Absol-utely

💠 (2.52.0) All New Sync Grids + Expand

Dec 22nd, 2024
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  1. No. 107 Lisia & Altaria (Male♂️)
  2.  
  3. Cell 49 | 🎯 Cord (-2,2,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  4. Requirements: 1 or more adjacent tiles must be activated
  5. HP 40
  6. HP 40
  7. Color Grid: 🟦 Blue (Stat)
  8. Grid Expand Unlock: 25/1/2025 06:00:00
  9.  
  10. Cell 50 | 🎯 Cord (-3,3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  11. Requirements: 1 or more adjacent tiles must be activated
  12. Requirements: Move level must be 2 or higher
  13. Sterner Stuff 2
  14. Reduces damage when the user is hit by a physical attack move.
  15. Color Grid: 🟨 Yellow (Passive)
  16. Grid Expand Unlock: 25/1/2025 06:00:00
  17.  
  18. Cell 51 | 🎯 Cord (-3,2,1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  19. Requirements: 1 or more adjacent tiles must be activated
  20. Requirements: Move level must be 3 or higher
  21. Spotlight, Please!: Move: Damage Guard Next 9
  22. Move: Spotlight, Please! Applies the Damage Guard Next effect to the user when its move is successful.
  23. Color Grid: 🟥 Red (Move Effect)
  24. Grid Expand Unlock: 25/1/2025 06:00:00
  25.  
  26. Cell 52 | 🎯 Cord (2,0,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  27. Requirements: 1 or more adjacent tiles must be activated
  28. Sp. Atk 20
  29. Sp. Atk 20
  30. Color Grid: 🟦 Blue (Stat)
  31. Grid Expand Unlock: 25/1/2025 06:00:00
  32.  
  33. Cell 53 | 🎯 Cord (3,0,-3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  34. Requirements: 1 or more adjacent tiles must be activated
  35. Requirements: Move level must be 2 or higher
  36. Sharp Entry 2
  37. Raises the user’s critical-hit rate by two stat ranks when it enters a battle.
  38. Color Grid: 🟨 Yellow (Passive)
  39. Grid Expand Unlock: 25/1/2025 06:00:00
  40.  
  41. Cell 54 | 🎯 Cord (3,-1,-2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  42. Requirements: 1 or more adjacent tiles must be activated
  43. Requirements: Move level must be 3 or higher
  44. Brain Sync 9
  45. Powers up the user’s sync move when its Sp. Atk is raised.
  46. Color Grid: 🟨 Yellow (Passive)
  47. Grid Expand Unlock: 25/1/2025 06:00:00
  48.  
  49. No. 112 N (Anniversary 2021) & Reshiram (Genderless)
  50.  
  51. Cell 49 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  52. Requirements: 1 or more adjacent tiles must be activated
  53. Requirements: Move level must be 5 or higher
  54. 1st T-Move: Sync CD ↓ 2
  55. Reduces the user’s sync move countdown by two the first time its Trainer uses a move each battle.
  56. Color Grid: 🟨 Yellow (Passive)
  57. Grid Expand Unlock: 25/1/2025 06:00:00
  58.  
  59. Cell 50 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  60. Requirements: 1 or more adjacent tiles must be activated
  61. Requirements: Move level must be 4 or higher
  62. Blue Flare: Recharging Strike 9
  63. Move: Blue Flare Charges the user’s move gauge by one when its attack move hits. If the move has the Multistrike effect tag, charges the user’s move gauge by one for each hit.
  64. Color Grid: 🟥 Red (Move Effect)
  65. Grid Expand Unlock: 25/1/2025 06:00:00
  66.  
  67.  
  68. No. 123 Raihan (New Year's 2025) & Sandaconda (Male♂️)
  69.  
  70. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  71. HP 10
  72. HP 10
  73. Color Grid: 🟦 Blue (Stat)
  74.  
  75. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  76. Sp. Atk 5
  77. Sp. Atk 5
  78. Color Grid: 🟦 Blue (Stat)
  79.  
  80. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  81. Defense 5
  82. Defense 5
  83. Color Grid: 🟦 Blue (Stat)
  84.  
  85. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  86. Attack 5
  87. Attack 5
  88. Color Grid: 🟦 Blue (Stat)
  89.  
  90. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  91. Sp. Def 5
  92. Sp. Def 5
  93. Color Grid: 🟦 Blue (Stat)
  94.  
  95. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  96. Speed 5
  97. Speed 5
  98. Color Grid: 🟦 Blue (Stat)
  99.  
  100. Cell 7 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  101. Requirements: 1 or more adjacent tiles must be activated
  102. HP 10
  103. HP 10
  104. Color Grid: 🟦 Blue (Stat)
  105.  
  106. Cell 8 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  107. Requirements: 1 or more adjacent tiles must be activated
  108. Sp. Def 5
  109. Sp. Def 5
  110. Color Grid: 🟦 Blue (Stat)
  111.  
  112. Cell 9 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  113. Requirements: 1 or more adjacent tiles must be activated
  114. Defense 5
  115. Defense 5
  116. Color Grid: 🟦 Blue (Stat)
  117.  
  118. Cell 10 | 🎯 Cord (3,1,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  119. Requirements: 1 or more adjacent tiles must be activated
  120. Mud-Slap: Power 4
  121. Mud-Slap: Power ↑ 4
  122. Color Grid: 🟩 Green (Move Boost)
  123.  
  124. Cell 11 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  125. Requirements: 1 or more adjacent tiles must be activated
  126. Mud-Slap: Power 4
  127. Mud-Slap: Power ↑ 4
  128. Color Grid: 🟩 Green (Move Boost)
  129.  
  130. Cell 12 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  131. Requirements: 1 or more adjacent tiles must be activated
  132. Requirements: Move level must be 2 or higher
  133. Mud-Slap: Power 4
  134. Mud-Slap: Power ↑ 4
  135. Color Grid: 🟩 Green (Move Boost)
  136.  
  137. Cell 13 | 🎯 Cord (3,2,-5) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  138. Requirements: 1 or more adjacent tiles must be activated
  139. HP 10
  140. HP 10
  141. Color Grid: 🟦 Blue (Stat)
  142.  
  143. Cell 14 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  144. Requirements: 1 or more adjacent tiles must be activated
  145. Requirements: Move level must be 2 or higher
  146. Mud-Slap: Move Gauge Refresh 3
  147. Move: Mud-Slap Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  148. Color Grid: 🟥 Red (Move Effect)
  149.  
  150. Cell 15 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  151. Requirements: 1 or more adjacent tiles must be activated
  152. Requirements: Move level must be 3 or higher
  153. Hit Paralyzed Opp: Team Attack ↑ & Sp. Atk ↑ 9
  154. Raises the Attack and Sp. Atk of all allied sync pairs by one stat rank when the user’s attack move is successful against a paralyzed opponent.
  155. Color Grid: 🟨 Yellow (Passive)
  156.  
  157. Cell 16 | 🎯 Cord (3,3,-6) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  158. Requirements: 1 or more adjacent tiles must be activated
  159. Requirements: Move level must be 2 or higher
  160. Mud-Slap: Accuracy 10
  161. Mud-Slap: Accuracy ↑ 10
  162. Color Grid: 🟩 Green (Move Boost)
  163.  
  164. Cell 17 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  165. Requirements: 1 or more adjacent tiles must be activated
  166. Requirements: Move level must be 3 or higher
  167. Mud-Slap: Move Gauge Refresh 9
  168. Move: Mud-Slap Charges the user’s move gauge by one when its move is successful.
  169. Color Grid: 🟥 Red (Move Effect)
  170.  
  171. Cell 18 | 🎯 Cord (-2,0,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  172. Requirements: 1 or more adjacent tiles must be activated
  173. Speed 5
  174. Speed 5
  175. Color Grid: 🟦 Blue (Stat)
  176.  
  177. Cell 19 | 🎯 Cord (-3,0,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  178. Requirements: 1 or more adjacent tiles must be activated
  179. Sp. Def 5
  180. Sp. Def 5
  181. Color Grid: 🟦 Blue (Stat)
  182.  
  183. Cell 20 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  184. Requirements: 1 or more adjacent tiles must be activated
  185. Rock Slide: Power 3
  186. Rock Slide: Power ↑ 3
  187. Color Grid: 🟩 Green (Move Boost)
  188.  
  189. Cell 21 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  190. Requirements: 1 or more adjacent tiles must be activated
  191. Rock Slide: Power 3
  192. Rock Slide: Power ↑ 3
  193. Color Grid: 🟩 Green (Move Boost)
  194.  
  195. Cell 22 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  196. Requirements: 1 or more adjacent tiles must be activated
  197. Requirements: Move level must be 2 or higher
  198. Rock Slide: Power 3
  199. Rock Slide: Power ↑ 3
  200. Color Grid: 🟩 Green (Move Boost)
  201.  
  202. Cell 23 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  203. Requirements: 1 or more adjacent tiles must be activated
  204. Requirements: Move level must be 2 or higher
  205. Rock Slide: Move Gauge Refresh 3
  206. Move: Rock Slide Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  207. Color Grid: 🟥 Red (Move Effect)
  208.  
  209. Cell 24 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  210. Requirements: 1 or more adjacent tiles must be activated
  211. Requirements: Move level must be 2 or higher
  212. Quick Cure
  213. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  214. Color Grid: 🟨 Yellow (Passive)
  215.  
  216. Cell 25 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  217. Requirements: 1 or more adjacent tiles must be activated
  218. Requirements: Move level must be 3 or higher
  219. First Aid 4
  220. Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
  221. Color Grid: 🟨 Yellow (Passive)
  222.  
  223. Cell 26 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  224. Requirements: 1 or more adjacent tiles must be activated
  225. Requirements: Move level must be 3 or higher
  226. Rock Slide: Aggravation 1
  227. Move: Rock Slide Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  228. Color Grid: 🟥 Red (Move Effect)
  229.  
  230. Cell 27 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  231. Requirements: 1 or more adjacent tiles must be activated
  232. Attack 5
  233. Attack 5
  234. Color Grid: 🟦 Blue (Stat)
  235.  
  236. Cell 28 | 🎯 Cord (2,-3,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  237. Requirements: 1 or more adjacent tiles must be activated
  238. Defense 5
  239. Defense 5
  240. Color Grid: 🟦 Blue (Stat)
  241.  
  242. Cell 29 | 🎯 Cord (1,-3,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  243. Requirements: 1 or more adjacent tiles must be activated
  244. Sp. Def 5
  245. Sp. Def 5
  246. Color Grid: 🟦 Blue (Stat)
  247.  
  248. Cell 30 | 🎯 Cord (3,-4,1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  249. Requirements: 1 or more adjacent tiles must be activated
  250. Rock Slide: Power 3
  251. Rock Slide: Power ↑ 3
  252. Color Grid: 🟩 Green (Move Boost)
  253.  
  254. Cell 31 | 🎯 Cord (2,-4,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  255. Requirements: 1 or more adjacent tiles must be activated
  256. Rock Slide: Power 3
  257. Rock Slide: Power ↑ 3
  258. Color Grid: 🟩 Green (Move Boost)
  259.  
  260. Cell 32 | 🎯 Cord (1,-4,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  261. Requirements: 1 or more adjacent tiles must be activated
  262. Requirements: Move level must be 2 or higher
  263. Rock Slide: Accuracy 10
  264. Rock Slide: Accuracy ↑ 10
  265. Color Grid: 🟩 Green (Move Boost)
  266.  
  267. Cell 33 | 🎯 Cord (3,-5,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  268. Requirements: 1 or more adjacent tiles must be activated
  269. HP 10
  270. HP 10
  271. Color Grid: 🟦 Blue (Stat)
  272.  
  273. Cell 34 | 🎯 Cord (2,-5,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  274. Requirements: 1 or more adjacent tiles must be activated
  275. Requirements: Move level must be 2 or higher
  276. Natural Remedy
  277. Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
  278. Color Grid: 🟨 Yellow (Passive)
  279.  
  280. Cell 35 | 🎯 Cord (1,-5,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  281. Requirements: 1 or more adjacent tiles must be activated
  282. Requirements: Move level must be 3 or higher
  283. Max Move: Team Physical & Special Boost 1
  284. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by one rank after using the user’s max move.
  285. Color Grid: 🟨 Yellow (Passive)
  286.  
  287. Cell 36 | 🎯 Cord (3,-6,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  288. Requirements: 1 or more adjacent tiles must be activated
  289. Requirements: Move level must be 2 or higher
  290. You’ll Regret This!: MP Refresh 2
  291. Move: You’ll Regret This! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  292. Color Grid: 🟥 Red (Move Effect)
  293.  
  294. Cell 37 | 🎯 Cord (2,-6,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  295. Requirements: 1 or more adjacent tiles must be activated
  296. Requirements: Move level must be 3 or higher
  297. MAX Countdown 2
  298. Reduces the user’s sync move countdown by two after using its max move.
  299. Color Grid: 🟨 Yellow (Passive)
  300.  
  301. Cell 38 | 🎯 Cord (-2,2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  302. Requirements: 1 or more adjacent tiles must be activated
  303. Speed 5
  304. Speed 5
  305. Color Grid: 🟦 Blue (Stat)
  306.  
  307. Cell 39 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  308. Requirements: 1 or more adjacent tiles must be activated
  309. Mud-Slap: Power 4
  310. Mud-Slap: Power ↑ 4
  311. Color Grid: 🟩 Green (Move Boost)
  312.  
  313. Cell 40 | 🎯 Cord (-3,3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  314. Requirements: 1 or more adjacent tiles must be activated
  315. Mud-Slap: Power 4
  316. Mud-Slap: Power ↑ 4
  317. Color Grid: 🟩 Green (Move Boost)
  318.  
  319. Cell 41 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  320. Requirements: 1 or more adjacent tiles must be activated
  321. Lithe
  322. Prevents the user from getting paralyzed.
  323. Color Grid: 🟨 Yellow (Passive)
  324.  
  325. Cell 42 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  326. Requirements: 1 or more adjacent tiles must be activated
  327. Requirements: Move level must be 2 or higher
  328. Sands of Time 2
  329. Quickly charges the move gauge during a sandstorm.
  330. Color Grid: 🟨 Yellow (Passive)
  331.  
  332. Cell 43 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  333. Requirements: 1 or more adjacent tiles must be activated
  334. Requirements: Move level must be 2 or higher
  335. Soothing Sand 1
  336. Restores the user’s HP whenever its Pokémon takes an action during a sandstorm.
  337. Color Grid: 🟨 Yellow (Passive)
  338.  
  339. Cell 44 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  340. Requirements: 1 or more adjacent tiles must be activated
  341. Requirements: Move level must be 2 or higher
  342. Paralyzed Opp Fail ↑ 5
  343. Raises the chance that an opponent’s move will fail due to paralysis.
  344. Color Grid: 🟨 Yellow (Passive)
  345.  
  346. Cell 45 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  347. Requirements: 1 or more adjacent tiles must be activated
  348. Requirements: Move level must be 3 or higher
  349. Group Fortification 9
  350. Raises the Defense, Sp. Def—or both—of all allied sync pairs by one stat rank when an opponent’s attack move targeting the user misses.
  351. Color Grid: 🟨 Yellow (Passive)
  352.  
  353. Cell 46 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  354. Requirements: 1 or more adjacent tiles must be activated
  355. Requirements: Move level must be 3 or higher
  356. Opp Fail: Team Stats ↑2 9
  357. Raises one of the following stats of all allied sync pairs by two stat ranks at random when an opponent’s attack move targeting the user misses: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.
  358. Color Grid: 🟨 Yellow (Passive)
  359.  
  360. Cell 47 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  361. Requirements: 1 or more adjacent tiles must be activated
  362. Requirements: Move level must be 3 or higher
  363. Snapping Up Likes Ground Impact: Power 25
  364. Snapping Up Likes Ground Impact: Power ↑ 25
  365. Color Grid: 🌈 Rainbow (Sync Move)
  366.  
