Absol-utely

💠 (2.26.0) All New Sync Grids

Oct 27th, 2022
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  1. ====================================================
  2. Trainer : Lyra (Eevee Day)
  3. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  4. HP 10
  5. HP 10
  6. Color Grid: 🟦 Blue
  7.  
  8. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  9. Sp. Atk 5
  10. Sp. Atk 5
  11. Color Grid: 🟦 Blue
  12.  
  13. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  14. Defense 5
  15. Defense 5
  16. Color Grid: 🟦 Blue
  17.  
  18. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  19. Sp. Atk 5
  20. Sp. Atk 5
  21. Color Grid: 🟦 Blue
  22.  
  23. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  24. Sp. Def 5
  25. Sp. Def 5
  26. Color Grid: 🟦 Blue
  27.  
  28. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  29. Speed 5
  30. Speed 5
  31. Color Grid: 🟦 Blue
  32.  
  33. Cell 7 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  34. Speed 5
  35. Speed 5
  36. Color Grid: 🟦 Blue
  37. 1 or more adjacent tiles must be activated
  38.  
  39. Cell 8 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  40. HP 10
  41. HP 10
  42. Color Grid: 🟦 Blue
  43. 1 or more adjacent tiles must be activated
  44.  
  45. Cell 9 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  46. Defense 5
  47. Defense 5
  48. Color Grid: 🟦 Blue
  49. 1 or more adjacent tiles must be activated
  50.  
  51. Cell 10 | 🎯 Cord (3,1,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  52. Sp. Def 5
  53. Sp. Def 5
  54. Color Grid: 🟦 Blue
  55. 1 or more adjacent tiles must be activated
  56.  
  57. Cell 11 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  58. Muddy Water: Power 3
  59. Muddy Water: Power ↑ 3
  60. Color Grid: 🟩 Green
  61. 1 or more adjacent tiles must be activated
  62.  
  63. Cell 12 | 🎯 Cord (1,3,-4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  64. Muddy Water: Move Gauge Refresh 3
  65. Move: Muddy Water Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  66. Color Grid: 🟥 Red
  67. 1 or more adjacent tiles must be activated
  68. Move level must be 2 or higher
  69.  
  70. Cell 13 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  71. Muddy Water: Power 3
  72. Muddy Water: Power ↑ 3
  73. Color Grid: 🟩 Green
  74. 1 or more adjacent tiles must be activated
  75.  
  76. Cell 14 | 🎯 Cord (2,3,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  77. Muddy Water: Power 3
  78. Muddy Water: Power ↑ 3
  79. Color Grid: 🟩 Green
  80. 1 or more adjacent tiles must be activated
  81. Move level must be 2 or higher
  82.  
  83. Cell 15 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  84. Blunting Strike 9
  85. Lowers the target’s Attack by 1 stat rank when the user’s Pokémon uses a move targeting that opponent. Lowers the target’s Attack by 1 stat rank after using the user’s sync move targeting that opponent.
  86. Color Grid: 🟨 Yellow
  87. 1 or more adjacent tiles must be activated
  88. Move level must be 3 or higher
  89.  
  90. Cell 16 | 🎯 Cord (3,3,-6) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  91. Muddy Water: Accuracy 10
  92. Muddy Water: Accuracy ↑ 10
  93. Color Grid: 🟩 Green
  94. 1 or more adjacent tiles must be activated
  95. Move level must be 2 or higher
  96.  
  97. Cell 17 | 🎯 Cord (2,4,-6) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  98. Rejuvenate 6
  99. Charges the user’s move gauge by 6 after using a sync move.
  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 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  105. Defense 5
  106. Defense 5
  107. Color Grid: 🟦 Blue
  108. 1 or more adjacent tiles must be activated
  109.  
  110. Cell 19 | 🎯 Cord (-3,1,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  111. Water Gun: Power 4
  112. Water Gun: Power ↑ 4
  113. Color Grid: 🟩 Green
  114. 1 or more adjacent tiles must be activated
  115.  
  116. Cell 20 | 🎯 Cord (-2,0,2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  117. Water Gun: Move Gauge Refresh 3
  118. Move: Water Gun Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  119. Color Grid: 🟥 Red
  120. 1 or more adjacent tiles must be activated
  121.  
  122. Cell 21 | 🎯 Cord (-3,0,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  123. Water Gun: Power 4
  124. Water Gun: Power ↑ 4
  125. Color Grid: 🟩 Green
  126. 1 or more adjacent tiles must be activated
  127. Move level must be 2 or higher
  128.  
  129. Cell 22 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  130. Water Gun: Power 4
  131. Water Gun: Power ↑ 4
  132. Color Grid: 🟩 Green
  133. 1 or more adjacent tiles must be activated
  134.  
  135. Cell 23 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  136. Sync Cure
  137. Removes all status conditions from the user after using its sync move.
  138. Color Grid: 🟨 Yellow
  139. 1 or more adjacent tiles must be activated
  140. Move level must be 2 or higher
  141.  
  142. Cell 24 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  143. Team Focus Rush 1
  144. Raises the critical-hit rate of all allied sync pairs by 1 stat rank after using the user’s sync move.
  145. Color Grid: 🟨 Yellow
  146. 1 or more adjacent tiles must be activated
  147. Move level must be 2 or higher
  148.  
  149. Cell 25 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  150. Synchro Healing 1
  151. Restores the HP of all allied sync pairs by approximately 20% of their maximum HP after using the user’s sync move.
  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 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  157. Adrenaline 1
  158. Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
  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 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  164. Sp. Def 5
  165. Sp. Def 5
  166. Color Grid: 🟦 Blue
  167. 1 or more adjacent tiles must be activated
  168.  
  169. Cell 28 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  170. Water Gun: Power 4
  171. Water Gun: Power ↑ 4
  172. Color Grid: 🟩 Green
  173. 1 or more adjacent tiles must be activated
  174.  
  175. Cell 29 | 🎯 Cord (2,-2,0) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  176. Fake Tears: Move Gauge Refresh 2
  177. Move: Fake Tears Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  178. Color Grid: 🟥 Red
  179. 1 or more adjacent tiles must be activated
  180.  
  181. Cell 30 | 🎯 Cord (1,-2,1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  182. Stalwart
  183. Sp. Def cannot be lowered.
  184. Color Grid: 🟨 Yellow
  185. 1 or more adjacent tiles must be activated
  186.  
  187. Cell 31 | 🎯 Cord (3,-3,0) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  188. Torrential Tenacity
  189. Prevents the user from flinching, becoming confused, or becoming trapped when the weather is rainy.
  190. Color Grid: 🟨 Yellow
  191. 1 or more adjacent tiles must be activated
  192. Move level must be 2 or higher
  193.  
  194. Cell 32 | 🎯 Cord (2,-3,1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  195. Brainteaser
  196. The more the target’s Sp. Def is lowered, the more it powers up the user’s moves.
  197. Color Grid: 🟨 Yellow
  198. 1 or more adjacent tiles must be activated
  199. Move level must be 2 or higher
  200.  
  201. Cell 33 | 🎯 Cord (1,-3,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  202. Smarty-Pants
  203. The more the target’s Sp. Def is lowered, the more it powers up the user’s sync move.
  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 | 🎯 Cord (3,-4,1) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  209. Sp. Atk 10
  210. Sp. Atk 10
  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 | 🎯 Cord (2,-4,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  216. Brainpower
  217. The more the user’s Sp. Atk is raised, the more it powers up the user’s sync move.
  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 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  223. HP 10
  224. HP 10
  225. Color Grid: 🟦 Blue
  226. 1 or more adjacent tiles must be activated
  227.  
  228. Cell 37 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  229. Sp. Atk 5
  230. Sp. Atk 5
  231. Color Grid: 🟦 Blue
  232. 1 or more adjacent tiles must be activated
  233.  
  234. Cell 38 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  235. Speed 5
  236. Speed 5
  237. Color Grid: 🟦 Blue
  238. 1 or more adjacent tiles must be activated
  239.  
  240. Cell 39 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  241. Muddy Water: Accuracy 5
  242. Muddy Water: Accuracy ↑ 5
  243. Color Grid: 🟩 Green
  244. 1 or more adjacent tiles must be activated
  245.  
  246. Cell 40 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  247. Muddy Water: Power 3
  248. Muddy Water: Power ↑ 3
  249. Color Grid: 🟩 Green
  250. 1 or more adjacent tiles must be activated
  251.  
