Absol-utely

SYNC GRID - Lillie & Gladion & Lusamine (2.0.5)

Sep 7th, 2020 (edited)
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  2.  
  3. Trainer : Lillie
  4. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  5. HP 10
  6. HP 10
  7. Color Grid: Blue
  8.  
  9. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  10. Sp. Atk 5
  11. Sp. Atk 5
  12. Color Grid: Blue
  13.  
  14. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  15. Defense 5
  16. Defense 5
  17. Color Grid: Blue
  18.  
  19. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  20. Sp. Atk 5
  21. Sp. Atk 5
  22. Color Grid: Blue
  23.  
  24. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  25. Sp. Def 5
  26. Sp. Def 5
  27. Color Grid: Blue
  28.  
  29. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  30. Speed 5
  31. Speed 5
  32. Color Grid: Blue
  33.  
  34. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  35. HP 10
  36. HP 10
  37. Color Grid: Blue
  38. 1 or more adjacent tiles must be activated
  39.  
  40. Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
  41. Antitoxin
  42. Prevents the Pokémon from getting poisoned or badly poisoned.
  43. Color Grid: Yellow
  44. 1 or more adjacent tiles must be activated
  45.  
  46. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  47. Sp. Atk 5
  48. Sp. Atk 5
  49. Color Grid: Blue
  50. 1 or more adjacent tiles must be activated
  51.  
  52. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  53. Moonblast: Power 3
  54. Moonblast: Power ↑ 3
  55. Color Grid: Green
  56. 1 or more adjacent tiles must be activated
  57.  
  58. Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
  59. Moonblast: Move Gauge Refresh 3
  60. Move: Moonblast Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  61. Color Grid: Red
  62. 1 or more adjacent tiles must be activated
  63.  
  64. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  65. Moonblast: Power 3
  66. Moonblast: Power ↑ 3
  67. Color Grid: Green
  68. 1 or more adjacent tiles must be activated
  69. Move level must be 2 or higher
  70.  
  71. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  72. Moonblast: Power 3
  73. Moonblast: Power ↑ 3
  74. Color Grid: Green
  75. 1 or more adjacent tiles must be activated
  76.  
  77. Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
  78. Moonblast: Power 3
  79. Moonblast: Power ↑ 3
  80. Color Grid: Green
  81. 1 or more adjacent tiles must be activated
  82. Move level must be 2 or higher
  83.  
  84. Cell 15 | Cost: 5 Energy, 60 Sync Orb(s)
  85. Sp. Def 10
  86. Sp. Def 10
  87. Color Grid: Blue
  88. 1 or more adjacent tiles must be activated
  89. Move level must be 3 or higher
  90.  
  91. Cell 16 | Cost: 3 Energy, 36 Sync Orb(s)
  92. Moonblast: Power 3
  93. Moonblast: Power ↑ 3
  94. Color Grid: Green
  95. 1 or more adjacent tiles must be activated
  96. Move level must be 2 or higher
  97.  
  98. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  99. Adrenaline 1
  100. Reduces the sync move countdown by one when a sync move is used for the first time.
  101. Color Grid: Yellow
  102. 1 or more adjacent tiles must be activated
  103. Move level must be 3 or higher
  104.  
  105. Cell 18 | Cost: 3 Energy, 36 Sync Orb(s)
  106. Snow Shelter
  107. Protects the Pokémon from damage from a hailstorm.
  108. Color Grid: Yellow
  109. 1 or more adjacent tiles must be activated
  110.  
  111. Cell 19 | Cost: 2 Energy, 24 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. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  118. Sp. Atk 5
  119. Sp. Atk 5
  120. Color Grid: Blue
  121. 1 or more adjacent tiles must be activated
  122.  
  123. Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
  124. X Accuracy All: MP Refresh 3
  125. Move: X Accuracy All Has a moderately good chance of restoring one MP of the move used if the move is successful.
  126. Color Grid: Red
  127. 1 or more adjacent tiles must be activated
  128.  
  129. Cell 22 | Cost: 5 Energy, 60 Sync Orb(s)
  130. Defense 10
  131. Defense 10
  132. Color Grid: Blue
  133. 1 or more adjacent tiles must be activated
  134. Move level must be 2 or higher
  135.  
