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Trainer : Sygna Suit Erika 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) Sp. Def 5 Sp. Def 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 8 | Cost: 3 Energy, 36 Sync Orb(s) Solar Blade: Power 2 Solar Blade: Power ↑ 2 Color Grid: Green 1 or more adjacent tiles must be activated Cell 9 | Cost: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 10 | Cost: 4 Energy, 48 Sync Orb(s) Defense 10 Defense 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 11 | Cost: 3 Energy, 36 Sync Orb(s) Solar Blade: Power 2 Solar Blade: Power ↑ 2 Color Grid: Green 1 or more adjacent tiles must be activated Cell 12 | Cost: 3 Energy, 36 Sync Orb(s) Solar Blade: Power 2 Solar Blade: Power ↑ 2 Color Grid: Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 13 | Cost: 3 Energy, 36 Sync Orb(s) Solar Blade: Power 2 Solar Blade: Power ↑ 2 Color Grid: Green 1 or more adjacent tiles must be activated Cell 14 | Cost: 7 Energy, 84 Sync Orb(s) Solar Blade: Move Gauge Refresh 3 Move: Solar Blade 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) Solar Blade: Fast-Track 9 Move: Solar Blade Raises the user’s Speed by one stat rank after its Pokémon uses a move. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 16 | Cost: 6 Energy, 72 Sync Orb(s) Speedy Entry 1 Raises the user’s Speed 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 17 | Cost: 10 Energy, 120 Sync Orb(s) Ramming Speed The more the user’s Speed is raised, the more it powers up the user’s moves. 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) Defense 5 Defense 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 19 | Cost: 4 Energy, 48 Sync Orb(s) Speed 10 Speed 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 20 | Cost: 3 Energy, 36 Sync Orb(s) Solar Blade: Power 2 Solar Blade: Power ↑ 2 Color Grid: Green 1 or more adjacent tiles must be activated Cell 21 | Cost: 3 Energy, 36 Sync Orb(s) Solar Blade: Power 2 Solar Blade: Power ↑ 2 Color Grid: Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 22 | 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 23 | Cost: 7 Energy, 84 Sync Orb(s) Soak Up the Sun!: MP Refresh 2 Move: Soak Up the Sun! Has a chance (30%) of restoring one MP of the user’s move when that move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 24 | Cost: 9 Energy, 108 Sync Orb(s) Safety Tether Applies the Enduring effect to the user the first time its sync move is used each battle. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 25 | Cost: 10 Energy, 120 Sync Orb(s) Inertia The more user’s Speed 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 26 | Cost: 10 Energy, 120 Sync Orb(s) Healthy Power-Up 1 Powers up moves when the user’s HP is full. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 27 | Cost: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 28 | Cost: 4 Energy, 48 Sync Orb(s) HP 20 HP 20 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 29 | Cost: 7 Energy, 84 Sync Orb(s) Sunny Day: Move Gauge Refresh 4 Move: Sunny Day Has a chance (50%) 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 30 | Cost: 3 Energy, 36 Sync Orb(s) Solar Blade: Power 2 Solar Blade: Power ↑ 2 Color Grid: Green 1 or more adjacent tiles must be activated Cell 31 | Cost: 3 Energy, 36 Sync Orb(s) Solar Blade: Power 2 Solar Blade: Power ↑ 2 Color Grid: Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 32 | Cost: 7 Energy, 84 Sync Orb(s) Sunny Day: MP Refresh 2 Move: Sunny Day Has a chance (30%) of restoring one MP of the user’s move when that move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 33 | Cost: 10 Energy, 120 Sync Orb(s) Super Infliction 9 Applies the Supereffective ↑ Next effect to the user when its Pokémon uses a status move. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 34 | Cost: 8 Energy, 96 Sync Orb(s) Solar Flare 5 Powers up the user’s sync moves when the weather is sunny. 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) Healing Sun 1 Restores the user’s HP whenever its Pokémon takes an action while the weather is sunny. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 36 | Cost: 2 Energy, 24 Sync Orb(s) HP 10 HP 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 37 | Cost: 2 Energy, 24 Sync Orb(s) Attack 5 Attack 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 38 | Cost: 2 Energy, 24 Sync Orb(s) Defense 5 Defense 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 39 | Cost: 4 Energy, 48 Sync Orb(s) Sp. Def 10 Sp. Def 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 40 | Cost: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 41 | Cost: 7 Energy, 84 Sync Orb(s) X Speed: Move Gauge Refresh 3 Move: X Speed 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 42 | Cost: 5 Energy, 60 Sync Orb(s) Headstrong Attack cannot be lowered. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 43 | Cost: 7 Energy, 84 Sync Orb(s) X Speed: MP Refresh 3 Move: X Speed Has a chance (40%) of restoring one MP of the user’s move when that move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 44 | Cost: 10 Energy, 120 Sync Orb(s) Superduper Effective 1 Powers up moves that are super effective. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 45 | Cost: 8 Energy, 96 Sync Orb(s) Solar Shield The user is not affected by status conditions when the weather is sunny. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 46 | Cost: 7 Energy, 84 Sync Orb(s) Attack 20 Attack 20 Color Grid: Blue 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 47 | Cost: 5 Energy, 60 Sync Orb(s) Sunny Snooze Leaf Blade: Power 25 Sunny Snooze Leaf Blade: 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) Sunny Snooze Leaf Blade: Power 25 Sunny Snooze Leaf Blade: Power ↑ 25 Color Grid: Purple 1 or more adjacent tiles must be activated Move level must be 3 or higher Trainer : Caitlin (Fall 2021) Cell 1 | Cost: 0 Energy, 5 Sync Orb(s) HP 10 HP 10 Color Grid: Blue Cell 2 | Cost: 0 Energy, 5 Sync Orb(s) Attack 5 Attack 5 Color Grid: Blue Cell 3 | Cost: 0 Energy, 5 Sync Orb(s) Defense 5 Defense 5 Color Grid: Blue Cell 4 | Cost: 0 Energy, 5 Sync Orb(s) 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) Attack 5 Attack 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 8 | Cost: 2 Energy, 24 Sync Orb(s) Feint Attack: Power 3 Feint Attack: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Cell 9 | Cost: 2 Energy, 24 Sync Orb(s) Feint Attack: Power 3 Feint Attack: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Cell 10 | Cost: 4 Energy, 48 Sync Orb(s) Sp. Def 10 Sp. Def 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 11 | Cost: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 12 | Cost: 2 Energy, 24 Sync Orb(s) Feint Attack: Power 3 Feint Attack: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 13 | Cost: 2 Energy, 24 Sync Orb(s) Feint Attack: Power 3 Feint Attack: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Cell 14 | Cost: 7 Energy, 84 Sync Orb(s) Feint Attack: Move Gauge Refresh 3 Move: Feint Attack 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: 9 Energy, 108 Sync Orb(s) Healthy Healing Applies the Gradual Healing effect to the user when its HP is full when it enters a battle. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 16 | Cost: 8 Energy, 96 Sync Orb(s) Revenge Boost 3 Has a chance (40%) of charging the user’s move gauge by one when the user is hit by an attack move. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 17 | Cost: 12 Energy, 144 Sync Orb(s) Feint Attack: Flabbergast 4 Move: Feint Attack Has a chance (50%) of leaving the target confused when a move targeting that opponent is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 18 | Cost: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 19 | Cost: 4 Energy, 48 Sync Orb(s) Defense 10 Defense 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 20 | Cost: 2 Energy, 24 Sync Orb(s) HP 10 HP 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 21 | Cost: 7 Energy, 84 Sync Orb(s) X Sp. Def All: Move Gauge Refresh 3 Move: X Sp. Def All 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 22 | Cost: 5 Energy, 60 Sync Orb(s) Eerie Eyes Dark Impact: Power 25 Eerie Eyes Dark Impact: Power ↑ 25 Color Grid: Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 23 | Cost: 6 Energy, 72 Sync Orb(s) Unflappable Prevents the user from flinching. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 24 | Cost: 7 Energy, 84 Sync Orb(s) X Sp. Def All: MP Refresh 3 Move: X Sp. Def All Has a chance (40%) of restoring one MP of the user’s move when that move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 25 | Cost: 8 Energy, 96 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 3 or higher Cell 26 | Cost: 10 Energy, 120 Sync Orb(s) Team Sync Cure 9 Removes all status conditions from all allied sync pairs after using the user’s sync move. