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Sygna Suit Leaf - Sync Grid

Aug 25th, 2020 (edited)
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  1. 🌺 TRAINER - SYGNA SUIT LEAF 🌺
  2.  
  3. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  4. HP 10
  5. HP 10
  6. Color Grid: Blue
  7.  
  8. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  9. Attack 5
  10. Attack 5
  11. Color Grid: Blue
  12.  
  13. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  14. Defense 5
  15. Defense 5
  16. Color Grid: Blue
  17.  
  18. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  19. Sp. Atk 5
  20. Sp. Atk 5
  21. Color Grid: Blue
  22.  
  23. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  24. Sp. Def 5
  25. Sp. Def 5
  26. Color Grid: Blue
  27.  
  28. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  29. Speed 5
  30. Speed 5
  31. Color Grid: Blue
  32.  
  33. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  34. Attack 5
  35. Attack 5
  36. Color Grid: Blue
  37. 1 or more adjacent tiles must be activated
  38.  
  39. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  40. Sp. Atk 5
  41. Sp. Atk 5
  42. Color Grid: Blue
  43. 1 or more adjacent tiles must be activated
  44.  
  45. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  46. HP 10
  47. HP 10
  48. Color Grid: Blue
  49. 1 or more adjacent tiles must be activated
  50.  
  51. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  52. HP 10
  53. HP 10
  54. Color Grid: Blue
  55. 1 or more adjacent tiles must be activated
  56.  
  57. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  58. Frenzy Plant: Accuracy 10
  59. Frenzy Plant: Accuracy ↑ 10
  60. Color Grid: Green
  61. 1 or more adjacent tiles must be activated
  62.  
  63. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  64. Frenzy Plant: Power 3
  65. Frenzy Plant: Power ↑ 3
  66. Color Grid: Green
  67. 1 or more adjacent tiles must be activated
  68. Move level must be 2 or higher
  69.  
  70. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  71. Frenzy Plant: Power 3
  72. Frenzy Plant: Power ↑ 3
  73. Color Grid: Green
  74. 1 or more adjacent tiles must be activated
  75.  
  76. Cell 14 | Cost: 6 Energy, 72 Sync Orb(s)
  77. Frenzy Plant: Move Gauge Refresh 4
  78. Move: Frenzy Plant Has a good chance of charging the user’s move gauge by one when a move is successful.
  79. Color Grid: Red
  80. 1 or more adjacent tiles must be activated
  81. Move level must be 2 or higher
  82.  
  83. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  84. Potion: Master Healer 2
  85. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  86. Color Grid: Red
  87. 1 or more adjacent tiles must be activated
  88. Move level must be 3 or higher
  89.  
  90. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  91. Potent Toxin 2
  92. Increases the amount of damage the target takes from being poisoned or badly poisoned.
  93. Color Grid: Yellow
  94. 1 or more adjacent tiles must be activated
  95. Move level must be 2 or higher
  96.  
  97. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  98. Toxic Power 5
  99. Powers up moves when the target is poisoned or badly poisoned.
  100. Color Grid: Yellow
  101. 1 or more adjacent tiles must be activated
  102. Move level must be 3 or higher
  103.  
  104. Cell 18 | Cost: 3 Energy, 36 Sync Orb(s)
  105. Razor Leaf: Power 3
  106. Razor Leaf: Power ↑ 3
  107. Color Grid: Green
  108. 1 or more adjacent tiles must be activated
  109.  
  110. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  111. Sp. Atk 5
  112. Sp. Atk 5
  113. Color Grid: Blue
  114. 1 or more adjacent tiles must be activated
  115.  
  116. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  117. Razor Leaf: Power 3
  118. Razor Leaf: Power ↑ 3
  119. Color Grid: Green
  120. 1 or more adjacent tiles must be activated
  121.  
  122. Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
  123. Defense 10
  124. Defense 10
  125. Color Grid: Blue
  126. 1 or more adjacent tiles must be activated
  127. Move level must be 2 or higher
  128.  
  129. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  130. Razor Leaf: Power 3
  131. Razor Leaf: Power ↑ 3
  132. Color Grid: Green
  133. 1 or more adjacent tiles must be activated
  134.  
  135. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  136. Mega Healing!: MP Refresh 3
  137. Move: Mega Healing! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  138. Color Grid: Red
  139. 1 or more adjacent tiles must be activated
  140. Move level must be 2 or higher
  141.  
  142. Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  143. Sp. Def 10
  144. Sp. Def 10
  145. Color Grid: Blue
  146. 1 or more adjacent tiles must be activated
  147. Move level must be 2 or higher
  148.  
  149. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  150. Discourage 1
  151. Lowers the Sp. Atk of all opposing sync pairs when the Pokémon enters a battle.
  152. Color Grid: Yellow
  153. 1 or more adjacent tiles must be activated
  154. Move level must be 3 or higher
  155.  
  156. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  157. Relentless
  158. The more the target’s Defense has been lowered, the more this powers up sync moves.
  159. Color Grid: Yellow
  160. 1 or more adjacent tiles must be activated
  161. Move level must be 3 or higher
  162.  
