Absol-utely

New Grid v2.2.5 (Alder)

Nov 3rd, 2020 (edited)
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  1. Trainer : Alder
  2. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  3. HP 10
  4. HP 10
  5. Color Grid: Blue
  6.  
  7. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  8. Sp. Atk 5
  9. Sp. Atk 5
  10. Color Grid: Blue
  11.  
  12. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  13. Defense 5
  14. Defense 5
  15. Color Grid: Blue
  16.  
  17. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  18. Sp. Atk 5
  19. Sp. Atk 5
  20. Color Grid: Blue
  21.  
  22. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  23. Sp. Def 5
  24. Sp. Def 5
  25. Color Grid: Blue
  26.  
  27. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  28. Speed 5
  29. Speed 5
  30. Color Grid: Blue
  31.  
  32. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  33. Sp. Atk 5
  34. Sp. Atk 5
  35. Color Grid: Blue
  36. 1 or more adjacent tiles must be activated
  37.  
  38. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  39. Sp. Def 5
  40. Sp. Def 5
  41. Color Grid: Blue
  42. 1 or more adjacent tiles must be activated
  43.  
  44. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  45. Defense 5
  46. Defense 5
  47. Color Grid: Blue
  48. 1 or more adjacent tiles must be activated
  49.  
  50. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  51. Struggle Bug: Power 3
  52. Struggle Bug: Power ↑ 3
  53. Color Grid: Green
  54. 1 or more adjacent tiles must be activated
  55.  
  56. Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
  57. HP 10
  58. HP 10
  59. Color Grid: Blue
  60. 1 or more adjacent tiles must be activated
  61.  
  62. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  63. Struggle Bug: Power 3
  64. Struggle Bug: Power ↑ 3
  65. Color Grid: Green
  66. 1 or more adjacent tiles must be activated
  67.  
  68. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  69. Struggle Bug: Power 3
  70. Struggle Bug: Power ↑ 3
  71. Color Grid: Green
  72. 1 or more adjacent tiles must be activated
  73. Move level must be 2 or higher
  74.  
  75. Cell 14 | Cost: 6 Energy, 72 Sync Orb(s)
  76. Struggle Bug: Move Gauge Refresh 3
  77. Move: Struggle Bug Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  78. Color Grid: Red
  79. 1 or more adjacent tiles must be activated
  80. Move level must be 2 or higher
  81.  
  82. Cell 15 | Cost: 4 Energy, 48 Sync Orb(s)
  83. Struggle Bug: Power 3
  84. Struggle Bug: Power ↑ 3
  85. Color Grid: Green
  86. 1 or more adjacent tiles must be activated
  87. Move level must be 2 or higher
  88.  
  89. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  90. Struggle Bug: Critical Strike 5
  91. Move: Struggle Bug Powers up attacks if they become critical hits.
  92. Color Grid: Red
  93. 1 or more adjacent tiles must be activated
  94. Move level must be 3 or higher
  95.  
  96. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  97. Devastation
  98. The more the target's Sp. Atk has been lowered, the more this powers up sync moves.
  99. Color Grid: Yellow
  100. 1 or more adjacent tiles must be activated
  101. Move level must be 3 or higher
  102.  
  103. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  104. Speed 5
  105. Speed 5
  106. Color Grid: Blue
  107. 1 or more adjacent tiles must be activated
  108.  
  109. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  110. Sp. Atk 5
  111. Sp. Atk 5
  112. Color Grid: Blue
  113. 1 or more adjacent tiles must be activated
  114.  
  115. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  116. Defense 5
  117. Defense 5
  118. Color Grid: Blue
  119. 1 or more adjacent tiles must be activated
  120.  
  121. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  122. Sp. Def 5
  123. Sp. Def 5
  124. Color Grid: Blue
  125. 1 or more adjacent tiles must be activated
  126.  
  127. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  128. Flameproof
  129. Prevents the Pokémon from getting burned.
  130. Color Grid: Yellow
  131. 1 or more adjacent tiles must be activated
  132.  
  133. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  134. Hyper Beam: Power 2
  135. Hyper Beam: Power ↑ 2
  136. Color Grid: Green
  137. 1 or more adjacent tiles must be activated
  138.  
  139. Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  140. Hyper Beam: Power 2
  141. Hyper Beam: Power ↑ 2
  142. Color Grid: Green
  143. 1 or more adjacent tiles must be activated
  144. Move level must be 2 or higher
  145.  
  146. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  147. Hyper Beam: Move Gauge Refresh 2
  148. Move: Hyper Beam Has a moderate chance of charging the user’s move gauge by one when a move is successful.
  149. Color Grid: Red
  150. 1 or more adjacent tiles must be activated
  151. Move level must be 2 or higher
  152.  
  153. Cell 26 | Cost: 5 Energy, 60 Sync Orb(s)
  154. Hyper Beam: Accuracy 5
  155. Hyper Beam: Accuracy ↑ 5
  156. Color Grid: Green
  157. 1 or more adjacent tiles must be activated
  158. Move level must be 2 or higher
  159.  
