Absol-utely

💠 (2.12.5) All New Sync Grids

Sep 14th, 2021
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  1. Trainer : Red
  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. Defense 5
  34. Defense 5
  35. Color Grid: Blue
  36. 1 or more adjacent tiles must
  37. be activated
  38.  
  39. Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
  40. Body Slam: Power 3
  41. Body Slam: Power ↑ 3
  42. Color Grid: Green
  43. 1 or more adjacent tiles must
  44. be activated
  45.  
  46. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  47. Attack 5
  48. Attack 5
  49. Color Grid: Blue
  50. 1 or more adjacent tiles must
  51. be activated
  52.  
  53. Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
  54. HP 20
  55. HP 20
  56. Color Grid: Blue
  57. 1 or more adjacent tiles must
  58. be activated
  59.  
  60. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  61. Body Slam: Power 3
  62. Body Slam: Power ↑ 3
  63. Color Grid: Green
  64. 1 or more adjacent tiles must
  65. be activated
  66.  
  67. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  68. Body Slam: Power 3
  69. Body Slam: Power ↑ 3
  70. Color Grid: Green
  71. 1 or more adjacent tiles must
  72. be activated
  73. Move level must be 2 or higher
  74.  
  75. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  76. Body Slam: Power 3
  77. Body Slam: Power ↑ 3
  78. Color Grid: Green
  79. 1 or more adjacent tiles must
  80. be activated
  81.  
  82. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  83. Body Slam: Move Gauge Refresh 3
  84. Move: Body Slam Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  85. Color Grid: Red
  86. 1 or more adjacent tiles must
  87. be activated
  88. Move level must be 2 or higher
  89.  
  90. Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  91. Flag Bearer 3
  92. Has a chance (40%) of raising the Attack of all allied sync pairs by one stat rank when the user’s Pokémon uses a move.
  93. Color Grid: Yellow
  94. 1 or more adjacent tiles must
  95. be activated
  96. Move level must be 3 or higher
  97.  
  98. Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
  99. Sp. Def 10
  100. Sp. Def 10
  101. Color Grid: Blue
  102. 1 or more adjacent tiles must
  103. be activated
  104. Move level must be 2 or higher
  105.  
  106. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  107. Safety Net
  108. Applies the Enduring effect to all allied sync pairs the first time the user’s sync move is used each battle.
  109. Color Grid: Yellow
  110. 1 or more adjacent tiles must
  111. be activated
  112. Move level must be 3 or higher
  113.  
  114. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  115. Speed 5
  116. Speed 5
  117. Color Grid: Blue
  118. 1 or more adjacent tiles must
  119. be activated
  120.  
  121. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  122. Rock Smash: Power 3
  123. Rock Smash: Power ↑ 3
  124. Color Grid: Green
  125. 1 or more adjacent tiles must
  126. be activated
  127.  
  128. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  129. Sp. Def 5
  130. Sp. Def 5
  131. Color Grid: Blue
  132. 1 or more adjacent tiles must
  133. be activated
  134.  
  135. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  136. Rock Smash: Power 3
  137. Rock Smash: Power ↑ 3
  138. Color Grid: Green
  139. 1 or more adjacent tiles must
  140. be activated
  141.  
  142. Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
  143. Rock Smash: On a Roll 1
  144. Move: Rock Smash Raises the chance of lowering stat values with the additional effects of moves.
  145. Color Grid: Red
  146. 1 or more adjacent tiles must
  147. be activated
  148. Move level must be 2 or higher
  149.  
  150. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  151. Rock Smash: Power 3
  152. Rock Smash: Power ↑ 3
  153. Color Grid: Green
  154. 1 or more adjacent tiles must
  155. be activated
  156. Move level must be 2 or higher
  157.  
  158. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  159. Rock Smash: Move Gauge Refresh 3
  160. Move: Rock Smash Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  161. Color Grid: Red
  162. 1 or more adjacent tiles must
  163. be activated
  164. Move level must be 2 or higher
  165.  
  166. Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
  167. Max Knuckle: Power 100
  168. Max Knuckle: Power ↑ 100
  169. Color Grid: Green
  170. 1 or more adjacent tiles must
  171. be activated
  172. Move level must be 3 or higher
  173.  