  252. Cell 41 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  253. Muddy Water: Power 3
  254. Muddy Water: Power ↑ 3
  255. Color Grid: 🟩 Green
  256. 1 or more adjacent tiles must be activated
  257.  
  258. Cell 42 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  259. Come Along!: MP Refresh 2
  260. Move: Come Along! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  261. Color Grid: 🟥 Red
  262. 1 or more adjacent tiles must be activated
  263. Move level must be 2 or higher
  264.  
  265. Cell 43 | 🎯 Cord (-2,5,-3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  266. Raging Rain 5
  267. Powers up the user’s moves when the weather is rainy.
  268. Color Grid: 🟨 Yellow
  269. 1 or more adjacent tiles must be activated
  270. Move level must be 2 or higher
  271.  
  272. Cell 44 | 🎯 Cord (-3,6,-3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  273. Refreshing Rain 1
  274. Restores the user’s HP whenever its Pokémon takes an action while the weather is rainy.
  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 | 🎯 Cord (-1,5,-4) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  280. Racing Rain 3
  281. Quickly charges the move gauge when the weather is rainy.
  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 | 🎯 Cord (-2,6,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  287. Rain Gear 3
  288. Reduces damage when the user is hit by an attack move while the weather is rainy.
  289. Color Grid: 🟨 Yellow
  290. 1 or more adjacent tiles must be activated
  291. Move level must be 3 or higher
  292.  
  293. Cell 47 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  294. Overflowing Curiosity Water Beam: Power 25
  295. Overflowing Curiosity Water Beam: 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 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  301. Overflowing Curiosity Water Beam: Power 25
  302. Overflowing Curiosity Water Beam: Power ↑ 25
  303. Color Grid: 🟪 Purple
  304. 1 or more adjacent tiles must be activated
  305. Move level must be 3 or higher
  306.  
  307.  
  308. ====================================================
  309. ====================================================
  310. Trainer : Sygna Suit Hilda
  311. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  312. HP 10
  313. HP 10
  314. Color Grid: 🟦 Blue
  315.  
  316. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  317. Attack 5
  318. Attack 5
  319. Color Grid: 🟦 Blue
  320.  
  321. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  322. Defense 5
  323. Defense 5
  324. Color Grid: 🟦 Blue
  325.  
  326. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  327. Sp. Atk 5
  328. Sp. Atk 5
  329. Color Grid: 🟦 Blue
  330.  
  331. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  332. Sp. Def 5
  333. Sp. Def 5
  334. Color Grid: 🟦 Blue
  335.  
  336. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  337. Speed 5
  338. Speed 5
  339. Color Grid: 🟦 Blue
  340.  
  341. Cell 7 | 🎯 Cord (0,2,-2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  342. Burn Synergy 1
  343. Powers up the user’s moves when the target is burned.
  344. Color Grid: 🟨 Yellow
  345. 1 or more adjacent tiles must be activated
  346. Move level must be 2 or higher
  347.  
  348. Cell 8 | 🎯 Cord (0,4,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  349. Hostile Environment 3
  350. Raises the chance of inflicting status conditions with the additional effects of moves.
  351. Color Grid: 🟨 Yellow
  352. 1 or more adjacent tiles must be activated
  353. Move level must be 4 or higher
  354.  
  355. Cell 9 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  356. Sundering Burn 9
  357. Lowers the target’s Defense or Sp. Def—or both—by 1 stat rank when the user’s move is successful against a burned opponent.
  358. Color Grid: 🟨 Yellow
  359. 1 or more adjacent tiles must be activated
  360. Move level must be 5 or higher
  361.  
  362. Cell 10 | 🎯 Cord (0,-2,2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  363. Unflappable
  364. Prevents the user from flinching.
  365. Color Grid: 🟨 Yellow
  366. 1 or more adjacent tiles must be activated
  367. Move level must be 2 or higher
  368.  
  369. Cell 11 | 🎯 Cord (0,-4,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  370. Team Precision Strike 9
  371. Raises the accuracy of all allied sync pairs by 1 stat rank when the user’s attack move is successful.
  372. Color Grid: 🟨 Yellow
  373. 1 or more adjacent tiles must be activated
  374. Move level must be 4 or higher
  375.  
  376. Cell 12 | 🎯 Cord (1,-4,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  377. For the Win!: Propulsion 9
  378. Move: For the Win! Reduces the user’s sync move countdown by one when its move is successful.
  379. Color Grid: 🟥 Red
  380. 1 or more adjacent tiles must be activated
  381. Move level must be 5 or higher
  382.  
  383. Cell 13 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  384. Sp. Atk 5
  385. Sp. Atk 5
  386. Color Grid: 🟦 Blue
  387. 1 or more adjacent tiles must be activated
  388.  
  389. Cell 14 | 🎯 Cord (2,1,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  390. Clearheaded
  391. Prevents the user from becoming confused.
  392. Color Grid: 🟨 Yellow
  393. 1 or more adjacent tiles must be activated
  394.  
  395. Cell 15 | 🎯 Cord (3,1,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  396. Speed 5
  397. Speed 5
  398. Color Grid: 🟦 Blue
  399. 1 or more adjacent tiles must be activated
  400.  
  401. Cell 16 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  402. Sp. Def 5
  403. Sp. Def 5
  404. Color Grid: 🟦 Blue
  405. 1 or more adjacent tiles must be activated
  406.  
  407. Cell 17 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  408. Searing Shot: Power 2
  409. Searing Shot: Power ↑ 2
  410. Color Grid: 🟩 Green
  411. 1 or more adjacent tiles must be activated
  412.  
  413. Cell 18 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  414. Searing Shot: Power 2
  415. Searing Shot: Power ↑ 2
  416. Color Grid: 🟩 Green
  417. 1 or more adjacent tiles must be activated
  418.  
  419. Cell 19 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  420. Searing Shot: Power 2
  421. Searing Shot: Power ↑ 2
  422. Color Grid: 🟩 Green
  423. 1 or more adjacent tiles must be activated
  424. Move level must be 2 or higher
  425.  
  426. Cell 20 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  427. Searing Shot: Move Gauge Refresh 2
  428. Move: Searing Shot Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  429. Color Grid: 🟥 Red
  430. 1 or more adjacent tiles must be activated
  431. Move level must be 2 or higher
  432.  
  433. Cell 21 | 🎯 Cord (3,3,-6) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  434. Attack 10
  435. Attack 10
  436. Color Grid: 🟦 Blue
  437. 1 or more adjacent tiles must be activated
  438. Move level must be 2 or higher
  439.  
  440. Cell 22 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  441. Searing Shot: Superduper Effective 3
  442. Move: Searing Shot Powers up moves that are super effective.
  443. Color Grid: 🟥 Red
  444. 1 or more adjacent tiles must be activated
  445. Move level must be 3 or higher
  446.  
  447. Cell 23 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  448. Rising Tide
  449. The more the user’s stats are raised, the more it powers up the user’s sync move.
  450. Color Grid: 🟨 Yellow
  451. 1 or more adjacent tiles must be activated
  452. Move level must be 3 or higher
  453.  
  454. Cell 24 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  455. Attack 5
  456. Attack 5
  457. Color Grid: 🟦 Blue
  458. 1 or more adjacent tiles must be activated
  459.  
  460. Cell 25 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  461. Flameproof
  462. Prevents the user from getting burned.
  463. Color Grid: 🟨 Yellow
  464. 1 or more adjacent tiles must be activated
  465.  
  466. Cell 26 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  467. Defense 5
  468. Defense 5
  469. Color Grid: 🟦 Blue
  470. 1 or more adjacent tiles must be activated
  471.  
  472. Cell 27 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  473. HP 10
  474. HP 10
  475. Color Grid: 🟦 Blue
  476. 1 or more adjacent tiles must be activated
  477.  
  478. Cell 28 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  479. V-create: Power 2
  480. V-create: Power ↑ 2
  481. Color Grid: 🟩 Green
  482. 1 or more adjacent tiles must be activated
  483.  
  484. Cell 29 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  485. V-create: Power 2
  486. V-create: Power ↑ 2
  487. Color Grid: 🟩 Green
  488. 1 or more adjacent tiles must be activated
  489.  
  490. Cell 30 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  491. V-create: Power 2
  492. V-create: Power ↑ 2
  493. Color Grid: 🟩 Green
  494. 1 or more adjacent tiles must be activated
  495. Move level must be 2 or higher
  496.  
  497. Cell 31 | 🎯 Cord (-2,-3,5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  498. V-create: Move Gauge Refresh 2
  499. Move: V-create Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  500. Color Grid: 🟥 Red
  501. 1 or more adjacent tiles must be activated
  502. Move level must be 2 or higher
  503.  