  160. Cell 27 | Cost: 7 Energy, 84 Sync Orb(s)
  161. Hyper Beam: Move Gauge Refresh 2
  162. Move: Hyper Beam Has a moderate chance of charging the user’s move gauge by one when a move is successful.
  163. Color Grid: Red
  164. 1 or more adjacent tiles must be activated
  165. Move level must be 3 or higher
  166.  
  167. Cell 28 | Cost: 5 Energy, 60 Sync Orb(s)
  168. Hyper Beam: Accuracy 5
  169. Hyper Beam: Accuracy ↑ 5
  170. Color Grid: Green
  171. 1 or more adjacent tiles must be activated
  172. Move level must be 3 or higher
  173.  
  174. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  175. HP 10
  176. HP 10
  177. Color Grid: Blue
  178. 1 or more adjacent tiles must be activated
  179.  
  180. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  181. Sp. Def 5
  182. Sp. Def 5
  183. Color Grid: Blue
  184. 1 or more adjacent tiles must be activated
  185.  
  186. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  187. HP 10
  188. HP 10
  189. Color Grid: Blue
  190. 1 or more adjacent tiles must be activated
  191.  
  192. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  193. Sp. Def 5
  194. Sp. Def 5
  195. Color Grid: Blue
  196. 1 or more adjacent tiles must be activated
  197.  
  198. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  199. Power Reserves 2
  200. Powers up moves in a pinch.
  201. Color Grid: Yellow
  202. 1 or more adjacent tiles must be activated
  203. Move level must be 2 or higher
  204.  
  205. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  206. Unparalleled Power!: MP Refresh 3
  207. Move: Unparalleled Power! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  208. Color Grid: Red
  209. 1 or more adjacent tiles must be activated
  210. Move level must be 2 or higher
  211.  
  212. Cell 35 | Cost: 4 Energy, 48 Sync Orb(s)
  213. Hyper Beam: Power 2
  214. Hyper Beam: Power ↑ 2
  215. Color Grid: Green
  216. 1 or more adjacent tiles must be activated
  217. Move level must be 2 or higher
  218.  
  219. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  220. Unparalleled Power!: Hit and Heal 9
  221. Move: Unparalleled Power! Makes the user gradually heal itself when a move is successful.
  222. Color Grid: Red
  223. 1 or more adjacent tiles must be activated
  224. Move level must be 3 or higher
  225.  
  226. Cell 37 | Cost: 4 Energy, 48 Sync Orb(s)
  227. Hyper Beam: Power 3
  228. Hyper Beam: Power ↑ 3
  229. Color Grid: Green
  230. 1 or more adjacent tiles must be activated
  231. Move level must be 3 or higher
  232.  
  233. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  234. Speed 5
  235. Speed 5
  236. Color Grid: Blue
  237. 1 or more adjacent tiles must be activated
  238.  
  239. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  240. Sp. Atk 5
  241. Sp. Atk 5
  242. Color Grid: Blue
  243. 1 or more adjacent tiles must be activated
  244.  
  245. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  246. Dire Hit +: MP Refresh 3
  247. Move: Dire Hit + Has a moderately good chance of restoring one MP of the move used if the move is successful.
  248. Color Grid: Red
  249. 1 or more adjacent tiles must be activated
  250.  
  251. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  252. Struggle Bug: Power 3
  253. Struggle Bug: Power ↑ 3
  254. Color Grid: Green
  255. 1 or more adjacent tiles must be activated
  256.  
  257. Cell 42 | Cost: 5 Energy, 60 Sync Orb(s)
  258. HP 20
  259. HP 20
  260. Color Grid: Blue
  261. 1 or more adjacent tiles must be activated
  262. Move level must be 2 or higher
  263.  
  264. Cell 43 | Cost: 12 Energy, 144 Sync Orb(s)
  265. Leg Up 2
  266. Once per battle, has a moderate chance of reducing the user’s sync move countdown by one when the Pokémon enters the battle.
  267. Color Grid: Yellow
  268. 1 or more adjacent tiles must be activated
  269. Move level must be 2 or higher
  270.  
  271. Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  272. Struggle Bug: Power 3
  273. Struggle Bug: Power ↑ 3
  274. Color Grid: Green
  275. 1 or more adjacent tiles must be activated
  276. Move level must be 2 or higher
  277.  
  278. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  279. Struggle Bug: Superduper Effective 9
  280. Move: Struggle Bug Powers up moves that are super effective.
  281. Color Grid: Red
  282. 1 or more adjacent tiles must be activated
  283. Move level must be 3 or higher
  284.  
  285. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  286. Overpower
  287. The more the opponent’s Sp. Atk has been lowered, the more it powers up moves.
  288. Color Grid: Yellow
  289. 1 or more adjacent tiles must be activated
  290. Move level must be 3 or higher
  291.  
  292. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  293. Voyager’s Bug Buzz: Power 25
  294. Voyager’s Bug Buzz: Power ↑ 25
  295. Color Grid: Purple
  296. 1 or more adjacent tiles must be activated
  297. Move level must be 3 or higher
  298.  
  299. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  300. Voyager’s Bug Buzz: Power 25
  301. Voyager’s Bug Buzz: Power ↑ 25
  302. Color Grid: Purple
  303. 1 or more adjacent tiles must be activated
  304. Move level must be 3 or higher
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