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Absol-utely

💠 (2.10) All New Sync Grids

Jun 28th, 2021 (edited)
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  1. Trainer : Bugsy (Event)
  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. Attack 5
  9. Attack 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. Attack 5
  19. Attack 5
  20. Color Grid: Blue
  21.  
  22. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  23. Sp. Def 5
  24. Sp. Def 5
  25. Color Grid: Blue
  26.  
  27. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  28. Speed 5
  29. Speed 5
  30. Color Grid: Blue
  31.  
  32. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  33. Sp. Def 5
  34. Sp. Def 5
  35. Color Grid: Blue
  36. 1 or more adjacent tiles must be activated
  37.  
  38. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  39. Defense 5
  40. Defense 5
  41. Color Grid: Blue
  42. 1 or more adjacent tiles must be activated
  43.  
  44. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  45. Speed 5
  46. Speed 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: 3 Energy, 36 Sync Orb(s)
  57. Fury Cutter: Power 2
  58. Fury Cutter: Power ↑ 2
  59. Color Grid: Green
  60. 1 or more adjacent tiles must be activated
  61.  
  62. Cell 12 | Cost: 2 Energy, 24 Sync Orb(s)
  63. Sp. Def 5
  64. Sp. Def 5
  65. Color Grid: Blue
  66. 1 or more adjacent tiles must be activated
  67. Move level must be 2 or higher
  68.  
  69. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  70. Fury Cutter: Power 2
  71. Fury Cutter: Power ↑ 2
  72. Color Grid: Green
  73. 1 or more adjacent tiles must be activated
  74.  
  75. Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
  76. Fury Cutter: Power 2
  77. Fury Cutter: Power ↑ 2
  78. Color Grid: Green
  79. 1 or more adjacent tiles must be activated
  80. Move level must be 2 or higher
  81.  
  82. Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
  83. Fury Cutter: Eagle Eye 3
  84. Move: Fury Cutter Has a chance (40%) of raising the user’s critical-hit rate by one stat rank when its Pokémon uses a move.
  85. Color Grid: Red
  86. 1 or more adjacent tiles must be activated
  87. Move level must be 3 or higher
  88.  
  89. Cell 16 | Cost: 3 Energy, 36 Sync Orb(s)
  90. Fury Cutter: Power 2
  91. Fury Cutter: Power ↑ 2
  92. Color Grid: Green
  93. 1 or more adjacent tiles must be activated
  94. Move level must be 2 or higher
  95.  
  96. Cell 17 | Cost: 6 Energy, 72 Sync Orb(s)
  97. Fury Cutter: Move Gauge Refresh 3
  98. Move: Fury Cutter Has a chance (40%) of charging the user’s move gauge by one when a 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. Defense 5
  105. Defense 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. HP 10
  111. HP 10
  112. Color Grid: Blue
  113. 1 or more adjacent tiles must be activated
  114.  
  115. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  116. Sp. Def 5
  117. Sp. Def 5
  118. Color Grid: Blue
  119. 1 or more adjacent tiles must be activated
  120.  
  121. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  122. Attack 5
  123. Attack 5
  124. Color Grid: Blue
  125. 1 or more adjacent tiles must be activated
  126.  
  127. Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
  128. Speed 20
  129. Speed 20
  130. Color Grid: Blue
  131. 1 or more adjacent tiles must be activated
  132. Move level must be 2 or higher
  133.  
  134. Cell 23 | Cost: 6 Energy, 72 Sync Orb(s)
  135. Safety Tether
  136. Applies the Enduring effect to the user the first time its sync move is used each battle.
  137. Color Grid: Yellow
  138. 1 or more adjacent tiles must be activated
  139. Move level must be 2 or higher
  140.  
  141. Cell 24 | Cost: 6 Energy, 72 Sync Orb(s)
  142. X Attack All: Move Gauge Refresh 3
  143. Move: X Attack All Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  144. Color Grid: Red
  145. 1 or more adjacent tiles must be activated
  146. Move level must be 2 or higher
  147.  
  148. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  149. X Attack All: MP Refresh 3
  150. Move: X Attack All Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  151. Color Grid: Red
  152. 1 or more adjacent tiles must be activated
  153. Move level must be 3 or higher
  154.  
  155. Cell 26 | Cost: 9 Energy, 108 Sync Orb(s)
  156. Fast-Track 2
  157. Has a chance (30%) of raising the user’s Speed by one stat rank after its Pokémon uses a move.
  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. HP 10
  164. HP 10
  165. Color Grid: Blue
  166. 1 or more adjacent tiles must be activated
  167.  
  168. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  169. Attack 5
  170. Attack 5
  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. Speed 5
  176. Speed 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. Defense 5
  182. Defense 5
  183. Color Grid: Blue
  184. 1 or more adjacent tiles must be activated
  185.  
  186. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  187. HP 10
  188. HP 10
  189. Color Grid: Blue
  190. 1 or more adjacent tiles must be activated
  191.  
  192. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  193. Lithe
  194. Prevents the user from getting paralyzed.
  195. Color Grid: Yellow
  196. 1 or more adjacent tiles must be activated
  197. Move level must be 2 or higher
  198.  
  199. Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
  200. Sp. Def 10
  201. Sp. Def 10
  202. Color Grid: Blue
  203. 1 or more adjacent tiles must be activated
  204.  
  205. Cell 34 | Cost: 6 Energy, 72 Sync Orb(s)
  206. Leer: Move Gauge Refresh 3
  207. Move: Leer Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  208. Color Grid: Red
  209. 1 or more adjacent tiles must be activated
  210. Move level must be 2 or higher
  211.  
  212. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  213. First Aid 4
  214. Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
  215. Color Grid: Yellow
  216. 1 or more adjacent tiles must be activated
  217. Move level must be 3 or higher
  218.  
  219. Cell 36 | Cost: 9 Energy, 108 Sync Orb(s)
  220. Toughen Up 1
  221. Has a chance (20%) of raising the user’s Defense by one stat rank when it is hit by an attack move.
  222. Color Grid: Yellow
  223. 1 or more adjacent tiles must be activated
  224. Move level must be 2 or higher
  225.  
  226. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  227. Agile Entry 1
  228. Raises the user’s evasiveness by 1 stat rank when it enters a battle.
  229. Color Grid: Yellow
  230. 1 or more adjacent tiles must be activated
  231. Move level must be 3 or higher
  232.  
  233. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  234. Attack 5
  235. Attack 5
  236. Color Grid: Blue
  237. 1 or more adjacent tiles must be activated
  238.  