  504. Cell 32 | 🎯 Cord (-3,-3,6) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  505. Sp. Atk 10
  506. Sp. Atk 10
  507. Color Grid: 🟦 Blue
  508. 1 or more adjacent tiles must be activated
  509. Move level must be 2 or higher
  510.  
  511. Cell 33 | 🎯 Cord (-1,-4,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  512. Super Sync 9
  513. Applies the Supereffective ↑ Next effect to the user after using its sync move.
  514. Color Grid: 🟨 Yellow
  515. 1 or more adjacent tiles must be activated
  516. Move level must be 3 or higher
  517.  
  518. Cell 34 | 🎯 Cord (-2,-4,6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  519. Scorching Sync 5
  520. Powers up the user’s sync move when the target is burned.
  521. Color Grid: 🟨 Yellow
  522. 1 or more adjacent tiles must be activated
  523. Move level must be 3 or higher
  524.  
  525. Cell 35 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  526. Sp. Atk 5
  527. Sp. Atk 5
  528. Color Grid: 🟦 Blue
  529. 1 or more adjacent tiles must be activated
  530.  
  531. Cell 36 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  532. Speed 5
  533. Speed 5
  534. Color Grid: 🟦 Blue
  535. 1 or more adjacent tiles must be activated
  536.  
  537. Cell 37 | 🎯 Cord (2,-2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  538. Defense 5
  539. Defense 5
  540. Color Grid: 🟦 Blue
  541. 1 or more adjacent tiles must be activated
  542.  
  543. Cell 38 | 🎯 Cord (1,-2,1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  544. V-create: Power 2
  545. V-create: Power ↑ 2
  546. Color Grid: 🟩 Green
  547. 1 or more adjacent tiles must be activated
  548.  
  549. Cell 39 | 🎯 Cord (3,-3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  550. Searing Shot: Power 2
  551. Searing Shot: Power ↑ 2
  552. Color Grid: 🟩 Green
  553. 1 or more adjacent tiles must be activated
  554. Move level must be 2 or higher
  555.  
  556. Cell 40 | 🎯 Cord (2,-3,1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  557. For the Win!: MP Refresh 2
  558. Move: For the Win! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  559. Color Grid: 🟥 Red
  560. 1 or more adjacent tiles must be activated
  561. Move level must be 2 or higher
  562.  
  563. Cell 41 | 🎯 Cord (1,-3,2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  564. For the Win!: Hit and Heal 9
  565. Move: For the Win! Applies the Gradual Healing effect to the user when its move is successful.
  566. Color Grid: 🟥 Red
  567. 1 or more adjacent tiles must be activated
  568. Move level must be 2 or higher
  569.  
  570. Cell 42 | 🎯 Cord (3,-4,1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  571. Infinite Energy V-create: Power 25
  572. Infinite Energy V-create: Power ↑ 25
  573. Color Grid: 🟩 Green
  574. 1 or more adjacent tiles must be activated
  575. Move level must be 3 or higher
  576.  
  577. Cell 43 | 🎯 Cord (2,-4,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  578. For the Win!: Empowering Command 9
  579. Move: For the Win! Increases the user’s Physical Moves ↑ Next effect and Special Moves ↑ Next effect by 1 rank when its Trainer uses a move.
  580. Color Grid: 🟥 Red
  581. 1 or more adjacent tiles must be activated
  582. Move level must be 3 or higher
  583.  
  584. Cell 44 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  585. Attack 5
  586. Attack 5
  587. Color Grid: 🟦 Blue
  588. 1 or more adjacent tiles must be activated
  589.  
  590. Cell 45 | 🎯 Cord (-3,2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  591. Sp. Def 5
  592. Sp. Def 5
  593. Color Grid: 🟦 Blue
  594. 1 or more adjacent tiles must be activated
  595.  
  596. Cell 46 | 🎯 Cord (-2,2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  597. Confusion: Power 4
  598. Confusion: Power ↑ 4
  599. Color Grid: 🟩 Green
  600. 1 or more adjacent tiles must be activated
  601.  
  602. Cell 47 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  603. Confusion: Power 4
  604. Confusion: Power ↑ 4
  605. Color Grid: 🟪 Purple
  606. 1 or more adjacent tiles must be activated
  607.  
  608. Cell 48 | 🎯 Cord (-3,3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  609. Confusion: Power 4
  610. Confusion: Power ↑ 4
  611. Color Grid: 🟪 Purple
  612. 1 or more adjacent tiles must be activated
  613. Move level must be 2 or higher
  614.  
  615. Cell 49 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  616. Confusion: Move Gauge Refresh 2
  617. Move: Confusion Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  618. Color Grid: 🟥 Red
  619. 1 or more adjacent tiles must be activated
  620. Move level must be 2 or higher
  621.  
  622. Cell 50 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  623. Infinite Energy V-create: Power 25
  624. Infinite Energy V-create: Power ↑ 25
  625. Color Grid: 🟩 Green
  626. 1 or more adjacent tiles must be activated
  627. Move level must be 2 or higher
  628.  
  629. Cell 51 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  630. Confusion Synergy 2
  631. Powers up the user’s moves when the target is confused.
  632. Color Grid: 🟨 Yellow
  633. 1 or more adjacent tiles must be activated
  634. Move level must be 3 or higher
  635.  
  636. Cell 52 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  637. Confusion: Aggravation 9
  638. Move: Confusion Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  639. Color Grid: 🟥 Red
  640. 1 or more adjacent tiles must be activated
  641. Move level must be 3 or higher
  642.  
  643. Cell 53 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  644. Infinite Energy V-create: Power 25
  645. Infinite Energy V-create: Power ↑ 25
  646. Color Grid: 🟩 Green
  647. 1 or more adjacent tiles must be activated
  648. Move level must be 3 or higher
  649.  
  650. Cell 54 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  651. Infinite Energy V-create: Power 25
  652. Infinite Energy V-create: Power ↑ 25
  653. Color Grid: 🟩 Green
  654. 1 or more adjacent tiles must be activated
  655. Move level must be 3 or higher
  656.  
  657.  
  658. ====================================================
  659. ====================================================
  660. Trainer : Roxie
  661. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  662. HP 10
  663. HP 10
  664. Color Grid: 🟦 Blue
  665.  
  666. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  667. Attack 5
  668. Attack 5
  669. Color Grid: 🟦 Blue
  670.  
  671. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  672. Defense 5
  673. Defense 5
  674. Color Grid: 🟦 Blue
  675.  
  676. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  677. Attack 5
  678. Attack 5
  679. Color Grid: 🟦 Blue
  680.  
  681. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  682. Sp. Def 5
  683. Sp. Def 5
  684. Color Grid: 🟦 Blue
  685.  
  686. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  687. Speed 5
  688. Speed 5
  689. Color Grid: 🟦 Blue
  690.  
  691. Cell 7 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  692. Speed 5
  693. Speed 5
  694. Color Grid: 🟦 Blue
  695. 1 or more adjacent tiles must be activated
  696. Release Date: 25-11-2022 06:00:00
  697.  
  698. Cell 8 | 🎯 Cord (2,1,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  699. Antitoxin
  700. Prevents the user from getting poisoned or badly poisoned.
  701. Color Grid: 🟨 Yellow
  702. 1 or more adjacent tiles must be activated
  703. Release Date: 25-11-2022 06:00:00
  704.  
  705. Cell 9 | 🎯 Cord (3,1,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  706. Attack 5
  707. Attack 5
  708. Color Grid: 🟦 Blue
  709. 1 or more adjacent tiles must be activated
  710. Release Date: 25-11-2022 06:00:00
  711.  
  712. Cell 10 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  713. Sp. Def 5
  714. Sp. Def 5
  715. Color Grid: 🟦 Blue
  716. 1 or more adjacent tiles must be activated
  717. Release Date: 25-11-2022 06:00:00
  718.  
  719. Cell 11 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  720. Poison Jab: Power 3
  721. Poison Jab: Power ↑ 3
  722. Color Grid: 🟩 Green
  723. 1 or more adjacent tiles must be activated
  724. Release Date: 25-11-2022 06:00:00
  725.  
  726. Cell 12 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  727. Poison Jab: Power 3
  728. Poison Jab: Power ↑ 3
  729. Color Grid: 🟩 Green
  730. 1 or more adjacent tiles must be activated
  731. Release Date: 25-11-2022 06:00:00
  732.  