  174. Cell 26 | Cost: 9 Energy, 108 Sync Orb(s)
  175. Adrenaline 1
  176. Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
  177. Color Grid: Yellow
  178. 1 or more adjacent tiles must
  179. be activated
  180. Move level must be 3 or higher
  181.  
  182. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  183. Speed 5
  184. Speed 5
  185. Color Grid: Blue
  186. 1 or more adjacent tiles must
  187. be activated
  188.  
  189. Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
  190. Rock Smash: Power 3
  191. Rock Smash: Power ↑ 3
  192. Color Grid: Green
  193. 1 or more adjacent tiles must
  194. be activated
  195.  
  196. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  197. Sp. Def 5
  198. Sp. Def 5
  199. Color Grid: Blue
  200. 1 or more adjacent tiles must
  201. be activated
  202.  
  203. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  204. Rock Smash: Power 3
  205. Rock Smash: Power ↑ 3
  206. Color Grid: Green
  207. 1 or more adjacent tiles must
  208. be activated
  209.  
  210. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  211. Rock Smash: Power 3
  212. Rock Smash: Power ↑ 3
  213. Color Grid: Green
  214. 1 or more adjacent tiles must
  215. be activated
  216.  
  217. Cell 32 | Cost: 5 Energy, 60 Sync Orb(s)
  218. Antitoxin
  219. Prevents the user from getting poisoned or badly poisoned.
  220. Color Grid: Yellow
  221. 1 or more adjacent tiles must
  222. be activated
  223. Move level must be 2 or higher
  224.  
  225. Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
  226. Speed 10
  227. Speed 10
  228. Color Grid: Blue
  229. 1 or more adjacent tiles must
  230. be activated
  231.  
  232. Cell 34 | Cost: 6 Energy, 72 Sync Orb(s)
  233. Quick Cure
  234. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  235. Color Grid: Yellow
  236. 1 or more adjacent tiles must
  237. be activated
  238. Move level must be 2 or higher
  239.  
  240. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  241. Mini Potion All: Master Healer 1
  242. Move: Mini Potion All Increases the amount of HP restored by the user’s healing moves.
  243. Color Grid: Red
  244. 1 or more adjacent tiles must
  245. be activated
  246. Move level must be 3 or higher
  247.  
  248. Cell 36 | Cost: 4 Energy, 48 Sync Orb(s)
  249. Defense 10
  250. Defense 10
  251. Color Grid: Blue
  252. 1 or more adjacent tiles must
  253. be activated
  254. Move level must be 2 or higher
  255.  
  256. Cell 37 | Cost: 7 Energy, 84 Sync Orb(s)
  257. Mini Potion All: MP Refresh 2
  258. Move: Mini Potion All Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  259. Color Grid: Red
  260. 1 or more adjacent tiles must
  261. be activated
  262. Move level must be 3 or higher
  263.  
  264. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  265. Defense 5
  266. Defense 5
  267. Color Grid: Blue
  268. 1 or more adjacent tiles must
  269. be activated
  270.  
  271. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  272. Attack 5
  273. Attack 5
  274. Color Grid: Blue
  275. 1 or more adjacent tiles must
  276. be activated
  277.  
  278. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  279. HP 10
  280. HP 10
  281. Color Grid: Blue
  282. 1 or more adjacent tiles must
  283. be activated
  284.  
  285. Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
  286. You and Me!: MP Refresh 2
  287. Move: You and Me! Has a chance (30%) 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
  290. be activated
  291.  
  292. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  293. Body Slam: Power 3
  294. Body Slam: Power ↑ 3
  295. Color Grid: Green
  296. 1 or more adjacent tiles must
  297. be activated
  298. Move level must be 2 or higher
  299.  
  300. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  301. Body Slam: Hostile Environment 1
  302. Move: Body Slam Raises the chance of inflicting status conditions with the additional effects of moves.
  303. Color Grid: Red
  304. 1 or more adjacent tiles must
  305. be activated
  306. Move level must be 2 or higher
  307.  
