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
  1007. Ice Fang: Freeze Synergy 3
  1008. Move: Ice Fang Powers up the user’s moves when the target is frozen.
  1009. Color Grid: 🟥 Red
  1010. 1 or more adjacent tiles must be activated
  1011. Move level must be 3 or higher
  1012.  
  1013. Cell 17 | Cost: 9 Energy, 108 Sync Orb(s)
  1014. Ice Fang: Aggravation 2
  1015. Move: Ice Fang Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  1016. Color Grid: 🟥 Red
  1017. 1 or more adjacent tiles must be activated
  1018. Move level must be 3 or higher
  1019.  
  1020. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1021. Speed 5
  1022. Speed 5
  1023. Color Grid: 🟦 Blue
  1024. 1 or more adjacent tiles must be activated
  1025.  
  1026. Cell 19 | Cost: 5 Energy, 60 Sync Orb(s)
  1027. Headstrong
  1028. Attack cannot be lowered.
  1029. Color Grid: 🟨 Yellow
  1030. 1 or more adjacent tiles must be activated
  1031.  
  1032. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  1033. Avalanche: Power 3
  1034. Avalanche: Power ↑ 3
  1035. Color Grid: 🟩 Green
  1036. 1 or more adjacent tiles must be activated
  1037.  
  1038. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  1039. Attack 5
  1040. Attack 5
  1041. Color Grid: 🟦 Blue
  1042. 1 or more adjacent tiles must be activated
  1043.  
  1044. Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
  1045. Avalanche: Move Gauge Refresh 3
  1046. Move: Avalanche Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1047. Color Grid: 🟥 Red
  1048. 1 or more adjacent tiles must be activated
  1049.  
  1050. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  1051. Defense 10
  1052. Defense 10
  1053. Color Grid: 🟦 Blue
  1054. 1 or more adjacent tiles must be activated
  1055.  
  1056. Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
  1057. Avalanche: Power 3
  1058. Avalanche: Power ↑ 3
  1059. Color Grid: 🟩 Green
  1060. 1 or more adjacent tiles must be activated
  1061. Move level must be 2 or higher
  1062.  
  1063. Cell 25 | Cost: 3 Energy, 36 Sync Orb(s)
  1064. Avalanche: Power 3
  1065. Avalanche: Power ↑ 3
  1066. Color Grid: 🟩 Green
  1067. 1 or more adjacent tiles must be activated
  1068. Move level must be 2 or higher
  1069.  
  1070. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  1071. Avalanche: Power Reserves 2
  1072. Move: Avalanche Powers up the user’s moves when in a pinch.
  1073. Color Grid: 🟥 Red
  1074. 1 or more adjacent tiles must be activated
  1075. Move level must be 2 or higher
  1076.  
  1077. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  1078. Endurance
  1079. When the user enters battle with full HP, applies the Enduring effect to it.
  1080. Color Grid: 🟨 Yellow
  1081. 1 or more adjacent tiles must be activated
  1082. Move level must be 3 or higher
  1083.  
  1084. Cell 28 | Cost: 8 Energy, 96 Sync Orb(s)
  1085. Avalanche: Superduper Effective 2
  1086. Move: Avalanche Powers up moves that are super effective.
  1087. Color Grid: 🟥 Red
  1088. 1 or more adjacent tiles must be activated
  1089. Move level must be 3 or higher
  1090.  
  1091. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1092. Sp. Def 5
  1093. Sp. Def 5
  1094. Color Grid: 🟦 Blue
  1095. 1 or more adjacent tiles must be activated
  1096.  
  1097. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  1098. Ice Fang: Power 4
  1099. Ice Fang: Power ↑ 4
  1100. Color Grid: 🟩 Green
  1101. 1 or more adjacent tiles must be activated
  1102.  
  1103. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  1104. Defense 5
  1105. Defense 5
  1106. Color Grid: 🟦 Blue
  1107. 1 or more adjacent tiles must be activated
  1108.  
  1109. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  1110. Ice Fang: Power 4
  1111. Ice Fang: Power ↑ 4
  1112. Color Grid: 🟩 Green
  1113. 1 or more adjacent tiles must be activated
  1114.  
