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- π 2.8 Sync Grid Expansion
- π€ Sync Pairs : Silver & Ho-Oh
- π Cell 1 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Solar Beam: Power 3
- Solar Beam: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Solar Beam: Power 3
- Solar Beam: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Solar Beam: Power 3
- Solar Beam: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 13 | Cost: 4 Energy, 48 πͺ 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
- π Cell 14 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Solar Beam: Move Gauge Refresh 2
- Move: Solar Beam Has a moderate chance of charging the userβs 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
- π Cell 15 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Solar Beam: Power 5
- Solar Beam: Power β 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 16 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Solar Beam: Charging Sun 3
- Move: Solar Beam Powers up moves when the weather is sunny.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 17 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Power Reserves 4
- Powers up moves in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Sacred Fire: Power 3
- Sacred Fire: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Sacred Fire: Accuracy 5
- Sacred Fire: Accuracy β 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Sacred Fire: Power 3
- Sacred Fire: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 24 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Sacred Fire: Move Gauge Refresh 2
- Move: Sacred Fire Has a moderate chance of charging the userβs 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
- π Cell 25 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Sacred Fire: Power 5
- Sacred Fire: Power β 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 26 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Sacred Fire: Power 5
- Sacred Fire: Power β 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 27 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Sacred Fire: Move Gauge Refresh 3
- Move: Sacred Fire Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 28 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Sacred Fire: Hostile Environment 1
- Move: Sacred Fire 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 3 or higher
- π Cell 29 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Overheat: Power 3
- Overheat: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Iβll Show You!: MP Refresh 2
- Move: Iβll Show You! Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 33 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Ramming Speed
- The more the userβs Speed has been raised, the more it powers up moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 34 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Fast-Track 3
- Has a moderately good chance of raising the PokΓ©monβs Speed after it uses a move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Overheat: Accuracy 5
- Overheat: Accuracy β 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 36 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Inertia
- The higher the userβs Speed, the more it powers up sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 37 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Solar Flare 5
- Powers up sync moves when the weather is sunny.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Overheat: Accuracy 5
- Overheat: Accuracy β 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Overheat: Power 3
- Overheat: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Overheat: Power 5
- Overheat: Power β 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Overheat: Move Gauge Refresh 3
- Move: Overheat Has a moderately good chance of charging the userβs 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
- π Cell 44 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Overheat: Power 5
- Overheat: Power β 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Overheat: Mind Swell 2
- Move: Overheat Has a moderate chance of raising the userβs Sp. Atk when the userβs PokΓ©mon uses a move.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Sacred Fire: Burn Synergy 3
- Move: Sacred Fire Powers up moves when the target is burned.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Power-Hungry Sacred Fire: Power 25
- Power-Hungry Sacred Fire: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Power-Hungry Sacred Fire: Power 25
- Power-Hungry Sacred Fire: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ==========================================
- π€ Sync Pairs : Ghetsis
- π Cell 1 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Glaciate: Power 3
- Glaciate: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Glaciate: Power 3
- Glaciate: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 13 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Glaciate: Power 3
- Glaciate: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 14 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Glaciate: Move Gauge Refresh 3
- Move: Glaciate Has a moderately good chance of charging the userβs 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
- π Cell 15 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Absolute Zero Glaciate: Power 25
- Absolute Zero Glaciate: Power β 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 16 | Cost: 4 Energy, 48 πͺ 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
- π Cell 17 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Glaciate: Cold Snap 2
- Move: Glaciate Has a moderate chance of leaving the target frozen when a move targeting an opponent is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Dragon Breath: Move Gauge Refresh 3
- Move: Dragon Breath Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Dragon Breath: Power 4
- Dragon Breath: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 22 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Dragon Breath: Power 4
- Dragon Breath: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Dragon Breath: Hostile Environment 1
- Move: Dragon Breath 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
- π Cell 24 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Dragon Breath: Power 4
- Dragon Breath: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Absolute Zero Glaciate: Power 25
- Absolute Zero Glaciate: Power β 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 26 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Paralysis Synergy 3
- Powers up moves when the target is paralyzed.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 27 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 28 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 29 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Noble Roar: Move Gauge Refresh 3
- Move: Noble Roar Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Dragon Breath: Power 4
- Dragon Breath: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Dragon Breath: Power 4
- Dragon Breath: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 32 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Noble Roar: Move Gauge Refresh 3
- Move: Noble Roar Has a moderately good chance of charging the userβs 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
- π Cell 33 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Overpower
- The more the opponentβs Sp. Atk has been lowered, the more it powers up moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 34 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Pecking Order
- The more the targetβs Attack is lowered, the more it powers up sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Noble Roar: Double Drop