  239. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  240. Speed 5
  241. Speed 5
  242. Color Grid: Blue
  243. 1 or more adjacent tiles must be activated
  244.  
  245. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  246. Fury Cutter: Power 2
  247. Fury Cutter: Power ↑ 2
  248. Color Grid: Green
  249. 1 or more adjacent tiles must be activated
  250.  
  251. Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
  252. Defense 10
  253. Defense 10
  254. Color Grid: Blue
  255. 1 or more adjacent tiles must be activated
  256.  
  257. Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
  258. Quick Cure
  259. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  260. Color Grid: Yellow
  261. 1 or more adjacent tiles must be activated
  262. Move level must be 2 or higher
  263.  
  264. Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
  265. Fury Cutter: Power 2
  266. Fury Cutter: Power ↑ 2
  267. Color Grid: Green
  268. 1 or more adjacent tiles must be activated
  269. Move level must be 2 or higher
  270.  
  271. Cell 44 | Cost: 6 Energy, 72 Sync Orb(s)
  272. No Stone Unturned!: Move Gauge Refresh 3
  273. Move: No Stone Unturned! Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  274. Color Grid: Red
  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. Synchro Healing 1
  280. Restores the HP of all allied sync pairs by approximately 20% of their maximum HP after using the user’s sync move.
  281. Color Grid: Yellow
  282. 1 or more adjacent tiles must be activated
  283. Move level must be 3 or higher
  284.  
  285. Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
  286. No Stone Unturned!: MP Refresh 3
  287. Move: No Stone Unturned! Has a chance (40%) of restoring one MP of the user’s move when that move 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. Always Researching Bug Impact: Power 25
  294. Always Researching Bug Impact: 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. Always Researching Bug Impact: Power 25
  301. Always Researching Bug Impact: 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 : Ingo
  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. Sp. Atk 5
  314. Sp. Atk 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. Defense 5
  339. Defense 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. Speed 5
  345. Speed 5
  346. Color Grid: Blue
  347. 1 or more adjacent tiles must be activated
  348.  
  349. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  350. Sp. Def 5
  351. Sp. Def 5
  352. Color Grid: Blue
  353. 1 or more adjacent tiles must be activated
  354.  
  355. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  356. Sp. Atk 5
  357. Sp. Atk 5
  358. Color Grid: Blue
  359. 1 or more adjacent tiles must be activated
  360.  
  361. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  362. Mud-Slap: Move Gauge Refresh 3
  363. Move: Mud-Slap Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  364. Color Grid: Red
  365. 1 or more adjacent tiles must be activated
  366.  
  367. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  368. Mud-Slap: Power 4
  369. Mud-Slap: Power ↑ 4
  370. Color Grid: Green
  371. 1 or more adjacent tiles must be activated
  372. Move level must be 2 or higher
  373.  
  374. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  375. Mud-Slap: Power 4
  376. Mud-Slap: Power ↑ 4
  377. Color Grid: Green
  378. 1 or more adjacent tiles must be activated
  379.  
  380. Cell 14 | Cost: 2 Energy, 24 Sync Orb(s)
  381. Mud-Slap: Accuracy 5
  382. Mud-Slap: Accuracy ↑ 5
  383. Color Grid: Green
  384. 1 or more adjacent tiles must be activated
  385. Move level must be 2 or higher
  386.  
  387. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  388. Fail Forward 1
  389. Charges the user’s move gauge by 1 when an opponent’s attack move targeting the user misses.
  390. Color Grid: Yellow
  391. 1 or more adjacent tiles must be activated
  392. Move level must be 3 or higher
  393.  
  394. Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
  395. HP 20
  396. HP 20
  397. Color Grid: Blue
  398. 1 or more adjacent tiles must be activated
  399. Move level must be 2 or higher
  400.  
  401. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  402. Mud-Slap: Ripple Effect 2
  403. Move: Mud-Slap When a move used by the user’s Pokémon lowers an opponent’s stat, has a chance (30%) of lowering the same stat for all opposing sync pairs.
  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. HP 10
  410. HP 10
  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. Sp. Atk 5
  416. Sp. Atk 5
  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. Speed 5
  422. Speed 5
  423. Color Grid: Blue
  424. 1 or more adjacent tiles must be activated
  425.  
  426. Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
  427. Defense 10
  428. Defense 10
  429. Color Grid: Blue
  430. 1 or more adjacent tiles must be activated
  431.  
  432. Cell 22 | Cost: 10 Energy, 120 Sync Orb(s)
  433. Potion: Master Healer 1
  434. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  435. Color Grid: Red
  436. 1 or more adjacent tiles must be activated
  437. Move level must be 2 or higher
  438.  
  439. Cell 23 | Cost: 10 Energy, 120 Sync Orb(s)
  440. Potion: Master Healer 1
  441. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  442. Color Grid: Red
  443. 1 or more adjacent tiles must be activated
  444. Move level must be 2 or higher
  445.  
  446. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  447. Guarded Entry 1
  448. Raises the user’s Defense and Sp. Def by 1 stat rank when it enters a battle.
  449. Color Grid: Yellow
  450. 1 or more adjacent tiles must be activated
  451. Move level must be 2 or higher
  452.  
  453. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  454. Potion: MP Refresh 3
  455. Move: Potion Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  456. Color Grid: Red
  457. 1 or more adjacent tiles must be activated
  458. Move level must be 3 or higher
  459.  
  460. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  461. Quick Cure
  462. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  463. Color Grid: Yellow
  464. 1 or more adjacent tiles must be activated
  465. Move level must be 3 or higher
  466.  
  467. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  468. Sp. Def 5
  469. Sp. Def 5
  470. Color Grid: Blue
  471. 1 or more adjacent tiles must be activated
  472.  
  473. Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
  474. Mud-Slap: Power 4
  475. Mud-Slap: Power ↑ 4
  476. Color Grid: Green
  477. 1 or more adjacent tiles must be activated
  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: 3 Energy, 36 Sync Orb(s)
  486. Mud-Slap: Power 4
  487. Mud-Slap: Power ↑ 4
  488. Color Grid: Green
  489. 1 or more adjacent tiles must be activated
  490.  
  491. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  492. Sp. Atk 5
  493. Sp. Atk 5
  494. Color Grid: Blue
  495. 1 or more adjacent tiles must be activated
  496.  
  497. Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  498. Sp. Def 10
  499. Sp. Def 10
  500. Color Grid: Blue
  501. 1 or more adjacent tiles must be activated
  502. Move level must be 2 or higher
  503.  
