Pastebin
API
tools
faq
paste
Login
Sign up
Please fix the following errors:
New Paste
Syntax Highlighting
Trainer : Silver Cell 49 | Cost: 0 Energy, 5 Sync Orb(s) Attack 20 Attack 20 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 50 | Cost: 3 Energy, 36 Sync Orb(s) I’ll Show You!: Berserker 2 Move: I’ll Show You! Raises the user’s Attack by 2 stat ranks when its move is successful. Color Grid: 🟥 Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 51 | Cost: 5 Energy, 60 Sync Orb(s) Solar Flare 9 Powers up the user’s sync move when the weather is sunny. Color Grid: 🟨 Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 52 | Cost: 0 Energy, 5 Sync Orb(s) Sp. Atk 20 Sp. Atk 20 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 53 | Cost: 3 Energy, 36 Sync Orb(s) I’ll Show You!: Ramp Up 2 Move: I’ll Show You! Raises the user’s Sp. Atk by 2 stat ranks when its move is successful. Color Grid: 🟥 Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 54 | Cost: 5 Energy, 60 Sync Orb(s) I’ll Show You!: Super Command 9 Move: I’ll Show You! Applies the Supereffective ↑ Next effect to the user when its Trainer uses a move. Color Grid: 🟥 Red 1 or more adjacent tiles must be activated Move level must be 3 or higher ==================================================== Trainer : Sygna Suit Lyra 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) Attack 5 Attack 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 8 | Cost: 2 Energy, 24 Sync Orb(s) HP 10 HP 10 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: 2 Energy, 24 Sync Orb(s) Attack 5 Attack 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 11 | Cost: 7 Energy, 84 Sync Orb(s) Grassy Glide: Move Gauge Refresh 3 Move: Grassy Glide 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) Grassy Glide: Power 3 Grassy Glide: 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) Grassy Glide: Power 3 Grassy Glide: Power ↑ 3 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 14 | 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 2 or higher Cell 15 | Cost: 10 Energy, 120 Sync Orb(s) Stationary Target 3 Powers up the user’s moves when the target is trapped. Color Grid: 🟨 Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 16 | Cost: 10 Energy, 120 Sync Orb(s) Fierce Entry 2 Raises the user’s Attack by 2 stat ranks 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) 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 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) Speed 5 Speed 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 20 | 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 21 | 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 2 or higher Cell 22 | Cost: 2 Energy, 24 Sync Orb(s) Attack 5 Attack 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 23 | 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 24 | Cost: 7 Energy, 84 Sync Orb(s) Voice of the Forest!: MP Refresh 2 Move: Voice of the Forest! 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 25 | Cost: 10 Energy, 120 Sync Orb(s) Voice of the Forest!: Mighty Friend 9 Move: Voice of the Forest! When the user’s move targeting an allied sync pair (excluding field effects) is successful, increases the Physical Moves ↑ Next effect of the allied sync pair affected by the move by one rank. Color Grid: 🟥 Red 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 26 | Cost: 10 Energy, 120 Sync Orb(s) Defense Crush 4 Has a chance (50%) of lowering the target’s Defense by one stat rank when the user’s attack move against it 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) HP 10 HP 10 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 29 | Cost: 7 Energy, 84 Sync Orb(s) Grassy Terrain: Move Gauge Refresh 3 Move: Grassy Terrain 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 30 | 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 31 | Cost: 8 Energy, 96 Sync Orb(s) Verdant Immunity Status conditions cannot be inflicted on the user when the terrain is Grassy Terrain. Color Grid: 🟨 Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 32 | Cost: 5 Energy, 60 Sync Orb(s) HP 30 HP 30 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 33 | Cost: 7 Energy, 84 Sync Orb(s) Grassy Terrain: MP Refresh 2 Move: Grassy Terrain 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 34 | Cost: 8 Energy, 96 Sync Orb(s) Verdant Recovery 1 Restores the user’s HP whenever its Pokémon takes an action when the terrain is Grassy Terrain. 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) Mind Games 4 Has a chance (50%) of lowering the target’s Sp. Def by one stat rank when the user’s attack move against it is successful. 