  367. Cell 48 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  368. Requirements: 1 or more adjacent tiles must be activated
  369. Requirements: Move level must be 3 or higher
  370. Snapping Up Likes Ground Impact: Power 25
  371. Snapping Up Likes Ground Impact: Power ↑ 25
  372. Color Grid: 🌈 Rainbow (Sync Move)
  373.  
  374.  
  375. No. 129 Lana & Lanturn (Female♀️)
  376.  
  377. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  378. HP 10
  379. HP 10
  380. Color Grid: 🟦 Blue (Stat)
  381.  
  382. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  383. Sp. Atk 5
  384. Sp. Atk 5
  385. Color Grid: 🟦 Blue (Stat)
  386.  
  387. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  388. Defense 5
  389. Defense 5
  390. Color Grid: 🟦 Blue (Stat)
  391.  
  392. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  393. Sp. Atk 5
  394. Sp. Atk 5
  395. Color Grid: 🟦 Blue (Stat)
  396.  
  397. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  398. Sp. Def 5
  399. Sp. Def 5
  400. Color Grid: 🟦 Blue (Stat)
  401.  
  402. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  403. Speed 5
  404. Speed 5
  405. Color Grid: 🟦 Blue (Stat)
  406.  
  407. Cell 7 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  408. Requirements: 1 or more adjacent tiles must be activated
  409. HP 10
  410. HP 10
  411. Color Grid: 🟦 Blue (Stat)
  412.  
  413. Cell 8 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  414. Requirements: 1 or more adjacent tiles must be activated
  415. Defense 5
  416. Defense 5
  417. Color Grid: 🟦 Blue (Stat)
  418.  
  419. Cell 9 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  420. Requirements: 1 or more adjacent tiles must be activated
  421. Sp. Def 5
  422. Sp. Def 5
  423. Color Grid: 🟦 Blue (Stat)
  424.  
  425. Cell 10 | 🎯 Cord (3,1,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  426. Requirements: 1 or more adjacent tiles must be activated
  427. Speed 5
  428. Speed 5
  429. Color Grid: 🟦 Blue (Stat)
  430.  
  431. Cell 11 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  432. Requirements: 1 or more adjacent tiles must be activated
  433. Water Pulse: Power 4
  434. Water Pulse: Power ↑ 4
  435. Color Grid: 🟩 Green (Move Boost)
  436.  
  437. Cell 12 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  438. Requirements: 1 or more adjacent tiles must be activated
  439. Requirements: Move level must be 2 or higher
  440. Water Pulse: Power 4
  441. Water Pulse: Power ↑ 4
  442. Color Grid: 🟩 Green (Move Boost)
  443.  
  444. Cell 13 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  445. Requirements: 1 or more adjacent tiles must be activated
  446. Water Pulse: Power 4
  447. Water Pulse: Power ↑ 4
  448. Color Grid: 🟩 Green (Move Boost)
  449.  
  450. Cell 14 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  451. Requirements: 1 or more adjacent tiles must be activated
  452. Requirements: Move level must be 2 or higher
  453. Water Pulse: Move Gauge Refresh 3
  454. Move: Water Pulse Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  455. Color Grid: 🟥 Red (Move Effect)
  456.  
  457. Cell 15 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  458. Requirements: 1 or more adjacent tiles must be activated
  459. Requirements: Move level must be 3 or higher
  460. Water Pulse: Aggravation 2
  461. Move: Water Pulse Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  462. Color Grid: 🟥 Red (Move Effect)
  463.  
  464. Cell 16 | 🎯 Cord (3,3,-6) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  465. Requirements: 1 or more adjacent tiles must be activated
  466. Requirements: Move level must be 2 or higher
  467. Stop Hitting Yourself 5
  468. Raises the chance that an opponent will attack themselves due to being confused.
  469. Color Grid: 🟨 Yellow (Passive)
  470.  
  471. Cell 17 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  472. Requirements: 1 or more adjacent tiles must be activated
  473. Requirements: Move level must be 3 or higher
  474. Easy Pickings 9
  475. Lowers one of the target’s following stats by one stat rank at random when the user’s attack move is successful against a confused opponent: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.
  476. Color Grid: 🟨 Yellow (Passive)
  477.  
  478. Cell 18 | 🎯 Cord (-2,0,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  479. Requirements: 1 or more adjacent tiles must be activated
  480. HP 10
  481. HP 10
  482. Color Grid: 🟦 Blue (Stat)
  483.  
  484. Cell 19 | 🎯 Cord (-3,0,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  485. Requirements: 1 or more adjacent tiles must be activated
  486. Sp. Atk 5
  487. Sp. Atk 5
  488. Color Grid: 🟦 Blue (Stat)
  489.  
  490. Cell 20 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  491. Requirements: 1 or more adjacent tiles must be activated
  492. Scald: Power 3
  493. Scald: Power ↑ 3
  494. Color Grid: 🟩 Green (Move Boost)
  495.  
  496. Cell 21 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  497. Requirements: 1 or more adjacent tiles must be activated
  498. Scald: Power 3
  499. Scald: Power ↑ 3
  500. Color Grid: 🟩 Green (Move Boost)
  501.  
  502. Cell 22 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  503. Requirements: 1 or more adjacent tiles must be activated
  504. Requirements: Move level must be 2 or higher
  505. Scald: Power 3
  506. Scald: Power ↑ 3
  507. Color Grid: 🟩 Green (Move Boost)
  508.  
  509. Cell 23 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  510. Requirements: 1 or more adjacent tiles must be activated
  511. Requirements: Move level must be 2 or higher
  512. Scald: Move Gauge Refresh 3
  513. Move: Scald Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  514. Color Grid: 🟥 Red (Move Effect)
  515.  
  516. Cell 24 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  517. Requirements: 1 or more adjacent tiles must be activated
  518. Requirements: Move level must be 2 or higher
  519. Speed 5
  520. Speed 5
  521. Color Grid: 🟦 Blue (Stat)
  522.  
  523. Cell 25 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  524. Requirements: 1 or more adjacent tiles must be activated
  525. Requirements: Move level must be 3 or higher
  526. Scald: Hostile Environment 1
  527. Move: Scald Raises the chance of inflicting status conditions with the additional effects of moves.
  528. Color Grid: 🟥 Red (Move Effect)
  529.  
  530. Cell 26 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  531. Requirements: 1 or more adjacent tiles must be activated
  532. Requirements: Move level must be 3 or higher
  533. Hit Burned Opp: Stat ↓ 9
  534. Lowers one of the target’s following stats by one stat rank at random when the user’s attack move is successful against a burned opponent: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.
  535. Color Grid: 🟨 Yellow (Passive)
  536.  
  537. Cell 27 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  538. Requirements: 1 or more adjacent tiles must be activated
  539. Defense 5
  540. Defense 5
  541. Color Grid: 🟦 Blue (Stat)
  542.  
  543. Cell 28 | 🎯 Cord (2,-3,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  544. Requirements: 1 or more adjacent tiles must be activated
  545. Sp. Def 5
  546. Sp. Def 5
  547. Color Grid: 🟦 Blue (Stat)
  548.  
  549. Cell 29 | 🎯 Cord (1,-3,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  550. Requirements: 1 or more adjacent tiles must be activated
  551. Scald: Power 3
  552. Scald: Power ↑ 3
  553. Color Grid: 🟩 Green (Move Boost)
  554.  
  555. Cell 30 | 🎯 Cord (3,-4,1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  556. Requirements: 1 or more adjacent tiles must be activated
  557. Scald: Power 3
  558. Scald: Power ↑ 3
  559. Color Grid: 🟩 Green (Move Boost)
  560.  
  561. Cell 31 | 🎯 Cord (2,-4,2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  562. Requirements: 1 or more adjacent tiles must be activated
  563. Unflappable
  564. Prevents the user from flinching.
  565. Color Grid: 🟨 Yellow (Passive)
  566.  
  567. Cell 32 | 🎯 Cord (1,-4,3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  568. Requirements: 1 or more adjacent tiles must be activated
  569. Requirements: Move level must be 2 or higher
  570. Speed 10
  571. Speed 10
  572. Color Grid: 🟦 Blue (Stat)
  573.  
  574. Cell 33 | 🎯 Cord (3,-5,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  575. Requirements: 1 or more adjacent tiles must be activated
  576. Defense 5
  577. Defense 5
  578. Color Grid: 🟦 Blue (Stat)
  579.  
  580. Cell 34 | 🎯 Cord (2,-5,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  581. Requirements: 1 or more adjacent tiles must be activated
  582. Requirements: Move level must be 2 or higher
  583. Sp. Def 5
  584. Sp. Def 5
  585. Color Grid: 🟦 Blue (Stat)
  586.  
  587. Cell 35 | 🎯 Cord (1,-5,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  588. Requirements: 1 or more adjacent tiles must be activated
  589. Requirements: Move level must be 3 or higher
  590. Mini Potion All: Master Healer 1
  591. Move: Mini Potion All Increases the amount of HP restored by the user’s healing moves.
  592. Color Grid: 🟥 Red (Move Effect)
  593.  
  594. Cell 36 | 🎯 Cord (3,-6,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  595. Requirements: 1 or more adjacent tiles must be activated
  596. Requirements: Move level must be 2 or higher
  597. Catalyst
  598. Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s sync move is used each battle.
  599. Color Grid: 🟨 Yellow (Passive)
  600.  
  601. Cell 37 | 🎯 Cord (2,-6,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  602. Requirements: 1 or more adjacent tiles must be activated
  603. Requirements: Move level must be 3 or higher
  604. Mini Potion All: MP Refresh 2
  605. Move: Mini Potion All Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  606. Color Grid: 🟥 Red (Move Effect)
  607.  
  608. Cell 38 | 🎯 Cord (-2,2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  609. Requirements: 1 or more adjacent tiles must be activated
  610. HP 10
  611. HP 10
  612. Color Grid: 🟦 Blue (Stat)
  613.  
  614. Cell 39 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  615. Requirements: 1 or more adjacent tiles must be activated
  616. Sp. Atk 5
  617. Sp. Atk 5
  618. Color Grid: 🟦 Blue (Stat)
  619.  
  620. Cell 40 | 🎯 Cord (-3,3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  621. Requirements: 1 or more adjacent tiles must be activated
  622. Water Pulse: Power 4
  623. Water Pulse: Power ↑ 4
  624. Color Grid: 🟩 Green (Move Boost)
  625.  
  626. Cell 41 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  627. Requirements: 1 or more adjacent tiles must be activated
  628. Water Pulse: Power 4
  629. Water Pulse: Power ↑ 4
  630. Color Grid: 🟩 Green (Move Boost)
  631.  
  632. Cell 42 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  633. Requirements: 1 or more adjacent tiles must be activated
  634. Requirements: Move level must be 2 or higher
  635. Lithe
  636. Prevents the user from getting paralyzed.
  637. Color Grid: 🟨 Yellow (Passive)
  638.  
  639. Cell 43 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  640. Requirements: 1 or more adjacent tiles must be activated
  641. Requirements: Move level must be 2 or higher
  642. I’m Serious!: MP Refresh 2
  643. Move: I’m Serious! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  644. Color Grid: 🟥 Red (Move Effect)
  645.  
  646. Cell 44 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  647. Requirements: 1 or more adjacent tiles must be activated
  648. Requirements: Move level must be 2 or higher
  649. I’m Serious!: Fleet Feet 1
  650. Move: I’m Serious! Raises the user’s Speed by one stat rank when its move is successful.
  651. Color Grid: 🟥 Red (Move Effect)
  652.  
  653. Cell 45 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  654. Requirements: 1 or more adjacent tiles must be activated
  655. Requirements: Move level must be 3 or higher
  656. Interference Immunity
  657. Prevents the user from flinching, becoming confused, or becoming trapped.
  658. Color Grid: 🟨 Yellow (Passive)
  659.  
  660. Cell 46 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  661. Requirements: 1 or more adjacent tiles must be activated
  662. Requirements: Move level must be 3 or higher
  663. I’m Serious!: Critical Squad 1
  664. Move: I’m Serious! Raises the critical-hit rate of all allied sync pairs by one stat rank when the user’s move is successful.
  665. Color Grid: 🟥 Red (Move Effect)
  666.  
  667. Cell 47 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  668. Requirements: 1 or more adjacent tiles must be activated
  669. Requirements: Move level must be 3 or higher
  670. Emotions in the Vast Sea Water Beam: Power 25
  671. Emotions in the Vast Sea Water Beam: Power ↑ 25
  672. Color Grid: 🌈 Rainbow (Sync Move)
  673.  
  674. Cell 48 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  675. Requirements: 1 or more adjacent tiles must be activated
  676. Requirements: Move level must be 3 or higher
  677. Emotions in the Vast Sea Water Beam: Power 25
  678. Emotions in the Vast Sea Water Beam: Power ↑ 25
  679. Color Grid: 🌈 Rainbow (Sync Move)
  680.  
  681. No. 141 Hop & Pincurchin (Female♀️)
  682.  
  683. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  684. HP 10
  685. HP 10
  686. Color Grid: 🟦 Blue (Stat)
  687.  
  688. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  689. Attack 5
  690. Attack 5
  691. Color Grid: 🟦 Blue (Stat)
  692.  
  693. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  694. Defense 5
  695. Defense 5
  696. Color Grid: 🟦 Blue (Stat)
  697.  
  698. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  699. Attack 5
  700. Attack 5
  701. Color Grid: 🟦 Blue (Stat)
  702.  
  703. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  704. Sp. Def 5
  705. Sp. Def 5
  706. Color Grid: 🟦 Blue (Stat)
  707.  
  708. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  709. Speed 5
  710. Speed 5
  711. Color Grid: 🟦 Blue (Stat)
  712.  
  713. Cell 7 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  714. Requirements: 1 or more adjacent tiles must be activated
  715. HP 10
  716. HP 10
  717. Color Grid: 🟦 Blue (Stat)
  718.  
  719. Cell 8 | 🎯 Cord (3,-1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  720. Requirements: 1 or more adjacent tiles must be activated
  721. Attack 5
  722. Attack 5
  723. Color Grid: 🟦 Blue (Stat)
  724.  
  725. Cell 9 | 🎯 Cord (2,0,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  726. Requirements: 1 or more adjacent tiles must be activated
  727. Zing Zap: Power 4
  728. Zing Zap: Power ↑ 4
  729. Color Grid: 🟩 Green (Move Boost)
  730.  
  731. Cell 10 | 🎯 Cord (1,1,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  732. Requirements: 1 or more adjacent tiles must be activated
  733. Zing Zap: Power 4
  734. Zing Zap: Power ↑ 4
  735. Color Grid: 🟩 Green (Move Boost)
  736.  
  737. Cell 11 | 🎯 Cord (1,2,-3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  738. Requirements: 1 or more adjacent tiles must be activated
  739. Requirements: Move level must be 2 or higher
  740. Zing Zap: Power 4
  741. Zing Zap: Power ↑ 4
  742. Color Grid: 🟩 Green (Move Boost)
  743.  
  744. Cell 12 | 🎯 Cord (2,1,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  745. Requirements: 1 or more adjacent tiles must be activated
  746. Requirements: Move level must be 2 or higher
  747. Zing Zap: Move Gauge Refresh 3
  748. Move: Zing Zap Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  749. Color Grid: 🟥 Red (Move Effect)
  750.  
  751. Cell 13 | 🎯 Cord (3,0,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  752. Requirements: 1 or more adjacent tiles must be activated
  753. Requirements: Move level must be 2 or higher
  754. Faint: Ally HP Recovery (M) 1
  755. Restores the HP of all allied sync pairs other than the user by approximately 20% of their maximum HP just before the user faints.
  756. Color Grid: 🟨 Yellow (Passive)
  757.  
  758. Cell 14 | 🎯 Cord (2,2,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  759. Requirements: 1 or more adjacent tiles must be activated
  760. Requirements: Move level must be 3 or higher
  761. Unfortuitous 9
  762. Lowers one of the target’s following stats by one stat rank at random when the user’s attack move against it is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.
  763. Color Grid: 🟨 Yellow (Passive)
  764.  