  136. Cell 23 | Cost: 5 Energy, 60 Sync Orb(s)
  137. Sp. Def 10
  138. Sp. Def 10
  139. Color Grid: Blue
  140. 1 or more adjacent tiles must be activated
  141. Move level must be 2 or higher
  142.  
  143. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  144. Sp. Atk 20
  145. Sp. Atk 20
  146. Color Grid: Blue
  147. 1 or more adjacent tiles must be activated
  148. Move level must be 2 or higher
  149.  
  150. Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
  151. Disarming Voice: Unfortuitous 9
  152. Move: Disarming Voice Lowers the target’s Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness at random when an attack is successful.
  153. Color Grid: Red
  154. 1 or more adjacent tiles must be activated
  155. Move level must be 3 or higher
  156.  
  157. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  158. Brutal Clarity
  159. The more the user’s accuracy has been raised, the more it powers up moves.
  160. Color Grid: Yellow
  161. 1 or more adjacent tiles must be activated
  162. Move level must be 3 or higher
  163.  
  164. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  165. Speed 5
  166. Speed 5
  167. Color Grid: Blue
  168. 1 or more adjacent tiles must be activated
  169.  
  170. Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
  171. Sand Shelter
  172. Protects the Pokémon from damage from a sandstorm.
  173. Color Grid: Yellow
  174. 1 or more adjacent tiles must be activated
  175.  
  176. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  177. Defense 5
  178. Defense 5
  179. Color Grid: Blue
  180. 1 or more adjacent tiles must be activated
  181.  
  182. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  183. Disarming Voice: Power 4
  184. Disarming Voice: Power ↑ 4
  185. Color Grid: Green
  186. 1 or more adjacent tiles must be activated
  187.  
  188. Cell 31 | Cost: 6 Energy, 72 Sync Orb(s)
  189. Disarming Voice: Move Gauge Refresh 3
  190. Move: Disarming Voice Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  191. Color Grid: Red
  192. 1 or more adjacent tiles must be activated
  193.  
  194. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  195. Disarming Voice: Power 4
  196. Disarming Voice: Power ↑ 4
  197. Color Grid: Green
  198. 1 or more adjacent tiles must be activated
  199. Move level must be 2 or higher
  200.  
  201. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  202. Disarming Voice: Power 4
  203. Disarming Voice: Power ↑ 4
  204. Color Grid: Green
  205. 1 or more adjacent tiles must be activated
  206.  
  207. Cell 34 | Cost: 3 Energy, 36 Sync Orb(s)
  208. Disarming Voice: Power 4
  209. Disarming Voice: Power ↑ 4
  210. Color Grid: Green
  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. X Accuracy All: Catalytic Cure 9
  216. Move: X Accuracy All Restores the user’s HP when a move is successful.
  217. Color Grid: Red
  218. 1 or more adjacent tiles must be activated
  219. Move level must be 3 or higher
  220.  
  221. Cell 36 | Cost: 3 Energy, 36 Sync Orb(s)
  222. Disarming Voice: Power 4
  223. Disarming Voice: Power ↑ 4
  224. Color Grid: Green
  225. 1 or more adjacent tiles must be activated
  226. Move level must be 2 or higher
  227.  
  228. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  229. Fainting Heal 1
  230. Restores the HP of all allied sync pairs other than the user just before the user faints.
  231. Color Grid: Yellow
  232. 1 or more adjacent tiles must be activated
  233. Move level must be 3 or higher
  234.  
  235. Cell 38 | Cost: 3 Energy, 36 Sync Orb(s)
  236. Escape Artist
  237. Prevents the Pokémon from becoming trapped.
  238. Color Grid: Yellow
  239. 1 or more adjacent tiles must be activated
  240.  
  241. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  242. Speed 5
  243. Speed 5
  244. Color Grid: Blue
  245. 1 or more adjacent tiles must be activated
  246.  
  247. Cell 40 | Cost: 5 Energy, 60 Sync Orb(s)
  248. HP 20
  249. HP 20
  250. Color Grid: Blue
  251. 1 or more adjacent tiles must be activated
  252.  
  253. Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
  254. Full Power!: MP Refresh 3
  255. Move: Full Power! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  256. Color Grid: Red
  257. 1 or more adjacent tiles must be activated
  258.  