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) Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 37 | Cost: 2 Energy, 24 Sync Orb(s) Defense 5 Defense 5 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: 2 Energy, 24 Sync Orb(s) Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 40 | Cost: 3 Energy, 36 Sync Orb(s) Grassy Glide: Power 3 Grassy Glide: Power ↑ 3 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 41 | Cost: 3 Energy, 36 Sync Orb(s) Grassy Glide: Power 3 Grassy Glide: Power ↑ 3 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 42 | Cost: 3 Energy, 36 Sync Orb(s) Grassy Glide: Power 3 Grassy Glide: 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) Sp. Atk 20 Sp. Atk 20 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 44 | Cost: 10 Energy, 120 Sync Orb(s) Grand Entry 2 Raises the user’s Sp. Atk by 2 stat ranks when it enters a battle. 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) Confusion Synergy 3 Powers up the user’s moves when the target is confused. 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) Power Play The more the target’s stats are 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 47 | Cost: 5 Energy, 60 Sync Orb(s) Time-Transcending Magical Leaf: Power 25 Time-Transcending Magical Leaf: 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) Time-Transcending Magical Leaf: Power 25 Time-Transcending Magical Leaf: Power ↑ 25 Color Grid: 🟪 Purple 1 or more adjacent tiles must be activated Move level must be 3 or higher ==================================================== ==================================================== Trainer : Sygna Suit Kris 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) Speed 5 Speed 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 8 | Cost: 3 Energy, 36 Sync Orb(s) Brine: Power 4 Brine: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 9 | Cost: 3 Energy, 36 Sync Orb(s) Brine: Power 4 Brine: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 10 | 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 11 | Cost: 7 Energy, 84 Sync Orb(s) Brine: Move Gauge Refresh 3 Move: Brine 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: 8 Energy, 96 Sync Orb(s) Staggering 2 Has a chance (30%) of making the target flinch when the user’s attack move against it is successful. Color Grid: 🟨 Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 13 | Cost: 3 Energy, 36 Sync Orb(s) Brine: Power 4 Brine: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 14 | Cost: 8 Energy, 96 Sync Orb(s) Team Swift Reaction 4 Has a chance (50%) of raising the Speed of all allied sync pairs by one stat rank 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 15 | Cost: 10 Energy, 120 Sync Orb(s) Brine: Team Stoic 4 Move: Brine Has a chance (50%) of raising the Defense of all allied sync pairs by one stat rank when the user’s 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: 7 Energy, 84 Sync Orb(s) Sp. Def 20 Sp. Def 20 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) Team Sync Think 9 Once per battle, increases the Special Moves ↑ Next effect of all allied sync pairs by one rank 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 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: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 21 | Cost: 3 Energy, 36 Sync Orb(s) Brine: Power 4 Brine: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 22 | Cost: 8 Energy, 96 Sync Orb(s) Mini Potion All: Lockstep 9 Move: Mini Potion All Charges the user’s move gauge by one for each allied sync pair on the field when the user’s move is successful. When used in a co-op battle, charges the move gauges of all allied players by one instead 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 23 | Cost: 3 Energy, 36 Sync Orb(s) Brine: Power 4 Brine: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 24 | 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 2 or higher Cell 25 | 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 26 | Cost: 7 Energy, 84 Sync Orb(s) Mini Potion All: MP Refresh 3 Move: Mini Potion 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 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: 5 Energy, 60 Sync Orb(s) Flameproof Prevents the user from getting burned. Color Grid: 🟨 Yellow 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: 2 Energy, 24 Sync Orb(s) Defense 5 Defense 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 31 | Cost: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 32 | Cost: 4 Energy, 48 Sync Orb(s) HP 20 HP 20 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 33 | 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 34 | Cost: 8 Energy, 96 Sync Orb(s) Racing Rain 1 Quickly charges the move gauge when the weather is rainy. 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) Rain Dance: Catalyzing Infliction Move: Rain Dance Applies the Move Gauge Acceleration effect to the allied field of play when the user’s Pokémon uses a status move. Color Grid: 🟥 Red 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 36 | Cost: 8 Energy, 96 Sync Orb(s) Refreshing Rain 1 Restores the user’s HP whenever its Pokémon takes an action while the weather is rainy. Color Grid: 🟨 Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 37 | Cost: 7 Energy, 84 Sync Orb(s) Rain Dance: MP Refresh 2 Move: Rain Dance 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: 5 Energy, 60 Sync Orb(s) Unflappable Prevents the user from flinching. Color Grid: 🟨 Yellow 1 or more adjacent tiles must be activated Cell 39 | Cost: 2 Energy, 24 Sync Orb(s) Defense 5 Defense 5 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: 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: 7 Energy, 84 Sync Orb(s) Spring of Knowledge!: MP Refresh 2 Move: Spring of Knowledge! 