Absol-utely

💠 (2.12) All New Sync Grids

Aug 26th, 2021
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  1. Trainer : N (Anniversary 2021)
  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. Defense 5
  34. Defense 5
  35. Color Grid: Blue
  36. 1 or more adjacent tiles must be activated
  37.  
  38. Cell 8 | Cost: 5 Energy, 60 Sync Orb(s)
  39. Blue Flare: Accuracy 10
  40. Blue Flare: Accuracy ↑ 10
  41. Color Grid: Green
  42. 1 or more adjacent tiles must be activated
  43.  
  44. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  45. Sp. Atk 5
  46. Sp. Atk 5
  47. Color Grid: Blue
  48. 1 or more adjacent tiles must be activated
  49.  
  50. Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
  51. HP 20
  52. HP 20
  53. Color Grid: Blue
  54. 1 or more adjacent tiles must be activated
  55.  
  56. Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
  57. Blue Flare: Power 2
  58. Blue Flare: Power ↑ 2
  59. Color Grid: Green
  60. 1 or more adjacent tiles must be activated
  61.  
  62. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  63. Blue Flare: Power 2
  64. Blue Flare: Power ↑ 2
  65. Color Grid: Green
  66. 1 or more adjacent tiles must be activated
  67. Move level must be 2 or higher
  68.  
  69. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  70. Blue Flare: Power 2
  71. Blue Flare: Power ↑ 2
  72. Color Grid: Green
  73. 1 or more adjacent tiles must be activated
  74.  
  75. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  76. Blue Flare: Move Gauge Refresh 3
  77. Move: Blue Flare Has a chance (40%) 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: 10 Energy, 120 Sync Orb(s)
  83. Superduper Effective 1
  84. Powers up moves that are super effective.
  85. Color Grid: Yellow
  86. 1 or more adjacent tiles must be activated
  87. Move level must be 3 or higher
  88.  
  89. Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
  90. Blue Flare: Hostile Environment 1
  91. Move: Blue Flare Raises the chance of inflicting status conditions with the additional effects of moves.
  92. Color Grid: Red
  93. 1 or more adjacent tiles must be activated
  94. Move level must be 2 or higher
  95.  
  96. Cell 17 | Cost: 9 Energy, 108 Sync Orb(s)
  97. Blue Flare: Pep Rally 1
  98. Move: Blue Flare Raises the Speed of all allied sync pairs by 1 stat rank when the user’s move is successful.
  99. Color Grid: Red
  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. Sp. Def 5
  105. Sp. Def 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: 7 Energy, 84 Sync Orb(s)
  116. Truth Will Prevail!: MP Refresh 2
  117. Move: Truth Will Prevail! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  118. Color Grid: Red
  119. 1 or more adjacent tiles must be activated
  120.  
  121. Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
  122. Blue Flare: Power 2
  123. Blue Flare: Power ↑ 2
  124. Color Grid: Green
  125. 1 or more adjacent tiles must be activated
  126. Move level must be 2 or higher
  127.  
  128. Cell 22 | Cost: 9 Energy, 108 Sync Orb(s)
  129. Natural Remedy
  130. Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
  131. Color Grid: Yellow
  132. 1 or more adjacent tiles must be activated
  133.  
  134. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  135. Blue Flare: Power 2
  136. Blue Flare: Power ↑ 2
  137. Color Grid: Green
  138. 1 or more adjacent tiles must be activated
  139. Move level must be 2 or higher
  140.  
  141. Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  142. Speed 10
  143. Speed 10
  144. Color Grid: Blue
  145. 1 or more adjacent tiles must be activated
  146. Move level must be 2 or higher
  147.  
  148. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  149. Adrenaline 1
  150. Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
  151. Color Grid: Yellow
  152. 1 or more adjacent tiles must be activated
  153. Move level must be 3 or higher
  154.  
  155. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  156. Healthy Superhit
  157. Applies the Supereffective ↑ Next effect to the user if its HP is full when it enters a battle.
  158. Color Grid: Yellow
  159. 1 or more adjacent tiles must be activated
  160. Move level must be 3 or higher
  161.  
  162. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  163. Speed 5
  164. Speed 5
  165. Color Grid: Blue
  166. 1 or more adjacent tiles must be activated
  167.  
  168. Cell 28 | Cost: 4 Energy, 48 Sync Orb(s)
  169. Sp. Def 10
  170. Sp. Def 10
  171. Color Grid: Blue
  172. 1 or more adjacent tiles must be activated
  173.  
  174. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  175. Defense 5
  176. Defense 5
  177. Color Grid: Blue
  178. 1 or more adjacent tiles must be activated
  179.  
  180. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  181. Speed 5
  182. Speed 5
  183. Color Grid: Blue
  184. 1 or more adjacent tiles must be activated
  185.  
  186. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  187. Quick Cure
  188. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  189. Color Grid: Yellow
  190. 1 or more adjacent tiles must be activated
  191. Move level must be 2 or higher
  192.  