  504. Cell 33 | Cost: 2 Energy, 24 Sync Orb(s)
  505. Sp. Atk 5
  506. Sp. Atk 5
  507. Color Grid: Blue
  508. 1 or more adjacent tiles must be activated
  509.  
  510. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  511. Gritty Guardian 1
  512. Has a chance (20%) of raising the user’s Defense and Sp. Def by one stat rank when its Pokémon uses a move during a sandstorm.
  513. Color Grid: Yellow
  514. 1 or more adjacent tiles must be activated
  515. Move level must be 2 or higher
  516.  
  517. Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
  518. Sandstorm: MP Refresh 2
  519. Move: Sandstorm Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  520. Color Grid: Red
  521. 1 or more adjacent tiles must be activated
  522. Move level must be 3 or higher
  523.  
  524. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  525. Soothing Sand 1
  526. Restores the user’s HP whenever its Pokémon takes an action during a sandstorm.
  527. Color Grid: Yellow
  528. 1 or more adjacent tiles must be activated
  529. Move level must be 2 or higher
  530.  
  531. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  532. Pocket Sand 4
  533. Has a chance (50%) of lowering the target’s accuracy by one stat rank when an attack move against it is successful during a sandstorm.
  534. Color Grid: Yellow
  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. Mud-Slap: Accuracy 5
  540. Mud-Slap: Accuracy ↑ 5
  541. Color Grid: Green
  542. 1 or more adjacent tiles must be activated
  543.  
  544. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  545. Defense 5
  546. Defense 5
  547. Color Grid: Blue
  548. 1 or more adjacent tiles must be activated
  549.  
  550. Cell 40 | Cost: 4 Energy, 48 Sync Orb(s)
  551. HP 20
  552. HP 20
  553. Color Grid: Blue
  554. 1 or more adjacent tiles must be activated
  555.  
  556. Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
  557. All Aboard!: MP Refresh 3
  558. Move: All Aboard! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  559. Color Grid: Red
  560. 1 or more adjacent tiles must be activated
  561.  
  562. Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
  563. Sp. Def 5
  564. Sp. Def 5
  565. Color Grid: Blue
  566. 1 or more adjacent tiles must be activated
  567. Move level must be 2 or higher
  568.  
  569. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  570. Speed 20
  571. Speed 20
  572. Color Grid: Blue
  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. Adrenaline 1
  578. Reduces the sync move countdown by 1 the first time the user’s sync move is used 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: 8 Energy, 96 Sync Orb(s)
  584. Sync Cure
  585. Removes all status conditions from the user after using its sync 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: 10 Energy, 120 Sync Orb(s)
  591. Endurance
  592. When the user enters battle with full HP, applies the Enduring effect to it.
  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. No Brakes Drill Run: Power 25
  599. No Brakes Drill Run: 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. No Brakes Drill Run: Power 25
  606. No Brakes Drill Run: 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 : Emmet
  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. Attack 5
  619. Attack 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. Attack 5
  629. Attack 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. Attack 5
  644. Attack 5
  645. Color Grid: Blue
  646. 1 or more adjacent tiles must be activated
  647.  
  648. Cell 8 | Cost: 4 Energy, 48 Sync Orb(s)
  649. Stone Edge: Power 3
  650. Stone Edge: Power ↑ 3
  651. Color Grid: Green
  652. 1 or more adjacent tiles must be activated
  653.  
  654. Cell 9 | Cost: 4 Energy, 48 Sync Orb(s)
  655. HP 20
  656. HP 20
  657. Color Grid: Blue
  658. 1 or more adjacent tiles must be activated
  659.  
  660. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  661. Speed 5
  662. Speed 5
  663. Color Grid: Blue
  664. 1 or more adjacent tiles must be activated
  665.  
  666. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  667. Stone Edge: Move Gauge Refresh 3
  668. Move: Stone Edge Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  669. Color Grid: Red
  670. 1 or more adjacent tiles must be activated
  671.  
  672. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  673. Stone Edge: Power 3
  674. Stone Edge: Power ↑ 3
  675. Color Grid: Green
  676. 1 or more adjacent tiles must be activated
  677.  
  678. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  679. Stone Edge: Power 3
  680. Stone Edge: Power ↑ 3
  681. Color Grid: Green
  682. 1 or more adjacent tiles must be activated
  683. Move level must be 2 or higher
  684.  
  685. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  686. Stone Edge: Move Gauge Refresh 3
  687. Move: Stone Edge Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  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: 10 Energy, 120 Sync Orb(s)
  693. First Aid 4
  694. Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
  695. Color Grid: Yellow
  696. 1 or more adjacent tiles must be activated
  697. Move level must be 2 or higher
  698.  
  699. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  700. Healthy Power-Up 1
  701. Powers up moves when the user’s HP is full.
  702. Color Grid: Yellow
  703. 1 or more adjacent tiles must be activated
  704. Move level must be 3 or higher
  705.  
  706. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  707. Stone Edge: Critical Strike 2
  708. Move: Stone Edge Powers up the user’s attacks when they become critical hits.
  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. Attack 5
  715. Attack 5
  716. Color Grid: Blue
  717. 1 or more adjacent tiles must be activated
  718.  
  719. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  720. HP 10
  721. HP 10
  722. Color Grid: Blue
  723. 1 or more adjacent tiles must be activated
  724.  
  725. Cell 20 | Cost: 4 Energy, 48 Sync Orb(s)
  726. Speed 10
  727. Speed 10
  728. Color Grid: Blue
  729. 1 or more adjacent tiles must be activated
  730.  
  731. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  732. Defense 5
  733. Defense 5
  734. Color Grid: Blue
  735. 1 or more adjacent tiles must be activated
  736.  
  737. Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  738. Stone Edge: Power 3
  739. Stone Edge: Power ↑ 3
  740. Color Grid: Green
  741. 1 or more adjacent tiles must be activated
  742.  
  743. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  744. Stone Edge: Power 3
  745. Stone Edge: Power ↑ 3
  746. Color Grid: Green
  747. 1 or more adjacent tiles must be activated
  748.  
  749. Cell 24 | Cost: 2 Energy, 24 Sync Orb(s)
  750. Sp. Def 5
  751. Sp. Def 5
  752. Color Grid: Blue
  753. 1 or more adjacent tiles must be activated
  754. Move level must be 2 or higher
  755.  