  733. Cell 13 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  734. Poison Jab: Power 3
  735. Poison Jab: Power ↑ 3
  736. Color Grid: 🟩 Green
  737. 1 or more adjacent tiles must be activated
  738. Move level must be 2 or higher
  739. Release Date: 25-11-2022 06:00:00
  740.  
  741. Cell 14 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  742. Poison Jab: Move Gauge Refresh 2
  743. Move: Poison Jab Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  744. Color Grid: 🟥 Red
  745. 1 or more adjacent tiles must be activated
  746. Move level must be 2 or higher
  747. Release Date: 25-11-2022 06:00:00
  748.  
  749. Cell 15 | 🎯 Cord (3,3,-6) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  750. Speed 10
  751. Speed 10
  752. Color Grid: 🟦 Blue
  753. 1 or more adjacent tiles must be activated
  754. Move level must be 2 or higher
  755. Release Date: 25-11-2022 06:00:00
  756.  
  757. Cell 16 | 🎯 Cord (1,4,-5) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  758. Toxic Chance 2
  759. Has a chance (30%) of leaving the target poisoned when a move targeting that opponent is successful.
  760. Color Grid: 🟨 Yellow
  761. 1 or more adjacent tiles must be activated
  762. Move level must be 3 or higher
  763. Release Date: 25-11-2022 06:00:00
  764.  
  765. Cell 17 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  766. Toxic Power 5
  767. Powers up the user’s moves when the target is poisoned or badly poisoned.
  768. Color Grid: 🟨 Yellow
  769. 1 or more adjacent tiles must be activated
  770. Move level must be 3 or higher
  771. Release Date: 25-11-2022 06:00:00
  772.  
  773. Cell 18 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  774. HP 10
  775. HP 10
  776. Color Grid: 🟦 Blue
  777. 1 or more adjacent tiles must be activated
  778. Release Date: 25-11-2022 06:00:00
  779.  
  780. Cell 19 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  781. Defense 5
  782. Defense 5
  783. Color Grid: 🟦 Blue
  784. 1 or more adjacent tiles must be activated
  785. Release Date: 25-11-2022 06:00:00
  786.  
  787. Cell 20 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  788. Speed 5
  789. Speed 5
  790. Color Grid: 🟦 Blue
  791. 1 or more adjacent tiles must be activated
  792. Release Date: 25-11-2022 06:00:00
  793.  
  794. Cell 21 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  795. Sp. Def 5
  796. Sp. Def 5
  797. Color Grid: 🟦 Blue
  798. 1 or more adjacent tiles must be activated
  799. Release Date: 25-11-2022 06:00:00
  800.  
  801. Cell 22 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  802. Poison Tail: Power 4
  803. Poison Tail: Power ↑ 4
  804. Color Grid: 🟩 Green
  805. 1 or more adjacent tiles must be activated
  806. Release Date: 25-11-2022 06:00:00
  807.  
  808. Cell 23 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  809. Poison Tail: Power 4
  810. Poison Tail: Power ↑ 4
  811. Color Grid: 🟩 Green
  812. 1 or more adjacent tiles must be activated
  813. Release Date: 25-11-2022 06:00:00
  814.  
  815. Cell 24 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  816. Poison Tail: Power 4
  817. Poison Tail: Power ↑ 4
  818. Color Grid: 🟩 Green
  819. 1 or more adjacent tiles must be activated
  820. Move level must be 2 or higher
  821. Release Date: 25-11-2022 06:00:00
  822.  
  823. Cell 25 | 🎯 Cord (-2,-3,5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  824. Poison Tail: Move Gauge Refresh 2
  825. Move: Poison Tail Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  826. Color Grid: 🟥 Red
  827. 1 or more adjacent tiles must be activated
  828. Move level must be 2 or higher
  829. Release Date: 25-11-2022 06:00:00
  830.  
  831. Cell 26 | 🎯 Cord (-3,-3,6) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  832. Attack 10
  833. Attack 10
  834. Color Grid: 🟦 Blue
  835. 1 or more adjacent tiles must be activated
  836. Move level must be 2 or higher
  837. Release Date: 25-11-2022 06:00:00
  838.  
  839. Cell 27 | 🎯 Cord (-1,-4,5) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  840. Fast-Track 9
  841. Raises the user’s Speed by one stat rank after its Pokémon uses a move.
  842. Color Grid: 🟨 Yellow
  843. 1 or more adjacent tiles must be activated
  844. Move level must be 3 or higher
  845. Release Date: 25-11-2022 06:00:00
  846.  
  847. Cell 28 | 🎯 Cord (-2,-4,6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  848. Ramming Speed
  849. The more the user’s Speed is raised, the more it powers up the user’s moves.
  850. Color Grid: 🟨 Yellow
  851. 1 or more adjacent tiles must be activated
  852. Move level must be 3 or higher
  853. Release Date: 25-11-2022 06:00:00
  854.  
  855. Cell 29 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  856. HP 10
  857. HP 10
  858. Color Grid: 🟦 Blue
  859. 1 or more adjacent tiles must be activated
  860. Release Date: 25-11-2022 06:00:00
  861.  
  862. Cell 30 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  863. Defense 5
  864. Defense 5
  865. Color Grid: 🟦 Blue
  866. 1 or more adjacent tiles must be activated
  867. Release Date: 25-11-2022 06:00:00
  868.  
  869. Cell 31 | 🎯 Cord (2,-2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  870. Poison Tail: Power 4
  871. Poison Tail: Power ↑ 4
  872. Color Grid: 🟩 Green
  873. 1 or more adjacent tiles must be activated
  874. Release Date: 25-11-2022 06:00:00
  875.  
  876. Cell 32 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  877. HP 10
  878. HP 10
  879. Color Grid: 🟦 Blue
  880. 1 or more adjacent tiles must be activated
  881. Release Date: 25-11-2022 06:00:00
  882.  
  883. Cell 33 | 🎯 Cord (3,-3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  884. Poison Tail: Power 4
  885. Poison Tail: Power ↑ 4
  886. Color Grid: 🟩 Green
  887. 1 or more adjacent tiles must be activated
  888. Move level must be 2 or higher
  889. Release Date: 25-11-2022 06:00:00
  890.  
  891. Cell 34 | 🎯 Cord (2,-3,1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  892. Time to Rock!: MP Refresh 2
  893. Move: Time to Rock! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  894. Color Grid: 🟥 Red
  895. 1 or more adjacent tiles must be activated
  896. Move level must be 2 or higher
  897. Release Date: 25-11-2022 06:00:00
  898.  
  899. Cell 35 | 🎯 Cord (1,-3,2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  900. Time to Rock!: Barricade 1
  901. Move: Time to Rock! Raises the user’s Sp. Def by 1 stat rank when its move is successful.
  902. Color Grid: 🟥 Red
  903. 1 or more adjacent tiles must be activated
  904. Move level must be 2 or higher
  905. Release Date: 25-11-2022 06:00:00
  906.  
  907. Cell 36 | 🎯 Cord (3,-4,1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  908. Inertia
  909. The more user’s Speed is raised, the more it powers up the user’s sync move.
  910. Color Grid: 🟨 Yellow
  911. 1 or more adjacent tiles must be activated
  912. Move level must be 3 or higher
  913. Release Date: 25-11-2022 06:00:00
  914.  
  915. Cell 37 | 🎯 Cord (2,-4,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  916. Catalyst
  917. Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s sync move is used each battle.
  918. Color Grid: 🟨 Yellow
  919. 1 or more adjacent tiles must be activated
  920. Move level must be 3 or higher
  921. Release Date: 25-11-2022 06:00:00
  922.  
  923. Cell 38 | 🎯 Cord (-2,1,1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  924. Headstrong
  925. Attack cannot be lowered.
  926. Color Grid: 🟨 Yellow
  927. 1 or more adjacent tiles must be activated
  928. Release Date: 25-11-2022 06:00:00
  929.  
  930. Cell 39 | 🎯 Cord (-3,2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  931. Attack 5
  932. Attack 5
  933. Color Grid: 🟦 Blue
  934. 1 or more adjacent tiles must be activated
  935. Release Date: 25-11-2022 06:00:00
  936.  
  937. Cell 40 | 🎯 Cord (-2,2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  938. Poison Jab: Power 3
  939. Poison Jab: Power ↑ 3
  940. Color Grid: 🟩 Green
  941. 1 or more adjacent tiles must be activated
  942. Release Date: 25-11-2022 06:00:00
  943.  
