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πŸ’  2.8 Sync Grid Expansion

Apr 26th, 2021
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  1. πŸ’  2.8 Sync Grid Expansion
  2.  
  3. 🀝 Sync Pairs : Silver & Ho-Oh
  4. πŸ’  Cell 1 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  5. HP 10
  6. HP 10
  7. Color Grid: Blue
  8.  
  9. πŸ’  Cell 2 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  10. Attack 5
  11. Attack 5
  12. Color Grid: Blue
  13.  
  14. πŸ’  Cell 3 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  15. Defense 5
  16. Defense 5
  17. Color Grid: Blue
  18.  
  19. πŸ’  Cell 4 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  20. Sp. Atk 5
  21. Sp. Atk 5
  22. Color Grid: Blue
  23.  
  24. πŸ’  Cell 5 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  25. Sp. Def 5
  26. Sp. Def 5
  27. Color Grid: Blue
  28.  
  29. πŸ’  Cell 6 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  30. Speed 5
  31. Speed 5
  32. Color Grid: Blue
  33.  
  34. πŸ’  Cell 7 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  35. Sp. Atk 5
  36. Sp. Atk 5
  37. Color Grid: Blue
  38. 1 or more adjacent tiles must be activated
  39.  
  40. πŸ’  Cell 8 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  41. Solar Beam: Power 3
  42. Solar Beam: Power ↑ 3
  43. Color Grid: Green
  44. 1 or more adjacent tiles must be activated
  45.  
  46. πŸ’  Cell 9 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  47. Solar Beam: Power 3
  48. Solar Beam: Power ↑ 3
  49. Color Grid: Green
  50. 1 or more adjacent tiles must be activated
  51.  
  52. πŸ’  Cell 10 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  53. Defense 5
  54. Defense 5
  55. Color Grid: Blue
  56. 1 or more adjacent tiles must be activated
  57.  
  58. πŸ’  Cell 11 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  59. Sp. Atk 5
  60. Sp. Atk 5
  61. Color Grid: Blue
  62. 1 or more adjacent tiles must be activated
  63.  
  64. πŸ’  Cell 12 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  65. Solar Beam: Power 3
  66. Solar Beam: Power ↑ 3
  67. Color Grid: Green
  68. 1 or more adjacent tiles must be activated
  69.  
  70. πŸ’  Cell 13 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  71. Speed 10
  72. Speed 10
  73. Color Grid: Blue
  74. 1 or more adjacent tiles must be activated
  75. Move level must be 2 or higher
  76.  
  77. πŸ’  Cell 14 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  78. Solar Beam: Move Gauge Refresh 2
  79. Move: Solar Beam Has a moderate chance of charging the user’s move gauge by one when a move is successful.
  80. Color Grid: Red
  81. 1 or more adjacent tiles must be activated
  82. Move level must be 2 or higher
  83.  
  84. πŸ’  Cell 15 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  85. Solar Beam: Power 5
  86. Solar Beam: Power ↑ 5
  87. Color Grid: Green
  88. 1 or more adjacent tiles must be activated
  89. Move level must be 2 or higher
  90.  
  91. πŸ’  Cell 16 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  92. Solar Beam: Charging Sun 3
  93. Move: Solar Beam Powers up moves when the weather is sunny.
  94. Color Grid: Red
  95. 1 or more adjacent tiles must be activated
  96. Move level must be 3 or higher
  97.  
  98. πŸ’  Cell 17 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  99. Power Reserves 4
  100. Powers up moves in a pinch.
  101. Color Grid: Yellow
  102. 1 or more adjacent tiles must be activated
  103. Move level must be 3 or higher
  104.  
  105. πŸ’  Cell 18 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  106. Speed 5
  107. Speed 5
  108. Color Grid: Blue
  109. 1 or more adjacent tiles must be activated
  110.  
  111. πŸ’  Cell 19 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  112. Sp. Atk 5
  113. Sp. Atk 5
  114. Color Grid: Blue
  115. 1 or more adjacent tiles must be activated
  116.  
  117. πŸ’  Cell 20 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  118. Speed 5
  119. Speed 5
  120. Color Grid: Blue
  121. 1 or more adjacent tiles must be activated
  122.  
  123. πŸ’  Cell 21 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  124. Sacred Fire: Power 3
  125. Sacred Fire: Power ↑ 3
  126. Color Grid: Green
  127. 1 or more adjacent tiles must be activated
  128.  
  129. πŸ’  Cell 22 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  130. Sacred Fire: Accuracy 5
  131. Sacred Fire: Accuracy ↑ 5
  132. Color Grid: Green
  133. 1 or more adjacent tiles must be activated
  134.  
  135. πŸ’  Cell 23 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  136. Sacred Fire: Power 3
  137. Sacred Fire: Power ↑ 3
  138. Color Grid: Green
  139. 1 or more adjacent tiles must be activated
  140.  
  141. πŸ’  Cell 24 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  142. Sacred Fire: Move Gauge Refresh 2
  143. Move: Sacred Fire Has a moderate chance of charging the user’s move gauge by one when a move is successful.
  144. Color Grid: Red
  145. 1 or more adjacent tiles must be activated
  146. Move level must be 2 or higher
  147.  
  148. πŸ’  Cell 25 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  149. Sacred Fire: Power 5
  150. Sacred Fire: Power ↑ 5
  151. Color Grid: Green
  152. 1 or more adjacent tiles must be activated
  153. Move level must be 2 or higher
  154.  
  155. πŸ’  Cell 26 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  156. Sacred Fire: Power 5
  157. Sacred Fire: Power ↑ 5
  158. Color Grid: Green
  159. 1 or more adjacent tiles must be activated
  160. Move level must be 2 or higher
  161.  
  162. πŸ’  Cell 27 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  163. Sacred Fire: Move Gauge Refresh 3
  164. Move: Sacred Fire Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  165. Color Grid: Red
  166. 1 or more adjacent tiles must be activated
  167. Move level must be 3 or higher
  168.  
  169. πŸ’  Cell 28 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  170. Sacred Fire: Hostile Environment 1
  171. Move: Sacred Fire Raises the chance of inflicting status conditions with the additional effects of moves.
  172. Color Grid: Red
  173. 1 or more adjacent tiles must be activated
  174. Move level must be 3 or higher
  175.  
  176. πŸ’  Cell 29 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  177. Overheat: Power 3
  178. Overheat: Power ↑ 3
  179. Color Grid: Green
  180. 1 or more adjacent tiles must be activated
  181.  
  182. πŸ’  Cell 30 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  183. Sp. Atk 5
  184. Sp. Atk 5
  185. Color Grid: Blue
  186. 1 or more adjacent tiles must be activated
  187.  
  188. πŸ’  Cell 31 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  189. I’ll Show You!: MP Refresh 2
  190. Move: I’ll Show You! Has a moderate chance of restoring one MP of the move used if the move is successful.
  191. Color Grid: Red
  192. 1 or more adjacent tiles must be activated
  193.  
  194. πŸ’  Cell 32 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  195. Sp. Atk 5
  196. Sp. Atk 5
  197. Color Grid: Blue
  198. 1 or more adjacent tiles must be activated
  199.  