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 43 | Cost: 9 Energy, 108 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 2 or higher Cell 44 | 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 45 | Cost: 10 Energy, 120 Sync Orb(s) Spring of Knowledge!: Barricade Buddies 1 Move: Spring of Knowledge! Raises the Sp. Def 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 3 or higher Cell 46 | Cost: 10 Energy, 120 Sync Orb(s) Team Limited Special Boost 2 Has a chance (30%) of increasing the Special Moves ↑ Next effect of all allied sync pairs by one rank when the user uses a move with a limited number of uses. 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) Crystal Clear Surf: Power 25 Crystal Clear Surf: 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) Crystal Clear Surf: Power 25 Crystal Clear Surf: Power ↑ 25 Color Grid: 🟪 Purple 1 or more adjacent tiles must be activated Move level must be 3 or higher ==================================================== Trainer : Mina 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) Attack 5 Attack 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) Defense 5 Defense 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 10 | Cost: 3 Energy, 36 Sync Orb(s) Play Rough: Accuracy 5 Play Rough: Accuracy ↑ 5 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 11 | Cost: 3 Energy, 36 Sync Orb(s) Play Rough: Power 3 Play Rough: Power ↑ 3 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 12 | Cost: 3 Energy, 36 Sync Orb(s) Play Rough: Power 3 Play Rough: 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) Play Rough: Accuracy 5 Play Rough: Accuracy ↑ 5 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 14 | Cost: 7 Energy, 84 Sync Orb(s) Play Rough: Move Gauge Refresh 3 Move: Play Rough 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: 10 Energy, 120 Sync Orb(s) Play Rough: Berserker 1 Move: Play Rough Raises the user’s Attack by 1 stat rank when its move is successful. Color Grid: 🟥 Red 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 16 | Cost: 10 Energy, 120 Sync Orb(s) Play Rough: On a Roll 3 Move: Play Rough 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 17 | 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 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: 3 Energy, 36 Sync Orb(s) Dazzling Gleam: Power 4 Dazzling Gleam: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 20 | Cost: 3 Energy, 36 Sync Orb(s) Dazzling Gleam: Power 4 Dazzling Gleam: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 21 | Cost: 8 Energy, 96 Sync Orb(s) Outrun 1 Quickly charges the move gauge when the user is affected by a status condition. Color Grid: 🟨 Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 22 | Cost: 3 Energy, 36 Sync Orb(s) Dazzling Gleam: Power 4 Dazzling Gleam: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 23 | Cost: 7 Energy, 84 Sync Orb(s) Dazzling Gleam: Move Gauge Refresh 3 Move: Dazzling Gleam 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 24 | Cost: 10 Energy, 120 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) 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 26 | Cost: 10 Energy, 120 Sync Orb(s) Dragon Guard Reduces damage when the user is attacked by Dragon-type moves. 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: 3 Energy, 36 Sync Orb(s) Play Rough: Power 3 Play Rough: Power ↑ 3 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 30 | Cost: 3 Energy, 36 Sync Orb(s) Play Rough: Power 3 Play Rough: Power ↑ 3 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 31 | Cost: 3 Energy, 36 Sync Orb(s) Play Rough: Power 3 Play Rough: 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) Fierce Entry 1 Raises the user’s Attack 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 33 | Cost: 10 Energy, 120 Sync Orb(s) What Great Composition!: Critical Eye 1 Move: What Great Composition! Raises the user’s critical-hit rate by 1 stat rank when its move is successful. Color Grid: 🟥 Red 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 34 | 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 35 | Cost: 7 Energy, 84 Sync Orb(s) What Great Composition!: MP Refresh 3 Move: What Great Composition! 