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- Trainer : Red
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
- Body Slam: Power 3
- Body Slam: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Body Slam: Power 3
- Body Slam: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Body Slam: Power 3
- Body Slam: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Body Slam: Power 3
- Body Slam: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Body Slam: Move Gauge Refresh 3
- Move: Body Slam Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
- Flag Bearer 3
- 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.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Safety Net
- Applies the Enduring effect to all allied sync pairs the first time the user’s sync move is used each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Smash: Power 3
- Rock Smash: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Smash: Power 3
- Rock Smash: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
- Rock Smash: On a Roll 1
- Move: Rock Smash Raises the chance of lowering stat values with the additional effects of moves.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Smash: Power 3
- Rock Smash: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
- Rock Smash: Move Gauge Refresh 3
- Move: Rock Smash Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
- Max Knuckle: Power 100
- Max Knuckle: Power ↑ 100
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 9 Energy, 108 Sync Orb(s)
- Adrenaline 1
- Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Smash: Power 3
- Rock Smash: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Smash: Power 3
- Rock Smash: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Smash: Power 3
- Rock Smash: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 32 | Cost: 5 Energy, 60 Sync Orb(s)
- Antitoxin
- Prevents the user from getting poisoned or badly poisoned.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 34 | Cost: 6 Energy, 72 Sync Orb(s)
- Quick Cure
- Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Mini Potion All: Master Healer 1
- Move: Mini Potion All Increases the amount of HP restored by the user’s healing moves.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 37 | Cost: 7 Energy, 84 Sync Orb(s)
- Mini Potion All: MP Refresh 2
- Move: Mini Potion All Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
- You and Me!: MP Refresh 2
- Move: You and Me! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Body Slam: Power 3
- Body Slam: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- Body Slam: Hostile Environment 1
- Move: Body Slam Raises the chance of inflicting status conditions with the additional effects of moves.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
- MAX Group Therapy 9
- Removes all status conditions from all allied sync pairs after using the user’s max move.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 8 Energy, 96 Sync Orb(s)
- MAX Shielding Strikes 2
- Raises the user’s Defense by 2 stat ranks after using its max move.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
- G-Max Replenish: Power 100
- G-Max Replenish: Power ↑ 100
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Heaviest Sleeper Normal Impact: Power 25
- Heaviest Sleeper Normal Impact: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Heaviest Sleeper Normal Impact: Power 25
- Heaviest Sleeper Normal Impact: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- ===================================================
- Trainer : Blue (Classic)
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 8 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 9 | Cost: 4 Energy, 48 Sync Orb(s)
- Hyper Beam: Power 2
- Hyper Beam: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
- Hyper Beam: Power 2
- Hyper Beam: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- Hyper Beam: Power 2
- Hyper Beam: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 13 | Cost: 5 Energy, 60 Sync Orb(s)
- Hyper Beam: Accuracy 10
- Hyper Beam: Accuracy ↑ 10
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Hyper Beam: Move Gauge Refresh 3
- Move: Hyper Beam Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 5 Energy, 60 Sync Orb(s)
- No Competition Stone Edge: Power 25
- No Competition Stone Edge: Power ↑ 25
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
- Critical Strike 1
- Powers up the user’s attacks when they become critical hits.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Hyper Beam: Propulsion 1
- Move: Hyper Beam Has a chance (20%) of reducing the user’s sync move countdown by one when the user’s move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
- Ancient Power: Power 4
- Ancient Power: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 20 | Cost: 4 Energy, 48 Sync Orb(s)
- Ancient Power: Power 4
- Ancient Power: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
- Ancient Power: Move Gauge Refresh 3
- Move: Ancient Power Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
- Ancient Power: Power 4
- Ancient Power: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
- Sharp Entry 1
- Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
- Ancient Power: Swag Bag 1
- Move: Ancient Power Raises the chance of raising stat values with the additional effects of moves.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 5 Energy, 60 Sync Orb(s)
- No Competition Stone Edge: Power 25
- No Competition Stone Edge: Power ↑ 25
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
- Head Start 1
- Reduces the user’s sync move countdown by 1 the first time it enters a battle each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
- Haymaker
- The more the user’s Attack is raised, the more it powers up the user’s sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 29 | Cost: 4 Energy, 48 Sync Orb(s)
- Double-Edge: Power 3
- Double-Edge: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
- Double-Edge: Power 3
- Double-Edge: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
- Dire Hit All +: MP Refresh 2
- Move: Dire Hit All + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
- Double-Edge: Power 3
- Double-Edge: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
- First Aid 4
- Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 4 Energy, 48 Sync Orb(s)
- Double-Edge: Power 3
- Double-Edge: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Double-Edge: Superduper Effective 2
- Move: Double-Edge Powers up moves that are super effective.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
- Soften Up 1
- Critical hits land more easily when the user attacks with a sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 37 | Cost: 5 Energy, 60 Sync Orb(s)
- No Competition Stone Edge: Power 25
- No Competition Stone Edge: Power ↑ 25
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 39 | Cost: 5 Energy, 60 Sync Orb(s)
- Sand Shelter
- Protects the user from damage from a sandstorm.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
- Bonjour!: MP Refresh 2
- Move: Bonjour! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 42 | Cost: 9 Energy, 108 Sync Orb(s)
- Sands of Time 2
- Quickly charges the move gauge during a sandstorm.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
- Hyper Beam: Power 2
- Hyper Beam: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
- Hyper Beam: Power 2
- Hyper Beam: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 9 Energy, 108 Sync Orb(s)
- Surging Sand 1
- Powers up the user’s moves during a sandstorm.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 5 Energy, 60 Sync Orb(s)
- No Competition Stone Edge: Power 25
- No Competition Stone Edge: Power ↑ 25
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- No Competition Stone Edge: Power 25
- No Competition Stone Edge: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- No Competition Stone Edge: Power 25
- No Competition Stone Edge: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
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