Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Trainer : N (Anniversary 2021)
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 5 Energy, 60 Sync Orb(s)
- Blue Flare: Accuracy 10
- Blue Flare: Accuracy ↑ 10
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
- Blue Flare: Power 2
- Blue Flare: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- Blue Flare: Power 2
- Blue Flare: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
- Blue Flare: Power 2
- Blue Flare: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Blue Flare: Move Gauge Refresh 3
- Move: Blue Flare Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
- Superduper Effective 1
- Powers up moves that are super effective.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
- Blue Flare: Hostile Environment 1
- Move: Blue Flare Raises the chance of inflicting status conditions with the additional effects of moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 9 Energy, 108 Sync Orb(s)
- Blue Flare: Pep Rally 1
- Move: Blue Flare Raises the Speed of all allied sync pairs by 1 stat rank when the user’s move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
- Truth Will Prevail!: MP Refresh 2
- Move: Truth Will Prevail! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
- Blue Flare: Power 2
- Blue Flare: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 22 | Cost: 9 Energy, 108 Sync Orb(s)
- Natural Remedy
- Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
- Blue Flare: Power 2
- Blue Flare: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
- Adrenaline 1
- Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
- Healthy Superhit
- Applies the Supereffective ↑ Next effect to the user if its HP is full when it enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
- Quick Cure
- Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
- Dire Hit +: MP Refresh 2
- Move: Dire Hit + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
- Devastation
- The more the target’s Sp. Atk is lowered, the more it powers up the user’s sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
- Pecking Order
- The more the target’s Attack is lowered, the more it powers up the user’s sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Piercing Gaze
- Moves never miss.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- Noble Roar: Move Gauge Refresh 3
- Move: Noble Roar Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- Sharp Entry 1
- Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Noble Roar: Mind Afflicter 4
- 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.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Noble Roar: Might Afflicter 4
- 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.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Blue Flare to Change the World: Power 25
- Blue Flare to Change the World: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Blue Flare to Change the World: Power 25
- Blue Flare to Change the World: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Trainer : Steven (Anniversary 2021)
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 4 Energy, 48 Sync Orb(s)
- Dragon Ascent: Power 2
- Dragon Ascent: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- Dragon Ascent: Power 2
- Dragon Ascent: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
- Dragon Ascent: Power 2
- Dragon Ascent: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Dragon Ascent: Move Gauge Refresh 3
- Move: Dragon Ascent Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 5 Energy, 60 Sync Orb(s)
- Triumph and Glory Dragon Ascent: Power 25
- Triumph and Glory Dragon Ascent: Power ↑ 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 16 | Cost: 9 Energy, 108 Sync Orb(s)
- Fierce Entry 1
- Raises the user’s Attack by 1 stat rank when it enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 9 Energy, 108 Sync Orb(s)
- Dragon Ascent: Fleet Feet 1
- Move: Dragon Ascent Raises the user’s Speed by 1 stat rank when its move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
- X Attack: MP Refresh 2
- Move: X Attack Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
- Draco Meteor: Power 3
- Draco Meteor: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 4 Energy, 48 Sync Orb(s)
- Draco Meteor: Power 3
- Draco Meteor: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 5 Energy, 60 Sync Orb(s)
- Triumph and Glory Dragon Ascent: Power 25
- Triumph and Glory Dragon Ascent: Power ↑ 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
- Clear Power-Up 1
- Powers up the user’s moves when weather conditions are not in effect.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
- Clear as Day
- Prevents the user from flinching, becoming confused, or becoming trapped when weather conditions are not in effect.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
- Draco Meteor: Power 3
- Draco Meteor: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 5 Energy, 60 Sync Orb(s)
- Draco Meteor: Accuracy 10
- Draco Meteor: Accuracy ↑ 10
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
- Clear Sync-Up 5
- Powers up the user’s sync move when weather conditions are not in effect.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
- Draco Meteor: Power 3
- Draco Meteor: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Draco Meteor: Move Gauge Refresh 3
- Move: Draco Meteor Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 4 Energy, 48 Sync Orb(s)
- Draco Meteor: Power 3
- Draco Meteor: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
- Sync Freebie
- Applies the Free Move Next effect to the user after using its sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 37 | Cost: 9 Energy, 108 Sync Orb(s)
- Draco Meteor: Critical Strike 2
- Move: Draco Meteor Powers up the user’s attacks when they become critical hits.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
- Sky High!: MP Refresh 2
- Move: Sky High! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
- Dragon Ascent: Power 2
- Dragon Ascent: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
- Dragon Ascent: Power 2
- Dragon Ascent: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
- Head Start 1
- Reduces the user’s sync move countdown by 1 the first time it enters a battle each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Weather Wipe 9
- Removes all weather conditions when the user’s Pokémon uses a move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 9 Energy, 108 Sync Orb(s)
- Clear Sync-Up 9
- Powers up the user’s sync move when weather conditions are not in effect.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Triumph and Glory Dragon Ascent: Power 25
- Triumph and Glory Dragon Ascent: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Triumph and Glory Dragon Ascent: Power 25
- Triumph and Glory Dragon Ascent: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Trainer : Misty (Swimsuit)
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
- Water Gun: Power 2
- Water Gun: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Water Gun: Power 2
- Water Gun: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Water Gun: Power 2