  200. πŸ’  Cell 33 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  201. Ramming Speed
  202. The more the user’s Speed has been raised, the more it powers up moves.
  203. Color Grid: Yellow
  204. 1 or more adjacent tiles must be activated
  205. Move level must be 2 or higher
  206.  
  207. πŸ’  Cell 34 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  208. Fast-Track 3
  209. Has a moderately good chance of raising the PokΓ©mon’s Speed after it uses a move.
  210. Color Grid: Yellow
  211. 1 or more adjacent tiles must be activated
  212. Move level must be 2 or higher
  213.  
  214. πŸ’  Cell 35 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  215. Overheat: Accuracy 5
  216. Overheat: Accuracy ↑ 5
  217. Color Grid: Green
  218. 1 or more adjacent tiles must be activated
  219. Move level must be 2 or higher
  220.  
  221. πŸ’  Cell 36 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  222. Inertia
  223. The higher the user’s Speed, the more it powers up sync moves.
  224. Color Grid: Yellow
  225. 1 or more adjacent tiles must be activated
  226. Move level must be 3 or higher
  227.  
  228. πŸ’  Cell 37 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  229. Solar Flare 5
  230. Powers up sync moves when the weather is sunny.
  231. Color Grid: Yellow
  232. 1 or more adjacent tiles must be activated
  233. Move level must be 3 or higher
  234.  
  235. πŸ’  Cell 38 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  236. Overheat: Accuracy 5
  237. Overheat: Accuracy ↑ 5
  238. Color Grid: Green
  239. 1 or more adjacent tiles must be activated
  240.  
  241. πŸ’  Cell 39 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  242. Sp. Atk 5
  243. Sp. Atk 5
  244. Color Grid: Blue
  245. 1 or more adjacent tiles must be activated
  246.  
  247. πŸ’  Cell 40 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  248. Overheat: Power 3
  249. Overheat: Power ↑ 3
  250. Color Grid: Green
  251. 1 or more adjacent tiles must be activated
  252.  
  253. πŸ’  Cell 41 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  254. Speed 5
  255. Speed 5
  256. Color Grid: Blue
  257. 1 or more adjacent tiles must be activated
  258.  
  259. πŸ’  Cell 42 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  260. Overheat: Power 5
  261. Overheat: Power ↑ 5
  262. Color Grid: Green
  263. 1 or more adjacent tiles must be activated
  264. Move level must be 2 or higher
  265.  
  266. πŸ’  Cell 43 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  267. Overheat: Move Gauge Refresh 3
  268. Move: Overheat Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  269. Color Grid: Red
  270. 1 or more adjacent tiles must be activated
  271. Move level must be 2 or higher
  272.  
  273. πŸ’  Cell 44 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  274. Overheat: Power 5
  275. Overheat: Power ↑ 5
  276. Color Grid: Green
  277. 1 or more adjacent tiles must be activated
  278. Move level must be 2 or higher
  279.  
  280. πŸ’  Cell 45 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  281. Overheat: Mind Swell 2
  282. Move: Overheat Has a moderate chance of raising the user’s Sp. Atk when the user’s PokΓ©mon uses a move.
  283. Color Grid: Red
  284. 1 or more adjacent tiles must be activated
  285. Move level must be 3 or higher
  286.  
  287. πŸ’  Cell 46 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  288. Sacred Fire: Burn Synergy 3
  289. Move: Sacred Fire Powers up moves when the target is burned.
  290. Color Grid: Red
  291. 1 or more adjacent tiles must be activated
  292. Move level must be 3 or higher
  293.  
  294. πŸ’  Cell 47 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  295. Power-Hungry Sacred Fire: Power 25
  296. Power-Hungry Sacred Fire: Power ↑ 25
  297. Color Grid: Purple
  298. 1 or more adjacent tiles must be activated
  299. Move level must be 3 or higher
  300.  
  301. πŸ’  Cell 48 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  302. Power-Hungry Sacred Fire: Power 25
  303. Power-Hungry Sacred Fire: Power ↑ 25
  304. Color Grid: Purple
  305. 1 or more adjacent tiles must be activated
  306. Move level must be 3 or higher
  307.  
  308. ==========================================
  309. 🀝 Sync Pairs : Ghetsis
  310. πŸ’  Cell 1 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  311. HP 10
  312. HP 10
  313. Color Grid: Blue
  314.  
  315. πŸ’  Cell 2 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  316. Sp. Atk 5
  317. Sp. Atk 5
  318. Color Grid: Blue
  319.  
  320. πŸ’  Cell 3 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  321. Defense 5
  322. Defense 5
  323. Color Grid: Blue
  324.  
  325. πŸ’  Cell 4 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  326. Sp. Atk 5
  327. Sp. Atk 5
  328. Color Grid: Blue
  329.  
  330. πŸ’  Cell 5 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  331. Sp. Def 5
  332. Sp. Def 5
  333. Color Grid: Blue
  334.  
  335. πŸ’  Cell 6 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  336. Speed 5
  337. Speed 5
  338. Color Grid: Blue
  339.  
  340. πŸ’  Cell 7 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  341. Defense 5
  342. Defense 5
  343. Color Grid: Blue
  344. 1 or more adjacent tiles must be activated
  345.  
  346. πŸ’  Cell 8 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  347. Defense 5
  348. Defense 5
  349. Color Grid: Blue
  350. 1 or more adjacent tiles must be activated
  351.  
  352. πŸ’  Cell 9 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  353. Defense 5
  354. Defense 5
  355. Color Grid: Blue
  356. 1 or more adjacent tiles must be activated
  357.  
  358. πŸ’  Cell 10 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  359. HP 10
  360. HP 10
  361. Color Grid: Blue
  362. 1 or more adjacent tiles must be activated
  363.  
  364. πŸ’  Cell 11 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  365. Glaciate: Power 3
  366. Glaciate: Power ↑ 3
  367. Color Grid: Green
  368. 1 or more adjacent tiles must be activated
  369.  
  370. πŸ’  Cell 12 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  371. Glaciate: Power 3
  372. Glaciate: Power ↑ 3
  373. Color Grid: Green
  374. 1 or more adjacent tiles must be activated
  375. Move level must be 2 or higher
  376.  
  377. πŸ’  Cell 13 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  378. Glaciate: Power 3
  379. Glaciate: Power ↑ 3
  380. Color Grid: Green
  381. 1 or more adjacent tiles must be activated
  382.  
  383. πŸ’  Cell 14 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  384. Glaciate: Move Gauge Refresh 3
  385. Move: Glaciate Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  386. Color Grid: Red
  387. 1 or more adjacent tiles must be activated
  388. Move level must be 2 or higher
  389.  
  390. πŸ’  Cell 15 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  391. Absolute Zero Glaciate: Power 25
  392. Absolute Zero Glaciate: Power ↑ 25
  393. Color Grid: Green
  394. 1 or more adjacent tiles must be activated
  395. Move level must be 3 or higher
  396.  
  397. πŸ’  Cell 16 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  398. Sp. Atk 10
  399. Sp. Atk 10
  400. Color Grid: Blue
  401. 1 or more adjacent tiles must be activated
  402. Move level must be 2 or higher
  403.  