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 27 | Cost: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 28 | Cost: 2 Energy, 24 Sync Orb(s) Defense 5 Defense 5 Color Grid: Blue 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: 2 Energy, 24 Sync Orb(s) Sp. Def 5 Sp. Def 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 31 | Cost: 2 Energy, 24 Sync Orb(s) Feint Attack: Power 3 Feint Attack: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Cell 32 | Cost: 2 Energy, 24 Sync Orb(s) Feint Attack: Power 3 Feint Attack: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 33 | Cost: 2 Energy, 24 Sync Orb(s) Feint Attack: Power 3 Feint Attack: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Cell 34 | Cost: 7 Energy, 84 Sync Orb(s) Tricksy!: MP Refresh 2 Move: Tricksy! Has a chance (30%) of restoring one MP of the user’s move when that move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 35 | Cost: 5 Energy, 60 Sync Orb(s) Stalwart Sp. Def cannot be lowered. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 36 | Cost: 7 Energy, 84 Sync Orb(s) Tricksy!: Pep Rally 1 Move: Tricksy! Raises the Speed of all allied sync pairs by 1 stat rank when the user’s move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 37 | Cost: 10 Energy, 120 Sync Orb(s) Fainting Heal 1 Restores the HP of all allied sync pairs other than the user by approximately 20% of their maximum HP just before the user faints. Color Grid: Yellow 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: 4 Energy, 48 Sync Orb(s) HP 20 HP 20 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 41 | Cost: 7 Energy, 84 Sync Orb(s) X Defense All: Move Gauge Refresh 3 Move: X Defense All 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 42 | Cost: 8 Energy, 96 Sync Orb(s) Sync Wall Applies the Critical-Hit Defense effect to the allied field of play 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 2 or higher Cell 43 | Cost: 5 Energy, 60 Sync Orb(s) Unbending Defense cannot be lowered. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 44 | Cost: 7 Energy, 84 Sync Orb(s) X Defense All: MP Refresh 3 Move: X Defense All Has a chance (40%) of restoring one MP of the user’s move when that move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 45 | Cost: 10 Energy, 120 Sync Orb(s) Endurance When the user enters battle with full HP, applies the Enduring effect to it. 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) Eerie Eyes Dark Impact: Power 25 Eerie Eyes Dark Impact: 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) Eerie Eyes Dark Impact: Power 25 Eerie Eyes Dark 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) Eerie Eyes Dark Impact: Power 25 Eerie Eyes Dark Impact: Power ↑ 25 Color Grid: Purple 1 or more adjacent tiles must be activated Move level must be 3 or higher Trainer : Sygna Suit Misty Cell 1 | Cost: 0 Energy, 5 Sync Orb(s) HP 10 HP 10 Color Grid: Blue Cell 2 | Cost: 0 Energy, 5 Sync Orb(s) Sp. Atk 5 Sp. Atk 5 Color Grid: Blue Cell 3 | Cost: 0 Energy, 5 Sync Orb(s) Defense 5 Defense 5 Color Grid: Blue Cell 4 | Cost: 0 Energy, 5 Sync Orb(s) Sp. Atk 5 Sp. Atk 5 Color Grid: Blue Cell 5 | Cost: 0 Energy, 5 Sync Orb(s) Sp. Def 5 Sp. Def 5 Color Grid: Blue Cell 6 | Cost: 0 Energy, 5 Sync Orb(s) Speed 5 Speed 5 Color Grid: Blue Cell 7 | Cost: 2 Energy, 24 Sync Orb(s) Defense 5 Defense 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 8 | Cost: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 9 | Cost: 2 Energy, 24 Sync Orb(s) HP 10 HP 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 10 | Cost: 4 Energy, 48 Sync Orb(s) Sp. Atk 10 Sp. Atk 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 11 | Cost: 3 Energy, 36 Sync Orb(s) Water Gun: Power 3 Water Gun: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Cell 12 | Cost: 3 Energy, 36 Sync Orb(s) Water Gun: Power 3 Water Gun: 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) Water Gun: Power 3 Water Gun: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Cell 14 | Cost: 8 Energy, 96 Sync Orb(s) Water Gun: Move Gauge Refresh 9 Move: Water Gun Charges the user’s move gauge by one when its move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 15 | Cost: 9 Energy, 108 Sync Orb(s) Sync Power Flux The fuller the move gauge when the user’s sync move is selected, the more this powers up the sync move. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 16 | Cost: 6 Energy, 72 Sync Orb(s) Agile Entry 1 Raises the user’s evasiveness by 1 stat rank when it enters a battle. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 17 | Cost: 7 Energy, 84 Sync Orb(s) Water Gun: Shifty Striker 4 Move: Water Gun Has a chance (50%) of raising the user’s evasiveness by one stat rank when its Pokémon uses a move. 