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 3 or higher Cell 36 | 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 37 | Cost: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 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: 2 Energy, 24 Sync Orb(s) Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 40 | Cost: 7 Energy, 84 Sync Orb(s) Charm: Move Gauge Refresh 3 Move: Charm 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: 3 Energy, 36 Sync Orb(s) Dazzling Gleam: Power 4 Dazzling Gleam: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 42 | Cost: 3 Energy, 36 Sync Orb(s) Dazzling Gleam: Power 4 Dazzling Gleam: 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) Charm: Move Gauge Refresh 3 Move: Charm 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: 4 Energy, 48 Sync Orb(s) HP 20 HP 20 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 45 | Cost: 8 Energy, 96 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 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 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) Wandering Artist Twinkle Tackle: Power 25 Wandering Artist Twinkle Tackle: 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) Wandering Artist Twinkle Tackle: Power 25 Wandering Artist Twinkle Tackle: Power ↑ 25 Color Grid: 🟪 Purple 1 or more adjacent tiles must be activated Move level must be 3 or higher ==================================================== Trainer : Winona 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) Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 8 | Cost: 2 Energy, 24 Sync Orb(s) Defense 5 Defense 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 9 | 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 10 | Cost: 3 Energy, 36 Sync Orb(s) Air Slash: Accuracy 5 Air Slash: Accuracy ↑ 5 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 11 | Cost: 3 Energy, 36 Sync Orb(s) Air Slash: Power 4 Air Slash: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 12 | Cost: 3 Energy, 36 Sync Orb(s) Air Slash: Power 4 Air Slash: Power ↑ 4 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) Air Slash: Power 4 Air Slash: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 14 | Cost: 7 Energy, 84 Sync Orb(s) Air Slash: Move Gauge Refresh 3 Move: Air Slash 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: 10 Energy, 120 Sync Orb(s) Interference Sync 5 Powers up the user’s sync move against targets that are flinching, confused, or trapped. 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) Air Slash: Witty Hit 4 Move: Air Slash Has a chance (50%) of raising the user’s Sp. Atk 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 17 | Cost: 9 Energy, 108 Sync Orb(s) Air Slash: Aggravation 1 Move: Air Slash Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. 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: 3 Energy, 36 Sync Orb(s) Hurricane: Accuracy 5 Hurricane: Accuracy ↑ 5 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 20 | Cost: 3 Energy, 36 Sync Orb(s) Hurricane: Power 3 Hurricane: Power ↑ 3 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 21 | Cost: 3 Energy, 36 Sync Orb(s) Hurricane: Power 3 Hurricane: 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) Hurricane: Power 3 Hurricane: Power ↑ 3 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 23 | Cost: 7 Energy, 84 Sync Orb(s) Hurricane: Move Gauge Refresh 3 Move: Hurricane 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 24 | Cost: 5 Energy, 60 Sync Orb(s) Hurricane: Accuracy 10 Hurricane: Accuracy ↑ 10 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 25 | Cost: 9 Energy, 108 Sync Orb(s) Foul Fighting 3 Powers up the user’s moves against targets that are flinching, confused, or trapped. Color Grid: 🟨 Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 26 | Cost: 9 Energy, 108 Sync Orb(s) Hurricane: Aggravation 1 Move: Hurricane Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. Color Grid: 🟥 Red 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: 3 Energy, 36 Sync Orb(s) Hurricane: Power 3 Hurricane: Power ↑ 3 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 31 | Cost: 5 Energy, 60 Sync Orb(s) Acuity Accuracy cannot be lowered. Color Grid: 🟨 Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 32 | Cost: 3 Energy, 36 Sync Orb(s) Hurricane: Power 3 Hurricane: Power ↑ 3 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 33 | Cost: 9 Energy, 108 Sync Orb(s) Shower Power 5 Powers up the user’s sync move when the weather is rainy. 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) Refreshing Rain 1 Restores the user’s HP whenever its Pokémon takes an action while the weather is rainy. Color Grid: 🟨 Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 35 | Cost: 12 Energy, 144 Sync Orb(s) Shower Sync Makes the weather rainy 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 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) Defense 5 Defense 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 38 | 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 39 | 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 40 | Cost: 3 Energy, 36 Sync Orb(s) Air Slash: Power 4 Air Slash: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 41 | Cost: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 42 | Cost: 3 Energy, 36 Sync Orb(s) Air Slash: Power 4 Air Slash: 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) Graceful Aerobatics!: MP Refresh 3 Move: Graceful Aerobatics! 