  308. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  309. MAX Group Therapy 9
  310. Removes all status conditions from all allied sync pairs after using the user’s max move.
  311. Color Grid: Yellow
  312. 1 or more adjacent tiles must
  313. be activated
  314. Move level must be 2 or higher
  315.  
  316. Cell 45 | Cost: 8 Energy, 96 Sync Orb(s)
  317. MAX Shielding Strikes 2
  318. Raises the user’s Defense by 2 stat ranks after using its max move.
  319. Color Grid: Yellow
  320. 1 or more adjacent tiles must
  321. be activated
  322. Move level must be 3 or higher
  323.  
  324. Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
  325. G-Max Replenish: Power 100
  326. G-Max Replenish: Power ↑ 100
  327. Color Grid: Green
  328. 1 or more adjacent tiles must
  329. be activated
  330. Move level must be 3 or higher
  331.  
  332. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  333. Heaviest Sleeper Normal Impact: Power 25
  334. Heaviest Sleeper Normal Impact: Power ↑ 25
  335. Color Grid: Purple
  336. 1 or more adjacent tiles must
  337. be activated
  338. Move level must be 3 or higher
  339.  
  340. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  341. Heaviest Sleeper Normal Impact: Power 25
  342. Heaviest Sleeper Normal Impact: Power ↑ 25
  343. Color Grid: Purple
  344. 1 or more adjacent tiles must
  345. be activated
  346. Move level must be 3 or higher
  347.  
  348. ===================================================
  349. Trainer : Blue (Classic)
  350. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  351. HP 10
  352. HP 10
  353. Color Grid: Blue
  354.  
  355. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  356. Attack 5
  357. Attack 5
  358. Color Grid: Blue
  359.  
  360. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  361. Defense 5
  362. Defense 5
  363. Color Grid: Blue
  364.  
  365. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  366. Sp. Atk 5
  367. Sp. Atk 5
  368. Color Grid: Blue
  369.  
  370. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  371. Sp. Def 5
  372. Sp. Def 5
  373. Color Grid: Blue
  374.  
  375. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  376. Speed 5
  377. Speed 5
  378. Color Grid: Blue
  379.  
  380. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  381. Defense 5
  382. Defense 5
  383. Color Grid: Blue
  384. 1 or more adjacent tiles must
  385. be activated
  386.  
  387. Cell 8 | Cost: 4 Energy, 48 Sync Orb(s)
  388. Speed 10
  389. Speed 10
  390. Color Grid: Blue
  391. 1 or more adjacent tiles must
  392. be activated
  393.  
  394. Cell 9 | Cost: 4 Energy, 48 Sync Orb(s)
  395. Hyper Beam: Power 2
  396. Hyper Beam: Power ↑ 2
  397. Color Grid: Green
  398. 1 or more adjacent tiles must
  399. be activated
  400.  
  401. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  402. Attack 5
  403. Attack 5
  404. Color Grid: Blue
  405. 1 or more adjacent tiles must
  406. be activated
  407.  
  408. Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
  409. Hyper Beam: Power 2
  410. Hyper Beam: Power ↑ 2
  411. Color Grid: Green
  412. 1 or more adjacent tiles must
  413. be activated
  414.  
  415. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  416. Hyper Beam: Power 2
  417. Hyper Beam: Power ↑ 2
  418. Color Grid: Green
  419. 1 or more adjacent tiles must
  420. be activated
  421.  
  422. Cell 13 | Cost: 5 Energy, 60 Sync Orb(s)
  423. Hyper Beam: Accuracy 10
  424. Hyper Beam: Accuracy ↑ 10
  425. Color Grid: Green
  426. 1 or more adjacent tiles must
  427. be activated
  428. Move level must be 2 or higher
  429.  
  430. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  431. Hyper Beam: Move Gauge Refresh 3
  432. Move: Hyper Beam Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  433. Color Grid: Red
  434. 1 or more adjacent tiles must
  435. be activated
  436. Move level must be 2 or higher
  437.  
  438. Cell 15 | Cost: 5 Energy, 60 Sync Orb(s)
  439. No Competition Stone Edge: Power 25
  440. No Competition Stone Edge: Power ↑ 25
  441. Color Grid: Green
  442. 1 or more adjacent tiles must
  443. be activated
  444. Move level must be 2 or higher
  445.  