  193. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  194. Dire Hit +: MP Refresh 2
  195. Move: Dire Hit + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  196. Color Grid: Red
  197. 1 or more adjacent tiles must be activated
  198. Move level must be 2 or higher
  199.  
  200. Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
  201. Devastation
  202. The more the target’s Sp. Atk is lowered, the more it powers up the user’s sync moves.
  203. Color Grid: Yellow
  204. 1 or more adjacent tiles must be activated
  205. Move level must be 3 or higher
  206.  
  207. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  208. Pecking Order
  209. The more the target’s Attack is lowered, the more it powers up the user’s sync moves.
  210. Color Grid: Yellow
  211. 1 or more adjacent tiles must be activated
  212. Move level must be 2 or higher
  213.  
  214. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  215. Piercing Gaze
  216. Moves never miss.
  217. Color Grid: Yellow
  218. 1 or more adjacent tiles must be activated
  219. Move level must be 3 or higher
  220.  
  221. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  222. Sp. Atk 5
  223. Sp. Atk 5
  224. Color Grid: Blue
  225. 1 or more adjacent tiles must be activated
  226.  
  227. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  228. HP 10
  229. HP 10
  230. Color Grid: Blue
  231. 1 or more adjacent tiles must be activated
  232.  
  233. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  234. Sp. Def 5
  235. Sp. Def 5
  236. Color Grid: Blue
  237. 1 or more adjacent tiles must be activated
  238.  
  239. Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
  240. Speed 10
  241. Speed 10
  242. Color Grid: Blue
  243. 1 or more adjacent tiles must be activated
  244.  
  245. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  246. Sp. Atk 5
  247. Sp. Atk 5
  248. Color Grid: Blue
  249. 1 or more adjacent tiles must be activated
  250.  
  251. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  252. HP 10
  253. HP 10
  254. Color Grid: Blue
  255. 1 or more adjacent tiles must be activated
  256.  
  257. Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  258. Defense 10
  259. Defense 10
  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: 7 Energy, 84 Sync Orb(s)
  265. Noble Roar: Move Gauge Refresh 3
  266. Move: Noble Roar Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  267. Color Grid: Red
  268. 1 or more adjacent tiles must be activated
  269. Move level must be 2 or higher
  270.  
  271. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  272. Sharp Entry 1
  273. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  274. Color Grid: Yellow
  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. Noble Roar: Mind Afflicter 4
  280. Move: Noble Roar Has a chance (50%) of lowering the Sp. Atk of all opposing sync pairs by one stat rank when a status move used by the user’s Pokémon is successful.
  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. Noble Roar: Might Afflicter 4
  287. Move: Noble Roar Has a chance (50%) of lowering the Attack of all opposing sync pairs by one stat rank when a status move used by the user’s Pokémon is successful.
  288. Color Grid: Red
  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. Blue Flare to Change the World: Power 25
  294. Blue Flare to Change the World: 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. Blue Flare to Change the World: Power 25
  301. Blue Flare to Change the World: Power ↑ 25
  302. Color Grid: Purple
  303. 1 or more adjacent tiles must be activated
  304. Move level must be 3 or higher
  305.  
  306. Trainer : Steven (Anniversary 2021)
  307. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  308. HP 10
  309. HP 10
  310. Color Grid: Blue
  311.  
  312. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  313. Attack 5
  314. Attack 5
  315. Color Grid: Blue
  316.  
  317. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  318. Defense 5
  319. Defense 5
  320. Color Grid: Blue
  321.  
  322. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  323. Sp. Atk 5
  324. Sp. Atk 5
  325. Color Grid: Blue
  326.  
  327. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  328. Sp. Def 5
  329. Sp. Def 5
  330. Color Grid: Blue
  331.  
  332. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  333. Speed 5
  334. Speed 5
  335. Color Grid: Blue
  336.  
  337. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  338. Sp. Atk 5
  339. Sp. Atk 5
  340. Color Grid: Blue
  341. 1 or more adjacent tiles must be activated
  342.  
  343. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  344. Attack 5
  345. Attack 5
  346. Color Grid: Blue
  347. 1 or more adjacent tiles must be activated
  348.  
  349. Cell 9 | Cost: 4 Energy, 48 Sync Orb(s)
  350. Dragon Ascent: Power 2
  351. Dragon Ascent: Power ↑ 2
  352. Color Grid: Green
  353. 1 or more adjacent tiles must be activated
  354.  
  355. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  356. Sp. Def 5
  357. Sp. Def 5
  358. Color Grid: Blue
  359. 1 or more adjacent tiles must be activated
  360.  
  361. Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
  362. Speed 5
  363. Speed 5
  364. Color Grid: Blue
  365. 1 or more adjacent tiles must be activated
  366.  