  765. Cell 15 | 🎯 Cord (3,1,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  766. Requirements: 1 or more adjacent tiles must be activated
  767. Requirements: Move level must be 3 or higher
  768. Aggravation 1
  769. Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  770. Color Grid: 🟨 Yellow (Passive)
  771.  
  772. Cell 16 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  773. Requirements: 1 or more adjacent tiles must be activated
  774. Defense 5
  775. Defense 5
  776. Color Grid: 🟦 Blue (Stat)
  777.  
  778. Cell 17 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  779. Requirements: 1 or more adjacent tiles must be activated
  780. Sp. Def 5
  781. Sp. Def 5
  782. Color Grid: 🟦 Blue (Stat)
  783.  
  784. Cell 18 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  785. Requirements: 1 or more adjacent tiles must be activated
  786. Speed 5
  787. Speed 5
  788. Color Grid: 🟦 Blue (Stat)
  789.  
  790. Cell 19 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  791. Requirements: 1 or more adjacent tiles must be activated
  792. Attack 5
  793. Attack 5
  794. Color Grid: 🟦 Blue (Stat)
  795.  
  796. Cell 20 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  797. Requirements: 1 or more adjacent tiles must be activated
  798. Defense 5
  799. Defense 5
  800. Color Grid: 🟦 Blue (Stat)
  801.  
  802. Cell 21 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  803. Requirements: 1 or more adjacent tiles must be activated
  804. Sp. Def 5
  805. Sp. Def 5
  806. Color Grid: 🟦 Blue (Stat)
  807.  
  808. Cell 22 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  809. Requirements: 1 or more adjacent tiles must be activated
  810. Requirements: Move level must be 2 or higher
  811. Quick Cure
  812. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  813. Color Grid: 🟨 Yellow (Passive)
  814.  
  815. Cell 23 | 🎯 Cord (-2,-3,5) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  816. Requirements: 1 or more adjacent tiles must be activated
  817. Requirements: Move level must be 2 or higher
  818. Electric Guard
  819. Reduces damage when the user is attacked by Electric-type moves.
  820. Color Grid: 🟨 Yellow (Passive)
  821.  
  822. Cell 24 | 🎯 Cord (-1,-4,5) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  823. Requirements: 1 or more adjacent tiles must be activated
  824. Requirements: Move level must be 2 or higher
  825. Shock Recovery 1
  826. Restores the user’s HP whenever its Pokémon takes an action when the terrain is Electric Terrain.
  827. Color Grid: 🟨 Yellow (Passive)
  828.  
  829. Cell 25 | 🎯 Cord (-3,-3,6) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  830. Requirements: 1 or more adjacent tiles must be activated
  831. Requirements: Move level must be 3 or higher
  832. Recover: MP Refresh 2
  833. Move: Recover Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  834. Color Grid: 🟥 Red (Move Effect)
  835.  
  836. Cell 26 | 🎯 Cord (-2,-4,6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  837. Requirements: 1 or more adjacent tiles must be activated
  838. Requirements: Move level must be 3 or higher
  839. Recover: Master Healer 1
  840. Move: Recover Increases the amount of HP restored by the user’s healing moves.
  841. Color Grid: 🟥 Red (Move Effect)
  842.  
  843. Cell 27 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  844. Requirements: 1 or more adjacent tiles must be activated
  845. HP 10
  846. HP 10
  847. Color Grid: 🟦 Blue (Stat)
  848.  
  849. Cell 28 | 🎯 Cord (2,-3,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  850. Requirements: 1 or more adjacent tiles must be activated
  851. Speed 5
  852. Speed 5
  853. Color Grid: 🟦 Blue (Stat)
  854.  
  855. Cell 29 | 🎯 Cord (1,-3,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  856. Requirements: 1 or more adjacent tiles must be activated
  857. Defense 5
  858. Defense 5
  859. Color Grid: 🟦 Blue (Stat)
  860.  
  861. Cell 30 | 🎯 Cord (3,-4,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  862. Requirements: 1 or more adjacent tiles must be activated
  863. Sp. Def 5
  864. Sp. Def 5
  865. Color Grid: 🟦 Blue (Stat)
  866.  
  867. Cell 31 | 🎯 Cord (2,-4,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  868. Requirements: 1 or more adjacent tiles must be activated
  869. Attack 5
  870. Attack 5
  871. Color Grid: 🟦 Blue (Stat)
  872.  
  873. Cell 32 | 🎯 Cord (1,-4,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  874. Requirements: 1 or more adjacent tiles must be activated
  875. Thunder Wave: Accuracy 5
  876. Thunder Wave: Accuracy ↑ 5
  877. Color Grid: 🟩 Green (Move Boost)
  878.  
  879. Cell 33 | 🎯 Cord (3,-5,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  880. Requirements: 1 or more adjacent tiles must be activated
  881. Requirements: Move level must be 2 or higher
  882. Thunder Wave: Accuracy 5
  883. Thunder Wave: Accuracy ↑ 5
  884. Color Grid: 🟩 Green (Move Boost)
  885.  
  886. Cell 34 | 🎯 Cord (2,-5,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  887. Requirements: 1 or more adjacent tiles must be activated
  888. Requirements: Move level must be 2 or higher
  889. Thunder Wave: Move Gauge Refresh 3
  890. Move: Thunder Wave Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  891. Color Grid: 🟥 Red (Move Effect)
  892.  
  893. Cell 35 | 🎯 Cord (1,-5,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  894. Requirements: 1 or more adjacent tiles must be activated
  895. Requirements: Move level must be 2 or higher
  896. Agile Entry 1
  897. Raises the user’s evasiveness by one stat rank when it enters a battle.
  898. Color Grid: 🟨 Yellow (Passive)
  899.  
  900. Cell 36 | 🎯 Cord (3,-6,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  901. Requirements: 1 or more adjacent tiles must be activated
  902. Requirements: Move level must be 3 or higher
  903. Test This Out!: Move on Ally: Attack ↑ 1
  904. Move: Test This Out! When the user’s move targeting an allied sync pair (excluding field effects) is successful, raises the Attack of the allied sync pair affected by the move by one stat rank.
  905. Color Grid: 🟥 Red (Move Effect)
  906.  
  907. Cell 37 | 🎯 Cord (2,-6,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  908. Requirements: 1 or more adjacent tiles must be activated
  909. Requirements: Move level must be 3 or higher
  910. Sync Induction 5
  911. Powers up sync moves when the field is Electric Terrain.
  912. Color Grid: 🟨 Yellow (Passive)
  913.  
  914. Cell 38 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  915. Requirements: 1 or more adjacent tiles must be activated
  916. Defense 5
  917. Defense 5
  918. Color Grid: 🟦 Blue (Stat)
  919.  
  920. Cell 39 | 🎯 Cord (-3,2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  921. Requirements: 1 or more adjacent tiles must be activated
  922. Sp. Def 5
  923. Sp. Def 5
  924. Color Grid: 🟦 Blue (Stat)
  925.  
  926. Cell 40 | 🎯 Cord (-2,2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  927. Requirements: 1 or more adjacent tiles must be activated
  928. Zing Zap: Power 4
  929. Zing Zap: Power ↑ 4
  930. Color Grid: 🟩 Green (Move Boost)
  931.  
  932. Cell 41 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  933. Requirements: 1 or more adjacent tiles must be activated
  934. Zing Zap: Power 4
  935. Zing Zap: Power ↑ 4
  936. Color Grid: 🟩 Green (Move Boost)
  937.  
  938. Cell 42 | 🎯 Cord (-3,3,0) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  939. Requirements: 1 or more adjacent tiles must be activated
  940. Requirements: Move level must be 2 or higher
  941. Lithe
  942. Prevents the user from getting paralyzed.
  943. Color Grid: 🟨 Yellow (Passive)
  944.  
  945. Cell 43 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  946. Requirements: 1 or more adjacent tiles must be activated
  947. Requirements: Move level must be 2 or higher
  948. Speed 10
  949. Speed 10
  950. Color Grid: 🟦 Blue (Stat)
  951.  
  952. Cell 44 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  953. Requirements: 1 or more adjacent tiles must be activated
  954. Requirements: Move level must be 2 or higher
  955. Electrorepulsion 2
  956. Reduces damage when the user is hit by an attack move while the terrain is Electric Terrain.
  957. Color Grid: 🟨 Yellow (Passive)
  958.  
  959. Cell 45 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  960. Requirements: 1 or more adjacent tiles must be activated
  961. Requirements: Move level must be 3 or higher
  962. Paralysis Synergy 5
  963. Powers up the user’s moves when the target is paralyzed.
  964. Color Grid: 🟨 Yellow (Passive)
  965.  
  966. Cell 46 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  967. Requirements: 1 or more adjacent tiles must be activated
  968. Requirements: Move level must be 3 or higher
  969. Quick Tempo
  970. Applies the Move Gauge Acceleration effect to the allied field of play the first time the user enters a battle each battle.
  971. Color Grid: 🟨 Yellow (Passive)
  972.  
  973. Cell 47 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  974. Requirements: 1 or more adjacent tiles must be activated
  975. Requirements: Move level must be 3 or higher
  976. Pin It Down Electric Impact: Power 25
  977. Pin It Down Electric Impact: Power ↑ 25
  978. Color Grid: 🌈 Rainbow (Sync Move)
  979.  
  980. Cell 48 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  981. Requirements: 1 or more adjacent tiles must be activated
  982. Requirements: Move level must be 3 or higher
  983. Pin It Down Electric Impact: Power 25
  984. Pin It Down Electric Impact: Power ↑ 25
  985. Color Grid: 🌈 Rainbow (Sync Move)
  986.  
  987.  
  988. No. 145 Lucas & Torterra (Male♂️)
  989.  
  990. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  991. HP 10
  992. HP 10
  993. Color Grid: 🟦 Blue (Stat)
  994.  
  995. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  996. Attack 5
  997. Attack 5
  998. Color Grid: 🟦 Blue (Stat)
  999.  
  1000. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1001. Defense 5
  1002. Defense 5
  1003. Color Grid: 🟦 Blue (Stat)
  1004.  
  1005. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1006. Attack 5
  1007. Attack 5
  1008. Color Grid: 🟦 Blue (Stat)
  1009.  
  1010. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1011. Sp. Def 5
  1012. Sp. Def 5
  1013. Color Grid: 🟦 Blue (Stat)
  1014.  
  1015. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1016. Speed 5
  1017. Speed 5
  1018. Color Grid: 🟦 Blue (Stat)
  1019.  
  1020. Cell 7 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1021. Requirements: 1 or more adjacent tiles must be activated
  1022. Attack 5
  1023. Attack 5
  1024. Color Grid: 🟦 Blue (Stat)
  1025.  
  1026. Cell 8 | 🎯 Cord (3,-1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1027. Requirements: 1 or more adjacent tiles must be activated
  1028. Defense 5
  1029. Defense 5
  1030. Color Grid: 🟦 Blue (Stat)
  1031.  
  1032. Cell 9 | 🎯 Cord (2,0,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1033. Requirements: 1 or more adjacent tiles must be activated
  1034. Earthquake: Power 3
  1035. Earthquake: Power ↑ 3
  1036. Color Grid: 🟩 Green (Move Boost)
  1037.  
  1038. Cell 10 | 🎯 Cord (1,1,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1039. Requirements: 1 or more adjacent tiles must be activated
  1040. Earthquake: Power 3
  1041. Earthquake: Power ↑ 3
  1042. Color Grid: 🟩 Green (Move Boost)
  1043.  
  1044. Cell 11 | 🎯 Cord (1,2,-3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1045. Requirements: 1 or more adjacent tiles must be activated
  1046. Requirements: Move level must be 2 or higher
  1047. Earthquake: Power 3
  1048. Earthquake: Power ↑ 3
  1049. Color Grid: 🟩 Green (Move Boost)
  1050.  
  1051. Cell 12 | 🎯 Cord (2,1,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1052. Requirements: 1 or more adjacent tiles must be activated
  1053. Requirements: Move level must be 2 or higher
  1054. Earthquake: Move Gauge Refresh 3
  1055. Move: Earthquake Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  1056. Color Grid: 🟥 Red (Move Effect)
  1057.  
  1058. Cell 13 | 🎯 Cord (3,0,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1059. Requirements: 1 or more adjacent tiles must be activated
  1060. Requirements: Move level must be 2 or higher
  1061. Gobsmack 4
  1062. Has a chance (50%) of leaving the target confused when the user’s attack move against it is successful.
  1063. Color Grid: 🟨 Yellow (Passive)
  1064.  
  1065. Cell 14 | 🎯 Cord (2,2,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1066. Requirements: 1 or more adjacent tiles must be activated
  1067. Requirements: Move level must be 3 or higher
  1068. Fierce Entry 2
  1069. Raises the user’s Attack by two stat ranks when it enters a battle.
  1070. Color Grid: 🟨 Yellow (Passive)
  1071.  
  1072. Cell 15 | 🎯 Cord (3,1,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1073. Requirements: 1 or more adjacent tiles must be activated
  1074. Requirements: Move level must be 3 or higher
  1075. Earthquake: Sharpened Body 5
  1076. Move: Earthquake Powers up the user’s moves when its Attack is raised.
  1077. Color Grid: 🟥 Red (Move Effect)
  1078.  
  1079. Cell 16 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1080. Requirements: 1 or more adjacent tiles must be activated
  1081. Speed 5
  1082. Speed 5
  1083. Color Grid: 🟦 Blue (Stat)
  1084.  
  1085. Cell 17 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1086. Requirements: 1 or more adjacent tiles must be activated
  1087. Defense 5
  1088. Defense 5
  1089. Color Grid: 🟦 Blue (Stat)
  1090.  
  1091. Cell 18 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1092. Requirements: 1 or more adjacent tiles must be activated
  1093. Sp. Def 5
  1094. Sp. Def 5
  1095. Color Grid: 🟦 Blue (Stat)
  1096.  
  1097. Cell 19 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1098. Requirements: 1 or more adjacent tiles must be activated
  1099. HP 10
  1100. HP 10
  1101. Color Grid: 🟦 Blue (Stat)
  1102.  
  1103. Cell 20 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1104. Requirements: 1 or more adjacent tiles must be activated
  1105. Ground-Splitting Headlong Rush: Power 2
  1106. Ground-Splitting Headlong Rush: Power ↑ 2
  1107. Color Grid: 🟩 Green (Move Boost)
  1108.  
  1109. Cell 21 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1110. Requirements: 1 or more adjacent tiles must be activated
  1111. Ground-Splitting Headlong Rush: Power 2
  1112. Ground-Splitting Headlong Rush: Power ↑ 2
  1113. Color Grid: 🟩 Green (Move Boost)
  1114.  
  1115. Cell 22 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1116. Requirements: 1 or more adjacent tiles must be activated
  1117. Requirements: Move level must be 2 or higher
  1118. Ground-Splitting Headlong Rush: Power 2
  1119. Ground-Splitting Headlong Rush: Power ↑ 2
  1120. Color Grid: 🟩 Green (Move Boost)
  1121.  
  1122. Cell 23 | 🎯 Cord (-2,-3,5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1123. Requirements: 1 or more adjacent tiles must be activated
  1124. Requirements: Move level must be 2 or higher
  1125. Ground-Splitting Headlong Rush: Move Gauge Refresh 3
  1126. Move: Ground-Splitting Headlong Rush Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  1127. Color Grid: 🟥 Red (Move Effect)
  1128.  
  1129. Cell 24 | 🎯 Cord (-1,-4,5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1130. Requirements: 1 or more adjacent tiles must be activated
  1131. Requirements: Move level must be 2 or higher
  1132. Sync Regen
  1133. Applies the Gradual Healing effect to the user after using its sync move.
  1134. Color Grid: 🟨 Yellow (Passive)
  1135.  
  1136. Cell 25 | 🎯 Cord (-3,-3,6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1137. Requirements: 1 or more adjacent tiles must be activated
  1138. Requirements: Move level must be 3 or higher
  1139. Vigilance
  1140. Protects the user against critical hits.
  1141. Color Grid: 🟨 Yellow (Passive)
  1142.  