  756. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  757. Right on Track!: Move Gauge Refresh 9
  758. Move: Right on Track! Charges the user’s move gauge by one when its move is successful.
  759. Color Grid: Red
  760. 1 or more adjacent tiles must be activated
  761. Move level must be 2 or higher
  762.  
  763. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  764. Sands of Time 2
  765. Quickly charges the move gauge during a sandstorm.
  766. Color Grid: Yellow
  767. 1 or more adjacent tiles must be activated
  768. Move level must be 2 or higher
  769.  
  770. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  771. Sand Blaster 5
  772. Powers up sync moves during a sandstorm.
  773. Color Grid: Yellow
  774. 1 or more adjacent tiles must be activated
  775. Move level must be 3 or higher
  776.  
  777. Cell 28 | Cost: 12 Energy, 144 Sync Orb(s)
  778. Sand Sync
  779. Causes a sandstorm the first time the user’s sync move is used each battle.
  780. Color Grid: Yellow
  781. 1 or more adjacent tiles must be activated
  782. Move level must be 3 or higher
  783.  
  784. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  785. Speed 5
  786. Speed 5
  787. Color Grid: Blue
  788. 1 or more adjacent tiles must be activated
  789.  
  790. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  791. Rock Slide: Power 3
  792. Rock Slide: Power ↑ 3
  793. Color Grid: Green
  794. 1 or more adjacent tiles must be activated
  795.  
  796. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  797. Rock Slide: Move Gauge Refresh 3
  798. Move: Rock Slide Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  799. Color Grid: Red
  800. 1 or more adjacent tiles must be activated
  801.  
  802. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  803. Sp. Def 5
  804. Sp. Def 5
  805. Color Grid: Blue
  806. 1 or more adjacent tiles must be activated
  807.  
  808. Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
  809. Rock Slide: Power 3
  810. Rock Slide: Power ↑ 3
  811. Color Grid: Green
  812. 1 or more adjacent tiles must be activated
  813. Move level must be 2 or higher
  814.  
  815. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  816. Rock Slide: Move Gauge Refresh 3
  817. Move: Rock Slide 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: 4 Energy, 48 Sync Orb(s)
  823. Attack 10
  824. Attack 10
  825. Color Grid: Blue
  826. 1 or more adjacent tiles must be activated
  827. Move level must be 2 or higher
  828.  
  829. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  830. Rock Slide: Aggravation 1
  831. Move: Rock Slide Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  832. Color Grid: Red
  833. 1 or more adjacent tiles must be activated
  834. Move level must be 3 or higher
  835.  
  836. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  837. Soften Up 1
  838. Critical hits land more easily when the user attacks with a sync move.
  839. Color Grid: Yellow
  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. Defense 5
  845. Defense 5
  846. Color Grid: Blue
  847. 1 or more adjacent tiles must be activated
  848.  
  849. Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
  850. HP 20
  851. HP 20
  852. Color Grid: Blue
  853. 1 or more adjacent tiles must be activated
  854.  
  855. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  856. Attack 5
  857. Attack 5
  858. Color Grid: Blue
  859. 1 or more adjacent tiles must be activated
  860.  
  861. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  862. Speed 5
  863. Speed 5
  864. Color Grid: Blue
  865. 1 or more adjacent tiles must be activated
  866.  
  867. Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  868. Rock Slide: Power 3
  869. Rock Slide: Power ↑ 3
  870. Color Grid: Green
  871. 1 or more adjacent tiles must be activated
  872. Move level must be 2 or higher
  873.  
  874. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  875. Dire Hit +: MP Refresh 3
  876. Move: Dire Hit + Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  877. Color Grid: Red
  878. 1 or more adjacent tiles must be activated
  879. Move level must be 2 or higher
  880.  
  881. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  882. Sand Fortress
  883. Stats cannot be lowered during a sandstorm.
  884. Color Grid: Yellow
  885. 1 or more adjacent tiles must be activated
  886. Move level must be 2 or higher
  887.  
  888. Cell 45 | Cost: 12 Energy, 144 Sync Orb(s)
  889. Head Start 1
  890. Reduces the user’s sync move countdown by 1 the first time it enters a battle each battle.
  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: 10 Energy, 120 Sync Orb(s)
  896. Piercing Gaze
  897. Moves never miss.
  898. Color Grid: Yellow
  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. Full Speed Stone Edge: Power 25
  904. Full Speed Stone Edge: 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. Full Speed Stone Edge: Power 25
  911. Full Speed Stone Edge: 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 : Giovanni
  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. Atk 5
  949. Sp. Atk 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. HP 10
  955. HP 10
  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. Sp. Atk 10
  961. Sp. Atk 10
  962. Color Grid: Blue
  963. 1 or more adjacent tiles must be activated
  964.  
  965. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  966. Sp. Def 5
  967. Sp. Def 5
  968. Color Grid: Blue
  969. 1 or more adjacent tiles must be activated
  970.  
  971. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  972. Psychic: Move Gauge Refresh 3
  973. Move: Psychic Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  974. Color Grid: Red
  975. 1 or more adjacent tiles must be activated
  976.  
  977. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  978. Psychic: Power 3
  979. Psychic: Power ↑ 3
  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. Psychic: Power 3
  985. Psychic: Power ↑ 3
  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. Psychic: On a Roll 2
  992. Move: Psychic Raises the chance of lowering stat values with the additional effects of moves.
  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: 4 Energy, 48 Sync Orb(s)
  998. Psychic: Power 3
  999. Psychic: Power ↑ 3
  1000. Color Grid: Green
  1001. 1 or more adjacent tiles must be activated
  1002. Move level must be 2 or higher
  1003.  
  1004. Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
  1005. Psychic: On a Roll 2
  1006. Move: Psychic Raises the chance of lowering stat values with the additional effects of moves.
  1007. Color Grid: Red
  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. Brainteaser
  1013. The more the target’s Sp. Def is lowered, the more it powers up the user’s moves.
  1014. Color Grid: Yellow
  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. HP 10
  1020. HP 10
  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. Sp. Def 5
  1026. Sp. Def 5
  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. Defense 10
  1032. Defense 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. Sp. Atk 5
  1038. Sp. Atk 5
  1039. Color Grid: Blue
  1040. 1 or more adjacent tiles must be activated
  1041.  
  1042. Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
  1043. Shadow Ball: Move Gauge Refresh 3
  1044. Move: Shadow Ball Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1045. Color Grid: Red
  1046. 1 or more adjacent tiles must be activated
  1047.  