  367. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  368. Dragon Ascent: Power 2
  369. Dragon Ascent: Power ↑ 2
  370. Color Grid: Green
  371. 1 or more adjacent tiles must be activated
  372.  
  373. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  374. Dragon Ascent: Power 2
  375. Dragon Ascent: Power ↑ 2
  376. Color Grid: Green
  377. 1 or more adjacent tiles must be activated
  378. Move level must be 2 or higher
  379.  
  380. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  381. Dragon Ascent: Move Gauge Refresh 3
  382. Move: Dragon Ascent Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  383. Color Grid: Red
  384. 1 or more adjacent tiles must be activated
  385. Move level must be 2 or higher
  386.  
  387. Cell 15 | Cost: 5 Energy, 60 Sync Orb(s)
  388. Triumph and Glory Dragon Ascent: Power 25
  389. Triumph and Glory Dragon Ascent: Power ↑ 25
  390. Color Grid: Green
  391. 1 or more adjacent tiles must be activated
  392. Move level must be 2 or higher
  393.  
  394. Cell 16 | Cost: 9 Energy, 108 Sync Orb(s)
  395. Fierce Entry 1
  396. Raises the user’s Attack by 1 stat rank when it enters a battle.
  397. Color Grid: Yellow
  398. 1 or more adjacent tiles must be activated
  399. Move level must be 3 or higher
  400.  
  401. Cell 17 | Cost: 9 Energy, 108 Sync Orb(s)
  402. Dragon Ascent: Fleet Feet 1
  403. Move: Dragon Ascent Raises the user’s Speed by 1 stat rank when its move is successful.
  404. Color Grid: Red
  405. 1 or more adjacent tiles must be activated
  406. Move level must be 3 or higher
  407.  
  408. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  409. Attack 5
  410. Attack 5
  411. Color Grid: Blue
  412. 1 or more adjacent tiles must be activated
  413.  
  414. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  415. HP 10
  416. HP 10
  417. Color Grid: Blue
  418. 1 or more adjacent tiles must be activated
  419.  
  420. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  421. Sp. Atk 5
  422. Sp. Atk 5
  423. Color Grid: Blue
  424. 1 or more adjacent tiles must be activated
  425.  
  426. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  427. Sp. Def 5
  428. Sp. Def 5
  429. Color Grid: Blue
  430. 1 or more adjacent tiles must be activated
  431.  
  432. Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
  433. X Attack: MP Refresh 2
  434. Move: X Attack Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  435. Color Grid: Red
  436. 1 or more adjacent tiles must be activated
  437.  
  438. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  439. Speed 10
  440. Speed 10
  441. Color Grid: Blue
  442. 1 or more adjacent tiles must be activated
  443.  
  444. Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  445. Draco Meteor: Power 3
  446. Draco Meteor: Power ↑ 3
  447. Color Grid: Green
  448. 1 or more adjacent tiles must be activated
  449. Move level must be 2 or higher
  450.  
  451. Cell 25 | Cost: 4 Energy, 48 Sync Orb(s)
  452. Draco Meteor: Power 3
  453. Draco Meteor: Power ↑ 3
  454. Color Grid: Green
  455. 1 or more adjacent tiles must be activated
  456. Move level must be 2 or higher
  457.  
  458. Cell 26 | Cost: 5 Energy, 60 Sync Orb(s)
  459. Triumph and Glory Dragon Ascent: Power 25
  460. Triumph and Glory Dragon Ascent: Power ↑ 25
  461. Color Grid: Green
  462. 1 or more adjacent tiles must be activated
  463. Move level must be 2 or higher
  464.  
  465. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  466. Clear Power-Up 1
  467. Powers up the user’s moves when weather conditions are not in effect.
  468. Color Grid: Yellow
  469. 1 or more adjacent tiles must be activated
  470. Move level must be 3 or higher
  471.  
  472. Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  473. Clear as Day
  474. Prevents the user from flinching, becoming confused, or becoming trapped when weather conditions are not in effect.
  475. Color Grid: Yellow
  476. 1 or more adjacent tiles must be activated
  477. Move level must be 3 or higher
  478.  
  479. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  480. Defense 5
  481. Defense 5
  482. Color Grid: Blue
  483. 1 or more adjacent tiles must be activated
  484.  
  485. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  486. Draco Meteor: Power 3
  487. Draco Meteor: Power ↑ 3
  488. Color Grid: Green
  489. 1 or more adjacent tiles must be activated
  490.  
  491. Cell 31 | Cost: 5 Energy, 60 Sync Orb(s)
  492. Draco Meteor: Accuracy 10
  493. Draco Meteor: Accuracy ↑ 10
  494. Color Grid: Green
  495. 1 or more adjacent tiles must be activated
  496.  
  497. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  498. Clear Sync-Up 5
  499. Powers up the user’s sync move when weather conditions are not in effect.
  500. Color Grid: Yellow
  501. 1 or more adjacent tiles must be activated
  502.  