  446. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  447. Critical Strike 1
  448. Powers up the user’s attacks when they become critical hits.
  449. Color Grid: Yellow
  450. 1 or more adjacent tiles must
  451. be activated
  452. Move level must be 3 or higher
  453.  
  454. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  455. Hyper Beam: Propulsion 1
  456. Move: Hyper Beam Has a chance (20%) of reducing the user’s sync move countdown by one when the user’s move is successful.
  457. Color Grid: Red
  458. 1 or more adjacent tiles must
  459. be activated
  460. Move level must be 3 or higher
  461.  
  462. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  463. Sp. Def 5
  464. Sp. Def 5
  465. Color Grid: Blue
  466. 1 or more adjacent tiles must
  467. be activated
  468.  
  469. Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
  470. Ancient Power: Power 4
  471. Ancient Power: Power ↑ 4
  472. Color Grid: Green
  473. 1 or more adjacent tiles must
  474. be activated
  475.  
  476. Cell 20 | Cost: 4 Energy, 48 Sync Orb(s)
  477. Ancient Power: Power 4
  478. Ancient Power: Power ↑ 4
  479. Color Grid: Green
  480. 1 or more adjacent tiles must
  481. be activated
  482.  
  483. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  484. HP 10
  485. HP 10
  486. Color Grid: Blue
  487. 1 or more adjacent tiles must
  488. be activated
  489.  
  490. Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
  491. Ancient Power: Move Gauge Refresh 3
  492. Move: Ancient Power Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  493. Color Grid: Red
  494. 1 or more adjacent tiles must
  495. be activated
  496.  
  497. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  498. Ancient Power: Power 4
  499. Ancient Power: Power ↑ 4
  500. Color Grid: Green
  501. 1 or more adjacent tiles must
  502. be activated
  503.  
  504. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  505. Sharp Entry 1
  506. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  507. Color Grid: Yellow
  508. 1 or more adjacent tiles must
  509. be activated
  510. Move level must be 2 or higher
  511.  
  512. Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
  513. Ancient Power: Swag Bag 1
  514. Move: Ancient Power Raises the chance of raising stat values with the additional effects of moves.
  515. Color Grid: Red
  516. 1 or more adjacent tiles must
  517. be activated
  518. Move level must be 2 or higher
  519.  
  520. Cell 26 | Cost: 5 Energy, 60 Sync Orb(s)
  521. No Competition Stone Edge: Power 25
  522. No Competition Stone Edge: Power ↑ 25
  523. Color Grid: Green
  524. 1 or more adjacent tiles must
  525. be activated
  526. Move level must be 2 or higher
  527.  
  528. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  529. Head Start 1
  530. Reduces the user’s sync move countdown by 1 the first time it enters a battle each battle.
  531. Color Grid: Yellow
  532. 1 or more adjacent tiles must
  533. be activated
  534. Move level must be 3 or higher
  535.  
  536. Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  537. Haymaker
  538. The more the user’s Attack is raised, the more it powers up the user’s sync moves.
  539. Color Grid: Yellow
  540. 1 or more adjacent tiles must
  541. be activated
  542. Move level must be 3 or higher
  543.  
  544. Cell 29 | Cost: 4 Energy, 48 Sync Orb(s)
  545. Double-Edge: Power 3
  546. Double-Edge: Power ↑ 3
  547. Color Grid: Green
  548. 1 or more adjacent tiles must
  549. be activated
  550.  
  551. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  552. Double-Edge: Power 3
  553. Double-Edge: Power ↑ 3
  554. Color Grid: Green
  555. 1 or more adjacent tiles must
  556. be activated
  557.  
  558. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  559. Dire Hit All +: MP Refresh 2
  560. Move: Dire Hit All + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  561. Color Grid: Red
  562. 1 or more adjacent tiles must
  563. be activated
  564.  
  565. Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  566. Double-Edge: Power 3
  567. Double-Edge: Power ↑ 3
  568. Color Grid: Green
  569. 1 or more adjacent tiles must
  570. be activated
  571.  
  572. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  573. First Aid 4
  574. Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
  575. Color Grid: Yellow
  576. 1 or more adjacent tiles must
  577. be activated
  578. Move level must be 2 or higher
  579.  