  1143. Cell 26 | 🎯 Cord (-2,-4,6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1144. Requirements: 1 or more adjacent tiles must be activated
  1145. Requirements: Move level must be 3 or higher
  1146. Head Start 1
  1147. Reduces the user’s sync move countdown by one the first time it enters a battle each battle.
  1148. Color Grid: 🟨 Yellow (Passive)
  1149.  
  1150. Cell 27 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1151. Requirements: 1 or more adjacent tiles must be activated
  1152. Speed 5
  1153. Speed 5
  1154. Color Grid: 🟦 Blue (Stat)
  1155.  
  1156. Cell 28 | 🎯 Cord (2,-3,1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1157. Requirements: 1 or more adjacent tiles must be activated
  1158. Lithe
  1159. Prevents the user from getting paralyzed.
  1160. Color Grid: 🟨 Yellow (Passive)
  1161.  
  1162. Cell 29 | 🎯 Cord (1,-3,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1163. Requirements: 1 or more adjacent tiles must be activated
  1164. Sp. Def 5
  1165. Sp. Def 5
  1166. Color Grid: 🟦 Blue (Stat)
  1167.  
  1168. Cell 30 | 🎯 Cord (3,-4,1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1169. Requirements: 1 or more adjacent tiles must be activated
  1170. Ground-Splitting Headlong Rush: Power 2
  1171. Ground-Splitting Headlong Rush: Power ↑ 2
  1172. Color Grid: 🟩 Green (Move Boost)
  1173.  
  1174. Cell 31 | 🎯 Cord (2,-4,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1175. Requirements: 1 or more adjacent tiles must be activated
  1176. Ground-Splitting Headlong Rush: Power 2
  1177. Ground-Splitting Headlong Rush: Power ↑ 2
  1178. Color Grid: 🟩 Green (Move Boost)
  1179.  
  1180. Cell 32 | 🎯 Cord (1,-4,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1181. Requirements: 1 or more adjacent tiles must be activated
  1182. Attack 5
  1183. Attack 5
  1184. Color Grid: 🟦 Blue (Stat)
  1185.  
  1186. Cell 33 | 🎯 Cord (3,-5,2) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1187. Requirements: 1 or more adjacent tiles must be activated
  1188. Requirements: Move level must be 2 or higher
  1189. Sp. Def 10
  1190. Sp. Def 10
  1191. Color Grid: 🟦 Blue (Stat)
  1192.  
  1193. Cell 34 | 🎯 Cord (2,-5,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1194. Requirements: 1 or more adjacent tiles must be activated
  1195. Requirements: Move level must be 2 or higher
  1196. Quick Cure
  1197. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  1198. Color Grid: 🟨 Yellow (Passive)
  1199.  
  1200. Cell 35 | 🎯 Cord (1,-5,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1201. Requirements: 1 or more adjacent tiles must be activated
  1202. Requirements: Move level must be 2 or higher
  1203. Help Me Out!: MP Refresh 2
  1204. Move: Help Me Out! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1205. Color Grid: 🟥 Red (Move Effect)
  1206.  
  1207. Cell 36 | 🎯 Cord (3,-6,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1208. Requirements: 1 or more adjacent tiles must be activated
  1209. Requirements: Move level must be 3 or higher
  1210. Soften Up 1
  1211. Critical hits land more easily when the user attacks with a sync move.
  1212. Color Grid: 🟨 Yellow (Passive)
  1213.  
  1214. Cell 37 | 🎯 Cord (2,-6,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1215. Requirements: 1 or more adjacent tiles must be activated
  1216. Requirements: Move level must be 3 or higher
  1217. Ground Zone: S-Moves ↑ 9
  1218. Powers up the user’s sync move when the zone is a Ground Zone.
  1219. Color Grid: 🟨 Yellow (Passive)
  1220.  
  1221. Cell 38 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1222. Requirements: 1 or more adjacent tiles must be activated
  1223. Defense 5
  1224. Defense 5
  1225. Color Grid: 🟦 Blue (Stat)
  1226.  
  1227. Cell 39 | 🎯 Cord (-3,2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1228. Requirements: 1 or more adjacent tiles must be activated
  1229. Sp. Def 5
  1230. Sp. Def 5
  1231. Color Grid: 🟦 Blue (Stat)
  1232.  
  1233. Cell 40 | 🎯 Cord (-2,2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1234. Requirements: 1 or more adjacent tiles must be activated
  1235. Earthquake: Power 3
  1236. Earthquake: Power ↑ 3
  1237. Color Grid: 🟩 Green (Move Boost)
  1238.  
  1239. Cell 41 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1240. Requirements: 1 or more adjacent tiles must be activated
  1241. Earthquake: Power 3
  1242. Earthquake: Power ↑ 3
  1243. Color Grid: 🟩 Green (Move Boost)
  1244.  
  1245. Cell 42 | 🎯 Cord (-3,3,0) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1246. Requirements: 1 or more adjacent tiles must be activated
  1247. Requirements: Move level must be 2 or higher
  1248. Speed 10
  1249. Speed 10
  1250. Color Grid: 🟦 Blue (Stat)
  1251.  
  1252. Cell 43 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  1253. Requirements: 1 or more adjacent tiles must be activated
  1254. Requirements: Move level must be 2 or higher
  1255. Ground Zone: MG → 2
  1256. Quickly charges the move gauge when the zone is a Ground Zone.
  1257. Color Grid: 🟨 Yellow (Passive)
  1258.  
  1259. Cell 44 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  1260. Requirements: 1 or more adjacent tiles must be activated
  1261. Requirements: Move level must be 2 or higher
  1262. Ground Zone: HP Recovery 1
  1263. Restores the user’s HP whenever its Pokémon takes an action when the zone is a Ground Zone.
  1264. Color Grid: 🟨 Yellow (Passive)
  1265.  
  1266. Cell 45 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1267. Requirements: 1 or more adjacent tiles must be activated
  1268. Requirements: Move level must be 3 or higher
  1269. Satisfied Snicker 9
  1270. Lowers the target’s Sp. Atk by one stat rank when the user’s attack move against it is successful.
  1271. Color Grid: 🟨 Yellow (Passive)
  1272.  
  1273. Cell 46 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1274. Requirements: 1 or more adjacent tiles must be activated
  1275. Requirements: Move level must be 3 or higher
  1276. Ground Zone Extension 3
  1277. Extends the duration of the Ground Zone when the zone turns into a Ground Zone while the user is on the field.
  1278. Color Grid: 🟨 Yellow (Passive)
  1279.  
  1280. Cell 47 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1281. Requirements: 1 or more adjacent tiles must be activated
  1282. Requirements: Move level must be 3 or higher
  1283. Unshakable Determination Ground Impact: Power 25
  1284. Unshakable Determination Ground Impact: Power ↑ 25
  1285. Color Grid: 🌈 Rainbow (Sync Move)
  1286.  
  1287. Cell 48 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1288. Requirements: 1 or more adjacent tiles must be activated
  1289. Requirements: Move level must be 3 or higher
  1290. Unshakable Determination Ground Impact: Power 25
  1291. Unshakable Determination Ground Impact: Power ↑ 25
  1292. Color Grid: 🌈 Rainbow (Sync Move)
  1293.  
  1294.  
  1295. No. 204 Poppy (New Year's 2025) & Steelix ✨(Female♀️)
  1296.  
  1297. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1298. HP 10
  1299. HP 10
  1300. Color Grid: 🟦 Blue (Stat)
  1301.  
  1302. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1303. Attack 5
  1304. Attack 5
  1305. Color Grid: 🟦 Blue (Stat)
  1306.  
  1307. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1308. Defense 5
  1309. Defense 5
  1310. Color Grid: 🟦 Blue (Stat)
  1311.  
  1312. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1313. Attack 5
  1314. Attack 5
  1315. Color Grid: 🟦 Blue (Stat)
  1316.  
  1317. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1318. Sp. Def 5
  1319. Sp. Def 5
  1320. Color Grid: 🟦 Blue (Stat)
  1321.  
  1322. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1323. Speed 5
  1324. Speed 5
  1325. Color Grid: 🟦 Blue (Stat)
  1326.  
  1327. Cell 7 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1328. Requirements: 1 or more adjacent tiles must be activated
  1329. Attack 5
  1330. Attack 5
  1331. Color Grid: 🟦 Blue (Stat)
  1332.  
  1333. Cell 8 | 🎯 Cord (3,-1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1334. Requirements: 1 or more adjacent tiles must be activated
  1335. Defense 5
  1336. Defense 5
  1337. Color Grid: 🟦 Blue (Stat)
  1338.  
  1339. Cell 9 | 🎯 Cord (2,0,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1340. Requirements: 1 or more adjacent tiles must be activated
  1341. Iron Tail: Power 3
  1342. Iron Tail: Power ↑ 3
  1343. Color Grid: 🟩 Green (Move Boost)
  1344.  
  1345. Cell 10 | 🎯 Cord (1,1,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1346. Requirements: 1 or more adjacent tiles must be activated
  1347. Iron Tail: Power 3
  1348. Iron Tail: Power ↑ 3
  1349. Color Grid: 🟩 Green (Move Boost)
  1350.  
  1351. Cell 11 | 🎯 Cord (1,2,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1352. Requirements: 1 or more adjacent tiles must be activated
  1353. Requirements: Move level must be 2 or higher
  1354. Iron Tail: Accuracy 15
  1355. Iron Tail: Accuracy ↑ 15
  1356. Color Grid: 🟩 Green (Move Boost)
  1357.  
  1358. Cell 12 | 🎯 Cord (2,1,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1359. Requirements: 1 or more adjacent tiles must be activated
  1360. Requirements: Move level must be 2 or higher
  1361. Iron Tail: Move Gauge Refresh 3
  1362. Move: Iron Tail Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  1363. Color Grid: 🟥 Red (Move Effect)
  1364.  
  1365. Cell 13 | 🎯 Cord (3,0,-3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  1366. Requirements: 1 or more adjacent tiles must be activated
  1367. Requirements: Move level must be 2 or higher
  1368. Brawn Sync 3
  1369. Powers up the user’s sync move when its Attack is raised.
  1370. Color Grid: 🟨 Yellow (Passive)
  1371.  
  1372. Cell 14 | 🎯 Cord (2,2,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1373. Requirements: 1 or more adjacent tiles must be activated
  1374. Requirements: Move level must be 3 or higher
  1375. Unfortuitous 9
  1376. Lowers one of the target’s following stats by one stat rank at random when the user’s attack move against it is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.
  1377. Color Grid: 🟨 Yellow (Passive)
  1378.  
  1379. Cell 15 | 🎯 Cord (3,1,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1380. Requirements: 1 or more adjacent tiles must be activated
  1381. Requirements: Move level must be 3 or higher
  1382. Sharpened Body 5
  1383. Powers up the user’s moves when its Attack is raised.
  1384. Color Grid: 🟨 Yellow (Passive)
  1385.  
  1386. Cell 16 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1387. Requirements: 1 or more adjacent tiles must be activated
  1388. Speed 5
  1389. Speed 5
  1390. Color Grid: 🟦 Blue (Stat)
  1391.  
  1392. Cell 17 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1393. Requirements: 1 or more adjacent tiles must be activated
  1394. Sp. Def 5
  1395. Sp. Def 5
  1396. Color Grid: 🟦 Blue (Stat)
  1397.  
  1398. Cell 18 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1399. Requirements: 1 or more adjacent tiles must be activated
  1400. Diamond-Hard Iron Head: Power 2
  1401. Diamond-Hard Iron Head: Power ↑ 2
  1402. Color Grid: 🟩 Green (Move Boost)
  1403.  
  1404. Cell 19 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1405. Requirements: 1 or more adjacent tiles must be activated
  1406. Diamond-Hard Iron Head: Power 2
  1407. Diamond-Hard Iron Head: Power ↑ 2
  1408. Color Grid: 🟩 Green (Move Boost)
  1409.  
  1410. Cell 20 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1411. Requirements: 1 or more adjacent tiles must be activated
  1412. HP 10
  1413. HP 10
  1414. Color Grid: 🟦 Blue (Stat)
  1415.  
  1416. Cell 21 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1417. Requirements: 1 or more adjacent tiles must be activated
  1418. Attack 5
  1419. Attack 5
  1420. Color Grid: 🟦 Blue (Stat)
  1421.  
  1422. Cell 22 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1423. Requirements: 1 or more adjacent tiles must be activated
  1424. Requirements: Move level must be 2 or higher
  1425. Sp. Def 10
  1426. Sp. Def 10
  1427. Color Grid: 🟦 Blue (Stat)
  1428.  
  1429. Cell 23 | 🎯 Cord (-2,-3,5) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  1430. Requirements: 1 or more adjacent tiles must be activated
  1431. Requirements: Move level must be 2 or higher
  1432. Metallic Acceleration 2
  1433. Quickly charges the move gauge when the zone is a Steel Zone.
  1434. Color Grid: 🟨 Yellow (Passive)
  1435.  
  1436. Cell 24 | 🎯 Cord (-1,-4,5) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  1437. Requirements: 1 or more adjacent tiles must be activated
  1438. Requirements: Move level must be 2 or higher
  1439. Metallic Healing 1
  1440. Restores the user’s HP whenever its Pokémon takes an action when the zone is a Steel Zone.
  1441. Color Grid: 🟨 Yellow (Passive)
  1442.  
  1443. Cell 25 | 🎯 Cord (-3,-3,6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1444. Requirements: 1 or more adjacent tiles must be activated
  1445. Requirements: Move level must be 3 or higher
  1446. Metallic Surge 9
  1447. Powers up the user’s sync move when the zone is a Steel Zone.
  1448. Color Grid: 🟨 Yellow (Passive)
  1449.  
  1450. Cell 26 | 🎯 Cord (-2,-4,6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1451. Requirements: 1 or more adjacent tiles must be activated
  1452. Requirements: Move level must be 3 or higher
  1453. Adrenaline 1
  1454. Reduces the sync move countdown by one the first time the user’s sync move is used each battle.
  1455. Color Grid: 🟨 Yellow (Passive)
  1456.  
  1457. Cell 27 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1458. Requirements: 1 or more adjacent tiles must be activated
  1459. Attack 5
  1460. Attack 5
  1461. Color Grid: 🟦 Blue (Stat)
  1462.  
  1463. Cell 28 | 🎯 Cord (2,-3,1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1464. Requirements: 1 or more adjacent tiles must be activated
  1465. Sand Shelter
  1466. Protects the user from damage from a sandstorm.
  1467. Color Grid: 🟨 Yellow (Passive)
  1468.  
  1469. Cell 29 | 🎯 Cord (1,-3,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1470. Requirements: 1 or more adjacent tiles must be activated
  1471. Sp. Def 5
  1472. Sp. Def 5
  1473. Color Grid: 🟦 Blue (Stat)
  1474.  
  1475. Cell 30 | 🎯 Cord (3,-4,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1476. Requirements: 1 or more adjacent tiles must be activated
  1477. Speed 5
  1478. Speed 5
  1479. Color Grid: 🟦 Blue (Stat)
  1480.  
  1481. Cell 31 | 🎯 Cord (2,-4,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1482. Requirements: 1 or more adjacent tiles must be activated
  1483. Diamond-Hard Iron Head: Power 2
  1484. Diamond-Hard Iron Head: Power ↑ 2
  1485. Color Grid: 🟩 Green (Move Boost)
  1486.  
  1487. Cell 32 | 🎯 Cord (1,-4,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1488. Requirements: 1 or more adjacent tiles must be activated
  1489. Diamond-Hard Iron Head: Power 2
  1490. Diamond-Hard Iron Head: Power ↑ 2
  1491. Color Grid: 🟩 Green (Move Boost)
  1492.  
  1493. Cell 33 | 🎯 Cord (3,-5,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1494. Requirements: 1 or more adjacent tiles must be activated
  1495. Requirements: Move level must be 2 or higher
  1496. Diamond-Hard Iron Head: Power 2
  1497. Diamond-Hard Iron Head: Power ↑ 2
  1498. Color Grid: 🟩 Green (Move Boost)
  1499.  