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: 8 Energy, 96 Sync Orb(s) Graceful Aerobatics!: Ramp Up 1 Move: Graceful Aerobatics! Raises the user’s Sp. Atk by 1 stat rank when its 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) 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 46 | 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 47 | Cost: 5 Energy, 60 Sync Orb(s) Flyaway Air Cutter: Power 25 Flyaway Air Cutter: 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) Flyaway Air Cutter: Power 25 Flyaway Air Cutter: Power ↑ 25 Color Grid: 🟪 Purple 1 or more adjacent tiles must be activated Move level must be 3 or higher ==================================================== Trainer : Sygna Suit Ethan 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) Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 8 | Cost: 2 Energy, 24 Sync Orb(s) HP 10 HP 10 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 9 | Cost: 3 Energy, 36 Sync Orb(s) Aeroblast: Accuracy 5 Aeroblast: Accuracy ↑ 5 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 10 | Cost: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 11 | Cost: 7 Energy, 84 Sync Orb(s) Aeroblast: Move Gauge Refresh 3 Move: Aeroblast 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) Aeroblast: Power 2 Aeroblast: Power ↑ 2 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 13 | Cost: 3 Energy, 36 Sync Orb(s) Aeroblast: Power 2 Aeroblast: Power ↑ 2 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) Aeroblast: Move Gauge Refresh 3 Move: Aeroblast 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) Sp. Atk 20 Sp. Atk 20 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 16 | Cost: 10 Energy, 120 Sync Orb(s) Interference Sync 5 Powers up the user’s sync move against targets that are flinching, confused, or trapped. 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) Sync Thinker 9 Increases the user’s Special Moves ↑ Next effect by 1 rank after using its sync move. 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: 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) Whirlpool: Accuracy 5 Whirlpool: Accuracy ↑ 5 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 21 | Cost: 3 Energy, 36 Sync Orb(s) Whirlpool: Power 4 Whirlpool: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 22 | Cost: 7 Energy, 84 Sync Orb(s) Whirlpool: Move Gauge Refresh 3 Move: Whirlpool 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: 3 Energy, 36 Sync Orb(s) Whirlpool: Power 4 Whirlpool: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 24 | Cost: 8 Energy, 96 Sync Orb(s) Foul Fighting 2 Powers up the user’s moves against targets that are flinching, confused, or trapped. Color Grid: 🟨 Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 25 | Cost: 5 Energy, 60 Sync Orb(s) Whirlpool: Accuracy 10 Whirlpool: Accuracy ↑ 10 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 26 | Cost: 7 Energy, 84 Sync Orb(s) Racing Rain 2 Quickly charges the move gauge when the weather is rainy. Color Grid: 🟨 Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 27 | Cost: 10 Energy, 120 Sync Orb(s) Piercing Gaze Moves never miss. Color Grid: 🟨 Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 28 | Cost: 8 Energy, 96 Sync Orb(s) Shower Power 3 Powers up the user’s sync move when the weather is rainy. Color Grid: 🟨 Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 29 | Cost: 2 Energy, 24 Sync Orb(s) Defense 5 Defense 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 30 | Cost: 3 Energy, 36 Sync Orb(s) Whirlpool: Power 4 Whirlpool: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 31 | Cost: 3 Energy, 36 Sync Orb(s) Whirlpool: Power 4 Whirlpool: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 32 | Cost: 3 Energy, 36 Sync Orb(s) Whirlpool: Power 4 Whirlpool: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 33 | Cost: 8 Energy, 96 Sync Orb(s) Refreshing Rain 1 Restores the user’s HP whenever its Pokémon takes an action while the weather is rainy. Color Grid: 🟨 Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 34 | Cost: 7 Energy, 84 Sync Orb(s) X Sp. Atk: MP Refresh 2 Move: X Sp. Atk 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) Shining Soul Aeroblast: Power 25 Shining Soul Aeroblast: Power ↑ 25 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 36 | Cost: 10 Energy, 120 Sync Orb(s) Grand Entry 2 Raises the user’s Sp. Atk by 2 stat ranks when it enters a battle. Color Grid: 🟨 Yellow 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 37 | Cost: 10 Energy, 120 Sync Orb(s) Healthy Benefits 5 Reduces damage when the user is hit by an attack move or sync move when its HP is full. 