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) Defense 5 Defense 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 19 | Cost: 2 Energy, 24 Sync Orb(s) HP 10 HP 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 20 | Cost: 3 Energy, 36 Sync Orb(s) Water Gun: Power 3 Water Gun: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Cell 21 | Cost: 3 Energy, 36 Sync Orb(s) Water Gun: Power 3 Water Gun: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 22 | Cost: 4 Energy, 48 Sync Orb(s) Sp. Def 10 Sp. Def 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 23 | Cost: 7 Energy, 84 Sync Orb(s) Go with the Flow!: MP Refresh 2 Move: Go with the Flow! Has a chance (30%) of restoring one MP of the user’s move when that move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 24 | Cost: 7 Energy, 84 Sync Orb(s) Speed 20 Speed 20 Color Grid: Blue 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 25 | Cost: 9 Energy, 108 Sync Orb(s) Blind Spot The more the user’s evasiveness 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 26 | Cost: 10 Energy, 120 Sync Orb(s) Leg Up 1 Once per battle, has a chance (20%) of reducing the user’s sync move countdown by one when it enters a battle. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 27 | Cost: 2 Energy, 24 Sync Orb(s) Sp. Def 5 Sp. Def 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 28 | Cost: 2 Energy, 24 Sync Orb(s) Sp. Atk 5 Sp. Atk 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 29 | Cost: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 30 | Cost: 4 Energy, 48 Sync Orb(s) Defense 10 Defense 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 31 | Cost: 5 Energy, 60 Sync Orb(s) Flameproof Prevents the user from getting burned. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 32 | Cost: 7 Energy, 84 Sync Orb(s) Haze: MP Refresh 2 Move: Haze Has a chance (30%) of restoring one MP of the user’s move when that move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 33 | Cost: 10 Energy, 120 Sync Orb(s) Haze: Propulsion 3 Move: Haze Has a chance (40%) 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 34 | Cost: 6 Energy, 72 Sync Orb(s) Grand Entry 1 Raises the user’s Sp. Atk 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 35 | Cost: 9 Energy, 108 Sync Orb(s) Team Smart Infliction 4 Has a chance (50%) of raising the Sp. Atk of all allied sync pairs by one stat rank when the user’s Pokémon uses a status move. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 36 | Cost: 2 Energy, 24 Sync Orb(s) Defense 5 Defense 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 37 | 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 38 | Cost: 2 Energy, 24 Sync Orb(s) HP 10 HP 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 39 | Cost: 5 Energy, 60 Sync Orb(s) Fast Runner Evasiveness cannot be lowered. Color Grid: Yellow 1 or more adjacent tiles must be activated Cell 40 | Cost: 3 Energy, 36 Sync Orb(s) Water Gun: Power 3 Water Gun: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Cell 41 | Cost: 3 Energy, 36 Sync Orb(s) Water Gun: Power 3 Water Gun: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Cell 42 | Cost: 7 Energy, 84 Sync Orb(s) Bob and Weave The more the user’s evasiveness is raised, the more it powers up the user’s moves. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 43 | Cost: 7 Energy, 84 Sync Orb(s) Mist: MP Refresh 2 Move: Mist Has a chance (30%) of restoring one MP of the user’s move when that move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 44 | 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 45 | Cost: 10 Energy, 120 Sync Orb(s) Mist: Propulsion 3 Move: Mist Has a chance (40%) 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 46 | Cost: 9 Energy, 108 Sync Orb(s) Team Shielding Infliction 4 Has a chance (50%) of raising the Defense of all allied sync pairs by one stat rank when the user’s Pokémon uses a status move. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 47 | Cost: 5 Energy, 60 Sync Orb(s) Mermaid Duo Hydro Pump: Power 25 Mermaid Duo Hydro Pump: 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) Mermaid Duo Hydro Pump: Power 25 Mermaid Duo Hydro Pump: Power ↑ 25 Color Grid: Purple 1 or more adjacent tiles must be activated Move level must be 3 or higher Trainer : Giovanni Cell -- | Cost: 5 Energy, 60 Sync Orb(s) World Domination Psystrike: Power 25 World Domination Psystrike: Power ↑ 25 Color Grid: Green 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell -- | Cost: 5 Energy, 60 Sync Orb(s) World Domination Psystrike: Power 25 World Domination Psystrike: Power ↑ 25 Color Grid: Green 1 or more adjacent tiles must be activated Move level must be 3 or higher Trainer : Morty (Fall 2021) Cell 1 | Cost: 0 Energy, 5 Sync Orb(s) HP 10 HP 10 Color Grid: Blue Cell 2 | Cost: 0 Energy, 5 Sync Orb(s) Attack 5 Attack 5 Color Grid: Blue Cell 3 | Cost: 0 Energy, 5 Sync Orb(s) Defense 5 Defense 5 Color Grid: Blue Cell 4 | Cost: 0 Energy, 5 Sync Orb(s) 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: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 Color Grid: Blue 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) Shadow Sneak: Power 4 Shadow Sneak: Power ↑ 4 Color Grid: Green 1 or more adjacent tiles must be activated Cell 11 | Cost: 7 Energy, 84 Sync Orb(s) Dire Hit +: MP Refresh 3 Move: Dire Hit + Has a chance (40%) of restoring one MP of the user’s move when that move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Cell 12 | Cost: 4 Energy, 48 Sync Orb(s) Shadow Sneak: Power 4 Shadow Sneak: Power ↑ 4 Color Grid: Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 13 | Cost: 4 Energy, 48 Sync Orb(s) Shadow Sneak: Power 4 Shadow Sneak: Power ↑ 4 Color Grid: Green 1 or more adjacent tiles must be activated Cell 14 | Cost: 7 Energy, 84 Sync Orb(s) Shadow Sneak: Overwhelm 9 Move: Shadow Sneak Lowers the target’s Attack by one stat rank when the user’s attack move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 15 | Cost: 10 Energy, 120 Sync Orb(s) Power Posture The more the target’s Attack is lowered, the more it powers up the user’s moves. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 16 | Cost: 6 Energy, 72 Sync Orb(s) Vigilance Protects the user against critical hits. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 17 | Cost: 7 Energy, 84 Sync Orb(s) Shadow Sneak: Overwhelm 9 Move: Shadow Sneak Lowers the target’s Attack by one stat rank when the user’s attack 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) HP 10 HP 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 19 | 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 20 | Cost: 4 Energy, 48 Sync Orb(s) Shadow Sneak: Power 4 Shadow Sneak: Power ↑ 4 Color Grid: Green 1 or more adjacent tiles must be activated Cell 21 | Cost: 3 Energy, 36 Sync Orb(s) Shadow Claw: Power 4 Shadow Claw: Power ↑ 4 Color Grid: Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 22 | Cost: 2 Energy, 24 Sync Orb(s) Defense 5 Defense 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 23 | Cost: 7 Energy, 84 Sync Orb(s) Into the Night!: MP Refresh 2 Move: Into the Night! Has a chance (30%) of restoring one MP of the user’s move when that move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 24 | Cost: 8 Energy, 96 Sync Orb(s) On the Ropes 2 Reduces damage when the user is hit by a physical attack move while in a pinch. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 25 | Cost: 7 Energy, 84 Sync Orb(s) Quick Cure Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 26 | Cost: 8 Energy, 96 Sync Orb(s) Power Reserves 3 Powers up the user’s moves when in a pinch. 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) Attack 5 Attack 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 28 | Cost: 3 Energy, 36 Sync Orb(s) Will-O-Wisp: Accuracy 5 Will-O-Wisp: Accuracy ↑ 5 Color Grid: Green 1 or more adjacent tiles must be activated Cell 29 | Cost: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 30 | Cost: 4 Energy, 48 Sync Orb(s) Sp. Def 10 Sp. Def 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 31 | Cost: 3 Energy, 36 Sync Orb(s) Will-O-Wisp: Accuracy 5 Will-O-Wisp: Accuracy ↑ 5 Color Grid: Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 32 | Cost: 7 Energy, 84 Sync Orb(s) Will-O-Wisp: Move Gauge Refresh 3 Move: Will-O-Wisp 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 33 | Cost: 8 Energy, 96 Sync Orb(s) Sync Regen Applies the Gradual Healing effect to the user after using its sync move. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 34 | Cost: 5 Energy, 60 Sync Orb(s) Midnight Fright Ghost Impact: Power 25 Midnight Fright Ghost Impact: Power ↑ 25 Color Grid: Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 35 | Cost: 8 Energy, 96 Sync Orb(s) Scorching Sync 5 Powers up the user’s sync moves when the target is burned. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 36 | Cost: 2 Energy, 24 Sync Orb(s) HP 10 HP 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 37 | Cost: 3 Energy, 36 Sync Orb(s) Shadow Claw: Power 4 Shadow Claw: Power ↑ 4 Color Grid: Green 1 or more adjacent tiles must be activated 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: 3 Energy, 36 Sync Orb(s) Shadow Claw: Power 4 Shadow Claw: Power ↑ 4 Color Grid: Green 1 or more adjacent tiles must be activated Cell 40 | Cost: 3 Energy, 36 Sync Orb(s) Shadow Claw: Power 4 Shadow Claw: Power ↑ 4 Color Grid: Green 1 or more adjacent tiles must be activated Cell 41 | Cost: 5 Energy, 60 Sync Orb(s) Acuity Accuracy cannot be lowered. Color Grid: Yellow 1 or more adjacent tiles must be activated Cell 42 | Cost: 3 Energy, 36 Sync Orb(s) Shadow Claw: Power 4 Shadow Claw: Power ↑ 4 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) Shadow Claw: Move Gauge Refresh 3 Move: Shadow Claw Has a chance (40%) of charging the user’s move gauge by one when a move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 44 | Cost: 5 Energy, 60 Sync Orb(s) Midnight Fright Ghost Impact: Power 25 Midnight Fright Ghost Impact: Power ↑ 25 Color Grid: Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 45 | 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 46 | Cost: 10 Energy, 120 Sync Orb(s) Pecking Order The more the target’s Attack is lowered, the more it powers up the user’s sync moves. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 47 | Cost: 5 Energy, 60 Sync Orb(s) Midnight Fright Ghost Impact: Power 25 Midnight Fright Ghost 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) Midnight Fright Ghost Impact: Power 25 Midnight Fright Ghost Impact: Power ↑ 25 Color Grid: Purple 1 or more adjacent tiles must be activated Move level must be 3 or higher Trainer : Darach 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: 2 Energy, 24 Sync Orb(s) Sp. Def 5 Sp. Def 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 9 | Cost: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 10 | Cost: 4 Energy, 48 Sync Orb(s) Attack 10 Attack 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 11 | Cost: 4 Energy, 48 Sync Orb(s) Brave Bird: Power 3 Brave Bird: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Cell 12 | Cost: 4 Energy, 48 Sync Orb(s) Brave Bird: Power 3 Brave Bird: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 13 | Cost: 4 Energy, 48 Sync Orb(s) Brave Bird: Power 3 Brave Bird: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Cell 14 | Cost: 7 Energy, 84 Sync Orb(s) Brave Bird: Move Gauge Refresh 3 Move: Brave Bird Has a chance (40%) of charging the user’s move gauge by one when a move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 15 | Cost: 8 Energy, 96 Sync Orb(s) Standfast 5 Reduces recoil damage received from using moves that have recoil in the effect tag. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 16 | Cost: 6 Energy, 72 Sync Orb(s) Terrify 1 Lowers the Attack of all opposing sync pairs by 1 stat rank when the user enters a battle. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 17 | Cost: 10 Energy, 120 Sync Orb(s) Wide Open The more the target’s evasiveness is lowered, the more it powers up the user’s moves. 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: 4 Energy, 48 Sync Orb(s) Defense 10 Defense 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 20 | Cost: 4 Energy, 48 Sync Orb(s) Brave Bird: Power 3 Brave Bird: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Cell 21 | Cost: 4 Energy, 48 Sync Orb(s) Brave Bird: Power 3 Brave Bird: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 22 | Cost: 4 Energy, 48 Sync Orb(s) HP 20 HP 20 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 23 | Cost: 7 Energy, 84 Sync Orb(s) Defog: MP Refresh 2 Move: Defog Has a chance (30%) of restoring one MP of the user’s move when that move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 24 | Cost: 6 Energy, 72 Sync Orb(s) Demobilize 1 Lowers the evasiveness of all opposing sync pairs by 1 stat rank after using the user’s sync move. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 25 | Cost: 9 Energy, 108 Sync Orb(s) Easy Target The more the target’s evasiveness is lowered, the more it powers up the user’s sync move. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 26 | Cost: 10 Energy, 120 Sync Orb(s) Weigh Down 4 Has a chance (50%) of lowering the evasiveness of all opposing sync pairs by one stat rank when the user’s move targeting an opponent is successful. 