  1048. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  1049. Shadow Ball: Power 3
  1050. Shadow Ball: Power ↑ 3
  1051. Color Grid: Green
  1052. 1 or more adjacent tiles must be activated
  1053.  
  1054. Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  1055. Shadow Ball: Power 3
  1056. Shadow Ball: Power ↑ 3
  1057. Color Grid: Green
  1058. 1 or more adjacent tiles must be activated
  1059. Move level must be 2 or higher
  1060.  
  1061. Cell 25 | Cost: 4 Energy, 48 Sync Orb(s)
  1062. Shadow Ball: On a Roll 1
  1063. Move: Shadow Ball Raises the chance of lowering stat values with the additional effects of moves.
  1064. Color Grid: Red
  1065. 1 or more adjacent tiles must be activated
  1066. Move level must be 2 or higher
  1067.  
  1068. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  1069. Speed 20
  1070. Speed 20
  1071. Color Grid: Blue
  1072. 1 or more adjacent tiles must be activated
  1073. Move level must be 2 or higher
  1074.  
  1075. Cell 27 | Cost: 4 Energy, 48 Sync Orb(s)
  1076. Shadow Ball: Power 3
  1077. Shadow Ball: Power ↑ 3
  1078. Color Grid: Green
  1079. 1 or more adjacent tiles must be activated
  1080. Move level must be 3 or higher
  1081.  
  1082. Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  1083. Endurance
  1084. When the user enters battle with full HP, applies the Enduring effect to it.
  1085. Color Grid: Yellow
  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. Defense 5
  1091. Defense 5
  1092. Color Grid: Blue
  1093. 1 or more adjacent tiles must be activated
  1094.  
  1095. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  1096. Sp. Def 5
  1097. Sp. Def 5
  1098. Color Grid: Blue
  1099. 1 or more adjacent tiles must be activated
  1100.  
  1101. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  1102. Confusion: Power 4
  1103. Confusion: Power ↑ 4
  1104. Color Grid: Green
  1105. 1 or more adjacent tiles must be activated
  1106.  
  1107. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  1108. Speed 5
  1109. Speed 5
  1110. Color Grid: Blue
  1111. 1 or more adjacent tiles must be activated
  1112.  
  1113. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  1114. Confusion: Power 4
  1115. Confusion: Power ↑ 4
  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. Confusion: Move Gauge Refresh 3
  1122. Move: Confusion 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: 10 Energy, 120 Sync Orb(s)
  1128. Smarty-Pants
  1129. The more the target’s Sp. Def is lowered, the more it powers up the user’s sync moves.
  1130. Color Grid: Yellow
  1131. 1 or more adjacent tiles must be activated
  1132. Move level must be 2 or higher
  1133.  
  1134. Cell 36 | Cost: 3 Energy, 36 Sync Orb(s)
  1135. Confusion: Power 4
  1136. Confusion: Power ↑ 4
  1137. Color Grid: Green
  1138. 1 or more adjacent tiles must be activated
  1139. Move level must be 3 or higher
  1140.  
  1141. Cell 37 | Cost: 4 Energy, 48 Sync Orb(s)
  1142. HP 20
  1143. HP 20
  1144. Color Grid: Blue
  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. Speed 5
  1150. Speed 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. Psychic: Power 3
  1156. Psychic: Power ↑ 3
  1157. Color Grid: Green
  1158. 1 or more adjacent tiles must be activated
  1159.  
  1160. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  1161. HP 10
  1162. HP 10
  1163. Color Grid: Blue
  1164. 1 or more adjacent tiles must be activated
  1165.  
  1166. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  1167. Confusion: Power 4
  1168. Confusion: Power ↑ 4
  1169. Color Grid: Green
  1170. 1 or more adjacent tiles must be activated
  1171.  
  1172. Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  1173. Shadow Ball: Power 3
  1174. Shadow Ball: Power ↑ 3
  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: 7 Energy, 84 Sync Orb(s)
  1180. Nowhere to Hide!: MP Refresh 2
  1181. Move: Nowhere to Hide! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1182. Color Grid: Red
  1183. 1 or more adjacent tiles must be activated
  1184. Move level must be 2 or higher
  1185.  
  1186. Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
  1187. Critical Strike 3
  1188. Powers up the user’s attacks when they become critical hits.
  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: 7 Energy, 84 Sync Orb(s)
  1194. Nowhere to Hide!: Move Gauge Refresh 3
  1195. Move: Nowhere to Hide! Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1196. Color Grid: Red
  1197. 1 or more adjacent tiles must be activated
  1198. Move level must be 3 or higher
  1199.  
  1200. Cell 46 | Cost: 9 Energy, 108 Sync Orb(s)
  1201. Weird Recovery 1
  1202. Restores the user’s HP whenever its Pokémon takes an action when the field is Psychic Terrain.
  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. World Domination Psystrike: Power 25
  1209. World Domination Psystrike: Power ↑ 25
  1210. Color Grid: Green
  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. World Domination Psystrike: Power 25
  1216. World Domination Psystrike: Power ↑ 25
  1217. Color Grid: Green
  1218. 1 or more adjacent tiles must be activated
  1219. Move level must be 3 or higher
  1220.  
  1221. Trainer : Gloria (Summer 2021)
  1222. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1223. HP 10
  1224. HP 10
  1225. Color Grid: Blue
  1226.  
  1227. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1228. Sp. Atk 5
  1229. Sp. Atk 5
  1230. Color Grid: Blue
  1231.  
  1232. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1233. Defense 5
  1234. Defense 5
  1235. Color Grid: Blue
  1236.  
  1237. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1238. Sp. Atk 5
  1239. Sp. Atk 5
  1240. Color Grid: Blue
  1241.  
  1242. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1243. Sp. Def 5
  1244. Sp. Def 5
  1245. Color Grid: Blue
  1246.  
  1247. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1248. Speed 5
  1249. Speed 5
  1250. Color Grid: Blue
  1251.  
  1252. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1253. Sp. Atk 5
  1254. Sp. Atk 5
  1255. Color Grid: Blue
  1256. 1 or more adjacent tiles must be activated
  1257.  
  1258. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1259. Speed 5
  1260. Speed 5
  1261. Color Grid: Blue
  1262. 1 or more adjacent tiles must be activated
  1263.  
  1264. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1265. Defense 5
  1266. Defense 5
  1267. Color Grid: Blue
  1268. 1 or more adjacent tiles must be activated
  1269.  