  503. Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
  504. Draco Meteor: Power 3
  505. Draco Meteor: Power ↑ 3
  506. Color Grid: Green
  507. 1 or more adjacent tiles must be activated
  508. Move level must be 2 or higher
  509.  
  510. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  511. Draco Meteor: Move Gauge Refresh 3
  512. Move: Draco Meteor Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  513. Color Grid: Red
  514. 1 or more adjacent tiles must be activated
  515. Move level must be 2 or higher
  516.  
  517. Cell 35 | Cost: 4 Energy, 48 Sync Orb(s)
  518. Draco Meteor: Power 3
  519. Draco Meteor: Power ↑ 3
  520. Color Grid: Green
  521. 1 or more adjacent tiles must be activated
  522. Move level must be 2 or higher
  523.  
  524. Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
  525. Sync Freebie
  526. Applies the Free Move Next effect to the user after using its sync move.
  527. Color Grid: Yellow
  528. 1 or more adjacent tiles must be activated
  529. Move level must be 3 or higher
  530.  
  531. Cell 37 | Cost: 9 Energy, 108 Sync Orb(s)
  532. Draco Meteor: Critical Strike 2
  533. Move: Draco Meteor Powers up the user’s attacks when they become critical hits.
  534. Color Grid: Red
  535. 1 or more adjacent tiles must be activated
  536. Move level must be 3 or higher
  537.  
  538. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  539. Speed 5
  540. Speed 5
  541. Color Grid: Blue
  542. 1 or more adjacent tiles must be activated
  543.  
  544. Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
  545. HP 20
  546. HP 20
  547. Color Grid: Blue
  548. 1 or more adjacent tiles must be activated
  549.  
  550. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  551. Sky High!: MP Refresh 2
  552. Move: Sky High! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  553. Color Grid: Red
  554. 1 or more adjacent tiles must be activated
  555.  
  556. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  557. Defense 5
  558. Defense 5
  559. Color Grid: Blue
  560. 1 or more adjacent tiles must be activated
  561.  
  562. Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  563. Dragon Ascent: Power 2
  564. Dragon Ascent: Power ↑ 2
  565. Color Grid: Green
  566. 1 or more adjacent tiles must be activated
  567. Move level must be 2 or higher
  568.  
  569. Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  570. Dragon Ascent: Power 2
  571. Dragon Ascent: Power ↑ 2
  572. Color Grid: Green
  573. 1 or more adjacent tiles must be activated
  574. Move level must be 2 or higher
  575.  
  576. Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
  577. Head Start 1
  578. Reduces the user’s sync move countdown by 1 the first time it enters a battle each battle.
  579. Color Grid: Yellow
  580. 1 or more adjacent tiles must be activated
  581. Move level must be 2 or higher
  582.  
  583. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  584. Weather Wipe 9
  585. Removes all weather conditions when the user’s Pokémon uses a move.
  586. Color Grid: Yellow
  587. 1 or more adjacent tiles must be activated
  588. Move level must be 3 or higher
  589.  
  590. Cell 46 | Cost: 9 Energy, 108 Sync Orb(s)
  591. Clear Sync-Up 9
  592. Powers up the user’s sync move when weather conditions are not in effect.
  593. Color Grid: Yellow
  594. 1 or more adjacent tiles must be activated
  595. Move level must be 3 or higher
  596.  
  597. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  598. Triumph and Glory Dragon Ascent: Power 25
  599. Triumph and Glory Dragon Ascent: Power ↑ 25
  600. Color Grid: Purple
  601. 1 or more adjacent tiles must be activated
  602. Move level must be 3 or higher
  603.  
  604. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  605. Triumph and Glory Dragon Ascent: Power 25
  606. Triumph and Glory Dragon Ascent: Power ↑ 25
  607. Color Grid: Purple
  608. 1 or more adjacent tiles must be activated
  609. Move level must be 3 or higher
  610.  
  611. Trainer : Misty (Swimsuit)
  612. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  613. HP 10
  614. HP 10
  615. Color Grid: Blue
  616.  
  617. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  618. Sp. Atk 5
  619. Sp. Atk 5
  620. Color Grid: Blue
  621.  
  622. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  623. Defense 5
  624. Defense 5
  625. Color Grid: Blue
  626.  
  627. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  628. Sp. Atk 5
  629. Sp. Atk 5
  630. Color Grid: Blue
  631.  
  632. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  633. Sp. Def 5
  634. Sp. Def 5
  635. Color Grid: Blue
  636.  
  637. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  638. Speed 5
  639. Speed 5
  640. Color Grid: Blue
  641.  
  642. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  643. Defense 5
  644. Defense 5
  645. Color Grid: Blue
  646. 1 or more adjacent tiles must be activated
  647.  
  648. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  649. HP 10
  650. HP 10
  651. Color Grid: Blue
  652. 1 or more adjacent tiles must be activated
  653.  