  259. Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
  260. Defense 5
  261. Defense 5
  262. Color Grid: Blue
  263. 1 or more adjacent tiles must be activated
  264. Move level must be 2 or higher
  265.  
  266. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  267. Toughen Up 2
  268. Has a moderate chance of raising the user’s Defense when the user is hit by an attack move.
  269. Color Grid: Yellow
  270. 1 or more adjacent tiles must be activated
  271. Move level must be 2 or higher
  272.  
  273. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  274. Tighten Up 2
  275. Has a moderate chance of raising the user’s Sp. Def when the user is hit by an attack move.
  276. Color Grid: Yellow
  277. 1 or more adjacent tiles must be activated
  278. Move level must be 2 or higher
  279.  
  280. Cell 45 | Cost: 9 Energy, 108 Sync Orb(s)
  281. Superduper Effective 2
  282. Powers up moves that are super effective.
  283. Color Grid: Yellow
  284. 1 or more adjacent tiles must be activated
  285. Move level must be 3 or higher
  286.  
  287. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  288. HP 50
  289. HP 50
  290. Color Grid: Blue
  291. 1 or more adjacent tiles must be activated
  292. Move level must be 3 or higher
  293.  
  294. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  295. Full-Force Challenger Moonblast: Power 25
  296. Full-Force Challenger Moonblast: 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. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  302. Full-Force Challenger Moonblast: Power 25
  303. Full-Force Challenger Moonblast: 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. Trainer : Gladion
  309. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  310. HP 10
  311. HP 10
  312. Color Grid: Blue
  313.  
  314. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  315. Attack 5
  316. Attack 5
  317. Color Grid: Blue
  318.  
  319. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  320. Defense 5
  321. Defense 5
  322. Color Grid: Blue
  323.  
  324. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  325. Attack 5
  326. Attack 5
  327. Color Grid: Blue
  328.  
  329. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  330. Sp. Def 5
  331. Sp. Def 5
  332. Color Grid: Blue
  333.  
  334. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  335. Speed 5
  336. Speed 5
  337. Color Grid: Blue
  338.  
  339. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  340. Attack 5
  341. Attack 5
  342. Color Grid: Blue
  343. 1 or more adjacent tiles must be activated
  344.  
  345. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  346. Defense 5
  347. Defense 5
  348. Color Grid: Blue
  349. 1 or more adjacent tiles must be activated
  350.  
  351. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  352. Speed 5
  353. Speed 5
  354. Color Grid: Blue
  355. 1 or more adjacent tiles must be activated
  356.  
  357. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  358. Headstrong
  359. Attack cannot be lowered.
  360. Color Grid: Yellow
  361. 1 or more adjacent tiles must be activated
  362.  
  363. Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
  364. Multi-Attack: Power 3
  365. Multi-Attack: Power ↑ 3
  366. Color Grid: Green
  367. 1 or more adjacent tiles must be activated
  368.  
  369. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  370. Multi-Attack: Power 3
  371. Multi-Attack: Power ↑ 3
  372. Color Grid: Green
  373. 1 or more adjacent tiles must be activated
  374. Move level must be 2 or higher
  375.  
  376. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  377. Attack 10
  378. Attack 10
  379. Color Grid: Blue
  380. 1 or more adjacent tiles must be activated
  381.  
  382. Cell 14 | Cost: 8 Energy, 96 Sync Orb(s)
  383. Sp. Def 20
  384. Sp. Def 20
  385. Color Grid: Blue
  386. 1 or more adjacent tiles must be activated
  387. Move level must be 2 or higher
  388.  
  389. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  390. HP Advantage 3
  391. The more HP the user has remaining, the more it powers up moves.
  392. Color Grid: Yellow
  393. 1 or more adjacent tiles must be activated
  394. Move level must be 3 or higher
  395.  
  396. Cell 16 | Cost: 2 Energy, 24 Sync Orb(s)
  397. HP 10
  398. HP 10
  399. Color Grid: Blue
  400. 1 or more adjacent tiles must be activated
  401. Move level must be 2 or higher
  402.  
  403. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  404. Superduper Effective 2
  405. Powers up moves that are super effective.
  406. Color Grid: Yellow
  407. 1 or more adjacent tiles must be activated
  408. Move level must be 3 or higher
  409.  