  1270. Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
  1271. Snipe Shot: Power 3
  1272. Snipe Shot: Power ↑ 3
  1273. Color Grid: Green
  1274. 1 or more adjacent tiles must be activated
  1275.  
  1276. Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
  1277. Snipe Shot: Power 3
  1278. Snipe Shot: Power ↑ 3
  1279. Color Grid: Green
  1280. 1 or more adjacent tiles must be activated
  1281.  
  1282. Cell 12 | Cost: 2 Energy, 24 Sync Orb(s)
  1283. Sp. Def 5
  1284. Sp. Def 5
  1285. Color Grid: Blue
  1286. 1 or more adjacent tiles must be activated
  1287.  
  1288. Cell 13 | Cost: 8 Energy, 96 Sync Orb(s)
  1289. Grand Entry 1
  1290. Raises the user’s Sp. Atk by 1 stat rank when it enters a battle.
  1291. Color Grid: Yellow
  1292. 1 or more adjacent tiles must be activated
  1293. Move level must be 2 or higher
  1294.  
  1295. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1296. Snipe Shot: Move Gauge Refresh 3
  1297. Move: Snipe Shot Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1298. Color Grid: Red
  1299. 1 or more adjacent tiles must be activated
  1300. Move level must be 2 or higher
  1301.  
  1302. Cell 15 | Cost: 4 Energy, 48 Sync Orb(s)
  1303. HP 20
  1304. HP 20
  1305. Color Grid: Blue
  1306. 1 or more adjacent tiles must be activated
  1307. Move level must be 2 or higher
  1308.  
  1309. Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
  1310. Snipe Shot: Move Gauge Refresh 3
  1311. Move: Snipe Shot Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1312. Color Grid: Red
  1313. 1 or more adjacent tiles must be activated
  1314. Move level must be 3 or higher
  1315.  
  1316. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1317. Snipe Shot: Critical Clock 1
  1318. Move: Snipe Shot Has a chance (20%) of reducing the user’s sync move countdown by one when the user lands a critical hit.
  1319. Color Grid: Red
  1320. 1 or more adjacent tiles must be activated
  1321. Move level must be 3 or higher
  1322.  
  1323. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1324. HP 10
  1325. HP 10
  1326. Color Grid: Blue
  1327. 1 or more adjacent tiles must be activated
  1328.  
  1329. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1330. Speed 5
  1331. Speed 5
  1332. Color Grid: Blue
  1333. 1 or more adjacent tiles must be activated
  1334.  
  1335. Cell 20 | Cost: 4 Energy, 48 Sync Orb(s)
  1336. Sp. Atk 10
  1337. Sp. Atk 10
  1338. Color Grid: Blue
  1339. 1 or more adjacent tiles must be activated
  1340.  
  1341. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  1342. Sp. Atk 5
  1343. Sp. Atk 5
  1344. Color Grid: Blue
  1345. 1 or more adjacent tiles must be activated
  1346.  
  1347. Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  1348. Defense 5
  1349. Defense 5
  1350. Color Grid: Blue
  1351. 1 or more adjacent tiles must be activated
  1352.  
  1353. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  1354. Snipe Shot: Power 3
  1355. Snipe Shot: Power ↑ 3
  1356. Color Grid: Green
  1357. 1 or more adjacent tiles must be activated
  1358.  
  1359. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  1360. Critical Speed 4
  1361. Has a chance (50%) of raising the user’s Speed by one stat rank when its move is a critical hit.
  1362. Color Grid: Yellow
  1363. 1 or more adjacent tiles must be activated
  1364. Move level must be 2 or higher
  1365.  
  1366. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  1367. Scope ’Em Out!: Move Gauge Refresh 3
  1368. Move: Scope ’Em Out! Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1369. Color Grid: Red
  1370. 1 or more adjacent tiles must be activated
  1371. Move level must be 2 or higher
  1372.  
  1373. Cell 26 | Cost: 4 Energy, 48 Sync Orb(s)
  1374. Snipe Shot: Power 3
  1375. Snipe Shot: Power ↑ 3
  1376. Color Grid: Green
  1377. 1 or more adjacent tiles must be activated
  1378. Move level must be 2 or higher
  1379.  
  1380. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  1381. Superduper Effective 2
  1382. Powers up moves that are super effective.
  1383. Color Grid: Yellow
  1384. 1 or more adjacent tiles must be activated
  1385. Move level must be 3 or higher
  1386.  
  1387. Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  1388. Ramming Speed
  1389. The more the user’s Speed is raised, the more it powers up the user’s moves.
  1390. Color Grid: Yellow
  1391. 1 or more adjacent tiles must be activated
  1392. Move level must be 3 or higher
  1393.  
  1394. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1395. Sp. Atk 5
  1396. Sp. Atk 5
  1397. Color Grid: Blue
  1398. 1 or more adjacent tiles must be activated
  1399.  
  1400. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  1401. Dark Pulse: Power 4
  1402. Dark Pulse: Power ↑ 4
  1403. Color Grid: Green
  1404. 1 or more adjacent tiles must be activated
  1405.  
  1406. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  1407. Dark Pulse: Power 4
  1408. Dark Pulse: Power ↑ 4
  1409. Color Grid: Green
  1410. 1 or more adjacent tiles must be activated
  1411.  
  1412. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  1413. Sp. Def 5
  1414. Sp. Def 5
  1415. Color Grid: Blue
  1416. 1 or more adjacent tiles must be activated
  1417.  
  1418. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  1419. Dark Pulse: Power 4
  1420. Dark Pulse: Power ↑ 4
  1421. Color Grid: Green
  1422. 1 or more adjacent tiles must be activated
  1423. Move level must be 2 or higher
  1424.  
  1425. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  1426. Dark Pulse: Move Gauge Refresh 3
  1427. Move: Dark Pulse Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1428. Color Grid: Red
  1429. 1 or more adjacent tiles must be activated
  1430. Move level must be 2 or higher
  1431.  
  1432. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  1433. Dark Pulse: Critical Sting 1
  1434. Move: Dark Pulse When critical hits land, raises the chance of making the target flinch, become confused, or become trapped with the additional effect of the attack.
  1435. Color Grid: Red
  1436. 1 or more adjacent tiles must be activated
  1437. Move level must be 2 or higher
  1438.  
  1439. Cell 36 | Cost: 4 Energy, 48 Sync Orb(s)
  1440. Speed 10
  1441. Speed 10
  1442. Color Grid: Blue
  1443. 1 or more adjacent tiles must be activated
  1444. Move level must be 3 or higher
  1445.  