  1500. Cell 34 | 🎯 Cord (2,-5,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1501. Requirements: 1 or more adjacent tiles must be activated
  1502. Requirements: Move level must be 2 or higher
  1503. Diamond-Hard Iron Head: Move Gauge Refresh 3
  1504. Move: Diamond-Hard Iron Head Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  1505. Color Grid: 🟥 Red (Move Effect)
  1506.  
  1507. Cell 35 | 🎯 Cord (1,-5,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1508. Requirements: 1 or more adjacent tiles must be activated
  1509. Requirements: Move level must be 2 or higher
  1510. Natural Remedy
  1511. Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
  1512. Color Grid: 🟨 Yellow (Passive)
  1513.  
  1514. Cell 36 | 🎯 Cord (3,-6,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1515. Requirements: 1 or more adjacent tiles must be activated
  1516. Requirements: Move level must be 3 or higher
  1517. 1st S-Move: Restore “Berry” MP 1
  1518. Restores one MP of the user’s moves that have the Berry effect tag the first time its sync move is used each battle.
  1519. Color Grid: 🟨 Yellow (Passive)
  1520.  
  1521. Cell 37 | 🎯 Cord (2,-6,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1522. Requirements: 1 or more adjacent tiles must be activated
  1523. Requirements: Move level must be 3 or higher
  1524. Piercing Gaze
  1525. Moves never miss.
  1526. Color Grid: 🟨 Yellow (Passive)
  1527.  
  1528. Cell 38 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1529. Requirements: 1 or more adjacent tiles must be activated
  1530. Attack 5
  1531. Attack 5
  1532. Color Grid: 🟦 Blue (Stat)
  1533.  
  1534. Cell 39 | 🎯 Cord (-3,2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1535. Requirements: 1 or more adjacent tiles must be activated
  1536. Sp. Def 5
  1537. Sp. Def 5
  1538. Color Grid: 🟦 Blue (Stat)
  1539.  
  1540. Cell 40 | 🎯 Cord (-2,2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1541. Requirements: 1 or more adjacent tiles must be activated
  1542. Iron Tail: Power 3
  1543. Iron Tail: Power ↑ 3
  1544. Color Grid: 🟩 Green (Move Boost)
  1545.  
  1546. Cell 41 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1547. Requirements: 1 or more adjacent tiles must be activated
  1548. Iron Tail: Power 3
  1549. Iron Tail: Power ↑ 3
  1550. Color Grid: 🟩 Green (Move Boost)
  1551.  
  1552. Cell 42 | 🎯 Cord (-3,3,0) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1553. Requirements: 1 or more adjacent tiles must be activated
  1554. Requirements: Move level must be 2 or higher
  1555. HP 20
  1556. HP 20
  1557. Color Grid: 🟦 Blue (Stat)
  1558.  
  1559. Cell 43 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1560. Requirements: 1 or more adjacent tiles must be activated
  1561. Requirements: Move level must be 2 or higher
  1562. Iron Tail: On a Roll 3
  1563. Move: Iron Tail Raises the chance of lowering stat values with the additional effects of the user’s moves.
  1564. Color Grid: 🟥 Red (Move Effect)
  1565.  
  1566. Cell 44 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1567. Requirements: 1 or more adjacent tiles must be activated
  1568. Requirements: Move level must be 2 or higher
  1569. Tough as Steel!: Move on Ally: Supereffective ↑ Next 9
  1570. Move: Tough as Steel! When the user’s move targeting an allied sync pair (excluding field effects) is successful, applies the Supereffective ↑ Next effect to the allied sync pair affected by the move.
  1571. Color Grid: 🟥 Red (Move Effect)
  1572.  
  1573. Cell 45 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1574. Requirements: 1 or more adjacent tiles must be activated
  1575. Requirements: Move level must be 3 or higher
  1576. Tough as Steel!: Move on Ally: Attack ↑ 2
  1577. Move: Tough as Steel! When the user’s move targeting an allied sync pair (excluding field effects) is successful, raises the Attack of the allied sync pair affected by the move by two stat ranks.
  1578. Color Grid: 🟥 Red (Move Effect)
  1579.  
  1580. Cell 46 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1581. Requirements: 1 or more adjacent tiles must be activated
  1582. Requirements: Move level must be 3 or higher
  1583. Aggravation 1
  1584. Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  1585. Color Grid: 🟨 Yellow (Passive)
  1586.  
  1587. Cell 47 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1588. Requirements: 1 or more adjacent tiles must be activated
  1589. Requirements: Move level must be 3 or higher
  1590. Solid Shiny Gold Steel Impact: Power 25
  1591. Solid Shiny Gold Steel Impact: Power ↑ 25
  1592. Color Grid: 🌈 Rainbow (Sync Move)
  1593.  
  1594. Cell 48 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1595. Requirements: 1 or more adjacent tiles must be activated
  1596. Requirements: Move level must be 3 or higher
  1597. Solid Shiny Gold Steel Impact: Power 25
  1598. Solid Shiny Gold Steel Impact: Power ↑ 25
  1599. Color Grid: 🌈 Rainbow (Sync Move)
  1600.  
  1601.  
  1602. No. 221 Blossom (Furisode Girl) & Kirlia (Female♀️)
  1603.  
  1604. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1605. HP 10
  1606. HP 10
  1607. Color Grid: 🟦 Blue (Stat)
  1608.  
  1609. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1610. Sp. Atk 5
  1611. Sp. Atk 5
  1612. Color Grid: 🟦 Blue (Stat)
  1613.  
  1614. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1615. Defense 5
  1616. Defense 5
  1617. Color Grid: 🟦 Blue (Stat)
  1618.  
  1619. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1620. Sp. Atk 5
  1621. Sp. Atk 5
  1622. Color Grid: 🟦 Blue (Stat)
  1623.  
  1624. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1625. Sp. Def 5
  1626. Sp. Def 5
  1627. Color Grid: 🟦 Blue (Stat)
  1628.  
  1629. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1630. Speed 5
  1631. Speed 5
  1632. Color Grid: 🟦 Blue (Stat)
  1633.  
  1634. Cell 7 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1635. Requirements: 1 or more adjacent tiles must be activated
  1636. HP 10
  1637. HP 10
  1638. Color Grid: 🟦 Blue (Stat)
  1639.  
  1640. Cell 8 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1641. Requirements: 1 or more adjacent tiles must be activated
  1642. Sp. Atk 5
  1643. Sp. Atk 5
  1644. Color Grid: 🟦 Blue (Stat)
  1645.  
  1646. Cell 9 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1647. Requirements: 1 or more adjacent tiles must be activated
  1648. Defense 5
  1649. Defense 5
  1650. Color Grid: 🟦 Blue (Stat)
  1651.  
  1652. Cell 10 | 🎯 Cord (3,1,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1653. Requirements: 1 or more adjacent tiles must be activated
  1654. Sp. Def 5
  1655. Sp. Def 5
  1656. Color Grid: 🟦 Blue (Stat)
  1657.  
  1658. Cell 11 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1659. Requirements: 1 or more adjacent tiles must be activated
  1660. Disarming Voice: Power 3
  1661. Disarming Voice: Power ↑ 3
  1662. Color Grid: 🟩 Green (Move Boost)
  1663.  
  1664. Cell 12 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1665. Requirements: 1 or more adjacent tiles must be activated
  1666. Requirements: Move level must be 2 or higher
  1667. Disarming Voice: Power 3
  1668. Disarming Voice: Power ↑ 3
  1669. Color Grid: 🟩 Green (Move Boost)
  1670.  
  1671. Cell 13 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1672. Requirements: 1 or more adjacent tiles must be activated
  1673. Disarming Voice: Power 3
  1674. Disarming Voice: Power ↑ 3
  1675. Color Grid: 🟩 Green (Move Boost)
  1676.  
  1677. Cell 14 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1678. Requirements: 1 or more adjacent tiles must be activated
  1679. Requirements: Move level must be 2 or higher
  1680. Disarming Voice: Move Gauge Refresh 3
  1681. Move: Disarming Voice Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  1682. Color Grid: 🟥 Red (Move Effect)
  1683.  
  1684. Cell 15 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1685. Requirements: 1 or more adjacent tiles must be activated
  1686. Requirements: Move level must be 3 or higher
  1687. Mind Games 9
  1688. Lowers the target’s Sp. Def by one stat rank when the user’s attack move against it is successful.
  1689. Color Grid: 🟨 Yellow (Passive)
  1690.  
  1691. Cell 16 | 🎯 Cord (3,3,-6) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1692. Requirements: 1 or more adjacent tiles must be activated
  1693. Requirements: Move level must be 2 or higher
  1694. Dauntless
  1695. Sp. Atk cannot be lowered.
  1696. Color Grid: 🟨 Yellow (Passive)
  1697.  
  1698. Cell 17 | 🎯 Cord (2,4,-6) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  1699. Requirements: 1 or more adjacent tiles must be activated
  1700. Requirements: Move level must be 3 or higher
  1701. First Aid 2
  1702. Restores the user’s HP by approximately 20% of its maximum HP the first time it is in a pinch each battle.
  1703. Color Grid: 🟨 Yellow (Passive)
  1704.  
  1705. Cell 18 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1706. Requirements: 1 or more adjacent tiles must be activated
  1707. Speed 5
  1708. Speed 5
  1709. Color Grid: 🟦 Blue (Stat)
  1710.  
  1711. Cell 19 | 🎯 Cord (-3,1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1712. Requirements: 1 or more adjacent tiles must be activated
  1713. Defense 5
  1714. Defense 5
  1715. Color Grid: 🟦 Blue (Stat)
  1716.  
  1717. Cell 20 | 🎯 Cord (-2,0,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1718. Requirements: 1 or more adjacent tiles must be activated
  1719. Sp. Def 5
  1720. Sp. Def 5
  1721. Color Grid: 🟦 Blue (Stat)
  1722.  
  1723. Cell 21 | 🎯 Cord (-3,0,3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1724. Requirements: 1 or more adjacent tiles must be activated
  1725. Requirements: Move level must be 2 or higher
  1726. Sp. Atk 10
  1727. Sp. Atk 10
  1728. Color Grid: 🟦 Blue (Stat)
  1729.  
  1730. Cell 22 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1731. Requirements: 1 or more adjacent tiles must be activated
  1732. Speed 5
  1733. Speed 5
  1734. Color Grid: 🟦 Blue (Stat)
  1735.  
  1736. Cell 23 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1737. Requirements: 1 or more adjacent tiles must be activated
  1738. Requirements: Move level must be 2 or higher
  1739. Healthy Healing
  1740. Applies the Gradual Healing effect to the user when its HP is full when it enters a battle.
  1741. Color Grid: 🟨 Yellow (Passive)
  1742.  
  1743. Cell 24 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1744. Requirements: 1 or more adjacent tiles must be activated
  1745. Requirements: Move level must be 2 or higher
  1746. Suits You Well!: MP Refresh 2
  1747. Move: Suits You Well! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1748. Color Grid: 🟥 Red (Move Effect)
  1749.  
  1750. Cell 25 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1751. Requirements: 1 or more adjacent tiles must be activated
  1752. Requirements: Move level must be 3 or higher
  1753. Dominating Sync 5
  1754. Powers up the user’s sync move when the target’s Attack is lowered.
  1755. Color Grid: 🟨 Yellow (Passive)
  1756.  
  1757. Cell 26 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1758. Requirements: 1 or more adjacent tiles must be activated
  1759. Requirements: Move level must be 3 or higher
  1760. Suits You Well!: Precision 1
  1761. Move: Suits You Well! Raises the user’s accuracy by one stat rank when its move is successful.
  1762. Color Grid: 🟥 Red (Move Effect)
  1763.  
  1764. Cell 27 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1765. Requirements: 1 or more adjacent tiles must be activated
  1766. HP 10
  1767. HP 10
  1768. Color Grid: 🟦 Blue (Stat)
  1769.  
  1770. Cell 28 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1771. Requirements: 1 or more adjacent tiles must be activated
  1772. Defense 5
  1773. Defense 5
  1774. Color Grid: 🟦 Blue (Stat)
  1775.  
  1776. Cell 29 | 🎯 Cord (2,-2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1777. Requirements: 1 or more adjacent tiles must be activated
  1778. Sp. Def 5
  1779. Sp. Def 5
  1780. Color Grid: 🟦 Blue (Stat)
  1781.  
  1782. Cell 30 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1783. Requirements: 1 or more adjacent tiles must be activated
  1784. Speed 5
  1785. Speed 5
  1786. Color Grid: 🟦 Blue (Stat)
  1787.  
  1788. Cell 31 | 🎯 Cord (3,-3,0) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1789. Requirements: 1 or more adjacent tiles must be activated
  1790. Requirements: Move level must be 2 or higher
  1791. Speed 10
  1792. Speed 10
  1793. Color Grid: 🟦 Blue (Stat)
  1794.  
  1795. Cell 32 | 🎯 Cord (2,-3,1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1796. Requirements: 1 or more adjacent tiles must be activated
  1797. Requirements: Move level must be 2 or higher
  1798. Charm: Fast-Track 9
  1799. Move: Charm Raises the user’s Speed by one stat rank when its Pokémon uses a move.
  1800. Color Grid: 🟥 Red (Move Effect)
  1801.  
  1802. Cell 33 | 🎯 Cord (1,-3,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1803. Requirements: 1 or more adjacent tiles must be activated
  1804. Requirements: Move level must be 3 or higher
  1805. Use Status P-Move: Stat ↑ 9
  1806. Raises one of the user’s following stats by one stat rank at random when its Pokémon uses a status move: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.
  1807. Color Grid: 🟨 Yellow (Passive)
  1808.  
  1809. Cell 34 | 🎯 Cord (3,-4,1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1810. Requirements: 1 or more adjacent tiles must be activated
  1811. Requirements: Move level must be 2 or higher
  1812. Charm: Move Gauge Refresh 3
  1813. Move: Charm Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  1814. Color Grid: 🟥 Red (Move Effect)
  1815.  
  1816. Cell 35 | 🎯 Cord (2,-4,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1817. Requirements: 1 or more adjacent tiles must be activated
  1818. Requirements: Move level must be 3 or higher
  1819. Power Posture
  1820. The more the target’s Attack is lowered, the more it powers up the user’s moves.
  1821. Color Grid: 🟨 Yellow (Passive)
  1822.  
  1823. Cell 36 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1824. Requirements: 1 or more adjacent tiles must be activated
  1825. Defense 5
  1826. Defense 5
  1827. Color Grid: 🟦 Blue (Stat)
  1828.  
  1829. Cell 37 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1830. Requirements: 1 or more adjacent tiles must be activated
  1831. Sp. Def 5
  1832. Sp. Def 5
  1833. Color Grid: 🟦 Blue (Stat)
  1834.  
  1835. Cell 38 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1836. Requirements: 1 or more adjacent tiles must be activated
  1837. Disarming Voice: Power 3
  1838. Disarming Voice: Power ↑ 3
  1839. Color Grid: 🟩 Green (Move Boost)
  1840.  
  1841. Cell 39 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1842. Requirements: 1 or more adjacent tiles must be activated
  1843. Disarming Voice: Power 3
  1844. Disarming Voice: Power ↑ 3
  1845. Color Grid: 🟩 Green (Move Boost)
  1846.  
  1847. Cell 40 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1848. Requirements: 1 or more adjacent tiles must be activated
  1849. Clearheaded
  1850. Prevents the user from becoming confused.
  1851. Color Grid: 🟨 Yellow (Passive)
  1852.  
  1853. Cell 41 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1854. Requirements: 1 or more adjacent tiles must be activated
  1855. HP 10
  1856. HP 10
  1857. Color Grid: 🟦 Blue (Stat)
  1858.  
  1859. Cell 42 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  1860. Requirements: 1 or more adjacent tiles must be activated
  1861. Requirements: Move level must be 2 or higher
  1862. Dragon Guard
  1863. Reduces damage when the user is attacked by Dragon-type moves.
  1864. Color Grid: 🟨 Yellow (Passive)
  1865.  