  944. Cell 41 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  945. Poison Jab: Power 3
  946. Poison Jab: Power ↑ 3
  947. Color Grid: 🟩 Green
  948. 1 or more adjacent tiles must be activated
  949. Release Date: 25-11-2022 06:00:00
  950.  
  951. Cell 42 | 🎯 Cord (-3,3,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  952. Attack 5
  953. Attack 5
  954. Color Grid: 🟦 Blue
  955. 1 or more adjacent tiles must be activated
  956. Move level must be 2 or higher
  957. Release Date: 25-11-2022 06:00:00
  958.  
  959. Cell 43 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  960. X Attack: MP Refresh 2
  961. Move: X Attack Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  962. Color Grid: 🟥 Red
  963. 1 or more adjacent tiles must be activated
  964. Move level must be 2 or higher
  965. Release Date: 25-11-2022 06:00:00
  966.  
  967. Cell 44 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  968. Stamina Reserves 6
  969. Charges the user’s move gauge by 6 the first time it is in a pinch each battle.
  970. Color Grid: 🟨 Yellow
  971. 1 or more adjacent tiles must be activated
  972. Move level must be 2 or higher
  973. Release Date: 25-11-2022 06:00:00
  974.  
  975. Cell 45 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  976. Sharp Entry 1
  977. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  978. Color Grid: 🟨 Yellow
  979. 1 or more adjacent tiles must be activated
  980. Move level must be 3 or higher
  981. Release Date: 25-11-2022 06:00:00
  982.  
  983. Cell 46 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  984. Super Desperate
  985. Applies the Supereffective ↑ Next effect to the user the first time it is in a pinch each battle.
  986. Color Grid: 🟨 Yellow
  987. 1 or more adjacent tiles must be activated
  988. Move level must be 3 or higher
  989. Release Date: 25-11-2022 06:00:00
  990.  
  991. Cell 47 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  992. Radical Poison Jab: Power 25
  993. Radical Poison Jab: Power ↑ 25
  994. Color Grid: 🟪 Purple
  995. 1 or more adjacent tiles must be activated
  996. Move level must be 3 or higher
  997. Release Date: 25-11-2022 06:00:00
  998.  
  999. Cell 48 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1000. Radical Poison Jab: Power 25
  1001. Radical Poison Jab: Power ↑ 25
  1002. Color Grid: 🟪 Purple
  1003. 1 or more adjacent tiles must be activated
  1004. Move level must be 3 or higher
  1005. Release Date: 25-11-2022 06:00:00
  1006.  
  1007.  
  1008. ====================================================
  1009. ====================================================
  1010. Trainer : Cheren
  1011. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1012. HP 10
  1013. HP 10
  1014. Color Grid: 🟦 Blue
  1015.  
  1016. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1017. Attack 5
  1018. Attack 5
  1019. Color Grid: 🟦 Blue
  1020.  
  1021. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1022. Defense 5
  1023. Defense 5
  1024. Color Grid: 🟦 Blue
  1025.  
  1026. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1027. Attack 5
  1028. Attack 5
  1029. Color Grid: 🟦 Blue
  1030.  
  1031. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1032. Sp. Def 5
  1033. Sp. Def 5
  1034. Color Grid: 🟦 Blue
  1035.  
  1036. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1037. Speed 5
  1038. Speed 5
  1039. Color Grid: 🟦 Blue
  1040.  
  1041. Cell 7 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1042. Speed 5
  1043. Speed 5
  1044. Color Grid: 🟦 Blue
  1045. 1 or more adjacent tiles must be activated
  1046. Release Date: 25-11-2022 06:00:00
  1047.  
  1048. Cell 8 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1049. Sp. Def 5
  1050. Sp. Def 5
  1051. Color Grid: 🟦 Blue
  1052. 1 or more adjacent tiles must be activated
  1053. Release Date: 25-11-2022 06:00:00
  1054.  
  1055. Cell 9 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1056. Defense 5
  1057. Defense 5
  1058. Color Grid: 🟦 Blue
  1059. 1 or more adjacent tiles must be activated
  1060. Release Date: 25-11-2022 06:00:00
  1061.  
  1062. Cell 10 | 🎯 Cord (3,1,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1063. HP 10
  1064. HP 10
  1065. Color Grid: 🟦 Blue
  1066. 1 or more adjacent tiles must be activated
  1067. Release Date: 25-11-2022 06:00:00
  1068.  
  1069. Cell 11 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1070. Facade: Power 4
  1071. Facade: Power ↑ 4
  1072. Color Grid: 🟩 Green
  1073. 1 or more adjacent tiles must be activated
  1074. Release Date: 25-11-2022 06:00:00
  1075.  
  1076. Cell 12 | 🎯 Cord (1,3,-4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1077. Terrify 1
  1078. Lowers the Attack of all opposing sync pairs by 1 stat rank when the user enters a battle.
  1079. Color Grid: 🟨 Yellow
  1080. 1 or more adjacent tiles must be activated
  1081. Move level must be 2 or higher
  1082. Release Date: 25-11-2022 06:00:00
  1083.  
  1084. Cell 13 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1085. Facade: Power 4
  1086. Facade: Power ↑ 4
  1087. Color Grid: 🟩 Green
  1088. 1 or more adjacent tiles must be activated
  1089. Release Date: 25-11-2022 06:00:00
  1090.  
  1091. Cell 14 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1092. Facade: Move Gauge Refresh 2
  1093. Move: Facade Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  1094. Color Grid: 🟥 Red
  1095. 1 or more adjacent tiles must be activated
  1096. Move level must be 2 or higher
  1097. Release Date: 25-11-2022 06:00:00
  1098.  
  1099. Cell 15 | 🎯 Cord (1,4,-5) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  1100. Brain Brawn 3
  1101. Reduces damage when the user is hit by a special attack move.
  1102. Color Grid: 🟨 Yellow
  1103. 1 or more adjacent tiles must be activated
  1104. Move level must be 3 or higher
  1105. Release Date: 25-11-2022 06:00:00
  1106.  
  1107. Cell 16 | 🎯 Cord (3,3,-6) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1108. Facade: Power 4
  1109. Facade: Power ↑ 4
  1110. Color Grid: 🟩 Green
  1111. 1 or more adjacent tiles must be activated
  1112. Move level must be 2 or higher
  1113. Release Date: 25-11-2022 06:00:00
  1114.  
  1115. Cell 17 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1116. Sp. Def 30
  1117. Sp. Def 30
  1118. Color Grid: 🟦 Blue
  1119. 1 or more adjacent tiles must be activated
  1120. Move level must be 3 or higher
  1121. Release Date: 25-11-2022 06:00:00
  1122.  
  1123. Cell 18 | 🎯 Cord (-2,0,2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1124. Sand Shelter
  1125. Protects the user from damage from a sandstorm.
  1126. Color Grid: 🟨 Yellow
  1127. 1 or more adjacent tiles must be activated
  1128. Release Date: 25-11-2022 06:00:00
  1129.  
  1130. Cell 19 | 🎯 Cord (-3,0,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1131. Attack 5
  1132. Attack 5
  1133. Color Grid: 🟦 Blue
  1134. 1 or more adjacent tiles must be activated
  1135. Release Date: 25-11-2022 06:00:00
  1136.  
  1137. Cell 20 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1138. Crunch: Power 3
  1139. Crunch: Power ↑ 3
  1140. Color Grid: 🟩 Green
  1141. 1 or more adjacent tiles must be activated
  1142. Release Date: 25-11-2022 06:00:00
  1143.  
  1144. Cell 21 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1145. Crunch: Power 3
  1146. Crunch: Power ↑ 3
  1147. Color Grid: 🟩 Green
  1148. 1 or more adjacent tiles must be activated
  1149. Release Date: 25-11-2022 06:00:00
  1150.  
  1151. Cell 22 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  1152. Soothing Sand 1
  1153. Restores the user’s HP whenever its Pokémon takes an action during a sandstorm.
  1154. Color Grid: 🟨 Yellow
  1155. 1 or more adjacent tiles must be activated
  1156. Move level must be 2 or higher
  1157. Release Date: 25-11-2022 06:00:00
  1158.  
  1159. Cell 23 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1160. Crunch: Move Gauge Refresh 2
  1161. Move: Crunch Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  1162. Color Grid: 🟥 Red
  1163. 1 or more adjacent tiles must be activated
  1164. Move level must be 2 or higher
  1165. Release Date: 25-11-2022 06:00:00
  1166.  