  1446. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1447. Foul Fighting 2
  1448. Powers up the user’s moves when the move’s target or targets are flinching, confused, or trapped.
  1449. Color Grid: Yellow
  1450. 1 or more adjacent tiles must be activated
  1451. Move level must be 3 or higher
  1452.  
  1453. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1454. HP 10
  1455. HP 10
  1456. Color Grid: Blue
  1457. 1 or more adjacent tiles must be activated
  1458.  
  1459. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1460. Speed 5
  1461. Speed 5
  1462. Color Grid: Blue
  1463. 1 or more adjacent tiles must be activated
  1464.  
  1465. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  1466. Air Slash: Accuracy 5
  1467. Air Slash: Accuracy ↑ 5
  1468. Color Grid: Green
  1469. 1 or more adjacent tiles must be activated
  1470.  
  1471. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  1472. Air Slash: Power 4
  1473. Air Slash: Power ↑ 4
  1474. Color Grid: Green
  1475. 1 or more adjacent tiles must be activated
  1476.  
  1477. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  1478. Air Slash: Power 4
  1479. Air Slash: Power ↑ 4
  1480. Color Grid: Green
  1481. 1 or more adjacent tiles must be activated
  1482. Move level must be 2 or higher
  1483.  
  1484. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  1485. Air Slash: Move Gauge Refresh 3
  1486. Move: Air Slash Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1487. Color Grid: Red
  1488. 1 or more adjacent tiles must be activated
  1489. Move level must be 2 or higher
  1490.  
  1491. Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
  1492. Critastrophe 2
  1493. Powers up the user’s sync moves when they become critical hits.
  1494. Color Grid: Yellow
  1495. 1 or more adjacent tiles must be activated
  1496. Move level must be 2 or higher
  1497.  
  1498. Cell 45 | Cost: 3 Energy, 36 Sync Orb(s)
  1499. Air Slash: Power 4
  1500. Air Slash: Power ↑ 4
  1501. Color Grid: Green
  1502. 1 or more adjacent tiles must be activated
  1503. Move level must be 3 or higher
  1504.  
  1505. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1506. Air Slash: Foul Fighting 3
  1507. Move: Air Slash Powers up the user’s moves when the move’s target or targets are flinching, confused, or trapped.
  1508. Color Grid: Red
  1509. 1 or more adjacent tiles must be activated
  1510. Move level must be 3 or higher
  1511.  
  1512. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1513. Summer Soaking Water Beam: Power 25
  1514. Summer Soaking Water Beam: Power ↑ 25
  1515. Color Grid: Purple
  1516. 1 or more adjacent tiles must be activated
  1517. Move level must be 3 or higher
  1518.  
  1519. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1520. Summer Soaking Water Beam: Power 25
  1521. Summer Soaking Water Beam: Power ↑ 25
  1522. Color Grid: Purple
  1523. 1 or more adjacent tiles must be activated
  1524. Move level must be 3 or higher
  1525.  
  1526. Trainer : Marnie (Summer 2021)
  1527. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1528. HP 10
  1529. HP 10
  1530. Color Grid: Blue
  1531.  
  1532. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1533. Attack 5
  1534. Attack 5
  1535. Color Grid: Blue
  1536.  
  1537. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1538. Defense 5
  1539. Defense 5
  1540. Color Grid: Blue
  1541.  
  1542. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1543. Attack 5
  1544. Attack 5
  1545. Color Grid: Blue
  1546.  
  1547. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1548. Sp. Def 5
  1549. Sp. Def 5
  1550. Color Grid: Blue
  1551.  
  1552. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1553. Speed 5
  1554. Speed 5
  1555. Color Grid: Blue
  1556.  
  1557. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1558. Attack 5
  1559. Attack 5
  1560. Color Grid: Blue
  1561. 1 or more adjacent tiles must be activated
  1562.  
  1563. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1564. Defense 5
  1565. Defense 5
  1566. Color Grid: Blue
  1567. 1 or more adjacent tiles must be activated
  1568.  
  1569. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1570. HP 10
  1571. HP 10
  1572. Color Grid: Blue
  1573. 1 or more adjacent tiles must be activated
  1574.  
  1575. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  1576. Sp. Def 5
  1577. Sp. Def 5
  1578. Color Grid: Blue
  1579. 1 or more adjacent tiles must be activated
  1580.  
  1581. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  1582. Spirit Break: Move Gauge Refresh 3
  1583. Move: Spirit Break Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1584. Color Grid: Red
  1585. 1 or more adjacent tiles must be activated
  1586.  
  1587. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  1588. Spirit Break: Power 3
  1589. Spirit Break: Power ↑ 3
  1590. Color Grid: Green
  1591. 1 or more adjacent tiles must be activated
  1592. Move level must be 2 or higher
  1593.  
  1594. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  1595. Spirit Break: Power 3
  1596. Spirit Break: Power ↑ 3
  1597. Color Grid: Green
  1598. 1 or more adjacent tiles must be activated
  1599.  
  1600. Cell 14 | Cost: 10 Energy, 120 Sync Orb(s)
  1601. Spirit Break: Ripple Effect 4
  1602. Move: Spirit Break When a move used by the user’s Pokémon lowers an opponent’s stat, has a chance (50%) of lowering the same stat for all opposing sync pairs.
  1603. Color Grid: Red
  1604. 1 or more adjacent tiles must be activated
  1605. Move level must be 2 or higher
  1606.  
  1607. Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  1608. Spirit Break: Move Gauge Refresh 3
  1609. Move: Spirit Break Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1610. Color Grid: Red
  1611. 1 or more adjacent tiles must be activated
  1612. Move level must be 3 or higher
  1613.  
  1614. Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
  1615. Speed 10
  1616. Speed 10
  1617. Color Grid: Blue
  1618. 1 or more adjacent tiles must be activated
  1619. Move level must be 2 or higher
  1620.  
  1621. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1622. Overpower
  1623. The more the target’s Sp. Atk is lowered, the more it powers up the user’s moves.
  1624. Color Grid: Yellow
  1625. 1 or more adjacent tiles must be activated
  1626. Move level must be 3 or higher
  1627.  
  1628. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1629. Speed 5
  1630. Speed 5
  1631. Color Grid: Blue
  1632. 1 or more adjacent tiles must be activated
  1633.  
  1634. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1635. Sp. Def 5
  1636. Sp. Def 5
  1637. Color Grid: Blue
  1638. 1 or more adjacent tiles must be activated
  1639.  