  654. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  655. Sp. Atk 5
  656. Sp. Atk 5
  657. Color Grid: Blue
  658. 1 or more adjacent tiles must be activated
  659.  
  660. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  661. Water Gun: Power 2
  662. Water Gun: Power ↑ 2
  663. Color Grid: Green
  664. 1 or more adjacent tiles must be activated
  665.  
  666. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  667. Water Gun: Power 2
  668. Water Gun: Power ↑ 2
  669. Color Grid: Green
  670. 1 or more adjacent tiles must be activated
  671.  
  672. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  673. Water Gun: Power 2
  674. Water Gun: Power ↑ 2
  675. Color Grid: Green
  676. 1 or more adjacent tiles must be activated
  677. Move level must be 2 or higher
  678.  
  679. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  680. Water Gun: Power 2
  681. Water Gun: Power ↑ 2
  682. Color Grid: Green
  683. 1 or more adjacent tiles must be activated
  684.  
  685. Cell 14 | Cost: 8 Energy, 96 Sync Orb(s)
  686. Water Gun: Raging Rain 2
  687. Move: Water Gun Powers up the user’s moves when the weather is rainy.
  688. Color Grid: Red
  689. 1 or more adjacent tiles must be activated
  690. Move level must be 2 or higher
  691.  
  692. Cell 15 | Cost: 9 Energy, 108 Sync Orb(s)
  693. Agile Entry 1
  694. Raises the user’s evasiveness by 1 stat rank when it enters a battle.
  695. Color Grid: Yellow
  696. 1 or more adjacent tiles must be activated
  697. Move level must be 3 or higher
  698.  
  699. Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
  700. Speed 20
  701. Speed 20
  702. Color Grid: Blue
  703. 1 or more adjacent tiles must be activated
  704. Move level must be 2 or higher
  705.  
  706. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  707. Water Gun: Move Gauge Refresh 9
  708. Move: Water Gun Charges the user’s move gauge by one when its move is successful.
  709. Color Grid: Red
  710. 1 or more adjacent tiles must be activated
  711. Move level must be 3 or higher
  712.  
  713. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  714. Speed 5
  715. Speed 5
  716. Color Grid: Blue
  717. 1 or more adjacent tiles must be activated
  718.  
  719. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  720. Water Gun: Power 2
  721. Water Gun: Power ↑ 2
  722. Color Grid: Green
  723. 1 or more adjacent tiles must be activated
  724.  
  725. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  726. Sp. Def 5
  727. Sp. Def 5
  728. Color Grid: Blue
  729. 1 or more adjacent tiles must be activated
  730.  
  731. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  732. Water Gun: Power 2
  733. Water Gun: Power ↑ 2
  734. Color Grid: Green
  735. 1 or more adjacent tiles must be activated
  736.  
  737. Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
  738. Defense 20
  739. Defense 20
  740. Color Grid: Blue
  741. 1 or more adjacent tiles must be activated
  742. Move level must be 2 or higher
  743.  
  744. Cell 23 | Cost: 5 Energy, 60 Sync Orb(s)
  745. Fast Runner
  746. Evasiveness cannot be lowered.
  747. Color Grid: Yellow
  748. 1 or more adjacent tiles must be activated
  749. Move level must be 2 or higher
  750.  
  751. Cell 24 | Cost: 6 Energy, 72 Sync Orb(s)
  752. Potion: Move Gauge Refresh 3
  753. Move: Potion Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  754. Color Grid: Red
  755. 1 or more adjacent tiles must be activated
  756. Move level must be 2 or higher
  757.  
  758. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  759. Potion: MP Refresh 3
  760. Move: Potion Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  761. Color Grid: Red
  762. 1 or more adjacent tiles must be activated
  763. Move level must be 3 or higher
  764.  
  765. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  766. Potion: Master Healer 1
  767. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  768. Color Grid: Red
  769. 1 or more adjacent tiles must be activated
  770. Move level must be 3 or higher
  771.  
  772. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  773. Speed 5
  774. Speed 5
  775. Color Grid: Blue
  776. 1 or more adjacent tiles must be activated
  777.  
  778. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  779. Sp. Atk 5
  780. Sp. Atk 5
  781. Color Grid: Blue
  782. 1 or more adjacent tiles must be activated
  783.  
  784. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  785. HP 10
  786. HP 10
  787. Color Grid: Blue
  788. 1 or more adjacent tiles must be activated
  789.  
  790. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  791. Speed 5
  792. Speed 5
  793. Color Grid: Blue
  794. 1 or more adjacent tiles must be activated
  795.  
  796. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  797. HP 10
  798. HP 10
  799. Color Grid: Blue
  800. 1 or more adjacent tiles must be activated
  801.  
  802. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  803. Shower Power 5
  804. Powers up the user’s sync move when the weather is rainy.
  805. Color Grid: Yellow
  806. 1 or more adjacent tiles must be activated
  807. Move level must be 2 or higher
  808.  