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) Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 39 | Cost: 2 Energy, 24 Sync Orb(s) HP 10 HP 10 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 40 | Cost: 3 Energy, 36 Sync Orb(s) Aeroblast: Power 2 Aeroblast: Power ↑ 2 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 41 | Cost: 3 Energy, 36 Sync Orb(s) Aeroblast: Power 2 Aeroblast: Power ↑ 2 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 42 | Cost: 10 Energy, 120 Sync Orb(s) Aeroblast: Power 1 Aeroblast: Power ↑ 1 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) This Is It!: Fleet Feet 1 Move: This Is It! Raises the user’s Speed by 1 stat rank when its 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) Shining Soul Aeroblast: Power 25 Shining Soul Aeroblast: 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) This Is It!: BOGO 4 Move: This Is It! Has a chance (50%) of applying the Free Move Next effect to the user 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: 10 Energy, 120 Sync Orb(s) This Is It!: Brawn Gain 2 Move: This Is It! Has a chance (30%) of increasing the user’s Special Moves ↑ Next effect by 1 rank when its move is successful. Color Grid: 🟥 Red 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 47 | Cost: 5 Energy, 60 Sync Orb(s) Shining Soul Aeroblast: Power 25 Shining Soul Aeroblast: 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) Shining Soul Aeroblast: Power 25 Shining Soul Aeroblast: Power ↑ 25 Color Grid: 🟪 Purple 1 or more adjacent tiles must be activated Move level must be 3 or higher ==================================================== Trainer : Valerie 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) 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) Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 10 | Cost: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 11 | Cost: 3 Energy, 36 Sync Orb(s) Draining Kiss: Power 4 Draining Kiss: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 12 | Cost: 3 Energy, 36 Sync Orb(s) Draining Kiss: Power 4 Draining Kiss: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 13 | Cost: 3 Energy, 36 Sync Orb(s) Draining Kiss: Power 4 Draining Kiss: Power ↑ 4 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) Draining Kiss: Move Gauge Refresh 3 Move: Draining Kiss 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: 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 16 | Cost: 10 Energy, 120 Sync Orb(s) Smart Cookie The more the user’s Sp. Def 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 17 | Cost: 10 Energy, 120 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 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) Defense 5 Defense 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 20 | 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 21 | 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 22 | Cost: 3 Energy, 36 Sync Orb(s) Disarming Voice: Power 4 Disarming Voice: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 23 | Cost: 3 Energy, 36 Sync Orb(s) Disarming Voice: Power 4 Disarming Voice: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 24 | Cost: 3 Energy, 36 Sync Orb(s) Disarming Voice: Power 4 Disarming Voice: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 25 | Cost: 7 Energy, 84 Sync Orb(s) Disarming Voice: Move Gauge Refresh 3 Move: Disarming Voice 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 26 | 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 27 | Cost: 9 Energy, 108 Sync Orb(s) Catalyst Applies the Move Gauge Acceleration 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 3 or higher Cell 28 | Cost: 8 Energy, 96 Sync Orb(s) First Aid 2 Restores the user’s HP by approximately 20% 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 29 | Cost: 2 Energy, 24 Sync Orb(s) Defense 5 Defense 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 30 | 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 31 | Cost: 3 Energy, 36 Sync Orb(s) Disarming Voice: Power 4 Disarming Voice: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 32 | Cost: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 33 | Cost: 3 Energy, 36 Sync Orb(s) Disarming Voice: Power 4 Disarming Voice: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 34 | Cost: 7 Energy, 84 Sync Orb(s) Not So Delicate!: MP Refresh 2 Move: Not So Delicate! 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: 8 Energy, 96 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 2 or higher Cell 36 | Cost: 7 Energy, 84 Sync Orb(s) Disarming Voice: Superduper Effective 5 Move: Disarming Voice Powers up moves that are super effective. Color Grid: 🟥 Red 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 37 | Cost: 10 Energy, 120 Sync Orb(s) Not So Delicate!: Barricade 1 Move: Not So Delicate! Raises the user’s Sp. Def by 1 stat rank when its 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) HP 10 HP 10 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 39 | Cost: 3 Energy, 36 Sync Orb(s) Draining Kiss: Power 4 Draining Kiss: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 40 | Cost: 3 Energy, 36 Sync Orb(s) Draining Kiss: Power 4 Draining Kiss: Power ↑ 4 Color Grid: 🟩 Green 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: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 Color Grid: 🟦 Blue 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 Sp. Atk: MP Refresh 2 Move: X Sp. Atk 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: 8 Energy, 96 Sync Orb(s) HP Advantage 4 The larger the user’s percentage of remaining HP, 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 45 | Cost: 10 Energy, 120 Sync Orb(s) X Sp. Atk: Ramp Up 1 Move: X Sp. Atk Raises the user’s Sp. Atk by 1 stat rank 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: 10 Energy, 120 Sync Orb(s) Brain Sync 5 Powers up the user’s sync move when its Sp. Atk is raised. 