  1167. Cell 24 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  1168. Sands of Time 2
  1169. Quickly charges the move gauge during a sandstorm.
  1170. Color Grid: 🟨 Yellow
  1171. 1 or more adjacent tiles must be activated
  1172. Move level must be 2 or higher
  1173. Release Date: 25-11-2022 06:00:00
  1174.  
  1175. Cell 25 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1176. Endurance
  1177. When the user enters battle with full HP, applies the Enduring effect to it.
  1178. Color Grid: 🟨 Yellow
  1179. 1 or more adjacent tiles must be activated
  1180. Move level must be 3 or higher
  1181. Release Date: 25-11-2022 06:00:00
  1182.  
  1183. Cell 26 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  1184. Crunch: On a Roll 2
  1185. Move: Crunch Raises the chance of lowering stat values with the additional effects of moves.
  1186. Color Grid: 🟥 Red
  1187. 1 or more adjacent tiles must be activated
  1188. Move level must be 3 or higher
  1189. Release Date: 25-11-2022 06:00:00
  1190.  
  1191. Cell 27 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1192. Speed 5
  1193. Speed 5
  1194. Color Grid: 🟦 Blue
  1195. 1 or more adjacent tiles must be activated
  1196. Release Date: 25-11-2022 06:00:00
  1197.  
  1198. Cell 28 | 🎯 Cord (2,-3,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1199. HP 10
  1200. HP 10
  1201. Color Grid: 🟦 Blue
  1202. 1 or more adjacent tiles must be activated
  1203. Release Date: 25-11-2022 06:00:00
  1204.  
  1205. Cell 29 | 🎯 Cord (1,-3,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1206. Attack 5
  1207. Attack 5
  1208. Color Grid: 🟦 Blue
  1209. 1 or more adjacent tiles must be activated
  1210. Release Date: 25-11-2022 06:00:00
  1211.  
  1212. Cell 30 | 🎯 Cord (3,-4,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1213. Defense 5
  1214. Defense 5
  1215. Color Grid: 🟦 Blue
  1216. 1 or more adjacent tiles must be activated
  1217. Release Date: 25-11-2022 06:00:00
  1218.  
  1219. Cell 31 | 🎯 Cord (2,-4,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1220. Crunch: Power 3
  1221. Crunch: Power ↑ 3
  1222. Color Grid: 🟩 Green
  1223. 1 or more adjacent tiles must be activated
  1224. Release Date: 25-11-2022 06:00:00
  1225.  
  1226. Cell 32 | 🎯 Cord (1,-4,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1227. Crunch: Power 3
  1228. Crunch: Power ↑ 3
  1229. Color Grid: 🟩 Green
  1230. 1 or more adjacent tiles must be activated
  1231. Move level must be 2 or higher
  1232. Release Date: 25-11-2022 06:00:00
  1233.  
  1234. Cell 33 | 🎯 Cord (3,-5,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1235. Crunch: Power 3
  1236. Crunch: Power ↑ 3
  1237. Color Grid: 🟩 Green
  1238. 1 or more adjacent tiles must be activated
  1239. Release Date: 25-11-2022 06:00:00
  1240.  
  1241. Cell 34 | 🎯 Cord (2,-5,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1242. Full Heal: MP Refresh 2
  1243. Move: Full Heal Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1244. Color Grid: 🟥 Red
  1245. 1 or more adjacent tiles must be activated
  1246. Move level must be 2 or higher
  1247. Release Date: 25-11-2022 06:00:00
  1248.  
  1249. Cell 35 | 🎯 Cord (1,-5,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1250. Full Heal: Friendly Care 1
  1251. Move: Full Heal When the user’s move targeting an allied sync pair (excluding field effects) is successful, restores the HP of the allied sync pair affected by the move by approximately 20% of its maximum HP.
  1252. Color Grid: 🟥 Red
  1253. 1 or more adjacent tiles must be activated
  1254. Move level must be 3 or higher
  1255. Release Date: 25-11-2022 06:00:00
  1256.  
  1257. Cell 36 | 🎯 Cord (3,-6,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1258. Full Heal: Friend Care 9
  1259. Move: Full Heal When the user’s move targeting an allied sync pair (excluding field effects) is successful, removes the flinching, confused, and trapped conditions from the allied sync pair affected by the move.
  1260. Color Grid: 🟥 Red
  1261. 1 or more adjacent tiles must be activated
  1262. Move level must be 2 or higher
  1263. Release Date: 25-11-2022 06:00:00
  1264.  
  1265. Cell 37 | 🎯 Cord (2,-6,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1266. Team Sharp Entry 1
  1267. Raises the critical-hit rate of all allied sync pairs by 1 stat rank when the user enters a battle.
  1268. Color Grid: 🟨 Yellow
  1269. 1 or more adjacent tiles must be activated
  1270. Move level must be 3 or higher
  1271. Release Date: 25-11-2022 06:00:00
  1272.  
  1273. Cell 38 | 🎯 Cord (-2,2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1274. Sp. Def 5
  1275. Sp. Def 5
  1276. Color Grid: 🟦 Blue
  1277. 1 or more adjacent tiles must be activated
  1278. Release Date: 25-11-2022 06:00:00
  1279.  
  1280. Cell 39 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1281. Speed 5
  1282. Speed 5
  1283. Color Grid: 🟦 Blue
  1284. 1 or more adjacent tiles must be activated
  1285. Release Date: 25-11-2022 06:00:00
  1286.  
  1287. Cell 40 | 🎯 Cord (-3,3,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1288. Sp. Def 5
  1289. Sp. Def 5
  1290. Color Grid: 🟦 Blue
  1291. 1 or more adjacent tiles must be activated
  1292. Release Date: 25-11-2022 06:00:00
  1293.  
  1294. Cell 41 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1295. Facade: Power 4
  1296. Facade: Power ↑ 4
  1297. Color Grid: 🟩 Green
  1298. 1 or more adjacent tiles must be activated
  1299. Release Date: 25-11-2022 06:00:00
  1300.  
  1301. Cell 42 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1302. Facade: Power 4
  1303. Facade: Power ↑ 4
  1304. Color Grid: 🟩 Green
  1305. 1 or more adjacent tiles must be activated
  1306. Move level must be 2 or higher
  1307. Release Date: 25-11-2022 06:00:00
  1308.  
  1309. Cell 43 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1310. HP 20
  1311. HP 20
  1312. Color Grid: 🟦 Blue
  1313. 1 or more adjacent tiles must be activated
  1314. Move level must be 2 or higher
  1315. Release Date: 25-11-2022 06:00:00
  1316.  
  1317. Cell 44 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1318. Apply Yourself!: MP Refresh 2
  1319. Move: Apply Yourself! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1320. Color Grid: 🟥 Red
  1321. 1 or more adjacent tiles must be activated
  1322. Move level must be 2 or higher
  1323. Release Date: 25-11-2022 06:00:00
  1324.  
  1325. Cell 45 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1326. Apply Yourself!: Shielded 2
  1327. Move: Apply Yourself! Raises the Defense of all allied sync pairs by 2 stat ranks when the user’s move is successful.
  1328. Color Grid: 🟥 Red
  1329. 1 or more adjacent tiles must be activated
  1330. Move level must be 3 or higher
  1331. Release Date: 25-11-2022 06:00:00
  1332.  
  1333. Cell 46 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1334. Defense 30
  1335. Defense 30
  1336. Color Grid: 🟦 Blue
  1337. 1 or more adjacent tiles must be activated
  1338. Move level must be 3 or higher
  1339. Release Date: 25-11-2022 06:00:00
  1340.  
  1341. Cell 47 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1342. Fundamental Takedown: Power 25
  1343. Fundamental Takedown: Power ↑ 25
  1344. Color Grid: 🟪 Purple
  1345. 1 or more adjacent tiles must be activated
  1346. Move level must be 3 or higher
  1347. Release Date: 25-11-2022 06:00:00
  1348.  
  1349. Cell 48 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1350. Fundamental Takedown: Power 25
  1351. Fundamental Takedown: Power ↑ 25
  1352. Color Grid: 🟪 Purple
  1353. 1 or more adjacent tiles must be activated
  1354. Move level must be 3 or higher
  1355. Release Date: 25-11-2022 06:00:00
  1356.  
  1357.  
  1358. ====================================================
  1359. Trainer: Kris (Update)
  1360. Cell 49 | 🎯 Cord (-2,0,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1361. Attack 20
  1362. Attack 20
  1363. Color Grid: 🟦 Blue
  1364. 1 or more adjacent tiles must be activated
  1365. Release Date: 25-11-2022 06:00:00
  1366.  