  580. Cell 34 | Cost: 4 Energy, 48 Sync Orb(s)
  581. Double-Edge: Power 3
  582. Double-Edge: Power ↑ 3
  583. Color Grid: Green
  584. 1 or more adjacent tiles must
  585. be activated
  586. Move level must be 2 or higher
  587.  
  588. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  589. Double-Edge: Superduper Effective 2
  590. Move: Double-Edge Powers up moves that are super effective.
  591. Color Grid: Red
  592. 1 or more adjacent tiles must
  593. be activated
  594. Move level must be 2 or higher
  595.  
  596. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  597. Soften Up 1
  598. Critical hits land more easily when the user attacks with a sync move.
  599. Color Grid: Yellow
  600. 1 or more adjacent tiles must
  601. be activated
  602. Move level must be 3 or higher
  603.  
  604. Cell 37 | Cost: 5 Energy, 60 Sync Orb(s)
  605. No Competition Stone Edge: Power 25
  606. No Competition Stone Edge: Power ↑ 25
  607. Color Grid: Green
  608. 1 or more adjacent tiles must
  609. be activated
  610. Move level must be 3 or higher
  611.  
  612. Cell 38 | Cost: 4 Energy, 48 Sync Orb(s)
  613. HP 20
  614. HP 20
  615. Color Grid: Blue
  616. 1 or more adjacent tiles must
  617. be activated
  618.  
  619. Cell 39 | Cost: 5 Energy, 60 Sync Orb(s)
  620. Sand Shelter
  621. Protects the user from damage from a sandstorm.
  622. Color Grid: Yellow
  623. 1 or more adjacent tiles must
  624. be activated
  625.  
  626. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  627. Bonjour!: MP Refresh 2
  628. Move: Bonjour! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  629. Color Grid: Red
  630. 1 or more adjacent tiles must
  631. be activated
  632.  
  633. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  634. Sp. Atk 5
  635. Sp. Atk 5
  636. Color Grid: Blue
  637. 1 or more adjacent tiles must
  638. be activated
  639.  
  640. Cell 42 | Cost: 9 Energy, 108 Sync Orb(s)
  641. Sands of Time 2
  642. Quickly charges the move gauge during a sandstorm.
  643. Color Grid: Yellow
  644. 1 or more adjacent tiles must
  645. be activated
  646. Move level must be 2 or higher
  647.  
  648. Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  649. Hyper Beam: Power 2
  650. Hyper Beam: Power ↑ 2
  651. Color Grid: Green
  652. 1 or more adjacent tiles must
  653. be activated
  654. Move level must be 2 or higher
  655.  
  656. Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  657. Hyper Beam: Power 2
  658. Hyper Beam: Power ↑ 2
  659. Color Grid: Green
  660. 1 or more adjacent tiles must
  661. be activated
  662. Move level must be 2 or higher
  663.  
  664. Cell 45 | Cost: 9 Energy, 108 Sync Orb(s)
  665. Surging Sand 1
  666. Powers up the user’s moves during a sandstorm.
  667. Color Grid: Yellow
  668. 1 or more adjacent tiles must
  669. be activated
  670. Move level must be 3 or higher
  671.  
  672. Cell 46 | Cost: 5 Energy, 60 Sync Orb(s)
  673. No Competition Stone Edge: Power 25
  674. No Competition Stone Edge: Power ↑ 25
  675. Color Grid: Green
  676. 1 or more adjacent tiles must
  677. be activated
  678. Move level must be 3 or higher
  679.  
  680. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  681. No Competition Stone Edge: Power 25
  682. No Competition Stone Edge: Power ↑ 25
  683. Color Grid: Purple
  684. 1 or more adjacent tiles must
  685. be activated
  686. Move level must be 3 or higher
  687.  
  688. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  689. No Competition Stone Edge: Power 25
  690. No Competition Stone Edge: Power ↑ 25
  691. Color Grid: Purple
  692. 1 or more adjacent tiles must
  693. be activated
  694. Move level must be 3 or higher
  695.  
  696.  
  697.  
  698.  
  699.  
  700.  
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