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) Fashionista Dazzling Gleam: Power 25 Fashionista Dazzling Gleam: 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) Fashionista Dazzling Gleam: Power 25 Fashionista Dazzling Gleam: Power ↑ 25 Color Grid: 🟪 Purple 1 or more adjacent tiles must be activated Move level must be 3 or higher ==================================================== Trainer : Bede 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) HP 10 HP 10 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 9 | Cost: 3 Energy, 36 Sync Orb(s) Dazzling Gleam: Power 4 Dazzling Gleam: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 10 | Cost: 3 Energy, 36 Sync Orb(s) Dazzling Gleam: Power 4 Dazzling Gleam: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 11 | Cost: 7 Energy, 84 Sync Orb(s) Dazzling Gleam: Move Gauge Refresh 3 Move: Dazzling Gleam 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) Dazzling Gleam: Power 4 Dazzling Gleam: Power ↑ 4 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) Speed 5 Speed 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 14 | Cost: 8 Energy, 96 Sync Orb(s) Gobsmack 4 Has a chance (50%) of leaving the target confused when the user’s attack move against it is successful. Color Grid: 🟨 Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 15 | Cost: 10 Energy, 120 Sync Orb(s) Confusion Synergy 9 Powers up the user’s moves when the target is confused. 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 Smite: Power 100 G-Max Smite: Power ↑ 100 Color Grid: 🎀 Pink 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 18 | Cost: 3 Energy, 36 Sync Orb(s) Psybeam: Power 4 Psybeam: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 19 | Cost: 2 Energy, 24 Sync Orb(s) Defense 5 Defense 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 20 | Cost: 7 Energy, 84 Sync Orb(s) Psybeam: Move Gauge Refresh 3 Move: Psybeam 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) Psybeam: Power 4 Psybeam: Power ↑ 4 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) Psybeam: Power 4 Psybeam: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 23 | Cost: 8 Energy, 96 Sync Orb(s) Precognition 2 Quickly charges the user’s move gauge when the terrain is Psychic Terrain. Color Grid: 🟨 Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 24 | Cost: 8 Energy, 96 Sync Orb(s) Weird Recovery 1 Restores the user’s HP whenever its Pokémon takes an action when the terrain is Psychic Terrain. 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) Stupefier 4 Has a chance (50%) of lowering the target’s Sp. Def by 1 stat rank when a move, sync move, or max move used by the user’s Pokémon targeting that opponent is successful. 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 Mindstorm: Power 100 Max Mindstorm: Power ↑ 100 Color Grid: 🎀 Pink 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 27 | Cost: 5 Energy, 60 Sync Orb(s) Clearheaded Prevents the user from becoming confused. Color Grid: 🟨 Yellow 1 or more adjacent tiles must be activated Cell 28 | Cost: 2 Energy, 24 Sync Orb(s) HP 10 HP 10 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) Speed 5 Speed 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 31 | Cost: 7 Energy, 84 Sync Orb(s) Back to You!: MP Refresh 3 Move: Back to You! 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 32 | Cost: 9 Energy, 108 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 2 or higher Cell 33 | Cost: 9 Energy, 108 Sync Orb(s) Back to You!: Ramp Up 1 Move: Back to You! Raises the user’s Sp. Atk by 1 stat rank when its move is successful. Color Grid: 🟥 Red 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 34 | Cost: 8 Energy, 96 Sync Orb(s) Back to You!: Group Therapy Move: Back to You! Removes all status conditions from all allied sync pairs when a move is successful. Color Grid: 🟥 Red 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 35 | Cost: 10 Energy, 120 Sync Orb(s) Fuzzy Strike 5 Powers up the user’s sync move when the target is confused. 