  404. πŸ’  Cell 17 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  405. Glaciate: Cold Snap 2
  406. Move: Glaciate Has a moderate chance of leaving the target frozen when a move targeting an opponent is successful.
  407. Color Grid: Red
  408. 1 or more adjacent tiles must be activated
  409. Move level must be 3 or higher
  410.  
  411. πŸ’  Cell 18 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  412. Speed 5
  413. Speed 5
  414. Color Grid: Blue
  415. 1 or more adjacent tiles must be activated
  416.  
  417. πŸ’  Cell 19 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  418. Sp. Atk 5
  419. Sp. Atk 5
  420. Color Grid: Blue
  421. 1 or more adjacent tiles must be activated
  422.  
  423. πŸ’  Cell 20 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  424. Dragon Breath: Move Gauge Refresh 3
  425. Move: Dragon Breath Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  426. Color Grid: Red
  427. 1 or more adjacent tiles must be activated
  428.  
  429. πŸ’  Cell 21 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  430. Dragon Breath: Power 4
  431. Dragon Breath: Power ↑ 4
  432. Color Grid: Green
  433. 1 or more adjacent tiles must be activated
  434. Move level must be 2 or higher
  435.  
  436. πŸ’  Cell 22 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  437. Dragon Breath: Power 4
  438. Dragon Breath: Power ↑ 4
  439. Color Grid: Green
  440. 1 or more adjacent tiles must be activated
  441.  
  442. πŸ’  Cell 23 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  443. Dragon Breath: Hostile Environment 1
  444. Move: Dragon Breath Raises the chance of inflicting status conditions with the additional effects of moves.
  445. Color Grid: Red
  446. 1 or more adjacent tiles must be activated
  447. Move level must be 2 or higher
  448.  
  449. πŸ’  Cell 24 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  450. Dragon Breath: Power 4
  451. Dragon Breath: Power ↑ 4
  452. Color Grid: Green
  453. 1 or more adjacent tiles must be activated
  454. Move level must be 2 or higher
  455.  
  456. πŸ’  Cell 25 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  457. Absolute Zero Glaciate: Power 25
  458. Absolute Zero Glaciate: Power ↑ 25
  459. Color Grid: Green
  460. 1 or more adjacent tiles must be activated
  461. Move level must be 3 or higher
  462.  
  463. πŸ’  Cell 26 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  464. Paralysis Synergy 3
  465. Powers up moves when the target is paralyzed.
  466. Color Grid: Yellow
  467. 1 or more adjacent tiles must be activated
  468. Move level must be 3 or higher
  469.  
  470. πŸ’  Cell 27 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  471. Speed 5
  472. Speed 5
  473. Color Grid: Blue
  474. 1 or more adjacent tiles must be activated
  475.  
  476. πŸ’  Cell 28 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  477. Sp. Atk 5
  478. Sp. Atk 5
  479. Color Grid: Blue
  480. 1 or more adjacent tiles must be activated
  481.  
  482. πŸ’  Cell 29 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  483. Noble Roar: Move Gauge Refresh 3
  484. Move: Noble Roar Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  485. Color Grid: Red
  486. 1 or more adjacent tiles must be activated
  487.  
  488. πŸ’  Cell 30 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  489. Dragon Breath: Power 4
  490. Dragon Breath: Power ↑ 4
  491. Color Grid: Green
  492. 1 or more adjacent tiles must be activated
  493.  
  494. πŸ’  Cell 31 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  495. Dragon Breath: Power 4
  496. Dragon Breath: Power ↑ 4
  497. Color Grid: Green
  498. 1 or more adjacent tiles must be activated
  499. Move level must be 2 or higher
  500.  
  501. πŸ’  Cell 32 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  502. Noble Roar: Move Gauge Refresh 3
  503. Move: Noble Roar Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  504. Color Grid: Red
  505. 1 or more adjacent tiles must be activated
  506. Move level must be 2 or higher
  507.  
  508. πŸ’  Cell 33 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  509. Overpower
  510. The more the opponent’s Sp. Atk has been lowered, the more it powers up moves.
  511. Color Grid: Yellow
  512. 1 or more adjacent tiles must be activated
  513. Move level must be 3 or higher
  514.  
  515. πŸ’  Cell 34 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  516. Pecking Order
  517. The more the target’s Attack is lowered, the more it powers up sync moves.
  518. Color Grid: Yellow
  519. 1 or more adjacent tiles must be activated
  520. Move level must be 2 or higher
  521.  
  522. πŸ’  Cell 35 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  523. Noble Roar: Double Drop
  524. Move: Noble Roar When an opponent’s stat is lowered, it is lowered by double the stat ranks.
  525. Color Grid: Red
  526. 1 or more adjacent tiles must be activated
  527. Move level must be 3 or higher
  528.  
  529. πŸ’  Cell 36 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  530. Sp. Def 5
  531. Sp. Def 5
  532. Color Grid: Blue
  533. 1 or more adjacent tiles must be activated
  534.  
  535. πŸ’  Cell 37 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  536. Sp. Def 5
  537. Sp. Def 5
  538. Color Grid: Blue
  539. 1 or more adjacent tiles must be activated
  540.  
  541. πŸ’  Cell 38 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  542. Sp. Def 5
  543. Sp. Def 5
  544. Color Grid: Blue
  545. 1 or more adjacent tiles must be activated
  546.  
  547. πŸ’  Cell 39 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  548. HP 10
  549. HP 10
  550. Color Grid: Blue
  551. 1 or more adjacent tiles must be activated
  552.  
  553. πŸ’  Cell 40 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  554. Speed 10
  555. Speed 10
  556. Color Grid: Blue
  557. 1 or more adjacent tiles must be activated
  558.  
  559. πŸ’  Cell 41 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  560. Glaciate: Accuracy 5
  561. Glaciate: Accuracy ↑ 5
  562. Color Grid: Green
  563. 1 or more adjacent tiles must be activated
  564.  
  565. πŸ’  Cell 42 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  566. Glaciate: Power 3
  567. Glaciate: Power ↑ 3
  568. Color Grid: Green
  569. 1 or more adjacent tiles must be activated
  570. Move level must be 2 or higher
  571.  
  572. πŸ’  Cell 43 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  573. Mwahaha!: MP Refresh 3
  574. Move: Mwahaha! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  575. Color Grid: Red
  576. 1 or more adjacent tiles must be activated
  577. Move level must be 2 or higher
  578.  
  579. πŸ’  Cell 44 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  580. Stamina Reserves 6
  581. Once per battle, charges the user’s move gauge by six when the user is in a pinch.
  582. Color Grid: Yellow
  583. 1 or more adjacent tiles must be activated
  584. Move level must be 2 or higher
  585.  
  586. πŸ’  Cell 45 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  587. Power Reserves 3
  588. Powers up moves in a pinch.
  589. Color Grid: Yellow
  590. 1 or more adjacent tiles must be activated
  591. Move level must be 3 or higher
  592.  
  593. πŸ’  Cell 46 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  594. Endurance
  595. 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.
  596. Color Grid: Yellow
  597. 1 or more adjacent tiles must be activated
  598. Move level must be 3 or higher
  599.  