  410. Cell 18 | Cost: 4 Energy, 48 Sync Orb(s)
  411. Crush Claw: Power 4
  412. Crush Claw: Power ↑ 4
  413. Color Grid: Green
  414. 1 or more adjacent tiles must be activated
  415.  
  416. Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
  417. Crush Claw: Power 4
  418. Crush Claw: Power ↑ 4
  419. Color Grid: Green
  420. 1 or more adjacent tiles must be activated
  421.  
  422. Cell 20 | Cost: 6 Energy, 72 Sync Orb(s)
  423. Multi-Attack: Move Gauge Refresh 3
  424. Move: Multi-Attack Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  425. Color Grid: Red
  426. 1 or more adjacent tiles must be activated
  427.  
  428. Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
  429. Speed 10
  430. Speed 10
  431. Color Grid: Blue
  432. 1 or more adjacent tiles must be activated
  433. Move level must be 2 or higher
  434.  
  435. Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  436. Multi-Attack: Power 3
  437. Multi-Attack: Power ↑ 3
  438. Color Grid: Green
  439. 1 or more adjacent tiles must be activated
  440.  
  441. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  442. Speed 10
  443. Speed 10
  444. Color Grid: Blue
  445. 1 or more adjacent tiles must be activated
  446. Move level must be 2 or higher
  447.  
  448. Cell 24 | Cost: 6 Energy, 72 Sync Orb(s)
  449. Stamina Reserves 3
  450. Once per battle, charges the user’s move gauge by three when the user is in a pinch.
  451. Color Grid: Yellow
  452. 1 or more adjacent tiles must be activated
  453. Move level must be 2 or higher
  454.  
  455. Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
  456. My Mind’s Made Up!: Hit and Heal 9
  457. Move: My Mind’s Made Up! Makes the user gradually heal itself when a move is successful.
  458. Color Grid: Red
  459. 1 or more adjacent tiles must be activated
  460. Move level must be 3 or higher
  461.  
  462. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  463. Double Down 3
  464. Powers up sync moves that are super effective.
  465. Color Grid: Yellow
  466. 1 or more adjacent tiles must be activated
  467. Move level must be 3 or higher
  468.  
  469. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  470. Sp. Def 5
  471. Sp. Def 5
  472. Color Grid: Blue
  473. 1 or more adjacent tiles must be activated
  474.  
  475. Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
  476. Unbending
  477. Defense cannot be lowered.
  478. Color Grid: Yellow
  479. 1 or more adjacent tiles must be activated
  480.  
  481. Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
  482. X Attack: MP Refresh 3
  483. Move: X Attack Has a moderately good chance of restoring one MP of the move used if the move is successful.
  484. Color Grid: Red
  485. 1 or more adjacent tiles must be activated
  486.  
  487. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  488. Multi-Attack: Power 3
  489. Multi-Attack: Power ↑ 3
  490. Color Grid: Green
  491. 1 or more adjacent tiles must be activated
  492.  
  493. Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
  494. HP 20
  495. HP 20
  496. Color Grid: Blue
  497. 1 or more adjacent tiles must be activated
  498. Move level must be 2 or higher
  499.  
  500. Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  501. Multi-Attack: Power 3
  502. Multi-Attack: Power ↑ 3
  503. Color Grid: Green
  504. 1 or more adjacent tiles must be activated
  505. Move level must be 2 or higher
  506.  
  507. Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
  508. My Mind’s Made Up!: Follow-Through 9
  509. Move: My Mind’s Made Up! Ensures that the user’s next attack will be a critical hit when a move is successful.
  510. Color Grid: Red
  511. 1 or more adjacent tiles must be activated
  512. Move level must be 3 or higher
  513.  
  514. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  515. Defense 20
  516. Defense 20
  517. Color Grid: Blue
  518. 1 or more adjacent tiles must be activated
  519. Move level must be 2 or higher
  520.  
  521. Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
  522. HP 30
  523. HP 30
  524. Color Grid: Blue
  525. 1 or more adjacent tiles must be activated
  526. Move level must be 3 or higher
  527.  
  528. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  529. HP 10
  530. HP 10
  531. Color Grid: Blue
  532. 1 or more adjacent tiles must be activated
  533.  
  534. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  535. HP 10
  536. HP 10
  537. Color Grid: Blue
  538. 1 or more adjacent tiles must be activated
  539.  