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) Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue 1 or more adjacent tiles must be activated Cell 37 | Cost: 2 Energy, 24 Sync Orb(s) Speed 5 Speed 5 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: 3 Energy, 36 Sync Orb(s) Mystical Fire: Power 4 Mystical Fire: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 40 | Cost: 7 Energy, 84 Sync Orb(s) Mystical Fire: Move Gauge Refresh 3 Move: Mystical Fire 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: 3 Energy, 36 Sync Orb(s) Mystical Fire: Power 4 Mystical Fire: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Cell 42 | Cost: 3 Energy, 36 Sync Orb(s) Mystical Fire: Power 4 Mystical Fire: Power ↑ 4 Color Grid: 🟩 Green 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 43 | Cost: 8 Energy, 96 Sync Orb(s) Speeding Sun 2 Quickly charges the move gauge when the weather is sunny. Color Grid: 🟨 Yellow 1 or more adjacent tiles must be activated Move level must be 2 or higher Cell 44 | Cost: 8 Energy, 96 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 2 or higher Cell 45 | Cost: 10 Energy, 120 Sync Orb(s) Hard Knocks 9 Lowers one of the target’s following stats by 1 stat rank at random when a move, sync move, or max move used by the user’s Pokémon targeting that opponent is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. 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) Max Flare: Power 100 Max Flare: Power ↑ 100 Color Grid: 🎀 Pink 1 or more adjacent tiles must be activated Move level must be 3 or higher Cell 47 | Cost: 5 Energy, 60 Sync Orb(s) Most Elite Fairy Beam: Power 25 Most Elite Fairy 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) Most Elite Fairy Beam: Power 25 Most Elite Fairy Beam: Power ↑ 25 Color Grid: 🟪 Purple 1 or more adjacent tiles must be activated Move level must be 3 or higher ====================================================
Optional Paste Settings
Category:
None
Cryptocurrency
Cybersecurity
Fixit
Food
Gaming
Haiku
Help
History
Housing
Jokes
Legal
Money
Movies
Music
Pets
Photo
Science
Software
Source Code
Spirit
Sports
Travel
TV
Writing
Tags:
Syntax Highlighting:
None
Bash
C
C#
C++
CSS
HTML
JSON
Java
JavaScript
Lua
Markdown (PRO members only)
Objective C
PHP
Perl
Python
Ruby
Swift
4CS
6502 ACME Cross Assembler
6502 Kick Assembler
6502 TASM/64TASS
ABAP
AIMMS
ALGOL 68
APT Sources
ARM
ASM (NASM)
ASP
ActionScript
ActionScript 3
Ada
Apache Log
AppleScript
Arduino
Asymptote
AutoIt
Autohotkey
Avisynth
Awk
BASCOM AVR
BNF
BOO
Bash
Basic4GL
Batch
BibTeX
Blitz Basic
Blitz3D
BlitzMax
BrainFuck
C
C (WinAPI)
C Intermediate Language
C for Macs
C#
C++
C++ (WinAPI)
C++ (with Qt extensions)
C: Loadrunner
CAD DCL
CAD Lisp
CFDG
CMake
COBOL
CSS
Ceylon
ChaiScript
Chapel
Clojure
Clone C
Clone C++
CoffeeScript
ColdFusion
Cuesheet
D
DCL
DCPU-16
DCS
DIV
DOT
Dart
Delphi
Delphi Prism (Oxygene)
Diff
E
ECMAScript
EPC
Easytrieve
Eiffel
Email
Erlang
Euphoria
F#
FO Language
Falcon
Filemaker
Formula One
Fortran
FreeBasic
FreeSWITCH
GAMBAS
GDB
GDScript
Game Maker
Genero
Genie
GetText
Go
Godot GLSL
Groovy
GwBasic
HQ9 Plus
HTML
HTML 5
Haskell
Haxe
HicEst
IDL
INI file
INTERCAL
IO
ISPF Panel Definition
Icon
Inno Script
J
JCL
JSON
Java
Java 5
JavaScript
Julia
KSP (Kontakt Script)
KiXtart
Kotlin
LDIF
LLVM
LOL Code
LScript
Latex
Liberty BASIC
Linden Scripting
Lisp
Loco Basic
Logtalk
Lotus Formulas
Lotus Script
Lua
M68000 Assembler
MIX Assembler
MK-61/52
MPASM
MXML
MagikSF
Make
MapBasic
Markdown (PRO members only)
MatLab
Mercury
MetaPost
Modula 2
Modula 3
Motorola 68000 HiSoft Dev
MySQL
Nagios
NetRexx
Nginx
Nim
NullSoft Installer
OCaml
OCaml Brief
Oberon 2
Objeck Programming Langua
Objective C
Octave
Open Object Rexx
OpenBSD PACKET FILTER
OpenGL Shading
Openoffice BASIC
Oracle 11
Oracle 8
Oz
PARI/GP
PCRE
PHP
PHP Brief
PL/I
PL/SQL
POV-Ray
ParaSail
Pascal
Pawn
Per
Perl
Perl 6
Phix
Pic 16
Pike
Pixel Bender
PostScript
PostgreSQL
PowerBuilder
PowerShell
ProFTPd
Progress
Prolog
Properties
ProvideX
Puppet
PureBasic
PyCon
Python
Python for S60
QBasic
QML
R
RBScript
REBOL
REG
RPM Spec
Racket
Rails
Rexx
Robots
Roff Manpage
Ruby
Ruby Gnuplot
Rust
SAS
SCL
SPARK
SPARQL
SQF
SQL
SSH Config
Scala
Scheme
Scilab
SdlBasic
Smalltalk
Smarty
StandardML
StoneScript
SuperCollider
Swift
SystemVerilog
T-SQL
TCL
TeXgraph
Tera Term
TypeScript
TypoScript
UPC
Unicon
UnrealScript
Urbi
VB.NET
VBScript
VHDL
VIM
Vala
Vedit
VeriLog
Visual Pro Log
VisualBasic
VisualFoxPro
WHOIS
WhiteSpace
Winbatch
XBasic
XML
XPP
Xojo
Xorg Config
YAML
YARA
Z80 Assembler
ZXBasic
autoconf
jQuery
mIRC
newLISP
q/kdb+
thinBasic
Paste Expiration:
Never
Burn after read
10 Minutes
1 Hour
1 Day
1 Week
2 Weeks
1 Month
6 Months
1 Year
Paste Exposure:
Public
Unlisted
Private
Folder:
(members only)
Password
NEW
Enabled
Disabled
Burn after read
NEW
Paste Name / Title:
Create New Paste
Hello
Guest
Sign Up
or
Login
Sign in with Facebook
Sign in with Twitter
Sign in with Google
You are currently not logged in, this means you can not edit or delete anything you paste.
Sign Up
or
Login
Public Pastes
🚨 EARN 2,000$ IN 1 DAY
JavaScript | 1 hour ago | 0.67 KB
Ex6.1 C Lab
C | 1 hour ago | 0.25 KB
⭐⭐ FREE BTC GUIDE ✅ Working ⭐⭐
JavaScript | 1 hour ago | 0.67 KB
Infinite Money Glitch
JavaScript | 1 hour ago | 0.67 KB
✅✅✅ FREE 2,000$ FROM SWAPZONE ✅✅✅
JavaScript | 1 hour ago | 0.67 KB
⭐⭐ Free Crypto Method ⭐⭐ ✅
JavaScript | 2 hours ago | 0.67 KB
Infinite Money Glitch
JavaScript | 2 hours ago | 0.67 KB
Untitled
C++ | 2 hours ago | 2.19 KB
We use cookies for various purposes including analytics. By continuing to use Pastebin, you agree to our use of cookies as described in the
Cookies Policy
.
OK, I Understand
Not a member of Pastebin yet?
Sign Up
, it unlocks many cool features!