  600. πŸ’  Cell 47 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  601. Absolute Zero Glaciate: Power 25
  602. Absolute Zero Glaciate: Power ↑ 25
  603. Color Grid: Purple
  604. 1 or more adjacent tiles must be activated
  605. Move level must be 3 or higher
  606.  
  607. πŸ’  Cell 48 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  608. Absolute Zero Glaciate: Power 25
  609. Absolute Zero Glaciate: Power ↑ 25
  610. Color Grid: Purple
  611. 1 or more adjacent tiles must be activated
  612. Move level must be 3 or higher
  613.  
  614. ==========================================
  615. 🀝 Sync Pairs : Nessa
  616. πŸ’  Cell 1 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  617. HP 10
  618. HP 10
  619. Color Grid: Blue
  620.  
  621. πŸ’  Cell 2 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  622. Attack 5
  623. Attack 5
  624. Color Grid: Blue
  625.  
  626. πŸ’  Cell 3 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  627. Defense 5
  628. Defense 5
  629. Color Grid: Blue
  630.  
  631. πŸ’  Cell 4 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  632. Attack 5
  633. Attack 5
  634. Color Grid: Blue
  635.  
  636. πŸ’  Cell 5 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  637. Sp. Def 5
  638. Sp. Def 5
  639. Color Grid: Blue
  640.  
  641. πŸ’  Cell 6 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  642. Speed 5
  643. Speed 5
  644. Color Grid: Blue
  645.  
  646. πŸ’  Cell 7 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  647. Attack 5
  648. Attack 5
  649. Color Grid: Blue
  650. 1 or more adjacent tiles must be activated
  651.  
  652. πŸ’  Cell 8 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  653. Speed 5
  654. Speed 5
  655. Color Grid: Blue
  656. 1 or more adjacent tiles must be activated
  657.  
  658. πŸ’  Cell 9 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  659. Razor Shell: Power 3
  660. Razor Shell: Power ↑ 3
  661. Color Grid: Green
  662. 1 or more adjacent tiles must be activated
  663.  
  664. πŸ’  Cell 10 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  665. Defense 5
  666. Defense 5
  667. Color Grid: Blue
  668. 1 or more adjacent tiles must be activated
  669.  
  670. πŸ’  Cell 11 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  671. Razor Shell: Accuracy 5
  672. Razor Shell: Accuracy ↑ 5
  673. Color Grid: Green
  674. 1 or more adjacent tiles must be activated
  675.  
  676. πŸ’  Cell 12 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  677. Vigilance
  678. The PokΓ©mon is protected against critical hits.
  679. Color Grid: Yellow
  680. 1 or more adjacent tiles must be activated
  681. Move level must be 2 or higher
  682.  
  683. πŸ’  Cell 13 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  684. Razor Shell: Power 3
  685. Razor Shell: Power ↑ 3
  686. Color Grid: Green
  687. 1 or more adjacent tiles must be activated
  688.  
  689. πŸ’  Cell 14 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  690. Razor Shell: Move Gauge Refresh 2
  691. Move: Razor Shell Has a moderate chance of charging the user’s move gauge by one when a move is successful.
  692. Color Grid: Red
  693. 1 or more adjacent tiles must be activated
  694. Move level must be 2 or higher
  695.  
  696. πŸ’  Cell 15 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  697. Relentless
  698. The more the target’s Defense has been lowered, the more this powers up sync moves.
  699. Color Grid: Yellow
  700. 1 or more adjacent tiles must be activated
  701. Move level must be 3 or higher
  702.  
  703. πŸ’  Cell 16 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  704. Razor Shell: Power 3
  705. Razor Shell: Power ↑ 3
  706. Color Grid: Green
  707. 1 or more adjacent tiles must be activated
  708. Move level must be 2 or higher
  709.  
  710. πŸ’  Cell 17 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  711. Razor Shell: Critical Focus 1
  712. Move: Razor Shell Raises the user’s critical-hit rate when the user lands a critical hit.
  713. Color Grid: Red
  714. 1 or more adjacent tiles must be activated
  715. Move level must be 3 or higher
  716.  
  717. πŸ’  Cell 18 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  718. Rock Tomb: Power 4
  719. Rock Tomb: Power ↑ 4
  720. Color Grid: Green
  721. 1 or more adjacent tiles must be activated
  722.  
  723. πŸ’  Cell 19 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  724. Rock Tomb: Power 4
  725. Rock Tomb: Power ↑ 4
  726. Color Grid: Green
  727. 1 or more adjacent tiles must be activated
  728.  
  729. πŸ’  Cell 20 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  730. Rock Tomb: Move Gauge Refresh 3
  731. Move: Rock Tomb Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  732. Color Grid: Red
  733. 1 or more adjacent tiles must be activated
  734.  
  735. πŸ’  Cell 21 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  736. Rock Tomb: Power 4
  737. Rock Tomb: Power ↑ 4
  738. Color Grid: Green
  739. 1 or more adjacent tiles must be activated
  740. Move level must be 2 or higher
  741.  
  742. πŸ’  Cell 22 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  743. Rock Tomb: Accuracy 5
  744. Rock Tomb: Accuracy ↑ 5
  745. Color Grid: Green
  746. 1 or more adjacent tiles must be activated
  747.  
  748. πŸ’  Cell 23 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  749. Rock Tomb: Power 4
  750. Rock Tomb: Power ↑ 4
  751. Color Grid: Green
  752. 1 or more adjacent tiles must be activated
  753. Move level must be 2 or higher
  754.  
  755. πŸ’  Cell 24 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  756. Cakewalk
  757. The more the target’s Speed is lowered, the more it powers up sync moves.
  758. Color Grid: Yellow
  759. 1 or more adjacent tiles must be activated
  760. Move level must be 2 or higher
  761.  
  762. πŸ’  Cell 25 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  763. Sp. Def 20
  764. Sp. Def 20
  765. Color Grid: Blue
  766. 1 or more adjacent tiles must be activated
  767. Move level must be 3 or higher
  768.  
  769. πŸ’  Cell 26 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  770. Hunter’s Instinct
  771. The more the target’s Speed is lowered, the more it powers up moves.
  772. Color Grid: Yellow
  773. 1 or more adjacent tiles must be activated
  774. Move level must be 3 or higher
  775.  
  776. πŸ’  Cell 27 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  777. Attack 5
  778. Attack 5
  779. Color Grid: Blue
  780. 1 or more adjacent tiles must be activated
  781.  
  782. πŸ’  Cell 28 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  783. Defense 5
  784. Defense 5
  785. Color Grid: Blue
  786. 1 or more adjacent tiles must be activated
  787.  
  788. πŸ’  Cell 29 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  789. Wash ’Em Away!: MP Refresh 3
  790. Move: Wash ’Em Away! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  791. Color Grid: Red
  792. 1 or more adjacent tiles must be activated
  793.  
  794. πŸ’  Cell 30 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  795. Rock Tomb: Power 4
  796. Rock Tomb: Power ↑ 4
  797. Color Grid: Green
  798. 1 or more adjacent tiles must be activated
  799.  