  1115. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  1116. Ice Fang: Power 4
  1117. Ice Fang: Power ↑ 4
  1118. Color Grid: 🟩 Green
  1119. 1 or more adjacent tiles must be activated
  1120. Move level must be 2 or higher
  1121.  
  1122. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  1123. Sentry Entry 1
  1124. Raises the user’s Defense by 1 stat rank when it enters a battle.
  1125. Color Grid: 🟨 Yellow
  1126. 1 or more adjacent tiles must be activated
  1127. Move level must be 2 or higher
  1128.  
  1129. Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
  1130. Outstanding!: MP Refresh 3
  1131. Move: Outstanding! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1132. Color Grid: 🟥 Red
  1133. 1 or more adjacent tiles must be activated
  1134. Move level must be 2 or higher
  1135.  
  1136. Cell 36 | Cost: 9 Energy, 108 Sync Orb(s)
  1137. Outstanding!: Shielding Strikes 2
  1138. Move: Outstanding! Raises the user’s Defense by 2 stat ranks when its move is successful.
  1139. Color Grid: 🟥 Red
  1140. 1 or more adjacent tiles must be activated
  1141. Move level must be 3 or higher
  1142.  
  1143. Cell 37 | Cost: 8 Energy, 96 Sync Orb(s)
  1144. Sharp Entry 1
  1145. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  1146. Color Grid: 🟨 Yellow
  1147. 1 or more adjacent tiles must be activated
  1148. Move level must be 3 or higher
  1149.  
  1150. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1151. Speed 5
  1152. Speed 5
  1153. Color Grid: 🟦 Blue
  1154. 1 or more adjacent tiles must be activated
  1155.  
  1156. Cell 39 | Cost: 5 Energy, 60 Sync Orb(s)
  1157. Snow Shelter
  1158. Protects the user from damage from a hailstorm.
  1159. Color Grid: 🟨 Yellow
  1160. 1 or more adjacent tiles must be activated
  1161.  
  1162. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  1163. Avalanche: Power 3
  1164. Avalanche: Power ↑ 3
  1165. Color Grid: 🟩 Green
  1166. 1 or more adjacent tiles must be activated
  1167.  
  1168. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  1169. Defense 5
  1170. Defense 5
  1171. Color Grid: 🟦 Blue
  1172. 1 or more adjacent tiles must be activated
  1173.  
  1174. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  1175. Avalanche: Power 3
  1176. Avalanche: Power ↑ 3
  1177. Color Grid: 🟩 Green
  1178. 1 or more adjacent tiles must be activated
  1179. Move level must be 2 or higher
  1180.  
  1181. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  1182. X Attack: MP Refresh 3
  1183. Move: X Attack Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1184. Color Grid: 🟥 Red
  1185. 1 or more adjacent tiles must be activated
  1186. Move level must be 2 or higher
  1187.  
  1188. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  1189. Invigorating Hail 3
  1190. Powers up the user’s moves during a hailstorm.
  1191. Color Grid: 🟨 Yellow
  1192. 1 or more adjacent tiles must be activated
  1193. Move level must be 2 or higher
  1194.  
  1195. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1196. Double Down 5
  1197. Powers up sync moves that are super effective.
  1198. Color Grid: 🟨 Yellow
  1199. 1 or more adjacent tiles must be activated
  1200. Move level must be 3 or higher
  1201.  
  1202. Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
  1203. Healing Hail 1
  1204. Restores the user’s HP whenever its Pokémon takes an action during a hailstorm.
  1205. Color Grid: 🟨 Yellow
  1206. 1 or more adjacent tiles must be activated
  1207. Move level must be 3 or higher
  1208.  
  1209. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1210. Unstoppable Avalanche: Power 25
  1211. Unstoppable Avalanche: Power ↑ 25
  1212. Color Grid: 🟪 Purple
  1213. 1 or more adjacent tiles must be activated
  1214. Move level must be 3 or higher
  1215.  
  1216. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1217. Unstoppable Avalanche: Power 25
  1218. Unstoppable Avalanche: Power ↑ 25
  1219. Color Grid: 🟪 Purple
  1220. 1 or more adjacent tiles must be activated
  1221. Move level must be 3 or higher
  1222.  
  1223.  
  1224. ====================================================
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