  809. Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
  810. Sp. Def 10
  811. Sp. Def 10
  812. Color Grid: Blue
  813. 1 or more adjacent tiles must be activated
  814.  
  815. Cell 34 | Cost: 6 Energy, 72 Sync Orb(s)
  816. Full Heal: Move Gauge Refresh 3
  817. Move: Full Heal Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  818. Color Grid: Red
  819. 1 or more adjacent tiles must be activated
  820. Move level must be 2 or higher
  821.  
  822. Cell 35 | Cost: 9 Energy, 108 Sync Orb(s)
  823. Safety Tether
  824. Applies the Enduring effect to the user the first time its sync move is used each battle.
  825. Color Grid: Yellow
  826. 1 or more adjacent tiles must be activated
  827. Move level must be 3 or higher
  828.  
  829. Cell 36 | Cost: 7 Energy, 84 Sync Orb(s)
  830. On the Run 1
  831. Raises the user’s evasiveness by 1 stat rank the first time it is in a pinch each battle.
  832. Color Grid: Yellow
  833. 1 or more adjacent tiles must be activated
  834. Move level must be 2 or higher
  835.  
  836. Cell 37 | Cost: 7 Energy, 84 Sync Orb(s)
  837. Full Heal: MP Refresh 3
  838. Move: Full Heal Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  839. Color Grid: Red
  840. 1 or more adjacent tiles must be activated
  841. Move level must be 3 or higher
  842.  
  843. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  844. HP 10
  845. HP 10
  846. Color Grid: Blue
  847. 1 or more adjacent tiles must be activated
  848.  
  849. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  850. Sp. Atk 5
  851. Sp. Atk 5
  852. Color Grid: Blue
  853. 1 or more adjacent tiles must be activated
  854.  
  855. Cell 40 | Cost: 4 Energy, 48 Sync Orb(s)
  856. Sp. Def 10
  857. Sp. Def 10
  858. Color Grid: Blue
  859. 1 or more adjacent tiles must be activated
  860.  
  861. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  862. Water Gun: Power 2
  863. Water Gun: Power ↑ 2
  864. Color Grid: Green
  865. 1 or more adjacent tiles must be activated
  866.  
  867. Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
  868. Torrential Tenacity
  869. Prevents the user from flinching, becoming confused, or becoming trapped when the weather is rainy.
  870. Color Grid: Yellow
  871. 1 or more adjacent tiles must be activated
  872. Move level must be 2 or higher
  873.  
  874. Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
  875. Water Gun: Power 2
  876. Water Gun: Power ↑ 2
  877. Color Grid: Green
  878. 1 or more adjacent tiles must be activated
  879. Move level must be 2 or higher
  880.  
  881. Cell 44 | Cost: 6 Energy, 72 Sync Orb(s)
  882. Duck and Cover!: Move Gauge Refresh 3
  883. Move: Duck and Cover! Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  884. Color Grid: Red
  885. 1 or more adjacent tiles must be activated
  886. Move level must be 2 or higher
  887.  
  888. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  889. Synchro Healing 1
  890. Restores the HP of all allied sync pairs by approximately 20% of their maximum HP after using the user’s sync move.
  891. Color Grid: Yellow
  892. 1 or more adjacent tiles must be activated
  893. Move level must be 3 or higher
  894.  
  895. Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
  896. Duck and Cover!: MP Refresh 3
  897. Move: Duck and Cover! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  898. Color Grid: Red
  899. 1 or more adjacent tiles must be activated
  900. Move level must be 3 or higher
  901.  
  902. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  903. All-Out Offense Water Beam: Power 25
  904. All-Out Offense Water Beam: Power ↑ 25
  905. Color Grid: Purple
  906. 1 or more adjacent tiles must be activated
  907. Move level must be 3 or higher
  908.  
  909. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  910. All-Out Offense Water Beam: Power 25
  911. All-Out Offense Water Beam: Power ↑ 25
  912. Color Grid: Purple
  913. 1 or more adjacent tiles must be activated
  914. Move level must be 3 or higher
  915.  
  916. Trainer : Lillie (Anniversary 2021)
  917. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  918. HP 10
  919. HP 10
  920. Color Grid: Blue
  921.  
  922. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  923. Sp. Atk 5
  924. Sp. Atk 5
  925. Color Grid: Blue
  926.  
  927. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  928. Defense 5
  929. Defense 5
  930. Color Grid: Blue
  931.  
  932. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  933. Sp. Atk 5
  934. Sp. Atk 5
  935. Color Grid: Blue
  936.  
  937. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  938. Sp. Def 5
  939. Sp. Def 5
  940. Color Grid: Blue
  941.  
  942. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  943. Speed 5
  944. Speed 5
  945. Color Grid: Blue
  946.  
  947. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  948. Sp. Def 5
  949. Sp. Def 5
  950. Color Grid: Blue
  951. 1 or more adjacent tiles must be activated
  952.  
