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- 🌿 TRAINER - 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)
- 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)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
- Energy Ball: Move Gauge Refresh 3
- Move: Energy Ball Has a moderately good chance 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: 2 Energy, 24 Sync Orb(s)
- Energy Ball: Power 5
- Energy Ball: Power ↑ 5
- 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)
- Energy Ball: Power 5
- Energy Ball: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 2 Energy, 24 Sync Orb(s)
- Energy Ball: Power 5
- Energy Ball: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
- Healing Sun 1
- Restores the Pokémon’s HP whenever it 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 16 | 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 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Solarize
- Makes the weather sunny after using a 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)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | 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 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
- Dire Hit All: MP Refresh 3
- Move: Dire Hit All Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- 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
- Move level must be 2 or higher
- Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 10 Energy, 120 Sync Orb(s)
- Charging Sun 5
- Powers up 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 25 | Cost: 7 Energy, 84 Sync Orb(s)
- Dire Hit All: Critical Squad 1
- Move: Dire Hit All Raises the critical-hit rate of all allied sync pairs when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 6 Energy, 72 Sync Orb(s)
- Soup Up 2
- Has a moderate chance of raising the user’s Sp. Atk when the user is hit by an attack 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)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 7 Energy, 84 Sync Orb(s)
- Sunny Side Up!: MP Refresh 3
- Move: Sunny Side Up! Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 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)
- Energy Ball: Power 5
- Energy Ball: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
- Energy Ball: Power 5
- Energy Ball: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
- Energy Ball: Power 5
- Energy Ball: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
- Team Toughen Up 4
- Has a good chance of raising the Defense of all allied sync pairs when the user is hit by an attack move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Cell 34 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Sunny Side Up!: Hit and Heal 9
- Move: Sunny Side Up! Makes the user gradually heal itself when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
- HP 50
- HP 50
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Revenge Boost 3
- Has a moderately good chance 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 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)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | 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 41 | Cost: 7 Energy, 84 Sync Orb(s)
- Light Screen: MP Refresh 3
- Move: Light Screen Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 6 Energy, 72 Sync Orb(s)
- Light Screen: Move Gauge Refresh 3
- Move: Light Screen Has a moderately good chance 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: 6 Energy, 72 Sync Orb(s)
- Light Screen: Move Gauge Refresh 3
- Move: Light Screen Has a moderately good chance 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 45 | Cost: 7 Energy, 84 Sync Orb(s)
- Solar Flare 5
- Powers up sync moves 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: 8 Energy, 96 Sync Orb(s)
- Light Screen: Force Field 4
- Move: Light Screen Has a good chance of raising the Sp. Def of all allied sync pairs 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 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Heart of Gold Leaf Storm: Power 25
- Heart of Gold Leaf Storm: 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)
- Heart of Gold Leaf Storm: Power 25
- Heart of Gold Leaf Storm: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
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