  540. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  541. Attack 5
  542. Attack 5
  543. Color Grid: Blue
  544. 1 or more adjacent tiles must be activated
  545.  
  546. Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
  547. Crush Claw: Power 4
  548. Crush Claw: Power ↑ 4
  549. Color Grid: Green
  550. 1 or more adjacent tiles must be activated
  551.  
  552. Cell 40 | Cost: 6 Energy, 72 Sync Orb(s)
  553. Crush Claw: Move Gauge Refresh 3
  554. Move: Crush Claw Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  555. Color Grid: Red
  556. 1 or more adjacent tiles must be activated
  557.  
  558. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  559. HP 10
  560. HP 10
  561. Color Grid: Blue
  562. 1 or more adjacent tiles must be activated
  563.  
  564. Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  565. Crush Claw: Power 4
  566. Crush Claw: Power ↑ 4
  567. Color Grid: Green
  568. 1 or more adjacent tiles must be activated
  569. Move level must be 2 or higher
  570.  
  571. Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  572. Crush Claw: Power 4
  573. Crush Claw: Power ↑ 4
  574. Color Grid: Green
  575. 1 or more adjacent tiles must be activated
  576. Move level must be 2 or higher
  577.  
  578. Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
  579. Crush Claw: On a Roll 1
  580. Move: Crush Claw Raises the chance of lowering stat values with the additional effects of moves.
  581. Color Grid: Red
  582. 1 or more adjacent tiles must be activated
  583. Move level must be 2 or higher
  584.  
  585. Cell 45 | Cost: 8 Energy, 96 Sync Orb(s)
  586. Vigilance
  587. The Pokémon is protected against critical hits.
  588. Color Grid: Yellow
  589. 1 or more adjacent tiles must be activated
  590. Move level must be 3 or higher
  591.  
  592. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  593. Burst In
  594. Ensures that the user’s next attack will be a critical hit when the Pokémon enters a battle.
  595. Color Grid: Yellow
  596. 1 or more adjacent tiles must be activated
  597. Move level must be 3 or higher
  598.  
  599. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  600. Audacious Multi-Attack: Power 25
  601. Audacious Multi-Attack: Power ↑ 25
  602. Color Grid: Purple
  603. 1 or more adjacent tiles must be activated
  604. Move level must be 3 or higher
  605.  
  606. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  607. Audacious Multi-Attack: Power 25
  608. Audacious Multi-Attack: Power ↑ 25
  609. Color Grid: Purple
  610. 1 or more adjacent tiles must be activated
  611. Move level must be 3 or higher
  612. ==================================================================================================================================
  613. Trainer : Lusamine
  614. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  615. HP 10
  616. HP 10
  617. Color Grid: Blue
  618.  
  619. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  620. Attack 5
  621. Attack 5
  622. Color Grid: Blue
  623.  
  624. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  625. Defense 5
  626. Defense 5
  627. Color Grid: Blue
  628.  
  629. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  630. Sp. Atk 5
  631. Sp. Atk 5
  632. Color Grid: Blue
  633.  
  634. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  635. Sp. Def 5
  636. Sp. Def 5
  637. Color Grid: Blue
  638.  
  639. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  640. Speed 5
  641. Speed 5
  642. Color Grid: Blue
  643.  
  644. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  645. HP 10
  646. HP 10
  647. Color Grid: Blue
  648. 1 or more adjacent tiles must be activated
  649.  
  650. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  651. Defense 5
  652. Defense 5
  653. Color Grid: Blue
  654. 1 or more adjacent tiles must be activated
  655.  
  656. Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
  657. Bug Buzz: Power 3
  658. Bug Buzz: Power ↑ 3
  659. Color Grid: Green
  660. 1 or more adjacent tiles must be activated
  661.  
  662. Cell 10 | Cost: 5 Energy, 60 Sync Orb(s)
  663. Sp. Atk 10
  664. Sp. Atk 10
  665. Color Grid: Blue
  666. 1 or more adjacent tiles must be activated
  667.  
  668. Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
  669. Bug Buzz: Move Gauge Refresh 3
  670. Move: Bug Buzz Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  671. Color Grid: Red
  672. 1 or more adjacent tiles must be activated
  673.  