  163. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  164. Speed 5
  165. Speed 5
  166. Color Grid: Blue
  167. 1 or more adjacent tiles must be activated
  168.  
  169. Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
  170. Razor Leaf: Power 3
  171. Razor Leaf: Power ↑ 3
  172. Color Grid: Green
  173. 1 or more adjacent tiles must be activated
  174.  
  175. Cell 29 | Cost: 3 Energy, 36 Sync Orb(s)
  176. Razor Leaf: Power 3
  177. Razor Leaf: Power ↑ 3
  178. Color Grid: Green
  179. 1 or more adjacent tiles must be activated
  180.  
  181. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  182. Razor Leaf: Power 3
  183. Razor Leaf: Power ↑ 3
  184. Color Grid: Green
  185. 1 or more adjacent tiles must be activated
  186.  
  187. Cell 31 | Cost: 6 Energy, 72 Sync Orb(s)
  188. Razor Leaf: Move Gauge Refresh 3
  189. Move: Razor Leaf Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  190. Color Grid: Red
  191. 1 or more adjacent tiles must be activated
  192. Move level must be 2 or higher
  193.  
  194. Cell 32 | Cost: 10 Energy, 120 Sync Orb(s)
  195. Razor Leaf: Critical Strike 2
  196. Move: Razor Leaf Powers up attacks if they become critical hits.
  197. Color Grid: Red
  198. 1 or more adjacent tiles must be activated
  199. Move level must be 2 or higher
  200.  
  201. Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
  202. Hem In 2
  203. Has a moderate chance of lowering the target’s evasiveness when an attack is successful.
  204. Color Grid: Yellow
  205. 1 or more adjacent tiles must be activated
  206. Move level must be 3 or higher
  207.  
  208. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  209. Sp. Atk 20
  210. Sp. Atk 20
  211. Color Grid: Blue
  212. 1 or more adjacent tiles must be activated
  213. Move level must be 2 or higher
  214.  
  215. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  216. HP Advantage 4
  217. The more HP the user has remaining, the more it powers up moves.
  218. Color Grid: Yellow
  219. 1 or more adjacent tiles must be activated
  220. Move level must be 3 or higher
  221.  
  222. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  223. Speed 5
  224. Speed 5
  225. Color Grid: Blue
  226. 1 or more adjacent tiles must be activated
  227.  
  228. Cell 37 | Cost: 3 Energy, 36 Sync Orb(s)
  229. HP 10
  230. HP 10
  231. Color Grid: Blue
  232. 1 or more adjacent tiles must be activated
  233.  
  234. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  235. Sp. Atk 5
  236. Sp. Atk 5
  237. Color Grid: Blue
  238. 1 or more adjacent tiles must be activated
  239.  
  240. Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
  241. Attack 10
  242. Attack 10
  243. Color Grid: Blue
  244. 1 or more adjacent tiles must be activated
  245.  
  246. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  247. Potion: MP Refresh 3
  248. Move: Potion Has a moderately good chance of restoring one MP of the move used if the move is successful.
  249. Color Grid: Red
  250. 1 or more adjacent tiles must be activated
  251.  
  252. Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
  253. Frenzy Plant: Power 3
  254. Frenzy Plant: Power ↑ 3
  255. Color Grid: Green
  256. 1 or more adjacent tiles must be activated
  257.  
  258. Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  259. Frenzy Plant: Power 3
  260. Frenzy Plant: Power ↑ 3
  261. Color Grid: Green
  262. 1 or more adjacent tiles must be activated
  263. Move level must be 2 or higher
  264.  
  265. Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  266. Frenzy Plant: Power 3
  267. Frenzy Plant: Power ↑ 3
  268. Color Grid: Green
  269. 1 or more adjacent tiles must be activated
  270. Move level must be 2 or higher
  271.  
  272. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  273. Speeding Sun 2
  274. Quickly charges the move gauge when the weather is sunny.
  275. Color Grid: Yellow
  276. 1 or more adjacent tiles must be activated
  277. Move level must be 2 or higher
  278.  
  279. Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
  280. Healing Sun 1
  281. Restores the Pokémon’s HP whenever it takes an action while the weather is sunny.
  282. Color Grid: Yellow
  283. 1 or more adjacent tiles must be activated
  284. Move level must be 3 or higher
  285.  
  286. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  287. Frenzy Plant: Discombobulate 4
  288. Move: Frenzy Plant Has a good chance of lowering the target’s accuracy when an attack is successful.
  289. Color Grid: Red
  290. 1 or more adjacent tiles must be activated
  291. Move level must be 3 or higher
  292.  
  293. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  294. Tenacious Frenzy Plant: Power 25
  295. Tenacious Frenzy Plant: Power ↑ 25
  296. Color Grid: Purple
  297. 1 or more adjacent tiles must be activated
  298. Move level must be 3 or higher
  299.  
  300. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  301. Tenacious Frenzy Plant: Power 25
  302. Tenacious Frenzy Plant: Power ↑ 25
  303. Color Grid: Purple
  304. 1 or more adjacent tiles must be activated
  305. Move level must be 3 or higher
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