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: 2 Energy, 24 Sync Orb(s) Attack 5 Attack 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 29 | Cost: 2 Energy, 24 Sync Orb(s) HP 10 HP 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 30 | Cost: 4 Energy, 48 Sync Orb(s) Sp. Def 10 Sp. Def 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 31 | Cost: 5 Energy, 60 Sync Orb(s) Haste Speed cannot be lowered. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 32 | Cost: 7 Energy, 84 Sync Orb(s) Feather Dance: Move Gauge Refresh 3 Move: Feather Dance 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 33 | Cost: 9 Energy, 108 Sync Orb(s) Feather Dance: Slo-mo 9 Move: Feather Dance Lowers the Speed of all opposing sync pairs by one stat rank when user’s move targeting an opponent is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 34 | Cost: 9 Energy, 108 Sync Orb(s) Pecking Order The more the target’s Attack is lowered, the more it powers up the user’s sync moves. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 35 | Cost: 10 Energy, 120 Sync Orb(s) Power Flux 3 The fuller the move gauge when moves are selected, the more this powers up moves. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 36 | Cost: 2 Energy, 24 Sync Orb(s) HP 10 HP 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 37 | 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 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: 7 Energy, 84 Sync Orb(s) Have at You!: Move Gauge Refresh 3 Move: Have at You! 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 41 | Cost: 7 Energy, 84 Sync Orb(s) Speed 20 Speed 20 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 42 | Cost: 6 Energy, 72 Sync Orb(s) Have at You!: Pep Rally 1 Move: Have at You! Raises the Speed of all allied sync pairs by 1 stat rank when the user’s move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 43 | Cost: 7 Energy, 84 Sync Orb(s) Have at You!: MP Refresh 2 Move: Have at You! Has a chance (30%) of restoring one MP of the user’s move when that move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 44 | Cost: 5 Energy, 60 Sync Orb(s) Lithe Prevents the user from getting paralyzed. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 45 | Cost: 10 Energy, 120 Sync Orb(s) Pinch Hitter 3 Raises the user’s Attack by 3 stat ranks the first time its HP drops to half or below each battle. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 46 | Cost: 8 Energy, 96 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 3 or higher Cell 47 | Cost: 5 Energy, 60 Sync Orb(s) Loyal Butler Brave Bird: Power 25 Loyal Butler Brave Bird: 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) Loyal Butler Brave Bird: Power 25 Loyal Butler Brave Bird: Power ↑ 25 Color Grid: Purple 1 or more adjacent tiles must be activated Move level must be 3 or higher Trainer : Allister Cell 1 | Cost: 0 Energy, 5 Sync Orb(s) HP 10 HP 10 Color Grid: Blue Cell 2 | Cost: 0 Energy, 5 Sync Orb(s) Attack 5 Attack 5 Color Grid: Blue Cell 3 | Cost: 0 Energy, 5 Sync Orb(s) Defense 5 Defense 5 Color Grid: Blue Cell 4 | Cost: 0 Energy, 5 Sync Orb(s) Sp. Atk 5 Sp. Atk 5 Color Grid: Blue Cell 5 | Cost: 0 Energy, 5 Sync Orb(s) Sp. Def 5 Sp. Def 5 Color Grid: Blue Cell 6 | Cost: 0 Energy, 5 Sync Orb(s) Speed 5 Speed 5 Color Grid: Blue Cell 7 | Cost: 2 Energy, 24 Sync Orb(s) Sp. Atk 5 Sp. Atk 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 8 | Cost: 3 Energy, 36 Sync Orb(s) Shadow Ball: Power 3 Shadow Ball: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Cell 9 | Cost: 2 Energy, 24 Sync Orb(s) HP 10 HP 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 10 | Cost: 4 Energy, 48 Sync Orb(s) Defense 10 Defense 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 11 | Cost: 7 Energy, 84 Sync Orb(s) Shadow Ball: Move Gauge Refresh 3 Move: Shadow Ball 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 12 | Cost: 3 Energy, 36 Sync Orb(s) Shadow Ball: Power 3 Shadow Ball: 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) Shadow Ball: Power 3 Shadow Ball: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Cell 14 | Cost: 9 Energy, 108 Sync Orb(s) Shadow Ball: Hold Hostage 2 Move: Shadow Ball Powers up the user’s moves when the target is restrained. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 15 | Cost: 10 Energy, 120 Sync Orb(s) Superduper Effective 2 Powers up moves that are super effective. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 16 | Cost: 4 Energy, 48 Sync Orb(s) Sp. Atk 10 Sp. Atk 10 Color Grid: Blue 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 17 | Cost: 8 Energy, 96 Sync Orb(s) G-Max Terror: Power 100 G-Max Terror: Power ↑ 100 Color Grid: Green 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 18 | Cost: 3 Energy, 36 Sync Orb(s) Sludge Bomb: Power 3 Sludge Bomb: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Cell 19 | Cost: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 20 | Cost: 7 Energy, 84 Sync Orb(s) Sludge Bomb: Move Gauge Refresh 3 Move: Sludge Bomb 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 21 | Cost: 3 Energy, 36 Sync Orb(s) Sludge Bomb: Power 3 Sludge Bomb: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 22 | Cost: 3 Energy, 36 Sync Orb(s) Sludge Bomb: Power 3 Sludge Bomb: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Cell 23 | Cost: 9 Energy, 108 Sync Orb(s) Sludge Bomb: Toxic Power 2 Move: Sludge Bomb Powers up the user’s moves when the target is poisoned or badly poisoned. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 24 | Cost: 8 Energy, 96 Sync Orb(s) Virulent Toxin 5 Powers up the user’s sync move when the target is poisoned or badly poisoned. 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) MAX Super Preparation Applies the Supereffective ↑ Next effect to the user after using its max move. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 26 | Cost: 8 Energy, 96 Sync Orb(s) Max Ooze: Power 100 Max Ooze: Power ↑ 100 Color Grid: Green 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 27 | Cost: 2 Energy, 24 Sync Orb(s) Attack 5 Attack 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 28 | Cost: 3 Energy, 36 Sync Orb(s) Shadow Ball: Power 3 Shadow Ball: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Cell 29 | Cost: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 30 | Cost: 4 Energy, 48 Sync Orb(s) Sp. Def 10 Sp. Def 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 31 | Cost: 3 Energy, 36 Sync Orb(s) Sludge Bomb: Power 3 Sludge Bomb: Power ↑ 3 Color Grid: Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 32 | Cost: 7 Energy, 84 Sync Orb(s) No Escape!: MP Refresh 2 Move: No Escape! Has a chance (30%) of restoring one MP of the user’s move when that move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 33 | Cost: 10 Energy, 120 Sync Orb(s) Grappling Sync Applies the Restrain effect to the target when a sync move targeting an opponent is successful. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 34 | Cost: 8 Energy, 96 Sync Orb(s) Brainy Rush 2 Raises the user’s Sp. Atk by 2 stat ranks after using its sync move. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 35 | 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 3 or higher Cell 36 | Cost: 2 Energy, 24 Sync Orb(s) Defense 5 Defense 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 37 | Cost: 2 Energy, 24 Sync Orb(s) HP 10 HP 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 38 | Cost: 2 Energy, 24 Sync Orb(s) Sp. Def 5 Sp. Def 5 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 39 | Cost: 4 Energy, 48 Sync Orb(s) Speed 10 Speed 10 Color Grid: Blue 1 or more adjacent tiles must be activated Cell 40 | Cost: 4 Energy, 48 Sync Orb(s) Drain Punch: Power 4 Drain Punch: Power ↑ 4 Color Grid: Green 1 or more adjacent tiles must be activated Cell 41 | Cost: 4 Energy, 48 Sync Orb(s) Drain Punch: Power 4 Drain Punch: Power ↑ 4 Color Grid: Green 1 or more adjacent tiles must be activated Cell 42 | Cost: 7 Energy, 84 Sync Orb(s) Natural Remedy Removes all status conditions from the user the first time it is inflicted by any status condition each battle. Color Grid: Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 43 | Cost: 8 Energy, 96 Sync Orb(s) Drain Punch: Mad Strength 4 Move: Drain Punch Has a chance (50%) of raising the user’s Attack by one stat rank when one of its attack moves is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 44 | Cost: 4 Energy, 48 Sync Orb(s) Attack 10 Attack 10 Color Grid: Blue 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 45 | Cost: 9 Energy, 108 Sync Orb(s) Drain Punch: Move Gauge Refresh 9 Move: Drain Punch Charges the user’s move gauge by one when its move is successful. Color Grid: Red 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 46 | 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 47 | Cost: 5 Energy, 60 Sync Orb(s) Silent Mystery Ghost Beam: Power 25 Silent Mystery Ghost Beam: Power ↑ 25 Color Grid: Purple 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 48 | Cost: 5 Energy, 60 Sync Orb(s) Silent Mystery Ghost Beam: Power 25 Silent Mystery Ghost Beam: Power ↑ 25 Color Grid: Purple 1 or more adjacent tiles must be activated Move level must be 3 or higher
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