  1866. Cell 43 | 🎯 Cord (-2,5,-3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1867. Requirements: 1 or more adjacent tiles must be activated
  1868. Requirements: Move level must be 2 or higher
  1869. Hypnosis: Accuracy 5
  1870. Hypnosis: Accuracy ↑ 5
  1871. Color Grid: 🟩 Green (Move Boost)
  1872.  
  1873. Cell 44 | 🎯 Cord (-3,6,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1874. Requirements: 1 or more adjacent tiles must be activated
  1875. Requirements: Move level must be 2 or higher
  1876. Hypnosis: Move Gauge Refresh 3
  1877. Move: Hypnosis Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  1878. Color Grid: 🟥 Red (Move Effect)
  1879.  
  1880. Cell 45 | 🎯 Cord (-1,5,-4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1881. Requirements: 1 or more adjacent tiles must be activated
  1882. Requirements: Move level must be 3 or higher
  1883. Quick Cure
  1884. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  1885. Color Grid: 🟨 Yellow (Passive)
  1886.  
  1887. Cell 46 | 🎯 Cord (-2,6,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1888. Requirements: 1 or more adjacent tiles must be activated
  1889. Requirements: Move level must be 3 or higher
  1890. Sharp Entry 1
  1891. Raises the user’s critical-hit rate by one stat rank when it enters a battle.
  1892. Color Grid: 🟨 Yellow (Passive)
  1893.  
  1894. Cell 47 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1895. Requirements: 1 or more adjacent tiles must be activated
  1896. Requirements: Move level must be 3 or higher
  1897. Beautiful Blossoms Fairy Beam: Power 25
  1898. Beautiful Blossoms Fairy Beam: Power ↑ 25
  1899. Color Grid: 🌈 Rainbow (Sync Move)
  1900.  
  1901. Cell 48 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1902. Requirements: 1 or more adjacent tiles must be activated
  1903. Requirements: Move level must be 3 or higher
  1904. Beautiful Blossoms Fairy Beam: Power 25
  1905. Beautiful Blossoms Fairy Beam: Power ↑ 25
  1906. Color Grid: 🌈 Rainbow (Sync Move)
  1907.  
  1908.  
  1909.  
  1910.  
  1911. No. 222 Mela & Armarouge (Male♂️)
  1912.  
  1913. Cell 1 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1914. HP 10
  1915. HP 10
  1916. Color Grid: 🟦 Blue (Stat)
  1917.  
  1918. Cell 2 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1919. Sp. Atk 5
  1920. Sp. Atk 5
  1921. Color Grid: 🟦 Blue (Stat)
  1922.  
  1923. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1924. Defense 5
  1925. Defense 5
  1926. Color Grid: 🟦 Blue (Stat)
  1927.  
  1928. Cell 4 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1929. Sp. Atk 5
  1930. Sp. Atk 5
  1931. Color Grid: 🟦 Blue (Stat)
  1932.  
  1933. Cell 5 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1934. Sp. Def 5
  1935. Sp. Def 5
  1936. Color Grid: 🟦 Blue (Stat)
  1937.  
  1938. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1939. Speed 5
  1940. Speed 5
  1941. Color Grid: 🟦 Blue (Stat)
  1942.  
  1943. Cell 7 | 🎯 Cord (0,2,-2) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1944. Requirements: 1 or more adjacent tiles must be activated
  1945. Requirements: Move level must be 2 or higher
  1946. Trained Body 5
  1947. When the user’s Defense is lowered, mitigates the reduction of Defense.
  1948. Color Grid: 🟨 Yellow (Passive)
  1949.  
  1950. Cell 8 | 🎯 Cord (0,4,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1951. Requirements: 1 or more adjacent tiles must be activated
  1952. Requirements: Move level must be 4 or higher
  1953. 1st S-Move: Special Boost 3
  1954. Increases the user’s Special Moves ↑ Next effect by three ranks the first time its sync move is used each battle.
  1955. Color Grid: 🟨 Yellow (Passive)
  1956.  
  1957. Cell 9 | 🎯 Cord (1,3,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1958. Requirements: 1 or more adjacent tiles must be activated
  1959. Requirements: Move level must be 5 or higher
  1960. Piercing Gaze
  1961. Moves never miss.
  1962. Color Grid: 🟨 Yellow (Passive)
  1963.  
  1964. Cell 10 | 🎯 Cord (0,-2,2) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1965. Requirements: 1 or more adjacent tiles must be activated
  1966. Requirements: Move level must be 2 or higher
  1967. Trained Mind 5
  1968. When the user’s Sp. Def is lowered, mitigates the reduction of Sp. Def.
  1969. Color Grid: 🟨 Yellow (Passive)
  1970.  
  1971. Cell 11 | 🎯 Cord (0,-4,4) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  1972. Requirements: 1 or more adjacent tiles must be activated
  1973. Requirements: Move level must be 4 or higher
  1974. S-Move: User Defense ↓ & Sp. Def ↓ 4
  1975. Lowers the user’s Defense and Sp. Def by four stat ranks after using its sync move.
  1976. Color Grid: 🟨 Yellow (Passive)
  1977.  
  1978. Cell 12 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1979. Requirements: 1 or more adjacent tiles must be activated
  1980. Requirements: Move level must be 5 or higher
  1981. B-Move MP 0 & Non-B-Move Hit: Special Boost ↑1 9
  1982. Increases the user’s Special Moves ↑ Next effect by one rank when its attack move (except its buddy move) is successful while the remaining MP for its buddy move is zero.
  1983. Color Grid: 🟨 Yellow (Passive)
  1984.  
  1985. Cell 13 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1986. Requirements: 1 or more adjacent tiles must be activated
  1987. Sp. Atk 5
  1988. Sp. Atk 5
  1989. Color Grid: 🟦 Blue (Stat)
  1990.  
  1991. Cell 14 | 🎯 Cord (3,-1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1992. Requirements: 1 or more adjacent tiles must be activated
  1993. Sp. Def 5
  1994. Sp. Def 5
  1995. Color Grid: 🟦 Blue (Stat)
  1996.  
  1997. Cell 15 | 🎯 Cord (2,0,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1998. Requirements: 1 or more adjacent tiles must be activated
  1999. Armor Cannon: Power 2
  2000. Armor Cannon: Power ↑ 2
  2001. Color Grid: 🟩 Green (Move Boost)
  2002.  
  2003. Cell 16 | 🎯 Cord (1,1,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2004. Requirements: 1 or more adjacent tiles must be activated
  2005. Armor Cannon: Power 2
  2006. Armor Cannon: Power ↑ 2
  2007. Color Grid: 🟩 Green (Move Boost)
  2008.  
  2009. Cell 17 | 🎯 Cord (3,0,-3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2010. Requirements: 1 or more adjacent tiles must be activated
  2011. Requirements: Move level must be 2 or higher
  2012. Armor Cannon: Power 2
  2013. Armor Cannon: Power ↑ 2
  2014. Color Grid: 🟩 Green (Move Boost)
  2015.  
  2016. Cell 18 | 🎯 Cord (2,1,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2017. Requirements: 1 or more adjacent tiles must be activated
  2018. Requirements: Move level must be 2 or higher
  2019. Armor Cannon: Move Gauge Refresh 3
  2020. Move: Armor Cannon Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  2021. Color Grid: 🟥 Red (Move Effect)
  2022.  
  2023. Cell 19 | 🎯 Cord (1,2,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2024. Requirements: 1 or more adjacent tiles must be activated
  2025. Requirements: Move level must be 2 or higher
  2026. Trip Up 9
  2027. Lowers the target’s Speed by one stat rank when the user’s attack move against it is successful.
  2028. Color Grid: 🟨 Yellow (Passive)
  2029.  
  2030. Cell 20 | 🎯 Cord (3,1,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2031. Requirements: 1 or more adjacent tiles must be activated
  2032. Requirements: Move level must be 3 or higher
  2033. Agile Entry 3
  2034. Raises the user’s evasiveness by three stat ranks when it enters a battle.
  2035. Color Grid: 🟨 Yellow (Passive)
  2036.  
  2037. Cell 21 | 🎯 Cord (2,2,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2038. Requirements: 1 or more adjacent tiles must be activated
  2039. Requirements: Move level must be 3 or higher
  2040. Soften Up 1
  2041. Critical hits land more easily when the user attacks with a sync move.
  2042. Color Grid: 🟨 Yellow (Passive)
  2043.  
  2044. Cell 22 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2045. Requirements: 1 or more adjacent tiles must be activated
  2046. Sp. Atk 5
  2047. Sp. Atk 5
  2048. Color Grid: 🟦 Blue (Stat)
  2049.  
  2050. Cell 23 | 🎯 Cord (-3,1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2051. Requirements: 1 or more adjacent tiles must be activated
  2052. HP 10
  2053. HP 10
  2054. Color Grid: 🟦 Blue (Stat)
  2055.  
  2056. Cell 24 | 🎯 Cord (-2,0,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2057. Requirements: 1 or more adjacent tiles must be activated
  2058. Flamethrower: Power 4
  2059. Flamethrower: Power ↑ 4
  2060. Color Grid: 🟩 Green (Move Boost)
  2061.  
  2062. Cell 25 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2063. Requirements: 1 or more adjacent tiles must be activated
  2064. Flamethrower: Power 4
  2065. Flamethrower: Power ↑ 4
  2066. Color Grid: 🟩 Green (Move Boost)
  2067.  
  2068. Cell 26 | 🎯 Cord (-3,0,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2069. Requirements: 1 or more adjacent tiles must be activated
  2070. Requirements: Move level must be 2 or higher
  2071. Flamethrower: Power 4
  2072. Flamethrower: Power ↑ 4
  2073. Color Grid: 🟩 Green (Move Boost)
  2074.  
  2075. Cell 27 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2076. Requirements: 1 or more adjacent tiles must be activated
  2077. Requirements: Move level must be 2 or higher
  2078. Flamethrower: Move Gauge Refresh 3
  2079. Move: Flamethrower Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  2080. Color Grid: 🟥 Red (Move Effect)
  2081.  
  2082. Cell 28 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2083. Requirements: 1 or more adjacent tiles must be activated
  2084. Requirements: Move level must be 2 or higher
  2085. Flamethrower: Hostile Environment 9
  2086. Move: Flamethrower Raises the chance of inflicting status conditions with the additional effects of moves.
  2087. Color Grid: 🟥 Red (Move Effect)
  2088.  
  2089. Cell 29 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2090. Requirements: 1 or more adjacent tiles must be activated
  2091. Requirements: Move level must be 3 or higher
  2092. Furious Brain
  2093. The more the user’s Sp. Atk is raised, the more it powers up the user’s moves.
  2094. Color Grid: 🟨 Yellow (Passive)
  2095.  
  2096. Cell 30 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2097. Requirements: 1 or more adjacent tiles must be activated
  2098. Requirements: Move level must be 3 or higher
  2099. Hit Burned Opp: Sp. Atk ↓ & Sp. Def ↓ 9
  2100. Lowers the target’s Sp. Atk and Sp. Def by one stat rank when the user’s attack move is successful against a burned opponent.
  2101. Color Grid: 🟨 Yellow (Passive)
  2102.  
  2103. Cell 31 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2104. Requirements: 1 or more adjacent tiles must be activated
  2105. Speed 5
  2106. Speed 5
  2107. Color Grid: 🟦 Blue (Stat)
  2108.  
  2109. Cell 32 | 🎯 Cord (2,-3,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2110. Requirements: 1 or more adjacent tiles must be activated
  2111. Sp. Atk 5
  2112. Sp. Atk 5
  2113. Color Grid: 🟦 Blue (Stat)
  2114.  
  2115. Cell 33 | 🎯 Cord (3,-4,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2116. Requirements: 1 or more adjacent tiles must be activated
  2117. Sp. Def 5
  2118. Sp. Def 5
  2119. Color Grid: 🟦 Blue (Stat)
  2120.  
  2121. Cell 34 | 🎯 Cord (1,-3,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2122. Requirements: 1 or more adjacent tiles must be activated
  2123. Defense 5
  2124. Defense 5
  2125. Color Grid: 🟦 Blue (Stat)
  2126.  
  2127. Cell 35 | 🎯 Cord (2,-4,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2128. Requirements: 1 or more adjacent tiles must be activated
  2129. HP 10
  2130. HP 10
  2131. Color Grid: 🟦 Blue (Stat)
  2132.  
  2133. Cell 36 | 🎯 Cord (3,-5,2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2134. Requirements: 1 or more adjacent tiles must be activated
  2135. Dauntless
  2136. Sp. Atk cannot be lowered.
  2137. Color Grid: 🟨 Yellow (Passive)
  2138.  
  2139. Cell 37 | 🎯 Cord (1,-4,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2140. Requirements: 1 or more adjacent tiles must be activated
  2141. Requirements: Move level must be 2 or higher
  2142. Natural Remedy
  2143. Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
  2144. Color Grid: 🟨 Yellow (Passive)
  2145.  
  2146. Cell 38 | 🎯 Cord (2,-5,3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  2147. Requirements: 1 or more adjacent tiles must be activated
  2148. Requirements: Move level must be 2 or higher
  2149. This’ll Torch Ya!: Super Preparation 9
  2150. Move: This’ll Torch Ya! Applies the Supereffective ↑ Next effect to the user when its move is successful.
  2151. Color Grid: 🟥 Red (Move Effect)
  2152.  
  2153. Cell 39 | 🎯 Cord (3,-6,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2154. Requirements: 1 or more adjacent tiles must be activated
  2155. Requirements: Move level must be 2 or higher
  2156. This’ll Torch Ya!: MP Refresh 2
  2157. Move: This’ll Torch Ya! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2158. Color Grid: 🟥 Red (Move Effect)
  2159.  
  2160. Cell 40 | 🎯 Cord (1,-5,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2161. Requirements: 1 or more adjacent tiles must be activated
  2162. Requirements: Move level must be 3 or higher
  2163. Endurance
  2164. Applies the Enduring effect to the user if its HP is full when it enters a battle.
  2165. Color Grid: 🟨 Yellow (Passive)
  2166.  
  2167. Cell 41 | 🎯 Cord (2,-6,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2168. Requirements: 1 or more adjacent tiles must be activated
  2169. Requirements: Move level must be 3 or higher
  2170. Brainpower
  2171. The more the user’s Sp. Atk is raised, the more it powers up its sync move.
  2172. Color Grid: 🟨 Yellow (Passive)
  2173.  
  2174. Cell 42 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2175. Requirements: 1 or more adjacent tiles must be activated
  2176. HP 10
  2177. HP 10
  2178. Color Grid: 🟦 Blue (Stat)
  2179.  
  2180. Cell 43 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2181. Requirements: 1 or more adjacent tiles must be activated
  2182. Flameproof
  2183. Prevents the user from getting burned.
  2184. Color Grid: 🟨 Yellow (Passive)
  2185.  
  2186. Cell 44 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2187. Requirements: 1 or more adjacent tiles must be activated
  2188. Speed 5
  2189. Speed 5
  2190. Color Grid: 🟦 Blue (Stat)
  2191.  
  2192. Cell 45 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2193. Requirements: 1 or more adjacent tiles must be activated
  2194. Sp. Atk 5
  2195. Sp. Atk 5
  2196. Color Grid: 🟦 Blue (Stat)
  2197.  
  2198. Cell 46 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2199. Requirements: 1 or more adjacent tiles must be activated
  2200. Explosive Mystical Fire: Power 2
  2201. Explosive Mystical Fire: Power ↑ 2
  2202. Color Grid: 🟩 Green (Move Boost)
  2203.  
  2204. Cell 47 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2205. Requirements: 1 or more adjacent tiles must be activated
  2206. Explosive Mystical Fire: Power 2
  2207. Explosive Mystical Fire: Power ↑ 2
  2208. Color Grid: 🟩 Green (Move Boost)
  2209.  
  2210. Cell 48 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2211. Requirements: 1 or more adjacent tiles must be activated
  2212. Requirements: Move level must be 2 or higher
  2213. Explosive Mystical Fire: Power 2
  2214. Explosive Mystical Fire: Power ↑ 2
  2215. Color Grid: 🟩 Green (Move Boost)
  2216.  