  800. πŸ’  Cell 31 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  801. Racing Rain 3
  802. Quickly charges the move gauge when the weather is rainy.
  803. Color Grid: Yellow
  804. 1 or more adjacent tiles must be activated
  805. Move level must be 2 or higher
  806.  
  807. πŸ’  Cell 32 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  808. Razor Shell: Power 3
  809. Razor Shell: Power ↑ 3
  810. Color Grid: Green
  811. 1 or more adjacent tiles must be activated
  812. Move level must be 2 or higher
  813.  
  814. πŸ’  Cell 33 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  815. Shower Power 5
  816. Powers up sync moves when the weather is rainy.
  817. Color Grid: Yellow
  818. 1 or more adjacent tiles must be activated
  819. Move level must be 3 or higher
  820.  
  821. πŸ’  Cell 34 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  822. HP 20
  823. HP 20
  824. Color Grid: Blue
  825. 1 or more adjacent tiles must be activated
  826. Move level must be 2 or higher
  827.  
  828. πŸ’  Cell 35 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  829. Raging Rain 3
  830. Powers up moves when the weather is rainy.
  831. Color Grid: Yellow
  832. 1 or more adjacent tiles must be activated
  833. Move level must be 3 or higher
  834.  
  835. πŸ’  Cell 36 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  836. HP 10
  837. HP 10
  838. Color Grid: Blue
  839. 1 or more adjacent tiles must be activated
  840.  
  841. πŸ’  Cell 37 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  842. Attack 5
  843. Attack 5
  844. Color Grid: Blue
  845. 1 or more adjacent tiles must be activated
  846.  
  847. πŸ’  Cell 38 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  848. Speed 5
  849. Speed 5
  850. Color Grid: Blue
  851. 1 or more adjacent tiles must be activated
  852.  
  853. πŸ’  Cell 39 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  854. HP 10
  855. HP 10
  856. Color Grid: Blue
  857. 1 or more adjacent tiles must be activated
  858.  
  859. πŸ’  Cell 40 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  860. Jaw Lock: Power 3
  861. Jaw Lock: Power ↑ 3
  862. Color Grid: Green
  863. 1 or more adjacent tiles must be activated
  864.  
  865. πŸ’  Cell 41 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  866. Jaw Lock: Power 3
  867. Jaw Lock: Power ↑ 3
  868. Color Grid: Green
  869. 1 or more adjacent tiles must be activated
  870.  
  871. πŸ’  Cell 42 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  872. Jaw Lock: Power 3
  873. Jaw Lock: Power ↑ 3
  874. Color Grid: Green
  875. 1 or more adjacent tiles must be activated
  876. Move level must be 2 or higher
  877.  
  878. πŸ’  Cell 43 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  879. Jaw Lock: Move Gauge Refresh 2
  880. Move: Jaw Lock Has a moderate chance of charging the user’s move gauge by one when a move is successful.
  881. Color Grid: Red
  882. 1 or more adjacent tiles must be activated
  883. Move level must be 2 or higher
  884.  
  885. πŸ’  Cell 44 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  886. Jaw Lock: Power 3
  887. Jaw Lock: Power ↑ 3
  888. Color Grid: Green
  889. 1 or more adjacent tiles must be activated
  890. Move level must be 2 or higher
  891.  
  892. πŸ’  Cell 45 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  893. Restrained Recovery 1
  894. Restores the PokΓ©mon’s HP whenever it takes an action while it is restrained.
  895. Color Grid: Yellow
  896. 1 or more adjacent tiles must be activated
  897. Move level must be 3 or higher
  898.  
  899. πŸ’  Cell 46 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  900. Hold Hostage 2
  901. Powers up moves when the target is restrained.
  902. Color Grid: Yellow
  903. 1 or more adjacent tiles must be activated
  904. Move level must be 3 or higher
  905.  
  906. πŸ’  Cell 47 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  907. Flood the Stadium Liquidation: Power 25
  908. Flood the Stadium Liquidation: Power ↑ 25
  909. Color Grid: Purple
  910. 1 or more adjacent tiles must be activated
  911. Move level must be 3 or higher
  912.  
  913. πŸ’  Cell 48 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  914. Flood the Stadium Liquidation: Power 25
  915. Flood the Stadium Liquidation: Power ↑ 25
  916. Color Grid: Purple
  917. 1 or more adjacent tiles must be activated
  918. Move level must be 3 or higher
  919.  
  920. ==========================================
  921. 🀝 Sync Pairs : Bea
  922. πŸ’  Cell 1 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  923. HP 10
  924. HP 10
  925. Color Grid: Blue
  926.  
  927. πŸ’  Cell 2 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  928. Attack 5
  929. Attack 5
  930. Color Grid: Blue
  931.  
  932. πŸ’  Cell 3 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  933. Defense 5
  934. Defense 5
  935. Color Grid: Blue
  936.  
  937. πŸ’  Cell 4 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  938. Attack 5
  939. Attack 5
  940. Color Grid: Blue
  941.  
  942. πŸ’  Cell 5 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  943. Sp. Def 5
  944. Sp. Def 5
  945. Color Grid: Blue
  946.  
  947. πŸ’  Cell 6 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  948. Speed 5
  949. Speed 5
  950. Color Grid: Blue
  951.  
  952. πŸ’  Cell 7 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  953. Speed 5
  954. Speed 5
  955. Color Grid: Blue
  956. 1 or more adjacent tiles must be activated
  957.  
  958. πŸ’  Cell 8 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  959. Speed 5
  960. Speed 5
  961. Color Grid: Blue
  962. 1 or more adjacent tiles must be activated
  963.  
  964. πŸ’  Cell 9 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  965. Attack 5
  966. Attack 5
  967. Color Grid: Blue
  968. 1 or more adjacent tiles must be activated
  969.  
  970. πŸ’  Cell 10 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  971. Attack 5
  972. Attack 5
  973. Color Grid: Blue
  974. 1 or more adjacent tiles must be activated
  975.  
  976. πŸ’  Cell 11 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  977. Meteor Assault: Power 2
  978. Meteor Assault: Power ↑ 2
  979. Color Grid: Green
  980. 1 or more adjacent tiles must be activated
  981.  
  982. πŸ’  Cell 12 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  983. Speed 10
  984. Speed 10
  985. Color Grid: Blue
  986. 1 or more adjacent tiles must be activated
  987.  
  988. πŸ’  Cell 13 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  989. Meteor Assault: Power 2
  990. Meteor Assault: Power ↑ 2
  991. Color Grid: Green
  992. 1 or more adjacent tiles must be activated
  993. Move level must be 2 or higher
  994.  
  995. πŸ’  Cell 14 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  996. Meteor Assault: Move Gauge Refresh 1
  997. Move: Meteor Assault Has a small chance of charging the user’s move gauge by one when a move is successful.
  998. Color Grid: Red
  999. 1 or more adjacent tiles must be activated
  1000. Move level must be 2 or higher
  1001.  
  1002. πŸ’  Cell 15 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  1003. Worthy Foe Meteor Assault: Power 25
  1004. Worthy Foe Meteor Assault: Power ↑ 25
  1005. Color Grid: Green
  1006. 1 or more adjacent tiles must be activated
  1007. Move level must be 2 or higher
  1008.  