- Water Gun: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Water Gun: Power 2
- Water Gun: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 8 Energy, 96 Sync Orb(s)
- Water Gun: Raging Rain 2
- Move: Water Gun Powers up the user’s moves when the weather is rainy.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 9 Energy, 108 Sync Orb(s)
- Agile Entry 1
- Raises the user’s evasiveness by 1 stat rank when it enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
- Speed 20
- Speed 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Water Gun: Move Gauge Refresh 9
- Move: Water Gun Charges the user’s move gauge by one when its move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
- Water Gun: Power 2
- Water Gun: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Water Gun: Power 2
- Water Gun: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
- Defense 20
- Defense 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 23 | Cost: 5 Energy, 60 Sync Orb(s)
- Fast Runner
- Evasiveness cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 6 Energy, 72 Sync Orb(s)
- Potion: Move Gauge Refresh 3
- Move: Potion Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
- Potion: MP Refresh 3
- Move: Potion Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Potion: Master Healer 1
- Move: Potion Increases the amount of HP restored by the user’s healing moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
- Shower Power 5
- Powers up the user’s sync move when the weather is rainy.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 34 | Cost: 6 Energy, 72 Sync Orb(s)
- Full Heal: Move Gauge Refresh 3
- Move: Full Heal Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 9 Energy, 108 Sync Orb(s)
- Safety Tether
- Applies the Enduring effect to the user the first time its sync move is used each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 7 Energy, 84 Sync Orb(s)
- On the Run 1
- Raises the user’s evasiveness by 1 stat rank the first time it is in a pinch each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 37 | Cost: 7 Energy, 84 Sync Orb(s)
- Full Heal: MP Refresh 3
- Move: Full Heal Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Water Gun: Power 2
- Water Gun: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
- Torrential Tenacity
- Prevents the user from flinching, becoming confused, or becoming trapped when the weather is rainy.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
- Water Gun: Power 2
- Water Gun: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 6 Energy, 72 Sync Orb(s)
- Duck and Cover!: Move Gauge Refresh 3
- Move: Duck and Cover! Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Synchro Healing 1
- Restores the HP of all allied sync pairs by approximately 20% of their maximum HP after using the user’s sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
- Duck and Cover!: MP Refresh 3
- Move: Duck and Cover! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- All-Out Offense Water Beam: Power 25
- All-Out Offense Water Beam: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- All-Out Offense Water Beam: Power 25
- All-Out Offense Water Beam: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Trainer : Lillie (Anniversary 2021)
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 4 Energy, 48 Sync Orb(s)
- Moongeist Beam: Power 2
- Moongeist Beam: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
- Moongeist Beam: Power 2
- Moongeist Beam: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- Moongeist Beam: Power 2
- Moongeist Beam: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
- Moongeist Beam: Power 2
- Moongeist Beam: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Moongeist Beam: Move Gauge Refresh 3
- Move: Moongeist Beam Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
- Quick Tempo
- Applies the Move Gauge Acceleration effect to the allied field of play the first time the user enters a battle each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
- Propulsion 1
- Has a chance (20%) of reducing the user’s sync move countdown by one when the user’s move is successful.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Moongeist Beam: Power Flux 3
- Move: Moongeist Beam The fuller the move gauge when moves are selected, the more this powers up moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Atk 10
- Sp. Atk 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
- Moonblast: Power 3
- Moonblast: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
- Moonblast: Power 3
- Moonblast: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
- Double Down 2
- Powers up sync moves that are super effective.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 9 Energy, 108 Sync Orb(s)
- Healthy Power-Up 1
- Powers up moves when the user’s HP is full.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Potion: Master Healer 1
- Move: Potion Increases the amount of HP restored by the user’s healing moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
- Healthy Healing
- Applies the Gradual Healing effect to the user when its HP is full when it enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 7 Energy, 84 Sync Orb(s)
- Potion: MP Refresh 2
- Move: Potion Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 7 Energy, 84 Sync Orb(s)
- Dauntless
- Sp. Atk cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
- Moonblast: Power 3
- Moonblast: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
- Moonblast: Power 3
- Moonblast: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Moonblast: Move Gauge Refresh 3
- Move: Moonblast Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
- Moonblast: On a Roll 1
- Move: Moonblast Raises the chance of lowering stat values with the additional effects of moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
- Sync Cure
- Removes all status conditions from the user after using its sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Moonblast: Critical Strike 1
- Move: Moonblast Powers up the user’s attacks when they become critical hits.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
- Shining Moonlight!: MP Refresh 2
- Move: Shining Moonlight! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
- Moongeist Beam: Power 2
- Moongeist Beam: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
- Moongeist Beam: Power 2
- Moongeist Beam: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 9 Energy, 108 Sync Orb(s)
- Soften Up 1
- Critical hits land more easily when the user attacks with a sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Brain Sync 3
- Powers up the user’s sync move when its Sp. Atk is raised.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 12 Energy, 144 Sync Orb(s)
- Danger Damage Guard
- Applies the Damage Guard Next effect to the user the first time its HP drops to half or below each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Shining Hope Moongeist Beam: Power 25
- Shining Hope Moongeist Beam: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Shining Hope Moongeist Beam: Power 25
- Shining Hope Moongeist Beam: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
Add Comment
Please, Sign In to add comment