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- Trainer : Sygna Suit Serena
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
- Core Enforcer: Power 2
- Core Enforcer: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
- Core Enforcer: Move Gauge Refresh 2
- Move: Core Enforcer Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Core Enforcer: Power 2
- Core Enforcer: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 9 Energy, 108 Sync Orb(s)
- Hold Hostage 1
- Powers up the user’s moves when the target is restrained.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Core Enforcer: Move Gauge Refresh 4
- Move: Core Enforcer Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Atk 10
- Sp. Atk 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
- Super Syncer
- Applies the Supereffective ↑ Next effect to the user the first time its sync move is used each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Soften Up 1
- Critical hits land more easily when the user attacks with a sync move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
- Thousand Waves: Power 2
- Thousand Waves: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 6 Energy, 72 Sync Orb(s)
- Thousand Waves: Move Gauge Refresh 2
- Move: Thousand Waves Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Thousand Waves: Power 2
- Thousand Waves: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
- Thousand Waves: Move Gauge Refresh 4
- Move: Thousand Waves Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
- Sands of Time 2
- Quickly charges the move gauge during a sandstorm.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
- Superduper Effective 2
- Powers up moves that are super effective.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 8 Energy, 96 Sync Orb(s)
- Status Immunity
- Status conditions cannot be inflicted on the user.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 5 Energy, 60 Sync Orb(s)
- Thousand Waves: Power 4
- Thousand Waves: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Feel Our Feelings!: MP Refresh 3
- Move: Feel Our Feelings! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 3 Energy, 36 Sync Orb(s)
- Thousand Waves: Power 2
- Thousand Waves: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
- Sync Damage Guard
- Applies the Damage Guard Next effect to the user the first time its sync move is used each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 37 | Cost: 8 Energy, 96 Sync Orb(s)
- Feel Our Feelings!: BOGO 9
- Move: Feel Our Feelings! Applies the Free Move Next effect to the user when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 5 Energy, 60 Sync Orb(s)
- Sand Shelter
- Protects the user from damage from a sandstorm.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 5 Energy, 60 Sync Orb(s)
- Core Enforcer: Power 4
- Core Enforcer: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- Dire Hit +: MP Refresh 3
- Move: Dire Hit + Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 3 Energy, 36 Sync Orb(s)
- Core Enforcer: Power 2
- Core Enforcer: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Rejuvenate 6
- Charges the user’s move gauge by 6 after using a sync move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Brainpower
- The more the user’s Sp. Atk is raised, the more it powers up the user’s sync move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Ecosystem Core Enforcer: Power 25
- Ecosystem Core Enforcer: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Ecosystem Core Enforcer: Power 25
- Ecosystem Core Enforcer: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ===============================
- Trainer : Wikstrom
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 5 Energy, 60 Sync Orb(s)
- Sand Shelter
- Protects the user from damage from a sandstorm.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Gyro Ball: Power 4
- Gyro Ball: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Gyro Ball: Power 4
- Gyro Ball: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Gyro Ball: Power 4
- Gyro Ball: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Gyro Ball: Move Gauge Refresh 3
- Move: Gyro Ball Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 9 Energy, 108 Sync Orb(s)
- Terrify 1
- Lowers the Attack of all opposing sync pairs by 1 stat rank when the user enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 3 Energy, 36 Sync Orb(s)
- Gyro Ball: Power 4
- Gyro Ball: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 7 Energy, 84 Sync Orb(s)
- En Garde!: MP Refresh 3
- Move: En Garde! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
- Iron Head: Power 3
- Iron Head: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
- Iron Head: Power 3
- Iron Head: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Iron Head: Power 3
- Iron Head: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Iron Head: Power 3
- Iron Head: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
- Iron Head: Move Gauge Refresh 3
- Move: Iron Head Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
- Iron Head: Power 3
- Iron Head: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 9 Energy, 108 Sync Orb(s)
- Iron Head: Aggravation 1
- Move: Iron Head Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
- Iron Head: Harry 3
- Move: Iron Head Powers up the user’s moves when the move’s target or targets are flinching.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 5 Energy, 60 Sync Orb(s)
- Headstrong
- Attack cannot be lowered.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 9 Energy, 108 Sync Orb(s)
- Superduper Effective 3
- Powers up moves that are super effective.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
- Critical Strike 2
- Powers up the user’s attacks when they become critical hits.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 34 | Cost: 9 Energy, 108 Sync Orb(s)
- Sharp Entry 1
- Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Double Down 5
- Powers up sync moves that are super effective.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 37 | Cost: 7 Energy, 84 Sync Orb(s)
- King’s Shield: Move Gauge Refresh 3
- Move: King’s Shield Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
- King’s Shield: Inspire Ire
- Move: King’s Shield Makes opponents target the user for a short time when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
- En Garde!: Shielding Strikes 1
- Move: En Garde! Raises the user’s Defense by 1 stat rank when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
- En Garde!: Barricade 1
- Move: En Garde! Raises the user’s Sp. Def by 1 stat rank when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
- King’s Shield: MP Refresh 3
- Move: King’s Shield Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Block and Lunge 1
- 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.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Shining Knight Iron Head: Power 25
- Shining Knight Iron Head: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Shining Knight Iron Head: Power 25
- Shining Knight Iron Head: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- =========================================
- Trainer : Ramos