  2217. Cell 49 | 🎯 Cord (-2,5,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2218. Requirements: 1 or more adjacent tiles must be activated
  2219. Requirements: Move level must be 2 or higher
  2220. Explosive Mystical Fire: Move Gauge Refresh 3
  2221. Move: Explosive Mystical Fire Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  2222. Color Grid: 🟥 Red (Move Effect)
  2223.  
  2224. Cell 50 | 🎯 Cord (-3,6,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2225. Requirements: 1 or more adjacent tiles must be activated
  2226. Requirements: Move level must be 2 or higher
  2227. Quick Cure
  2228. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  2229. Color Grid: 🟨 Yellow (Passive)
  2230.  
  2231. Cell 51 | 🎯 Cord (-1,5,-4) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  2232. Requirements: 1 or more adjacent tiles must be activated
  2233. Requirements: Move level must be 3 or higher
  2234. Armor Cannon: Move: User Defense ↓ & Sp. Def ↓ 9
  2235. Move: Armor Cannon Lowers the user’s Defense and Sp. Def by one stat rank when its move is successful.
  2236. Color Grid: 🟥 Red (Move Effect)
  2237.  
  2238. Cell 52 | 🎯 Cord (-2,6,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2239. Requirements: 1 or more adjacent tiles must be activated
  2240. Requirements: Move level must be 3 or higher
  2241. Danger Damage Guard
  2242. Applies the Damage Guard Next effect to the user the first time its HP drops to half or below each battle.
  2243. Color Grid: 🟨 Yellow (Passive)
  2244.  
  2245. Cell 53 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2246. Requirements: 1 or more adjacent tiles must be activated
  2247. Requirements: Move level must be 3 or higher
  2248. Explosive All-Rounder Armor Cannon: Power 25
  2249. Explosive All-Rounder Armor Cannon: Power ↑ 25
  2250. Color Grid: 🌈 Rainbow (Sync Move)
  2251.  
  2252. Cell 54 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2253. Requirements: 1 or more adjacent tiles must be activated
  2254. Requirements: Move level must be 3 or higher
  2255. Explosive All-Rounder Armor Cannon: Power 25
  2256. Explosive All-Rounder Armor Cannon: Power ↑ 25
  2257. Color Grid: 🌈 Rainbow (Sync Move)
  2258.  
  2259.  
  2260. No. 223 Atticus & Revavroom (Male♂️)
  2261.  
  2262. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2263. HP 10
  2264. HP 10
  2265. Color Grid: 🟦 Blue (Stat)
  2266.  
  2267. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2268. Attack 5
  2269. Attack 5
  2270. Color Grid: 🟦 Blue (Stat)
  2271.  
  2272. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2273. Defense 5
  2274. Defense 5
  2275. Color Grid: 🟦 Blue (Stat)
  2276.  
  2277. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2278. Sp. Atk 5
  2279. Sp. Atk 5
  2280. Color Grid: 🟦 Blue (Stat)
  2281.  
  2282. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2283. Sp. Def 5
  2284. Sp. Def 5
  2285. Color Grid: 🟦 Blue (Stat)
  2286.  
  2287. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2288. Speed 5
  2289. Speed 5
  2290. Color Grid: 🟦 Blue (Stat)
  2291.  
  2292. Cell 7 | 🎯 Cord (0,2,-2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2293. Requirements: 1 or more adjacent tiles must be activated
  2294. Requirements: Move level must be 2 or higher
  2295. Natural Remedy
  2296. Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
  2297. Color Grid: 🟨 Yellow (Passive)
  2298.  
  2299. Cell 8 | 🎯 Cord (0,4,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2300. Requirements: 1 or more adjacent tiles must be activated
  2301. Requirements: Move level must be 4 or higher
  2302. Essence of Poison!: Move: Team Physical Boost ↑2 9
  2303. Move: Essence of Poison! Increases the Physical Moves ↑ Next effect of all allied sync pairs by two ranks when the user’s move is successful.
  2304. Color Grid: 🟥 Red (Move Effect)
  2305.  
  2306. Cell 9 | 🎯 Cord (-2,5,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2307. Requirements: 1 or more adjacent tiles must be activated
  2308. Requirements: Move level must be 5 or higher
  2309. Noxious Hit 9
  2310. Lowers the target’s Attack and Sp. Atk by one stat rank when the user’s attack move is successful against a poisoned or badly poisoned opponent.
  2311. Color Grid: 🟨 Yellow (Passive)
  2312.  
  2313. Cell 10 | 🎯 Cord (0,-2,2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2314. Requirements: 1 or more adjacent tiles must be activated
  2315. Requirements: Move level must be 2 or higher
  2316. Quick Cure
  2317. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  2318. Color Grid: 🟨 Yellow (Passive)
  2319.  
  2320. Cell 11 | 🎯 Cord (0,-4,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2321. Requirements: 1 or more adjacent tiles must be activated
  2322. Requirements: Move level must be 4 or higher
  2323. Essence of Poison!: Move: Team Special Boost ↑2 9
  2324. Move: Essence of Poison! Increases the Special Moves ↑ Next effect of all allied sync pairs by two ranks when the user’s move is successful.
  2325. Color Grid: 🟥 Red (Move Effect)
  2326.  
  2327. Cell 12 | 🎯 Cord (-2,-3,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2328. Requirements: 1 or more adjacent tiles must be activated
  2329. Requirements: Move level must be 5 or higher
  2330. Poison DF on Opp: Team S-Moves ↑ 2
  2331. Powers up the sync moves of all allied sync pairs when Poison Damage Field applies to the opponent’s field of play.
  2332. Color Grid: 🟨 Yellow (Passive)
  2333.  
  2334. Cell 13 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2335. Requirements: 1 or more adjacent tiles must be activated
  2336. HP 10
  2337. HP 10
  2338. Color Grid: 🟦 Blue (Stat)
  2339.  
  2340. Cell 14 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2341. Requirements: 1 or more adjacent tiles must be activated
  2342. Defense 5
  2343. Defense 5
  2344. Color Grid: 🟦 Blue (Stat)
  2345.  
  2346. Cell 15 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2347. Requirements: 1 or more adjacent tiles must be activated
  2348. Sp. Def 5
  2349. Sp. Def 5
  2350. Color Grid: 🟦 Blue (Stat)
  2351.  
  2352. Cell 16 | 🎯 Cord (3,1,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2353. Requirements: 1 or more adjacent tiles must be activated
  2354. Attack 5
  2355. Attack 5
  2356. Color Grid: 🟦 Blue (Stat)
  2357.  
  2358. Cell 17 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2359. Requirements: 1 or more adjacent tiles must be activated
  2360. Headbutt: Power 4
  2361. Headbutt: Power ↑ 4
  2362. Color Grid: 🟩 Green (Move Boost)
  2363.  
  2364. Cell 18 | 🎯 Cord (1,3,-4) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  2365. Requirements: 1 or more adjacent tiles must be activated
  2366. Requirements: Move level must be 2 or higher
  2367. Speed 10
  2368. Speed 10
  2369. Color Grid: 🟦 Blue (Stat)
  2370.  
  2371. Cell 19 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2372. Requirements: 1 or more adjacent tiles must be activated
  2373. Headbutt: Power 4
  2374. Headbutt: Power ↑ 4
  2375. Color Grid: 🟩 Green (Move Boost)
  2376.  
  2377. Cell 20 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2378. Requirements: 1 or more adjacent tiles must be activated
  2379. Requirements: Move level must be 2 or higher
  2380. Headbutt: Move Gauge Refresh 3
  2381. Move: Headbutt Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  2382. Color Grid: 🟥 Red (Move Effect)
  2383.  
  2384. Cell 21 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2385. Requirements: 1 or more adjacent tiles must be activated
  2386. Requirements: Move level must be 3 or higher
  2387. Poison DF Extension 3
  2388. Extends the duration of Poison Damage Field when Poison Damage Field is applied to the opponent’s field of play.
  2389. Color Grid: 🟨 Yellow (Passive)
  2390.  
  2391. Cell 22 | 🎯 Cord (3,3,-6) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2392. Requirements: 1 or more adjacent tiles must be activated
  2393. Requirements: Move level must be 2 or higher
  2394. Sand Shelter
  2395. Protects the user from damage from a sandstorm.
  2396. Color Grid: 🟨 Yellow (Passive)
  2397.  
  2398. Cell 23 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2399. Requirements: 1 or more adjacent tiles must be activated
  2400. Requirements: Move level must be 3 or higher
  2401. Headbutt: Aggravation 1
  2402. Move: Headbutt Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  2403. Color Grid: 🟥 Red (Move Effect)
  2404.  
  2405. Cell 24 | 🎯 Cord (-2,0,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2406. Requirements: 1 or more adjacent tiles must be activated
  2407. Defense 5
  2408. Defense 5
  2409. Color Grid: 🟦 Blue (Stat)
  2410.  
  2411. Cell 25 | 🎯 Cord (-3,0,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2412. Requirements: 1 or more adjacent tiles must be activated
  2413. Sp. Def 5
  2414. Sp. Def 5
  2415. Color Grid: 🟦 Blue (Stat)
  2416.  
  2417. Cell 26 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2418. Requirements: 1 or more adjacent tiles must be activated
  2419. Crafty Poisonous Smog: Power 2
  2420. Crafty Poisonous Smog: Power ↑ 2
  2421. Color Grid: 🟩 Green (Move Boost)
  2422.  
  2423. Cell 27 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2424. Requirements: 1 or more adjacent tiles must be activated
  2425. Crafty Poisonous Smog: Power 2
  2426. Crafty Poisonous Smog: Power ↑ 2
  2427. Color Grid: 🟩 Green (Move Boost)
  2428.  
  2429. Cell 28 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2430. Requirements: 1 or more adjacent tiles must be activated
  2431. Requirements: Move level must be 2 or higher
  2432. Crafty Poisonous Smog: Power 2
  2433. Crafty Poisonous Smog: Power ↑ 2
  2434. Color Grid: 🟩 Green (Move Boost)
  2435.  
  2436. Cell 29 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  2437. Requirements: 1 or more adjacent tiles must be activated
  2438. Requirements: Move level must be 2 or higher
  2439. HP 20
  2440. HP 20
  2441. Color Grid: 🟦 Blue (Stat)
  2442.  
  2443. Cell 30 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2444. Requirements: 1 or more adjacent tiles must be activated
  2445. Requirements: Move level must be 2 or higher
  2446. On the Run 2
  2447. Raises the user’s evasiveness by two stat ranks the first time it is in a pinch each battle.
  2448. Color Grid: 🟨 Yellow (Passive)
  2449.  
  2450. Cell 31 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2451. Requirements: 1 or more adjacent tiles must be activated
  2452. Requirements: Move level must be 3 or higher
  2453. S-Move: Poison DF
  2454. Applies Poison Damage Field to the opponents’ field of play after using the user’s sync move. (Poison Damage Field: The sync pairs will take Poison-type damage whenever they take an action.)
  2455. Color Grid: 🟨 Yellow (Passive)
  2456.  
  2457. Cell 32 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2458. Requirements: 1 or more adjacent tiles must be activated
  2459. Requirements: Move level must be 3 or higher
  2460. Team Shout 9
  2461. Raises the Attack or Sp. Atk—or both—of all allied sync pairs by one stat rank when the user is hit by an attack move.
  2462. Color Grid: 🟨 Yellow (Passive)
  2463.  
  2464. Cell 33 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2465. Requirements: 1 or more adjacent tiles must be activated
  2466. Speed 5
  2467. Speed 5
  2468. Color Grid: 🟦 Blue (Stat)
  2469.  
  2470. Cell 34 | 🎯 Cord (2,-3,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2471. Requirements: 1 or more adjacent tiles must be activated
  2472. Attack 5
  2473. Attack 5
  2474. Color Grid: 🟦 Blue (Stat)
  2475.  
  2476. Cell 35 | 🎯 Cord (1,-3,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2477. Requirements: 1 or more adjacent tiles must be activated
  2478. Headbutt: Power 4
  2479. Headbutt: Power ↑ 4
  2480. Color Grid: 🟩 Green (Move Boost)
  2481.  
  2482. Cell 36 | 🎯 Cord (3,-4,1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2483. Requirements: 1 or more adjacent tiles must be activated
  2484. Headbutt: Power 4
  2485. Headbutt: Power ↑ 4
  2486. Color Grid: 🟩 Green (Move Boost)
  2487.  
  2488. Cell 37 | 🎯 Cord (2,-4,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2489. Requirements: 1 or more adjacent tiles must be activated
  2490. Defense 5
  2491. Defense 5
  2492. Color Grid: 🟦 Blue (Stat)
  2493.  
  2494. Cell 38 | 🎯 Cord (1,-4,3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  2495. Requirements: 1 or more adjacent tiles must be activated
  2496. Requirements: Move level must be 2 or higher
  2497. Potent Toxin 2
  2498. Increases the amount of damage an opponent takes from being poisoned or badly poisoned.
  2499. Color Grid: 🟨 Yellow (Passive)
  2500.  
  2501. Cell 39 | 🎯 Cord (3,-5,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2502. Requirements: 1 or more adjacent tiles must be activated
  2503. Sp. Def 5
  2504. Sp. Def 5
  2505. Color Grid: 🟦 Blue (Stat)
  2506.  
  2507. Cell 40 | 🎯 Cord (2,-5,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2508. Requirements: 1 or more adjacent tiles must be activated
  2509. Requirements: Move level must be 2 or higher
  2510. Potion: Master Healer 1
  2511. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  2512. Color Grid: 🟥 Red (Move Effect)
  2513.  
  2514. Cell 41 | 🎯 Cord (1,-5,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2515. Requirements: 1 or more adjacent tiles must be activated
  2516. Requirements: Move level must be 3 or higher
  2517. Potion: Master Healer 1
  2518. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  2519. Color Grid: 🟥 Red (Move Effect)
  2520.  
  2521. Cell 42 | 🎯 Cord (3,-6,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2522. Requirements: 1 or more adjacent tiles must be activated
  2523. Requirements: Move level must be 2 or higher
  2524. Potion: MP Refresh 2
  2525. Move: Potion Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2526. Color Grid: 🟥 Red (Move Effect)
  2527.  
  2528. Cell 43 | 🎯 Cord (2,-6,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2529. Requirements: 1 or more adjacent tiles must be activated
  2530. Requirements: Move level must be 3 or higher
  2531. Potion: MP Refresh 2
  2532. Move: Potion Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2533. Color Grid: 🟥 Red (Move Effect)
  2534.  
  2535. Cell 44 | 🎯 Cord (-2,2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2536. Requirements: 1 or more adjacent tiles must be activated
  2537. HP 10
  2538. HP 10
  2539. Color Grid: 🟦 Blue (Stat)
  2540.  
  2541. Cell 45 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2542. Requirements: 1 or more adjacent tiles must be activated
  2543. Antitoxin
  2544. Prevents the user from getting poisoned or badly poisoned.
  2545. Color Grid: 🟨 Yellow (Passive)
  2546.  
  2547. Cell 46 | 🎯 Cord (-3,3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2548. Requirements: 1 or more adjacent tiles must be activated
  2549. Crafty Poisonous Smog: Power 2
  2550. Crafty Poisonous Smog: Power ↑ 2
  2551. Color Grid: 🟩 Green (Move Boost)
  2552.  
  2553. Cell 47 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2554. Requirements: 1 or more adjacent tiles must be activated
  2555. Crafty Poisonous Smog: Power 2
  2556. Crafty Poisonous Smog: Power ↑ 2
  2557. Color Grid: 🟩 Green (Move Boost)
  2558.  
  2559. Cell 48 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2560. Requirements: 1 or more adjacent tiles must be activated
  2561. Requirements: Move level must be 2 or higher
  2562. Speedy Entry 2
  2563. Raises the user’s Speed by two stat ranks when it enters a battle.
  2564. Color Grid: 🟨 Yellow (Passive)
  2565.  
  2566. Cell 49 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  2567. Requirements: 1 or more adjacent tiles must be activated
  2568. Requirements: Move level must be 2 or higher
  2569. Essence of Poison!: Catalytic Kick 9
  2570. Move: Essence of Poison! Applies the Move Gauge Acceleration effect to the allied field of play when the user’s move is successful.