  1367. Cell 50 | 🎯 Cord (-3,1,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1368. Critical Focus 1
  1369. Raises the user’s critical-hit rate by 1 stat rank when it lands a critical hit.
  1370. Color Grid: 🟨 Yellow
  1371. 1 or more adjacent tiles must be activated
  1372. Move level must be 2 or higher
  1373. Release Date: 25-11-2022 06:00:00
  1374.  
  1375. Cell 51 | 🎯 Cord (-3,0,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1376. Inertia
  1377. The more user’s Speed is raised, the more it powers up the user’s sync move.
  1378. Color Grid: 🟨 Yellow
  1379. 1 or more adjacent tiles must be activated
  1380. Move level must be 3 or higher
  1381. Release Date: 25-11-2022 06:00:00
  1382.  
  1383. Cell 52 | 🎯 Cord (2,0,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1384. Attack 20
  1385. Attack 20
  1386. Color Grid: 🟦 Blue
  1387. 1 or more adjacent tiles must be activated
  1388. Release Date: 25-11-2022 06:00:00
  1389.  
  1390. Cell 53 | 🎯 Cord (3,0,-3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1391. Pinpoint Entry 2
  1392. Raises the user’s accuracy by 2 stat ranks when it enters a battle.
  1393. Color Grid: 🟨 Yellow
  1394. 1 or more adjacent tiles must be activated
  1395. Move level must be 2 or higher
  1396. Release Date: 25-11-2022 06:00:00
  1397.  
  1398. Cell 54 | 🎯 Cord (3,-1,-2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1399. Super Powered 5
  1400. Powers up the user’s moves and sync move that are super effective.
  1401. Color Grid: 🟨 Yellow
  1402. 1 or more adjacent tiles must be activated
  1403. Move level must be 3 or higher
  1404. Release Date: 25-11-2022 06:00:00
  1405.  
  1406.  
  1407. ====================================================
  1408. ====================================================
  1409. Trainer : Kris (Eevee Day)
  1410. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1411. HP 10
  1412. HP 10
  1413. Color Grid: 🟦 Blue
  1414.  
  1415. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1416. Sp. Atk 5
  1417. Sp. Atk 5
  1418. Color Grid: 🟦 Blue
  1419.  
  1420. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1421. Defense 5
  1422. Defense 5
  1423. Color Grid: 🟦 Blue
  1424.  
  1425. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1426. Sp. Atk 5
  1427. Sp. Atk 5
  1428. Color Grid: 🟦 Blue
  1429.  
  1430. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1431. Sp. Def 5
  1432. Sp. Def 5
  1433. Color Grid: 🟦 Blue
  1434.  
  1435. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1436. Speed 5
  1437. Speed 5
  1438. Color Grid: 🟦 Blue
  1439.  
  1440. Cell 7 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1441. HP 10
  1442. HP 10
  1443. Color Grid: 🟦 Blue
  1444. 1 or more adjacent tiles must be activated
  1445.  
  1446. Cell 8 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1447. Sp. Def 5
  1448. Sp. Def 5
  1449. Color Grid: 🟦 Blue
  1450. 1 or more adjacent tiles must be activated
  1451.  
  1452. Cell 9 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1453. Speed 5
  1454. Speed 5
  1455. Color Grid: 🟦 Blue
  1456. 1 or more adjacent tiles must be activated
  1457.  
  1458. Cell 10 | 🎯 Cord (3,1,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1459. Defense 5
  1460. Defense 5
  1461. Color Grid: 🟦 Blue
  1462. 1 or more adjacent tiles must be activated
  1463.  
  1464. Cell 11 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1465. Discharge: Power 3
  1466. Discharge: Power ↑ 3
  1467. Color Grid: 🟩 Green
  1468. 1 or more adjacent tiles must be activated
  1469.  
  1470. Cell 12 | 🎯 Cord (1,3,-4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1471. Discharge: Move Gauge Refresh 3
  1472. Move: Discharge Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1473. Color Grid: 🟥 Red
  1474. 1 or more adjacent tiles must be activated
  1475. Move level must be 2 or higher
  1476.  
  1477. Cell 13 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1478. Discharge: Power 3
  1479. Discharge: Power ↑ 3
  1480. Color Grid: 🟩 Green
  1481. 1 or more adjacent tiles must be activated
  1482.  
  1483. Cell 14 | 🎯 Cord (2,3,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1484. Discharge: Power 3
  1485. Discharge: Power ↑ 3
  1486. Color Grid: 🟩 Green
  1487. 1 or more adjacent tiles must be activated
  1488. Move level must be 2 or higher
  1489.  
  1490. Cell 15 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1491. Disenchanting Strike 9
  1492. Lowers the target’s Sp. Atk by 1 stat rank when the user’s Pokémon uses a move targeting that opponent. Lowers the target’s Sp. Atk by 1 stat rank after using the user’s sync move targeting that opponent.
  1493. Color Grid: 🟨 Yellow
  1494. 1 or more adjacent tiles must be activated
  1495. Move level must be 3 or higher
  1496.  
  1497. Cell 16 | 🎯 Cord (3,3,-6) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1498. Sp. Atk 10
  1499. Sp. Atk 10
  1500. Color Grid: 🟦 Blue
  1501. 1 or more adjacent tiles must be activated
  1502. Move level must be 2 or higher
  1503.  
  1504. Cell 17 | 🎯 Cord (2,4,-6) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  1505. Rejuvenate 6
  1506. Charges the user’s move gauge by 6 after using a sync move.
  1507. Color Grid: 🟨 Yellow
  1508. 1 or more adjacent tiles must be activated
  1509. Move level must be 3 or higher
  1510.  
  1511. Cell 18 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1512. Sp. Def 5
  1513. Sp. Def 5
  1514. Color Grid: 🟦 Blue
  1515. 1 or more adjacent tiles must be activated
  1516.  
  1517. Cell 19 | 🎯 Cord (-3,1,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1518. Thunder Shock: Power 4
  1519. Thunder Shock: Power ↑ 4
  1520. Color Grid: 🟩 Green
  1521. 1 or more adjacent tiles must be activated
  1522.  
  1523. Cell 20 | 🎯 Cord (-2,0,2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1524. Thunder Shock: Move Gauge Refresh 3
  1525. Move: Thunder Shock Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1526. Color Grid: 🟥 Red
  1527. 1 or more adjacent tiles must be activated
  1528.  
  1529. Cell 21 | 🎯 Cord (-3,0,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1530. Thunder Shock: Power 4
  1531. Thunder Shock: Power ↑ 4
  1532. Color Grid: 🟩 Green
  1533. 1 or more adjacent tiles must be activated
  1534. Move level must be 2 or higher
  1535.  
  1536. Cell 22 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1537. Thunder Shock: Power 4
  1538. Thunder Shock: Power ↑ 4
  1539. Color Grid: 🟩 Green
  1540. 1 or more adjacent tiles must be activated
  1541.  
  1542. Cell 23 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1543. Sync Cure
  1544. Removes all status conditions from the user after using its sync move.
  1545. Color Grid: 🟨 Yellow
  1546. 1 or more adjacent tiles must be activated
  1547. Move level must be 2 or higher
  1548.  
  1549. Cell 24 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1550. Team Evasive Rush 2
  1551. Raises the evasiveness of all allied sync pairs by 2 stat ranks after using the user’s sync move.
  1552. Color Grid: 🟨 Yellow
  1553. 1 or more adjacent tiles must be activated
  1554. Move level must be 2 or higher
  1555.  
  1556. Cell 25 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1557. Adrenaline 1
  1558. Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
  1559. Color Grid: 🟨 Yellow
  1560. 1 or more adjacent tiles must be activated
  1561. Move level must be 3 or higher
  1562.  
  1563. Cell 26 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1564. Synchro Healing 1
  1565. Restores the HP of all allied sync pairs by approximately 20% of their maximum HP after using the user’s sync move.
  1566. Color Grid: 🟨 Yellow
  1567. 1 or more adjacent tiles must be activated
  1568. Move level must be 3 or higher
  1569.  
  1570. Cell 27 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1571. Sp. Def 5
  1572. Sp. Def 5
  1573. Color Grid: 🟦 Blue
  1574. 1 or more adjacent tiles must be activated
  1575.  
  1576. Cell 28 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1577. Thunder Shock: Power 4
  1578. Thunder Shock: Power ↑ 4
  1579. Color Grid: 🟩 Green
  1580. 1 or more adjacent tiles must be activated
  1581.  