  1009. πŸ’  Cell 16 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  1010. Worthy Foe Meteor Assault: Power 25
  1011. Worthy Foe Meteor Assault: Power ↑ 25
  1012. Color Grid: Green
  1013. 1 or more adjacent tiles must be activated
  1014. Move level must be 3 or higher
  1015.  
  1016. πŸ’  Cell 17 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1017. Meteor Assault: Critical Charge 9
  1018. Move: Meteor Assault Charges the user’s move gauge by one when the user lands a critical hit.
  1019. Color Grid: Red
  1020. 1 or more adjacent tiles must be activated
  1021. Move level must be 3 or higher
  1022.  
  1023. πŸ’  Cell 18 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1024. Defense 5
  1025. Defense 5
  1026. Color Grid: Blue
  1027. 1 or more adjacent tiles must be activated
  1028.  
  1029. πŸ’  Cell 19 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1030. Sp. Def 5
  1031. Sp. Def 5
  1032. Color Grid: Blue
  1033. 1 or more adjacent tiles must be activated
  1034.  
  1035. πŸ’  Cell 20 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1036. HP 10
  1037. HP 10
  1038. Color Grid: Blue
  1039. 1 or more adjacent tiles must be activated
  1040.  
  1041. πŸ’  Cell 21 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1042. HP 10
  1043. HP 10
  1044. Color Grid: Blue
  1045. 1 or more adjacent tiles must be activated
  1046.  
  1047. πŸ’  Cell 22 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  1048. Meteor Assault: Power 2
  1049. Meteor Assault: Power ↑ 2
  1050. Color Grid: Green
  1051. 1 or more adjacent tiles must be activated
  1052.  
  1053. πŸ’  Cell 23 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1054. Attack 10
  1055. Attack 10
  1056. Color Grid: Blue
  1057. 1 or more adjacent tiles must be activated
  1058.  
  1059. πŸ’  Cell 24 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  1060. Critical Ferocity 2
  1061. Has a moderate chance of raising the user’s Attack when the user’s move is a critical hit.
  1062. Color Grid: Yellow
  1063. 1 or more adjacent tiles must be activated
  1064. Move level must be 2 or higher
  1065.  
  1066. πŸ’  Cell 25 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1067. Hold Strong!: MP Refresh 2
  1068. Move: Hold Strong! Has a moderate chance of restoring one MP of the move used if the move is successful.
  1069. Color Grid: Red
  1070. 1 or more adjacent tiles must be activated
  1071. Move level must be 2 or higher
  1072.  
  1073. πŸ’  Cell 26 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  1074. Worthy Foe Meteor Assault: Power 25
  1075. Worthy Foe Meteor Assault: Power ↑ 25
  1076. Color Grid: Green
  1077. 1 or more adjacent tiles must be activated
  1078. Move level must be 2 or higher
  1079.  
  1080. πŸ’  Cell 27 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  1081. Worthy Foe Meteor Assault: Power 25
  1082. Worthy Foe Meteor Assault: Power ↑ 25
  1083. Color Grid: Green
  1084. 1 or more adjacent tiles must be activated
  1085. Move level must be 3 or higher
  1086.  
  1087. πŸ’  Cell 28 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1088. Soften Up 1
  1089. Critical hits land more easily when the user attacks with a sync move.
  1090. Color Grid: Yellow
  1091. 1 or more adjacent tiles must be activated
  1092. Move level must be 3 or higher
  1093.  
  1094. πŸ’  Cell 29 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1095. Sp. Def 5
  1096. Sp. Def 5
  1097. Color Grid: Blue
  1098. 1 or more adjacent tiles must be activated
  1099.  
  1100. πŸ’  Cell 30 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1101. Defense 5
  1102. Defense 5
  1103. Color Grid: Blue
  1104. 1 or more adjacent tiles must be activated
  1105.  
  1106. πŸ’  Cell 31 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  1107. Meteor Assault: Power 2
  1108. Meteor Assault: Power ↑ 2
  1109. Color Grid: Green
  1110. 1 or more adjacent tiles must be activated
  1111.  
  1112. πŸ’  Cell 32 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  1113. Nervous Energy 1
  1114. Raises the user’s Speed whenever the user is confused, flinching, or trapped.
  1115. Color Grid: Yellow
  1116. 1 or more adjacent tiles must be activated
  1117.  
  1118. πŸ’  Cell 33 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1119. X Speed: MP Refresh 2
  1120. Move: X Speed Has a moderate chance of restoring one MP of the move used if the move is successful.
  1121. Color Grid: Red
  1122. 1 or more adjacent tiles must be activated
  1123. Move level must be 2 or higher
  1124.  
  1125. πŸ’  Cell 34 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  1126. Meteor Assault: Power 2
  1127. Meteor Assault: Power ↑ 2
  1128. Color Grid: Green
  1129. 1 or more adjacent tiles must be activated
  1130. Move level must be 2 or higher
  1131.  
  1132. πŸ’  Cell 35 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1133. Agile Entry 1
  1134. Raises the user’s evasiveness when the PokΓ©mon enters a battle.
  1135. Color Grid: Yellow
  1136. 1 or more adjacent tiles must be activated
  1137. Move level must be 2 or higher
  1138.  
  1139. πŸ’  Cell 36 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1140. Meteor Assault: Critical Clock 1
  1141. Move: Meteor Assault Has a small chance of reducing the sync move countdown by one when the user lands a critical hit.
  1142. Color Grid: Red
  1143. 1 or more adjacent tiles must be activated
  1144. Move level must be 3 or higher
  1145.  
  1146. πŸ’  Cell 37 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1147. Inertia
  1148. The higher the user’s Speed, the more it powers up sync moves.
  1149. Color Grid: Yellow
  1150. 1 or more adjacent tiles must be activated
  1151. Move level must be 3 or higher
  1152.  
  1153. πŸ’  Cell 38 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1154. Defense 5
  1155. Defense 5
  1156. Color Grid: Blue
  1157. 1 or more adjacent tiles must be activated
  1158.  
  1159. πŸ’  Cell 39 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1160. Sp. Def 5
  1161. Sp. Def 5
  1162. Color Grid: Blue
  1163. 1 or more adjacent tiles must be activated
  1164.  
  1165. πŸ’  Cell 40 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1166. X Speed: MP Refresh 2
  1167. Move: X Speed Has a moderate chance of restoring one MP of the move used if the move is successful.
  1168. Color Grid: Red
  1169. 1 or more adjacent tiles must be activated
  1170.  
  1171. πŸ’  Cell 41 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1172. HP 10
  1173. HP 10
  1174. Color Grid: Blue
  1175. 1 or more adjacent tiles must be activated
  1176.  
  1177. πŸ’  Cell 42 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1178. Speed 10
  1179. Speed 10
  1180. Color Grid: Blue
  1181. 1 or more adjacent tiles must be activated
  1182. Move level must be 2 or higher
  1183.  
  1184. πŸ’  Cell 43 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1185. X Attack: MP Refresh 2
  1186. Move: X Attack Has a moderate chance of restoring one MP of the move used if the move is successful.
  1187. Color Grid: Red
  1188. 1 or more adjacent tiles must be activated
  1189. Move level must be 2 or higher
  1190.  