- Move: Noble Roar When an opponentβs stat is lowered, it is lowered by double the stat ranks.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 36 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 37 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 38 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Glaciate: Accuracy 5
- Glaciate: Accuracy β 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Glaciate: Power 3
- Glaciate: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Mwahaha!: MP Refresh 3
- Move: Mwahaha! Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Stamina Reserves 6
- Once per battle, charges the userβs move gauge by six when the user is in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Power Reserves 3
- Powers up moves in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Endurance
- If the PokΓ©mon enters battle with full HP, allows it to endure the next hit it takes that would reduce it to 0 HP.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Absolute Zero Glaciate: Power 25
- Absolute Zero Glaciate: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Absolute Zero Glaciate: Power 25
- Absolute Zero Glaciate: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ==========================================
- π€ Sync Pairs : Nessa
- π Cell 1 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Razor Shell: Power 3
- Razor Shell: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Razor Shell: Accuracy 5
- Razor Shell: Accuracy β 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Vigilance
- The PokΓ©mon is protected against critical hits.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 13 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Razor Shell: Power 3
- Razor Shell: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 14 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Razor Shell: Move Gauge Refresh 2
- Move: Razor Shell Has a moderate chance of charging the userβs 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
- π Cell 15 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Relentless
- The more the targetβs Defense has been lowered, the more this powers up sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 16 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Razor Shell: Power 3
- Razor Shell: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 17 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Razor Shell: Critical Focus 1
- Move: Razor Shell Raises the userβs critical-hit rate when the user lands a critical hit.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Rock Tomb: Power 4
- Rock Tomb: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Rock Tomb: Power 4
- Rock Tomb: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Rock Tomb: Move Gauge Refresh 3
- Move: Rock Tomb Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Rock Tomb: Power 4
- Rock Tomb: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 22 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Rock Tomb: Accuracy 5
- Rock Tomb: Accuracy β 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Rock Tomb: Power 4
- Rock Tomb: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 24 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Cakewalk
- The more the targetβs Speed is lowered, the more it powers up sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Sp. Def 20
- Sp. Def 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 26 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Hunterβs Instinct
- The more the targetβs Speed is lowered, the more it powers up moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 27 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 28 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 29 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Wash βEm Away!: MP Refresh 3
- Move: Wash βEm Away! Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Rock Tomb: Power 4
- Rock Tomb: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Racing Rain 3
- Quickly charges the move gauge when the weather is rainy.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 32 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Razor Shell: Power 3
- Razor Shell: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 33 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Shower Power 5
- Powers up sync moves when the weather is rainy.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 34 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Raging Rain 3
- Powers up moves when the weather is rainy.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 36 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 37 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 38 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Jaw Lock: Power 3
- Jaw Lock: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Jaw Lock: Power 3
- Jaw Lock: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Jaw Lock: Power 3
- Jaw Lock: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Jaw Lock: Move Gauge Refresh 2
- Move: Jaw Lock Has a moderate chance of charging the userβs 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
- π Cell 44 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Jaw Lock: Power 3
- Jaw Lock: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Restrained Recovery 1
- Restores the PokΓ©monβs HP whenever it takes an action while it is restrained.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Hold Hostage 2
- Powers up moves when the target is restrained.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Flood the Stadium Liquidation: Power 25
- Flood the Stadium Liquidation: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Flood the Stadium Liquidation: Power 25
- Flood the Stadium Liquidation: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ==========================================
- π€ Sync Pairs : Bea
- π Cell 1 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Meteor Assault: Power 2
- Meteor Assault: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 13 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Meteor Assault: Power 2
- Meteor Assault: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 14 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Meteor Assault: Move Gauge Refresh 1
- Move: Meteor Assault Has a small chance of charging the userβs 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
- π Cell 15 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Worthy Foe Meteor Assault: Power 25
- Worthy Foe Meteor Assault: Power β 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 16 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Worthy Foe Meteor Assault: Power 25
- Worthy Foe Meteor Assault: Power β 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 17 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Meteor Assault: Critical Charge 9
- Move: Meteor Assault Charges the userβs move gauge by one when the user lands a critical hit.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Meteor Assault: Power 2
- Meteor Assault: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 24 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Critical Ferocity 2
- Has a moderate chance of raising the userβs Attack when the userβs move is a critical hit.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Hold Strong!: MP Refresh 2
- Move: Hold Strong! Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 26 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Worthy Foe Meteor Assault: Power 25
- Worthy Foe Meteor Assault: Power β 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 27 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Worthy Foe Meteor Assault: Power 25
- Worthy Foe Meteor Assault: Power β 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 28 | Cost: 10 Energy, 120 πͺ 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