  953. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  954. Sp. Atk 5
  955. Sp. Atk 5
  956. Color Grid: Blue
  957. 1 or more adjacent tiles must be activated
  958.  
  959. Cell 9 | Cost: 4 Energy, 48 Sync Orb(s)
  960. Moongeist Beam: Power 2
  961. Moongeist Beam: Power ↑ 2
  962. Color Grid: Green
  963. 1 or more adjacent tiles must be activated
  964.  
  965. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  966. Defense 5
  967. Defense 5
  968. Color Grid: Blue
  969. 1 or more adjacent tiles must be activated
  970.  
  971. Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
  972. Moongeist Beam: Power 2
  973. Moongeist Beam: Power ↑ 2
  974. Color Grid: Green
  975. 1 or more adjacent tiles must be activated
  976.  
  977. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  978. Moongeist Beam: Power 2
  979. Moongeist Beam: Power ↑ 2
  980. Color Grid: Green
  981. 1 or more adjacent tiles must be activated
  982.  
  983. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  984. Moongeist Beam: Power 2
  985. Moongeist Beam: Power ↑ 2
  986. Color Grid: Green
  987. 1 or more adjacent tiles must be activated
  988. Move level must be 2 or higher
  989.  
  990. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  991. Moongeist Beam: Move Gauge Refresh 3
  992. Move: Moongeist Beam Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  993. Color Grid: Red
  994. 1 or more adjacent tiles must be activated
  995. Move level must be 2 or higher
  996.  
  997. Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
  998. Quick Tempo
  999. Applies the Move Gauge Acceleration effect to the allied field of play the first time the user enters a battle each battle.
  1000. Color Grid: Yellow
  1001. 1 or more adjacent tiles must be activated
  1002. Move level must be 2 or higher
  1003.  
  1004. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  1005. Propulsion 1
  1006. Has a chance (20%) of reducing the user’s sync move countdown by one when the user’s move is successful.
  1007. Color Grid: Yellow
  1008. 1 or more adjacent tiles must be activated
  1009. Move level must be 3 or higher
  1010.  
  1011. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1012. Moongeist Beam: Power Flux 3
  1013. Move: Moongeist Beam The fuller the move gauge when moves are selected, the more this powers up moves.
  1014. Color Grid: Red
  1015. 1 or more adjacent tiles must be activated
  1016. Move level must be 3 or higher
  1017.  
  1018. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1019. Sp. Def 5
  1020. Sp. Def 5
  1021. Color Grid: Blue
  1022. 1 or more adjacent tiles must be activated
  1023.  
  1024. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1025. HP 10
  1026. HP 10
  1027. Color Grid: Blue
  1028. 1 or more adjacent tiles must be activated
  1029.  
  1030. Cell 20 | Cost: 4 Energy, 48 Sync Orb(s)
  1031. Sp. Atk 10
  1032. Sp. Atk 10
  1033. Color Grid: Blue
  1034. 1 or more adjacent tiles must be activated
  1035.  
  1036. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  1037. Speed 5
  1038. Speed 5
  1039. Color Grid: Blue
  1040. 1 or more adjacent tiles must be activated
  1041.  
  1042. Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  1043. Moonblast: Power 3
  1044. Moonblast: Power ↑ 3
  1045. Color Grid: Green
  1046. 1 or more adjacent tiles must be activated
  1047.  
  1048. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  1049. Moonblast: Power 3
  1050. Moonblast: Power ↑ 3
  1051. Color Grid: Green
  1052. 1 or more adjacent tiles must be activated
  1053.  
  1054. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  1055. Double Down 2
  1056. Powers up sync moves that are super effective.
  1057. Color Grid: Yellow
  1058. 1 or more adjacent tiles must be activated
  1059. Move level must be 2 or higher
  1060.  
  1061. Cell 25 | Cost: 9 Energy, 108 Sync Orb(s)
  1062. Healthy Power-Up 1
  1063. Powers up moves when the user’s HP is full.
  1064. Color Grid: Yellow
  1065. 1 or more adjacent tiles must be activated
  1066. Move level must be 2 or higher
  1067.  
  1068. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  1069. Potion: Master Healer 1
  1070. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  1071. Color Grid: Red
  1072. 1 or more adjacent tiles must be activated
  1073. Move level must be 2 or higher
  1074.  
  1075. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  1076. Healthy Healing
  1077. Applies the Gradual Healing effect to the user when its HP is full when it enters a battle.
  1078. Color Grid: Yellow
  1079. 1 or more adjacent tiles must be activated
  1080. Move level must be 3 or higher
  1081.  
  1082. Cell 28 | Cost: 7 Energy, 84 Sync Orb(s)
  1083. Potion: MP Refresh 2
  1084. Move: Potion Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1085. Color Grid: Red
  1086. 1 or more adjacent tiles must be activated
  1087. Move level must be 3 or higher
  1088.  