  1191. πŸ’  Cell 44 | Cost: 3 Energy, 36 πŸͺ Sync Orb(s)
  1192. Meteor Assault: Power 2
  1193. Meteor Assault: Power ↑ 2
  1194. Color Grid: Green
  1195. 1 or more adjacent tiles must be activated
  1196. Move level must be 2 or higher
  1197.  
  1198. πŸ’  Cell 45 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  1199. On the Run 3
  1200. Once per battle, drastically raises the user’s evasiveness in a pinch.
  1201. Color Grid: Yellow
  1202. 1 or more adjacent tiles must be activated
  1203. Move level must be 3 or higher
  1204.  
  1205. πŸ’  Cell 46 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1206. Sharp Entry 1
  1207. Raises the user’s critical-hit rate when the PokΓ©mon enters a battle.
  1208. Color Grid: Yellow
  1209. 1 or more adjacent tiles must be activated
  1210. Move level must be 3 or higher
  1211.  
  1212. πŸ’  Cell 47 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  1213. Worthy Foe Meteor Assault: Power 25
  1214. Worthy Foe Meteor Assault: Power ↑ 25
  1215. Color Grid: Purple
  1216. 1 or more adjacent tiles must be activated
  1217. Move level must be 3 or higher
  1218.  
  1219. πŸ’  Cell 48 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  1220. Worthy Foe Meteor Assault: Power 25
  1221. Worthy Foe Meteor Assault: Power ↑ 25
  1222. Color Grid: Purple
  1223. 1 or more adjacent tiles must be activated
  1224. Move level must be 3 or higher
  1225.  
  1226. ==========================================
  1227. 🀝 Sync Pairs : Raihan
  1228. πŸ’  Cell 1 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1229. HP 10
  1230. HP 10
  1231. Color Grid: Blue
  1232.  
  1233. πŸ’  Cell 2 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1234. Sp. Atk 5
  1235. Sp. Atk 5
  1236. Color Grid: Blue
  1237.  
  1238. πŸ’  Cell 3 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1239. Defense 5
  1240. Defense 5
  1241. Color Grid: Blue
  1242.  
  1243. πŸ’  Cell 4 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1244. Sp. Atk 5
  1245. Sp. Atk 5
  1246. Color Grid: Blue
  1247.  
  1248. πŸ’  Cell 5 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1249. Sp. Def 5
  1250. Sp. Def 5
  1251. Color Grid: Blue
  1252.  
  1253. πŸ’  Cell 6 | Cost: 0 Energy, 5 πŸͺ Sync Orb(s)
  1254. Speed 5
  1255. Speed 5
  1256. Color Grid: Blue
  1257.  
  1258. πŸ’  Cell 7 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1259. Speed 5
  1260. Speed 5
  1261. Color Grid: Blue
  1262. 1 or more adjacent tiles must be activated
  1263.  
  1264. πŸ’  Cell 8 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1265. Sp. Atk 5
  1266. Sp. Atk 5
  1267. Color Grid: Blue
  1268. 1 or more adjacent tiles must be activated
  1269.  
  1270. πŸ’  Cell 9 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1271. Sp. Atk 5
  1272. Sp. Atk 5
  1273. Color Grid: Blue
  1274. 1 or more adjacent tiles must be activated
  1275.  
  1276. πŸ’  Cell 10 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1277. Steel Beam: Power 3
  1278. Steel Beam: Power ↑ 3
  1279. Color Grid: Green
  1280. 1 or more adjacent tiles must be activated
  1281.  
  1282. πŸ’  Cell 11 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1283. Steel Beam: Accuracy 5
  1284. Steel Beam: Accuracy ↑ 5
  1285. Color Grid: Green
  1286. 1 or more adjacent tiles must be activated
  1287.  
  1288. πŸ’  Cell 12 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1289. Steel Beam: Power 3
  1290. Steel Beam: Power ↑ 3
  1291. Color Grid: Green
  1292. 1 or more adjacent tiles must be activated
  1293.  
  1294. πŸ’  Cell 13 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1295. Steel Beam: Power 3
  1296. Steel Beam: Power ↑ 3
  1297. Color Grid: Green
  1298. 1 or more adjacent tiles must be activated
  1299. Move level must be 2 or higher
  1300.  
  1301. πŸ’  Cell 14 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1302. Steel Beam: Move Gauge Refresh 3
  1303. Move: Steel Beam Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1304. Color Grid: Red
  1305. 1 or more adjacent tiles must be activated
  1306. Move level must be 2 or higher
  1307.  
  1308. πŸ’  Cell 15 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1309. Steel Beam: Power 3
  1310. Steel Beam: Power ↑ 3
  1311. Color Grid: Green
  1312. 1 or more adjacent tiles must be activated
  1313. Move level must be 2 or higher
  1314.  
  1315. πŸ’  Cell 16 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  1316. Recoil Removal
  1317. Negates recoil damage when using moves that have recoil in the effect tag.
  1318. Color Grid: Yellow
  1319. 1 or more adjacent tiles must be activated
  1320. Move level must be 3 or higher
  1321.  
  1322. πŸ’  Cell 17 | Cost: 12 Energy, 144 πŸͺ Sync Orb(s)
  1323. Grand Entry 2
  1324. Sharply raises the user’s Sp. Atk when the PokΓ©mon enters a battle.
  1325. Color Grid: Yellow
  1326. 1 or more adjacent tiles must be activated
  1327. Move level must be 3 or higher
  1328.  
  1329. πŸ’  Cell 18 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1330. Defense 5
  1331. Defense 5
  1332. Color Grid: Blue
  1333. 1 or more adjacent tiles must be activated
  1334.  
  1335. πŸ’  Cell 19 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1336. Sand Shelter
  1337. Protects the PokΓ©mon from damage from a sandstorm.
  1338. Color Grid: Yellow
  1339. 1 or more adjacent tiles must be activated
  1340.  
  1341. πŸ’  Cell 20 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1342. Rock Slide: Power 4
  1343. Rock Slide: Power ↑ 4
  1344. Color Grid: Green
  1345. 1 or more adjacent tiles must be activated
  1346.  
  1347. πŸ’  Cell 21 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1348. Sp. Def 5
  1349. Sp. Def 5
  1350. Color Grid: Blue
  1351. 1 or more adjacent tiles must be activated
  1352.  
  1353. πŸ’  Cell 22 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1354. Rock Slide: Accuracy 5
  1355. Rock Slide: Accuracy ↑ 5
  1356. Color Grid: Green
  1357. 1 or more adjacent tiles must be activated
  1358.  
  1359. πŸ’  Cell 23 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1360. Rock Slide: Power 4
  1361. Rock Slide: Power ↑ 4
  1362. Color Grid: Green
  1363. 1 or more adjacent tiles must be activated
  1364.  
  1365. πŸ’  Cell 24 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1366. Rock Slide: Accuracy 5
  1367. Rock Slide: Accuracy ↑ 5
  1368. Color Grid: Green
  1369. 1 or more adjacent tiles must be activated
  1370. Move level must be 2 or higher
  1371.  