  674. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  675. Bug Buzz: Power 3
  676. Bug Buzz: Power ↑ 3
  677. Color Grid: Green
  678. 1 or more adjacent tiles must be activated
  679.  
  680. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  681. Bug Buzz: Power 3
  682. Bug Buzz: Power ↑ 3
  683. Color Grid: Green
  684. 1 or more adjacent tiles must be activated
  685. Move level must be 2 or higher
  686.  
  687. Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
  688. Bug Buzz: Power 3
  689. Bug Buzz: Power ↑ 3
  690. Color Grid: Green
  691. 1 or more adjacent tiles must be activated
  692. Move level must be 2 or higher
  693.  
  694. Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  695. Build Up
  696. Ensures that the user’s next attack will be a critical hit after using a sync move.
  697. Color Grid: Yellow
  698. 1 or more adjacent tiles must be activated
  699. Move level must be 2 or higher
  700.  
  701. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  702. Power Reserves 5
  703. Powers up moves in a pinch.
  704. Color Grid: Yellow
  705. 1 or more adjacent tiles must be activated
  706. Move level must be 3 or higher
  707.  
  708. Cell 17 | Cost: 5 Energy, 60 Sync Orb(s)
  709. Motherly Love Savage Spin-Out: Power 25
  710. Motherly Love Savage Spin-Out: Power ↑ 25
  711. Color Grid: Green
  712. 1 or more adjacent tiles must be activated
  713. Move level must be 3 or higher
  714.  
  715. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  716. Speed 5
  717. Speed 5
  718. Color Grid: Blue
  719. 1 or more adjacent tiles must be activated
  720.  
  721. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  722. HP 10
  723. HP 10
  724. Color Grid: Blue
  725. 1 or more adjacent tiles must be activated
  726.  
  727. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  728. Blizzard: Power 3
  729. Blizzard: Power ↑ 3
  730. Color Grid: Green
  731. 1 or more adjacent tiles must be activated
  732.  
  733. Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
  734. Speed 10
  735. Speed 10
  736. Color Grid: Blue
  737. 1 or more adjacent tiles must be activated
  738.  
  739. Cell 22 | Cost: 6 Energy, 72 Sync Orb(s)
  740. Blizzard: Move Gauge Refresh 3
  741. Move: Blizzard Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  742. Color Grid: Red
  743. 1 or more adjacent tiles must be activated
  744.  
  745. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  746. Blizzard: Power 3
  747. Blizzard: Power ↑ 3
  748. Color Grid: Green
  749. 1 or more adjacent tiles must be activated
  750.  
  751. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  752. Blizzard: Hostile Environment 1
  753. Move: Blizzard Raises the chance of inflicting status conditions with the additional effects of moves.
  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: 3 Energy, 36 Sync Orb(s)
  759. Blizzard: Power 3
  760. Blizzard: Power ↑ 3
  761. Color Grid: Green
  762. 1 or more adjacent tiles must be activated
  763. Move level must be 2 or higher
  764.  
  765. Cell 26 | Cost: 6 Energy, 72 Sync Orb(s)
  766. Blizzard: Accuracy 10
  767. Blizzard: Accuracy ↑ 10
  768. Color Grid: Green
  769. 1 or more adjacent tiles must be activated
  770. Move level must be 2 or higher
  771.  
  772. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  773. Power Flux 3
  774. The fuller the move gauge, the more this powers up moves.
  775. Color Grid: Yellow
  776. 1 or more adjacent tiles must be activated
  777. Move level must be 3 or higher
  778.  
  779. Cell 28 | Cost: 5 Energy, 60 Sync Orb(s)
  780. Motherly Love Savage Spin-Out: Power 25
  781. Motherly Love Savage Spin-Out: Power ↑ 25
  782. Color Grid: Green
  783. 1 or more adjacent tiles must be activated
  784. Move level must be 3 or higher
  785.  
  786. Cell 29 | Cost: 4 Energy, 48 Sync Orb(s)
  787. Sp. Def 10
  788. Sp. Def 10
  789. Color Grid: Blue
  790. 1 or more adjacent tiles must be activated
  791.  
  792. Cell 30 | Cost: 5 Energy, 60 Sync Orb(s)
  793. Speedy Entry 1
  794. Raises the user’s Speed when the Pokémon enters a battle.
  795. Color Grid: Yellow
  796. 1 or more adjacent tiles must be activated
  797.  