  1640. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1641. Defense 5
  1642. Defense 5
  1643. Color Grid: Blue
  1644. 1 or more adjacent tiles must be activated
  1645.  
  1646. Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
  1647. Spirit Break: Power 3
  1648. Spirit Break: Power ↑ 3
  1649. Color Grid: Green
  1650. 1 or more adjacent tiles must be activated
  1651. Move level must be 2 or higher
  1652.  
  1653. Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  1654. Attack 5
  1655. Attack 5
  1656. Color Grid: Blue
  1657. 1 or more adjacent tiles must be activated
  1658.  
  1659. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  1660. Not Today!: Move Gauge Refresh 3
  1661. Move: Not Today! Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1662. Color Grid: Red
  1663. 1 or more adjacent tiles must be activated
  1664. Move level must be 2 or higher
  1665.  
  1666. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  1667. Burst In
  1668. Applies the Critical Hit Next effect to the user when it enters a battle.
  1669. Color Grid: Yellow
  1670. 1 or more adjacent tiles must be activated
  1671. Move level must be 2 or higher
  1672.  
  1673. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  1674. Superduper Effective 2
  1675. Powers up moves that are super effective.
  1676. Color Grid: Yellow
  1677. 1 or more adjacent tiles must be activated
  1678. Move level must be 3 or higher
  1679.  
  1680. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  1681. Quick Tempo
  1682. Applies the Move Gauge Acceleration effect to the allied field of play the first time the user enters a battle each battle.
  1683. Color Grid: Yellow
  1684. 1 or more adjacent tiles must be activated
  1685. Move level must be 3 or higher
  1686.  
  1687. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1688. HP 10
  1689. HP 10
  1690. Color Grid: Blue
  1691. 1 or more adjacent tiles must be activated
  1692.  
  1693. Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
  1694. Crunch: Power 4
  1695. Crunch: Power ↑ 4
  1696. Color Grid: Green
  1697. 1 or more adjacent tiles must be activated
  1698.  
  1699. Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
  1700. Bulk Up: Move Gauge Refresh 3
  1701. Move: Bulk Up Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1702. Color Grid: Red
  1703. 1 or more adjacent tiles must be activated
  1704.  
  1705. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  1706. Sp. Def 5
  1707. Sp. Def 5
  1708. Color Grid: Blue
  1709. 1 or more adjacent tiles must be activated
  1710.  
  1711. Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
  1712. Spirit Break: Power 3
  1713. Spirit Break: Power ↑ 3
  1714. Color Grid: Green
  1715. 1 or more adjacent tiles must be activated
  1716. Move level must be 2 or higher
  1717.  
  1718. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  1719. Bulk Up: Move Gauge Refresh 9
  1720. Move: Bulk Up Charges the user’s move gauge by one when its move is successful.
  1721. Color Grid: Red
  1722. 1 or more adjacent tiles must be activated
  1723. Move level must be 2 or higher
  1724.  
  1725. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  1726. First Aid 4
  1727. Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
  1728. Color Grid: Yellow
  1729. 1 or more adjacent tiles must be activated
  1730. Move level must be 3 or higher
  1731.  
  1732. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  1733. Attack 20
  1734. Attack 20
  1735. Color Grid: Blue
  1736. 1 or more adjacent tiles must be activated
  1737. Move level must be 2 or higher
  1738.  
  1739. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  1740. Impervious
  1741. Stats cannot be lowered.
  1742. Color Grid: Yellow
  1743. 1 or more adjacent tiles must be activated
  1744. Move level must be 3 or higher
  1745.  
  1746. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  1747. Speed 5
  1748. Speed 5
  1749. Color Grid: Blue
  1750. 1 or more adjacent tiles must be activated
  1751.  
  1752. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  1753. HP 10
  1754. HP 10
  1755. Color Grid: Blue
  1756. 1 or more adjacent tiles must be activated
  1757.  
  1758. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1759. Defense 5
  1760. Defense 5
  1761. Color Grid: Blue
  1762. 1 or more adjacent tiles must be activated
  1763.  
  1764. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1765. Speed 5
  1766. Speed 5
  1767. Color Grid: Blue
  1768. 1 or more adjacent tiles must be activated
  1769.  
  1770. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  1771. Crunch: Power 4
  1772. Crunch: Power ↑ 4
  1773. Color Grid: Green
  1774. 1 or more adjacent tiles must be activated
  1775.  
  1776. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  1777. Crunch: Power 4
  1778. Crunch: Power ↑ 4
  1779. Color Grid: Green
  1780. 1 or more adjacent tiles must be activated
  1781.  
  1782. Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
  1783. Crunch: On a Roll 1
  1784. Move: Crunch Raises the chance of lowering stat values with the additional effects of moves.
  1785. Color Grid: Red
  1786. 1 or more adjacent tiles must be activated
  1787. Move level must be 2 or higher
  1788.  
  1789. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  1790. Crunch: Move Gauge Refresh 3
  1791. Move: Crunch Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1792. Color Grid: Red
  1793. 1 or more adjacent tiles must be activated
  1794. Move level must be 2 or higher
  1795.  
  1796. Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
  1797. Foul Fighting 3
  1798. Powers up the user’s moves when the move’s target or targets are flinching, confused, or trapped.
  1799. Color Grid: Yellow
  1800. 1 or more adjacent tiles must be activated
  1801. Move level must be 2 or higher
  1802.  
  1803. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1804. Devastation
  1805. The more the target’s Sp. Atk is lowered, the more it powers up the user’s sync moves.
  1806. Color Grid: Yellow
  1807. 1 or more adjacent tiles must be activated
  1808. Move level must be 3 or higher
  1809.  
  1810. Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
  1811. Crunch: Staggering 1
  1812. Move: Crunch Has a chance (20%) of making the target flinch when the user’s attack move is successful.
  1813. Color Grid: Red
  1814. 1 or more adjacent tiles must be activated
  1815. Move level must be 3 or higher
  1816.  
  1817. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1818. Kickback Summer Fairy Impact: Power 25
  1819. Kickback Summer Fairy Impact: Power ↑ 25
  1820. Color Grid: Purple
  1821. 1 or more adjacent tiles must be activated
  1822. Move level must be 3 or higher
  1823.  
  1824. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1825. Kickback Summer Fairy Impact: Power 25
  1826. Kickback Summer Fairy Impact: Power ↑ 25
  1827. Color Grid: Purple
  1828. 1 or more adjacent tiles must be activated
  1829. Move level must be 3 or higher
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