  2571. Color Grid: 🟥 Red (Move Effect)
  2572.  
  2573. Cell 50 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2574. Requirements: 1 or more adjacent tiles must be activated
  2575. Requirements: Move level must be 2 or higher
  2576. Essence of Poison!: MP Refresh 2
  2577. Move: Essence of Poison! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2578. Color Grid: 🟥 Red (Move Effect)
  2579.  
  2580. Cell 51 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2581. Requirements: 1 or more adjacent tiles must be activated
  2582. Requirements: Move level must be 3 or higher
  2583. Impervious
  2584. The user’s stats cannot be lowered.
  2585. Color Grid: 🟨 Yellow (Passive)
  2586.  
  2587. Cell 52 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2588. Requirements: 1 or more adjacent tiles must be activated
  2589. Requirements: Move level must be 3 or higher
  2590. Focus Group 9
  2591. Raises the critical-hit rate of all allied sync pairs by one stat rank when the user’s Pokémon uses a move.
  2592. Color Grid: 🟨 Yellow (Passive)
  2593.  
  2594. Cell 53 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2595. Requirements: 1 or more adjacent tiles must be activated
  2596. Requirements: Move level must be 3 or higher
  2597. Designer’s Way of the Ninja Gunk Shot: Power 25
  2598. Designer’s Way of the Ninja Gunk Shot: Power ↑ 25
  2599. Color Grid: 🌈 Rainbow (Sync Move)
  2600.  
  2601. Cell 54 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2602. Requirements: 1 or more adjacent tiles must be activated
  2603. Requirements: Move level must be 3 or higher
  2604. Designer’s Way of the Ninja Gunk Shot: Power 25
  2605. Designer’s Way of the Ninja Gunk Shot: Power ↑ 25
  2606. Color Grid: 🌈 Rainbow (Sync Move)
  2607.  
  2608.  
  2609. No. 74 Sygna Suit Giovanni (Alt.) & Guzzlord (Genderless)
  2610.  
  2611. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2612. HP 10
  2613. HP 10
  2614. Color Grid: 🟦 Blue (Stat)
  2615.  
  2616. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2617. Attack 5
  2618. Attack 5
  2619. Color Grid: 🟦 Blue (Stat)
  2620.  
  2621. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2622. Defense 5
  2623. Defense 5
  2624. Color Grid: 🟦 Blue (Stat)
  2625.  
  2626. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2627. Attack 5
  2628. Attack 5
  2629. Color Grid: 🟦 Blue (Stat)
  2630.  
  2631. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2632. Sp. Def 5
  2633. Sp. Def 5
  2634. Color Grid: 🟦 Blue (Stat)
  2635.  
  2636. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2637. Speed 5
  2638. Speed 5
  2639. Color Grid: 🟦 Blue (Stat)
  2640.  
  2641. Cell 7 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2642. Requirements: 1 or more adjacent tiles must be activated
  2643. Speed 5
  2644. Speed 5
  2645. Color Grid: 🟦 Blue (Stat)
  2646.  
  2647. Cell 8 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2648. Requirements: 1 or more adjacent tiles must be activated
  2649. Defense 5
  2650. Defense 5
  2651. Color Grid: 🟦 Blue (Stat)
  2652.  
  2653. Cell 9 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2654. Requirements: 1 or more adjacent tiles must be activated
  2655. Sp. Def 5
  2656. Sp. Def 5
  2657. Color Grid: 🟦 Blue (Stat)
  2658.  
  2659. Cell 10 | 🎯 Cord (3,1,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2660. Requirements: 1 or more adjacent tiles must be activated
  2661. Attack 5
  2662. Attack 5
  2663. Color Grid: 🟦 Blue (Stat)
  2664.  
  2665. Cell 11 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2666. Requirements: 1 or more adjacent tiles must be activated
  2667. Gorging Crunch: Power 4
  2668. Gorging Crunch: Power ↑ 4
  2669. Color Grid: 🟩 Green (Move Boost)
  2670.  
  2671. Cell 12 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2672. Requirements: 1 or more adjacent tiles must be activated
  2673. Requirements: Move level must be 2 or higher
  2674. Gorging Crunch: Power 4
  2675. Gorging Crunch: Power ↑ 4
  2676. Color Grid: 🟩 Green (Move Boost)
  2677.  
  2678. Cell 13 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2679. Requirements: 1 or more adjacent tiles must be activated
  2680. Gorging Crunch: Power 4
  2681. Gorging Crunch: Power ↑ 4
  2682. Color Grid: 🟩 Green (Move Boost)
  2683.  
  2684. Cell 14 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2685. Requirements: 1 or more adjacent tiles must be activated
  2686. Requirements: Move level must be 2 or higher
  2687. Gorging Crunch: Move Gauge Refresh 3
  2688. Move: Gorging Crunch Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  2689. Color Grid: 🟥 Red (Move Effect)
  2690.  
  2691. Cell 15 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2692. Requirements: 1 or more adjacent tiles must be activated
  2693. Requirements: Move level must be 3 or higher
  2694. Endurance
  2695. Applies the Enduring effect to the user if its HP is full when it enters a battle.
  2696. Color Grid: 🟨 Yellow (Passive)
  2697.  
  2698. Cell 16 | 🎯 Cord (3,3,-6) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  2699. Requirements: 1 or more adjacent tiles must be activated
  2700. Requirements: Move level must be 2 or higher
  2701. Team Fast-Track 9
  2702. Raises the Speed of all allied sync pairs by one stat rank when the user’s Pokémon uses a move.
  2703. Color Grid: 🟨 Yellow (Passive)
  2704.  
  2705. Cell 17 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2706. Requirements: 1 or more adjacent tiles must be activated
  2707. Requirements: Move level must be 3 or higher
  2708. Guarded Entry 3
  2709. Raises the user’s Defense and Sp. Def by three stat ranks when it enters a battle.
  2710. Color Grid: 🟨 Yellow (Passive)
  2711.  
  2712. Cell 18 | 🎯 Cord (-2,0,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2713. Requirements: 1 or more adjacent tiles must be activated
  2714. HP 10
  2715. HP 10
  2716. Color Grid: 🟦 Blue (Stat)
  2717.  
  2718. Cell 19 | 🎯 Cord (-3,0,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2719. Requirements: 1 or more adjacent tiles must be activated
  2720. Defense 5
  2721. Defense 5
  2722. Color Grid: 🟦 Blue (Stat)
  2723.  
  2724. Cell 20 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2725. Requirements: 1 or more adjacent tiles must be activated
  2726. Sp. Def 5
  2727. Sp. Def 5
  2728. Color Grid: 🟦 Blue (Stat)
  2729.  
  2730. Cell 21 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2731. Requirements: 1 or more adjacent tiles must be activated
  2732. Speed 5
  2733. Speed 5
  2734. Color Grid: 🟦 Blue (Stat)
  2735.  
  2736. Cell 22 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2737. Requirements: 1 or more adjacent tiles must be activated
  2738. Requirements: Move level must be 2 or higher
  2739. Quick Cure
  2740. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  2741. Color Grid: 🟨 Yellow (Passive)
  2742.  
  2743. Cell 23 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  2744. Requirements: 1 or more adjacent tiles must be activated
  2745. Requirements: Move level must be 2 or higher
  2746. Team Sync Regen
  2747. Applies the Gradual Healing effect to all allied sync pairs after the user uses a sync move.
  2748. Color Grid: 🟨 Yellow (Passive)
  2749.  
  2750. Cell 24 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2751. Requirements: 1 or more adjacent tiles must be activated
  2752. Requirements: Move level must be 2 or higher
  2753. Stockpile: Move Gauge Refresh 3
  2754. Move: Stockpile Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  2755. Color Grid: 🟥 Red (Move Effect)
  2756.  
  2757. Cell 25 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2758. Requirements: 1 or more adjacent tiles must be activated
  2759. Requirements: Move level must be 3 or higher
  2760. Stockpile: Move: Team Sync Move Boost ↑1 9
  2761. Move: Stockpile Increases the Sync Move ↑ Next effect of all allied sync pairs by one rank when the user’s move is successful.
  2762. Color Grid: 🟥 Red (Move Effect)
  2763.  
  2764. Cell 26 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2765. Requirements: 1 or more adjacent tiles must be activated
  2766. Requirements: Move level must be 3 or higher
  2767. Infliction Freebie 9
  2768. Applies the Free Move Next effect to the user when its Pokémon uses a status move.
  2769. Color Grid: 🟨 Yellow (Passive)
  2770.  
  2771. Cell 27 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2772. Requirements: 1 or more adjacent tiles must be activated
  2773. Speed 5
  2774. Speed 5
  2775. Color Grid: 🟦 Blue (Stat)
  2776.  
  2777. Cell 28 | 🎯 Cord (2,-3,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2778. Requirements: 1 or more adjacent tiles must be activated
  2779. Attack 5
  2780. Attack 5
  2781. Color Grid: 🟦 Blue (Stat)
  2782.  
  2783. Cell 29 | 🎯 Cord (1,-3,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2784. Requirements: 1 or more adjacent tiles must be activated
  2785. Defense 5
  2786. Defense 5
  2787. Color Grid: 🟦 Blue (Stat)
  2788.  
  2789. Cell 30 | 🎯 Cord (3,-4,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2790. Requirements: 1 or more adjacent tiles must be activated
  2791. Sp. Def 5
  2792. Sp. Def 5
  2793. Color Grid: 🟦 Blue (Stat)
  2794.  
  2795. Cell 31 | 🎯 Cord (2,-4,2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2796. Requirements: 1 or more adjacent tiles must be activated
  2797. Flameproof
  2798. Prevents the user from getting burned.
  2799. Color Grid: 🟨 Yellow (Passive)
  2800.  
  2801. Cell 32 | 🎯 Cord (1,-4,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2802. Requirements: 1 or more adjacent tiles must be activated
  2803. Requirements: Move level must be 2 or higher
  2804. Guzzling Swallow: Move Gauge Refresh 3
  2805. Move: Guzzling Swallow Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  2806. Color Grid: 🟥 Red (Move Effect)
  2807.  
  2808. Cell 33 | 🎯 Cord (3,-5,2) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  2809. Requirements: 1 or more adjacent tiles must be activated
  2810. Speed 10
  2811. Speed 10
  2812. Color Grid: 🟦 Blue (Stat)
  2813.  
  2814. Cell 34 | 🎯 Cord (2,-5,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2815. Requirements: 1 or more adjacent tiles must be activated
  2816. Requirements: Move level must be 2 or higher
  2817. Endless Ambition!: MP Refresh 2
  2818. Move: Endless Ambition! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2819. Color Grid: 🟥 Red (Move Effect)
  2820.  
  2821. Cell 35 | 🎯 Cord (1,-5,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2822. Requirements: 1 or more adjacent tiles must be activated
  2823. Requirements: Move level must be 3 or higher
  2824. Team Smart Command 9
  2825. Increases the Special Moves ↑ Next effect of all allied sync pairs by one rank when the user’s Trainer uses a move.
  2826. Color Grid: 🟨 Yellow (Passive)
  2827.  
  2828. Cell 36 | 🎯 Cord (3,-6,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2829. Requirements: 1 or more adjacent tiles must be activated
  2830. Requirements: Move level must be 2 or higher
  2831. Team Grand Entry 2
  2832. Raises the Sp. Atk of all allied sync pairs by two stat ranks when the user enters a battle.
  2833. Color Grid: 🟨 Yellow (Passive)
  2834.  
  2835. Cell 37 | 🎯 Cord (2,-6,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2836. Requirements: 1 or more adjacent tiles must be activated
  2837. Requirements: Move level must be 3 or higher
  2838. 1st S-Move: Restore B-Move MP 1
  2839. Restores one MP of the user’s buddy move the first time its sync move is used each battle.
  2840. Color Grid: 🟨 Yellow (Passive)
  2841.  
  2842. Cell 38 | 🎯 Cord (-2,2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2843. Requirements: 1 or more adjacent tiles must be activated
  2844. Attack 5
  2845. Attack 5
  2846. Color Grid: 🟦 Blue (Stat)
  2847.  
  2848. Cell 39 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2849. Requirements: 1 or more adjacent tiles must be activated
  2850. Speed 5
  2851. Speed 5
  2852. Color Grid: 🟦 Blue (Stat)
  2853.  
  2854. Cell 40 | 🎯 Cord (-3,3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2855. Requirements: 1 or more adjacent tiles must be activated
  2856. Gorging Crunch: Power 4
  2857. Gorging Crunch: Power ↑ 4
  2858. Color Grid: 🟩 Green (Move Boost)
  2859.  
  2860. Cell 41 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2861. Requirements: 1 or more adjacent tiles must be activated
  2862. Gorging Crunch: Power 4
  2863. Gorging Crunch: Power ↑ 4
  2864. Color Grid: 🟩 Green (Move Boost)
  2865.  
  2866. Cell 42 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2867. Requirements: 1 or more adjacent tiles must be activated
  2868. Requirements: Move level must be 2 or higher
  2869. T-Move: Allied Field MG → 9
  2870. Applies the Move Gauge Acceleration effect to the allied field of play when the user’s Trainer uses a move.
  2871. Color Grid: 🟨 Yellow (Passive)
  2872.  
  2873. Cell 43 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2874. Requirements: 1 or more adjacent tiles must be activated
  2875. Requirements: Move level must be 2 or higher
  2876. Team Fierce Entry 2
  2877. Raises the Attack of all allied sync pairs by two stat ranks when the user enters a battle.
  2878. Color Grid: 🟨 Yellow (Passive)
  2879.  
  2880. Cell 44 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2881. Requirements: 1 or more adjacent tiles must be activated
  2882. Requirements: Move level must be 2 or higher
  2883. Natural Remedy
  2884. Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
  2885. Color Grid: 🟨 Yellow (Passive)
  2886.  
  2887. Cell 45 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2888. Requirements: 1 or more adjacent tiles must be activated
  2889. Requirements: Move level must be 3 or higher
  2890. T-Move: Team Physical Boost ↑1 9
  2891. Increases the Physical Moves ↑ Next effect of all allied sync pairs by one rank when the user’s Trainer uses a move.
  2892. Color Grid: 🟨 Yellow (Passive)
  2893.  
  2894. Cell 46 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2895. Requirements: 1 or more adjacent tiles must be activated
  2896. Requirements: Move level must be 3 or higher
  2897. Vigilance
  2898. Protects the user against critical hits.
  2899. Color Grid: 🟨 Yellow (Passive)
  2900.  
  2901. Cell 47 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2902. Requirements: 1 or more adjacent tiles must be activated
  2903. Requirements: Move level must be 3 or higher
  2904. Crunch That Satisfies the Insatiable: Power 25
  2905. Crunch That Satisfies the Insatiable: Power ↑ 25
  2906. Color Grid: 🌈 Rainbow (Sync Move)
  2907.  
  2908. Cell 48 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2909. Requirements: 1 or more adjacent tiles must be activated
  2910. Requirements: Move level must be 3 or higher
  2911. Crunch That Satisfies the Insatiable: Power 25
  2912. Crunch That Satisfies the Insatiable: Power ↑ 25
  2913. Color Grid: 🌈 Rainbow (Sync Move)
  2914.  
  2915. Cell 49 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2916. Requirements: 1 or more adjacent tiles must be activated
  2917. Requirements: Move level must be 5 or higher
  2918. Stockpile: Team Strengthening Status 9
  2919. Move: Stockpile Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by one rank when the user’s Pokémon uses a status move.
  2920. Color Grid: 🟥 Red (Move Effect)
  2921.  
  2922. Cell 50 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2923. Requirements: 1 or more adjacent tiles must be activated
  2924. Requirements: Move level must be 4 or higher
  2925. Debut: Dark Zone
  2926. Turns the field of play’s zone into a Dark Zone the first time the user enters a battle each battle. (A Dark Zone powers up Dark-type attacks.)
  2927. Color Grid: 🟨 Yellow (Passive)
  2928.  
  2929.  
  2930.  
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