  1372. πŸ’  Cell 25 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1373. Rock Slide: Move Gauge Refresh 3
  1374. Move: Rock Slide Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1375. Color Grid: Red
  1376. 1 or more adjacent tiles must be activated
  1377. Move level must be 2 or higher
  1378.  
  1379. πŸ’  Cell 26 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1380. Sands of Time 3
  1381. Quickly charges the move gauge in a sandstorm.
  1382. Color Grid: Yellow
  1383. 1 or more adjacent tiles must be activated
  1384. Move level must be 2 or higher
  1385.  
  1386. πŸ’  Cell 27 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  1387. Sand Blaster 5
  1388. Powers up sync moves in a sandstorm.
  1389. Color Grid: Yellow
  1390. 1 or more adjacent tiles must be activated
  1391. Move level must be 3 or higher
  1392.  
  1393. πŸ’  Cell 28 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1394. Surging Sand 3
  1395. Powers up moves in a sandstorm.
  1396. Color Grid: Yellow
  1397. 1 or more adjacent tiles must be activated
  1398. Move level must be 3 or higher
  1399.  
  1400. πŸ’  Cell 29 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1401. Speed 5
  1402. Speed 5
  1403. Color Grid: Blue
  1404. 1 or more adjacent tiles must be activated
  1405.  
  1406. πŸ’  Cell 30 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1407. Dragon Pulse: Power 4
  1408. Dragon Pulse: Power ↑ 4
  1409. Color Grid: Green
  1410. 1 or more adjacent tiles must be activated
  1411.  
  1412. πŸ’  Cell 31 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1413. Dragon Pulse: Power 4
  1414. Dragon Pulse: Power ↑ 4
  1415. Color Grid: Green
  1416. 1 or more adjacent tiles must be activated
  1417.  
  1418. πŸ’  Cell 32 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1419. Dragon Pulse: Move Gauge Refresh 3
  1420. Move: Dragon Pulse Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1421. Color Grid: Red
  1422. 1 or more adjacent tiles must be activated
  1423.  
  1424. πŸ’  Cell 33 | Cost: 9 Energy, 108 πŸͺ Sync Orb(s)
  1425. Stoic 2
  1426. Has a moderate chance of raising the PokΓ©mon’s Defense after it uses a move.
  1427. Color Grid: Yellow
  1428. 1 or more adjacent tiles must be activated
  1429. Move level must be 2 or higher
  1430.  
  1431. πŸ’  Cell 34 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1432. Dragon Pulse: Move Gauge Refresh 3
  1433. Move: Dragon Pulse Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1434. Color Grid: Red
  1435. 1 or more adjacent tiles must be activated
  1436. Move level must be 2 or higher
  1437.  
  1438. πŸ’  Cell 35 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1439. Dragon Pulse: Power 4
  1440. Dragon Pulse: Power ↑ 4
  1441. Color Grid: Green
  1442. 1 or more adjacent tiles must be activated
  1443. Move level must be 2 or higher
  1444.  
  1445. πŸ’  Cell 36 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1446. Tough Cookie
  1447. The more the user’s Defense has been raised, the more it powers up moves.
  1448. Color Grid: Yellow
  1449. 1 or more adjacent tiles must be activated
  1450. Move level must be 3 or higher
  1451.  
  1452. πŸ’  Cell 37 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  1453. Focus Rush 1
  1454. Raises the user’s critical-hit rate after using a sync move.
  1455. Color Grid: Yellow
  1456. 1 or more adjacent tiles must be activated
  1457. Move level must be 3 or higher
  1458.  
  1459. πŸ’  Cell 38 | Cost: 2 Energy, 24 πŸͺ Sync Orb(s)
  1460. HP 10
  1461. HP 10
  1462. Color Grid: Blue
  1463. 1 or more adjacent tiles must be activated
  1464.  
  1465. πŸ’  Cell 39 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1466. Sp. Atk 10
  1467. Sp. Atk 10
  1468. Color Grid: Blue
  1469. 1 or more adjacent tiles must be activated
  1470.  
  1471. πŸ’  Cell 40 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  1472. Unflappable
  1473. Prevents the PokΓ©mon from flinching.
  1474. Color Grid: Yellow
  1475. 1 or more adjacent tiles must be activated
  1476.  
  1477. πŸ’  Cell 41 | Cost: 4 Energy, 48 πŸͺ Sync Orb(s)
  1478. Rock Slide: Power 4
  1479. Rock Slide: Power ↑ 4
  1480. Color Grid: Green
  1481. 1 or more adjacent tiles must be activated
  1482.  
  1483. πŸ’  Cell 42 | Cost: 8 Energy, 96 πŸͺ Sync Orb(s)
  1484. Burst In
  1485. Ensures that the user’s next attack will be a critical hit when the PokΓ©mon enters a battle.
  1486. Color Grid: Yellow
  1487. 1 or more adjacent tiles must be activated
  1488. Move level must be 2 or higher
  1489.  
  1490. πŸ’  Cell 43 | Cost: 7 Energy, 84 πŸͺ Sync Orb(s)
  1491. Top This!: MP Refresh 2
  1492. Move: Top This! Has a moderate chance of restoring one MP of the move used if the move is successful.
  1493. Color Grid: Red
  1494. 1 or more adjacent tiles must be activated
  1495. Move level must be 2 or higher
  1496.  
  1497. πŸ’  Cell 44 | Cost: 6 Energy, 72 πŸͺ Sync Orb(s)
  1498. Pinpoint Entry 1
  1499. Raises the user’s accuracy when the PokΓ©mon enters a battle.
  1500. Color Grid: Yellow
  1501. 1 or more adjacent tiles must be activated
  1502. Move level must be 2 or higher
  1503.  
  1504. πŸ’  Cell 45 | Cost: 9 Energy, 108 πŸͺ Sync Orb(s)
  1505. Entry Freebie
  1506. Applies the Free Move Next effect to the user when the PokΓ©mon enters a battle.
  1507. Color Grid: Yellow
  1508. 1 or more adjacent tiles must be activated
  1509. Move level must be 3 or higher
  1510.  
  1511. πŸ’  Cell 46 | Cost: 10 Energy, 120 πŸͺ Sync Orb(s)
  1512. Supreme Entry
  1513. Applies the Supereffective ↑ Next effect to the user when the PokΓ©mon enters a battle.
  1514. Color Grid: Yellow
  1515. 1 or more adjacent tiles must be activated
  1516. Move level must be 3 or higher
  1517.  
  1518. πŸ’  Cell 47 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  1519. Storm Clout Steel Beam: Power 25
  1520. Storm Clout Steel Beam: Power ↑ 25
  1521. Color Grid: Purple
  1522. 1 or more adjacent tiles must be activated
  1523. Move level must be 3 or higher
  1524.  
  1525. πŸ’  Cell 48 | Cost: 5 Energy, 60 πŸͺ Sync Orb(s)
  1526. Storm Clout Steel Beam: Power 25
  1527. Storm Clout Steel Beam: Power ↑ 25
  1528. Color Grid: Purple
  1529. 1 or more adjacent tiles must be activated
  1530. Move level must be 3 or higher
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