  1089. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1090. Sp. Def 5
  1091. Sp. Def 5
  1092. Color Grid: Blue
  1093. 1 or more adjacent tiles must be activated
  1094.  
  1095. Cell 30 | Cost: 7 Energy, 84 Sync Orb(s)
  1096. Dauntless
  1097. Sp. Atk cannot be lowered.
  1098. Color Grid: Yellow
  1099. 1 or more adjacent tiles must be activated
  1100.  
  1101. Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
  1102. Moonblast: Power 3
  1103. Moonblast: Power ↑ 3
  1104. Color Grid: Green
  1105. 1 or more adjacent tiles must be activated
  1106.  
  1107. Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  1108. HP 20
  1109. HP 20
  1110. Color Grid: Blue
  1111. 1 or more adjacent tiles must be activated
  1112.  
  1113. Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
  1114. Moonblast: Power 3
  1115. Moonblast: Power ↑ 3
  1116. Color Grid: Green
  1117. 1 or more adjacent tiles must be activated
  1118. Move level must be 2 or higher
  1119.  
  1120. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  1121. Moonblast: Move Gauge Refresh 3
  1122. Move: Moonblast Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1123. Color Grid: Red
  1124. 1 or more adjacent tiles must be activated
  1125. Move level must be 2 or higher
  1126.  
  1127. Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
  1128. Moonblast: On a Roll 1
  1129. Move: Moonblast Raises the chance of lowering stat values with the additional effects of moves.
  1130. Color Grid: Red
  1131. 1 or more adjacent tiles must be activated
  1132. Move level must be 2 or higher
  1133.  
  1134. Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
  1135. Sync Cure
  1136. Removes all status conditions from the user after using its sync move.
  1137. Color Grid: Yellow
  1138. 1 or more adjacent tiles must be activated
  1139. Move level must be 3 or higher
  1140.  
  1141. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1142. Moonblast: Critical Strike 1
  1143. Move: Moonblast Powers up the user’s attacks when they become critical hits.
  1144. Color Grid: Red
  1145. 1 or more adjacent tiles must be activated
  1146. Move level must be 3 or higher
  1147.  
  1148. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1149. Defense 5
  1150. Defense 5
  1151. Color Grid: Blue
  1152. 1 or more adjacent tiles must be activated
  1153.  
  1154. Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
  1155. Speed 10
  1156. Speed 10
  1157. Color Grid: Blue
  1158. 1 or more adjacent tiles must be activated
  1159.  
  1160. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  1161. Shining Moonlight!: MP Refresh 2
  1162. Move: Shining Moonlight! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1163. Color Grid: Red
  1164. 1 or more adjacent tiles must be activated
  1165.  
  1166. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  1167. HP 10
  1168. HP 10
  1169. Color Grid: Blue
  1170. 1 or more adjacent tiles must be activated
  1171.  
  1172. Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  1173. Moongeist Beam: Power 2
  1174. Moongeist Beam: Power ↑ 2
  1175. Color Grid: Green
  1176. 1 or more adjacent tiles must be activated
  1177. Move level must be 2 or higher
  1178.  
  1179. Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  1180. Moongeist Beam: Power 2
  1181. Moongeist Beam: Power ↑ 2
  1182. Color Grid: Green
  1183. 1 or more adjacent tiles must be activated
  1184. Move level must be 2 or higher
  1185.  
  1186. Cell 44 | Cost: 9 Energy, 108 Sync Orb(s)
  1187. Soften Up 1
  1188. Critical hits land more easily when the user attacks with a sync move.
  1189. Color Grid: Yellow
  1190. 1 or more adjacent tiles must be activated
  1191. Move level must be 2 or higher
  1192.  
  1193. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1194. Brain Sync 3
  1195. Powers up the user’s sync move when its Sp. Atk is raised.
  1196. Color Grid: Yellow
  1197. 1 or more adjacent tiles must be activated
  1198. Move level must be 3 or higher
  1199.  
  1200. Cell 46 | Cost: 12 Energy, 144 Sync Orb(s)
  1201. Danger Damage Guard
  1202. Applies the Damage Guard Next effect to the user the first time its HP drops to half or below each battle.
  1203. Color Grid: Yellow
  1204. 1 or more adjacent tiles must be activated
  1205. Move level must be 3 or higher
  1206.  
  1207. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1208. Shining Hope Moongeist Beam: Power 25
  1209. Shining Hope Moongeist Beam: Power ↑ 25
  1210. Color Grid: Purple
  1211. 1 or more adjacent tiles must be activated
  1212. Move level must be 3 or higher
  1213.  
  1214. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1215. Shining Hope Moongeist Beam: Power 25
  1216. Shining Hope Moongeist Beam: Power ↑ 25
  1217. Color Grid: Purple
  1218. 1 or more adjacent tiles must be activated
  1219. Move level must be 3 or higher
  1220.  
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