- π Cell 29 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Meteor Assault: Power 2
- Meteor Assault: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Nervous Energy 1
- Raises the userβs Speed whenever the user is confused, flinching, or trapped.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- π Cell 33 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- X Speed: MP Refresh 2
- Move: X Speed Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 34 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Meteor Assault: Power 2
- Meteor Assault: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Agile Entry 1
- Raises the userβs evasiveness when the PokΓ©mon enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 36 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Meteor Assault: Critical Clock 1
- Move: Meteor Assault Has a small chance of reducing the sync move countdown by one when the user lands a critical hit.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 37 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Inertia
- The higher the userβs Speed, the more it powers up sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- X Speed: MP Refresh 2
- Move: X Speed Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 4 Energy, 48 πͺ 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
- π Cell 43 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- X Attack: MP Refresh 2
- Move: X Attack Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 3 Energy, 36 πͺ Sync Orb(s)
- Meteor Assault: Power 2
- Meteor Assault: Power β 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- On the Run 3
- Once per battle, drastically raises the userβs evasiveness in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Sharp Entry 1
- Raises the userβs critical-hit rate when the PokΓ©mon enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Worthy Foe Meteor Assault: Power 25
- Worthy Foe Meteor Assault: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Worthy Foe Meteor Assault: Power 25
- Worthy Foe Meteor Assault: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ==========================================
- π€ Sync Pairs : Raihan
- π Cell 1 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- π Cell 2 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- π Cell 3 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- π Cell 4 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- π Cell 5 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- π Cell 6 | Cost: 0 Energy, 5 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- π Cell 7 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Steel Beam: Power 3
- Steel Beam: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Steel Beam: Accuracy 5
- Steel Beam: Accuracy β 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Steel Beam: Power 3
- Steel Beam: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 13 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Steel Beam: Power 3
- Steel Beam: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 14 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Steel Beam: Move Gauge Refresh 3
- Move: Steel Beam Has a moderately good chance of charging the userβs 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
- π Cell 15 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Steel Beam: Power 3
- Steel Beam: Power β 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 16 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Recoil Removal
- Negates recoil damage when using moves that have recoil in the effect tag.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 17 | Cost: 12 Energy, 144 πͺ Sync Orb(s)
- Grand Entry 2
- Sharply raises the userβs Sp. Atk when the PokΓ©mon enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Sand Shelter
- Protects the PokΓ©mon from damage from a sandstorm.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Rock Slide: Power 4
- Rock Slide: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Rock Slide: Accuracy 5
- Rock Slide: Accuracy β 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Rock Slide: Power 4
- Rock Slide: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 24 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Rock Slide: Accuracy 5
- Rock Slide: Accuracy β 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Rock Slide: Move Gauge Refresh 3
- Move: Rock Slide Has a moderately good chance of charging the userβs 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
- π Cell 26 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Sands of Time 3
- Quickly charges the move gauge in a sandstorm.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 27 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Sand Blaster 5
- Powers up sync moves in a sandstorm.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 28 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Surging Sand 3
- Powers up moves in a sandstorm.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 29 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Dragon Pulse: Power 4
- Dragon Pulse: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Dragon Pulse: Power 4
- Dragon Pulse: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Dragon Pulse: Move Gauge Refresh 3
- Move: Dragon Pulse Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- π Cell 33 | Cost: 9 Energy, 108 πͺ Sync Orb(s)
- Stoic 2
- Has a moderate chance of raising the PokΓ©monβs Defense after it uses a move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 34 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Dragon Pulse: Move Gauge Refresh 3
- Move: Dragon Pulse Has a moderately good chance of charging the userβs 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
- π Cell 35 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Dragon Pulse: Power 4
- Dragon Pulse: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 36 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Tough Cookie
- The more the userβs Defense has been raised, the more it powers up moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 37 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Focus Rush 1
- Raises the userβs critical-hit rate after using a sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 2 Energy, 24 πͺ Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Sp. Atk 10
- Sp. Atk 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Unflappable
- Prevents the PokΓ©mon from flinching.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 4 Energy, 48 πͺ Sync Orb(s)
- Rock Slide: Power 4
- Rock Slide: Power β 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 8 Energy, 96 πͺ Sync Orb(s)
- Burst In
- Ensures that the userβs next attack will be a critical hit when the PokΓ©mon enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 7 Energy, 84 πͺ Sync Orb(s)
- Top This!: MP Refresh 2
- Move: Top This! Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 6 Energy, 72 πͺ Sync Orb(s)
- Pinpoint Entry 1
- Raises the userβs accuracy when the PokΓ©mon enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 9 Energy, 108 πͺ Sync Orb(s)
- Entry Freebie
- Applies the Free Move Next effect to the user when the PokΓ©mon enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 10 Energy, 120 πͺ Sync Orb(s)
- Supreme Entry
- Applies the Supereffective β Next effect to the user when the PokΓ©mon enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Storm Clout Steel Beam: Power 25
- Storm Clout Steel Beam: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 πͺ Sync Orb(s)
- Storm Clout Steel Beam: Power 25
- Storm Clout Steel Beam: Power β 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
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