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
- Bullet Seed: Power 1
- Bullet Seed: Power ↑ 1
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Bullet Seed: Power 1
- Bullet Seed: Power ↑ 1
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Bullet Seed: Power 1
- Bullet Seed: Power ↑ 1
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Bullet Seed: Move Gauge Refresh 3
- Move: Bullet Seed Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
- Superduper Effective 2
- Powers up moves that are super effective.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
- Bullet Seed: Defense Crush 3
- 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.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 7 Energy, 84 Sync Orb(s)
- Antitoxin
- Prevents the user from getting poisoned or badly poisoned.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 8 Energy, 96 Sync Orb(s)
- Not Too Late to Bloom!: Berserker 1
- Move: Not Too Late to Bloom! Raises the user’s Attack by 1 stat rank when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
- Not Too Late to Bloom!: MP Refresh 3
- Move: Not Too Late to Bloom! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
- Double Down 3
- Powers up sync moves that are super effective.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 9 Energy, 108 Sync Orb(s)
- Sharp Entry 1
- Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
- Sleep Powder: Accuracy 5
- Sleep Powder: Accuracy ↑ 5
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
- Sleep Powder: Move Gauge Refresh 3
- Move: Sleep Powder Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 5 Energy, 60 Sync Orb(s)
- Sleep Powder: Accuracy 10
- Sleep Powder: Accuracy ↑ 10
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
- Rude Awakening 3
- Powers up the user’s sync moves when the target is asleep.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
- Good Night-mare 3
- Powers up the user’s moves when the target is asleep.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
- Pinpoint Entry 1
- Raises the user’s accuracy by 1 stat rank when it enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 37 | Cost: 3 Energy, 36 Sync Orb(s)
- Bullet Seed: Power 1
- Bullet Seed: Power ↑ 1
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
- X Speed: MP Refresh 3
- Move: X Speed Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 5 Energy, 60 Sync Orb(s)
- Wide Awake
- Prevents the user from falling asleep.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Bullet Seed: Power 1
- Bullet Seed: Power ↑ 1
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
- First Aid 2
- Restores the user’s HP by approximately 20% of its maximum HP the first time it is in a pinch each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 9 Energy, 108 Sync Orb(s)
- Speeding Sun 2
- Quickly charges the move gauge when the weather is sunny.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
- Healing Sun 1
- Restores the user’s HP whenever its Pokémon takes an action while the weather is sunny.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Old Growth Razor Leaf: Power 25
- Old Growth Razor Leaf: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Old Growth Razor Leaf: Power 25
- Old Growth Razor Leaf: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Wulfric
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Ice Fang: Accuracy 5
- Ice Fang: Accuracy ↑ 5
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
- Ice Fang: Move Gauge Refresh 3
- Move: Ice Fang Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Ice Fang: Power 4
- Ice Fang: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Ice Fang: Power 4
- Ice Fang: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Ice Fang: Hostile Environment 1
- Move: Ice Fang Raises the chance of inflicting status conditions with the additional effects of moves.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
- Ice Fang: Hostile Environment 1
- Move: Ice Fang Raises the chance of inflicting status conditions with the additional effects of moves.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
- Ice Fang: Freeze Synergy 3
- Move: Ice Fang Powers up the user’s moves when the target is frozen.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 9 Energy, 108 Sync Orb(s)
- Ice Fang: Aggravation 2
- Move: Ice Fang Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 5 Energy, 60 Sync Orb(s)
- Headstrong
- Attack cannot be lowered.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
- Avalanche: Power 3
- Avalanche: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
- Avalanche: Move Gauge Refresh 3
- Move: Avalanche Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
- Avalanche: Power 3
- Avalanche: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 3 Energy, 36 Sync Orb(s)
- Avalanche: Power 3
- Avalanche: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
- Avalanche: Power Reserves 2
- Move: Avalanche Powers up the user’s moves when in a pinch.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
- Endurance
- When the user enters battle with full HP, applies the Enduring effect to it.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 8 Energy, 96 Sync Orb(s)
- Avalanche: Superduper Effective 2
- Move: Avalanche Powers up moves that are super effective.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
- Ice Fang: Power 4
- Ice Fang: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
- Ice Fang: Power 4
- Ice Fang: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
- Ice Fang: Power 4
- Ice Fang: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
- Sentry Entry 1
- Raises the user’s Defense by 1 stat rank when it enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
- Outstanding!: MP Refresh 3
- Move: Outstanding! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 9 Energy, 108 Sync Orb(s)
- Outstanding!: Shielding Strikes 2
- Move: Outstanding! Raises the user’s Defense by 2 stat ranks when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 37 | Cost: 8 Energy, 96 Sync Orb(s)
- Sharp Entry 1
- Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 5 Energy, 60 Sync Orb(s)
- Snow Shelter
- Protects the user from damage from a hailstorm.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Avalanche: Power 3
- Avalanche: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Avalanche: Power 3
- Avalanche: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- X Attack: MP Refresh 3
- Move: X Attack Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
- Invigorating Hail 3
- Powers up the user’s moves during a hailstorm.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Double Down 5
- Powers up sync moves that are super effective.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
- Healing Hail 1
- Restores the user’s HP whenever its Pokémon takes an action during a hailstorm.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Unstoppable Avalanche: Power 25
- Unstoppable Avalanche: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Unstoppable Avalanche: Power 25
- Unstoppable Avalanche: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
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