  798. Cell 31 | Cost: 6 Energy, 72 Sync Orb(s)
  799. Lunge: Move Gauge Refresh 3
  800. Move: Lunge Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  801. Color Grid: Red
  802. 1 or more adjacent tiles must be activated
  803.  
  804. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  805. Lunge: Power 3
  806. Lunge: Power ↑ 3
  807. Color Grid: Green
  808. 1 or more adjacent tiles must be activated
  809.  
  810. Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
  811. Bug Buzz: On a Roll 2
  812. Move: Bug Buzz Raises the chance of lowering stat values with the additional effects of moves.
  813. Color Grid: Red
  814. 1 or more adjacent tiles must be activated
  815. Move level must be 2 or higher
  816.  
  817. Cell 34 | Cost: 3 Energy, 36 Sync Orb(s)
  818. Lunge: Power 3
  819. Lunge: Power ↑ 3
  820. Color Grid: Green
  821. 1 or more adjacent tiles must be activated
  822. Move level must be 2 or higher
  823.  
  824. Cell 35 | Cost: 5 Energy, 60 Sync Orb(s)
  825. Attack 10
  826. Attack 10
  827. Color Grid: Blue
  828. 1 or more adjacent tiles must be activated
  829. Move level must be 2 or higher
  830.  
  831. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  832. On the Run 3
  833. Once per battle, drastically raises the user’s evasiveness in a pinch.
  834. Color Grid: Yellow
  835. 1 or more adjacent tiles must be activated
  836. Move level must be 3 or higher
  837.  
  838. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  839. Blizzard: Superduper Effective 1
  840. Move: Blizzard Powers up moves that are super effective.
  841. Color Grid: Red
  842. 1 or more adjacent tiles must be activated
  843. Move level must be 3 or higher
  844.  
  845. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  846. Sp. Def 5
  847. Sp. Def 5
  848. Color Grid: Blue
  849. 1 or more adjacent tiles must be activated
  850.  
  851. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  852. Sp. Def 5
  853. Sp. Def 5
  854. Color Grid: Blue
  855. 1 or more adjacent tiles must be activated
  856.  
  857. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  858. There, There...: MP Refresh 3
  859. Move: There, There... Has a moderately good chance of restoring one MP of the move used if the move is successful.
  860. Color Grid: Red
  861. 1 or more adjacent tiles must be activated
  862.  
  863. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  864. Lunge: Power 3
  865. Lunge: Power ↑ 3
  866. Color Grid: Green
  867. 1 or more adjacent tiles must be activated
  868.  
  869. Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
  870. Rejuvenate 6
  871. Charges the user’s move gauge by six after using a sync move.
  872. Color Grid: Yellow
  873. 1 or more adjacent tiles must be activated
  874. Move level must be 2 or higher
  875.  
  876. Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
  877. Lunge: Power 3
  878. Lunge: Power ↑ 3
  879. Color Grid: Green
  880. 1 or more adjacent tiles must be activated
  881. Move level must be 2 or higher
  882.  
  883. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  884. Defense 20
  885. Defense 20
  886. Color Grid: Blue
  887. 1 or more adjacent tiles must be activated
  888. Move level must be 2 or higher
  889.  
  890. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  891. Quick Cure
  892. Removes the confused, flinching, and trapped conditions from the user once during battle.
  893. Color Grid: Yellow
  894. 1 or more adjacent tiles must be activated
  895. Move level must be 3 or higher
  896.  
  897. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  898. Unyielding 2
  899. When the user has endured the most recent hit and has 1 HP remaining, has a moderate chance of allowing the user to endure an additional hit.
  900. Color Grid: Yellow
  901. 1 or more adjacent tiles must be activated
  902. Move level must be 3 or higher
  903.  
  904. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  905. Motherly Love Savage Spin-Out: Power 25
  906. Motherly Love Savage Spin-Out: Power ↑ 25
  907. Color Grid: Purple
  908. 1 or more adjacent tiles must be activated
  909. Move level must be 3 or higher
  910.  
  911. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  912. Motherly Love Savage Spin-Out: Power 25
  913. Motherly Love Savage Spin-Out: Power ↑ 25
  914. Color Grid: Purple
  915. 1 or more adjacent tiles must be activated
  916. Move level must be 3 or higher
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