  1582. Cell 29 | 🎯 Cord (2,-2,0) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1583. Thunder Wave: Move Gauge Refresh 2
  1584. Move: Thunder Wave Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  1585. Color Grid: 🟥 Red
  1586. 1 or more adjacent tiles must be activated
  1587.  
  1588. Cell 30 | 🎯 Cord (1,-2,1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1589. Lithe
  1590. Prevents the user from getting paralyzed.
  1591. Color Grid: 🟨 Yellow
  1592. 1 or more adjacent tiles must be activated
  1593.  
  1594. Cell 31 | 🎯 Cord (3,-3,0) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1595. Thunder Wave: Accuracy 10
  1596. Thunder Wave: Accuracy ↑ 10
  1597. Color Grid: 🟩 Green
  1598. 1 or more adjacent tiles must be activated
  1599. Move level must be 2 or higher
  1600.  
  1601. Cell 32 | 🎯 Cord (2,-3,1) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  1602. Paralysis Synergy 5
  1603. Powers up the user’s moves when the target is paralyzed.
  1604. Color Grid: 🟨 Yellow
  1605. 1 or more adjacent tiles must be activated
  1606. Move level must be 2 or higher
  1607.  
  1608. Cell 33 | 🎯 Cord (1,-3,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1609. Static Shock 5
  1610. Powers up the user’s sync move when the target is paralyzed.
  1611. Color Grid: 🟨 Yellow
  1612. 1 or more adjacent tiles must be activated
  1613. Move level must be 3 or higher
  1614.  
  1615. Cell 34 | 🎯 Cord (3,-4,1) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1616. Defense 10
  1617. Defense 10
  1618. Color Grid: 🟦 Blue
  1619. 1 or more adjacent tiles must be activated
  1620. Move level must be 2 or higher
  1621.  
  1622. Cell 35 | 🎯 Cord (2,-4,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1623. Brainpower
  1624. The more the user’s Sp. Atk is raised, the more it powers up the user’s sync move.
  1625. Color Grid: 🟨 Yellow
  1626. 1 or more adjacent tiles must be activated
  1627. Move level must be 3 or higher
  1628.  
  1629. Cell 36 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1630. Speed 5
  1631. Speed 5
  1632. Color Grid: 🟦 Blue
  1633. 1 or more adjacent tiles must be activated
  1634.  
  1635. Cell 37 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1636. Sp. Atk 5
  1637. Sp. Atk 5
  1638. Color Grid: 🟦 Blue
  1639. 1 or more adjacent tiles must be activated
  1640.  
  1641. Cell 38 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1642. HP 10
  1643. HP 10
  1644. Color Grid: 🟦 Blue
  1645. 1 or more adjacent tiles must be activated
  1646.  
  1647. Cell 39 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1648. Speed 5
  1649. Speed 5
  1650. Color Grid: 🟦 Blue
  1651. 1 or more adjacent tiles must be activated
  1652.  
  1653. Cell 40 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1654. Discharge: Power 3
  1655. Discharge: Power ↑ 3
  1656. Color Grid: 🟩 Green
  1657. 1 or more adjacent tiles must be activated
  1658.  
  1659. Cell 41 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1660. Discharge: Power 3
  1661. Discharge: Power ↑ 3
  1662. Color Grid: 🟩 Green
  1663. 1 or more adjacent tiles must be activated
  1664.  
  1665. Cell 42 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1666. Reviewed and Ready!: MP Refresh 2
  1667. Move: Reviewed and Ready! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1668. Color Grid: 🟥 Red
  1669. 1 or more adjacent tiles must be activated
  1670. Move level must be 2 or higher
  1671.  
  1672. Cell 43 | 🎯 Cord (-2,5,-3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  1673. Shock Recovery 1
  1674. Restores the user’s HP whenever its Pokémon takes an action when the terrain is Electric Terrain.
  1675. Color Grid: 🟨 Yellow
  1676. 1 or more adjacent tiles must be activated
  1677. Move level must be 2 or higher
  1678.  
  1679. Cell 44 | 🎯 Cord (-3,6,-3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  1680. Power Induction 5
  1681. Powers up the user’s moves when the terrain is Electric Terrain.
  1682. Color Grid: 🟨 Yellow
  1683. 1 or more adjacent tiles must be activated
  1684. Move level must be 2 or higher
  1685.  
  1686. Cell 45 | 🎯 Cord (-1,5,-4) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  1687. Turbo Charge 2
  1688. Quickly charges the move gauge when the field is Electric Terrain.
  1689. Color Grid: 🟨 Yellow
  1690. 1 or more adjacent tiles must be activated
  1691. Move level must be 3 or higher
  1692.  
  1693. Cell 46 | 🎯 Cord (-2,6,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1694. Sync Induction 5
  1695. Powers up sync moves when the field is Electric Terrain.
  1696. Color Grid: 🟨 Yellow
  1697. 1 or more adjacent tiles must be activated
  1698. Move level must be 3 or higher
  1699.  
  1700. Cell 47 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1701. Jolt of Genius Electric Beam: Power 25
  1702. Jolt of Genius Electric Beam: Power ↑ 25
  1703. Color Grid: 🟪 Purple
  1704. 1 or more adjacent tiles must be activated
  1705. Move level must be 3 or higher
  1706.  
  1707. Cell 48 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1708. Jolt of Genius Electric Beam: Power 25
  1709. Jolt of Genius Electric Beam: Power ↑ 25
  1710. Color Grid: 🟪 Purple
  1711. 1 or more adjacent tiles must be activated
  1712. Move level must be 3 or higher
  1713.  
  1714.  
  1715. ====================================================
  1716. ====================================================
  1717. Trainer : Sygna Suit Hilbert
  1718. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1719. HP 10
  1720. HP 10
  1721. Color Grid: 🟦 Blue
  1722.  
  1723. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1724. Sp. Atk 5
  1725. Sp. Atk 5
  1726. Color Grid: 🟦 Blue
  1727.  
  1728. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1729. Defense 5
  1730. Defense 5
  1731. Color Grid: 🟦 Blue
  1732.  
  1733. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1734. Sp. Atk 5
  1735. Sp. Atk 5
  1736. Color Grid: 🟦 Blue
  1737.  
  1738. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1739. Sp. Def 5
  1740. Sp. Def 5
  1741. Color Grid: 🟦 Blue
  1742.  
  1743. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1744. Speed 5
  1745. Speed 5
  1746. Color Grid: 🟦 Blue
  1747.  
  1748. Cell 7 | 🎯 Cord (0,2,-2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1749. Superduper Effective 1
  1750. Powers up moves that are super effective.
  1751. Color Grid: 🟨 Yellow
  1752. 1 or more adjacent tiles must be activated
  1753. Move level must be 2 or higher
  1754.  
  1755. Cell 8 | 🎯 Cord (0,4,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1756. Team Sharp Entry 1
  1757. Raises the critical-hit rate of all allied sync pairs by 1 stat rank when the user enters a battle.
  1758. Color Grid: 🟨 Yellow
  1759. 1 or more adjacent tiles must be activated
  1760. Move level must be 4 or higher
  1761.  
  1762. Cell 9 | 🎯 Cord (0,5,-5) | Cost: ⚡ 12 Energy | 🔮 144 Sync Orb(s)
  1763. Hilbert’s Aim
  1764. When the target’s weakness type is either Fire, Water, Electric, Ice, or Bug, lowers the target’s Type Rebuff of that type by 1 rank the first time the user’s attack move against that target is successful each battle.
  1765. Color Grid: 🟨 Yellow
  1766. 1 or more adjacent tiles must be activated
  1767. Move level must be 5 or higher
  1768.  
  1769. Cell 10 | 🎯 Cord (0,-2,2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  1770. Safety Tether
  1771. Applies the Enduring effect to the user the first time its sync move is used each battle.
  1772. Color Grid: 🟨 Yellow
  1773. 1 or more adjacent tiles must be activated
  1774. Move level must be 2 or higher
  1775.  
  1776. Cell 11 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1777. Super Slowering Hit 9
  1778. Lowers the target’s Speed by 2 stat ranks when the user’s move against the target is super effective.
  1779. Color Grid: 🟨 Yellow
  1780. 1 or more adjacent tiles must be activated
  1781. Move level must be 4 or higher
  1782.  
  1783. Cell 12 | 🎯 Cord (1,-4,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1784. Cakewalk
  1785. The more the target’s Speed is lowered, the more it powers up the user’s sync move.
  1786. Color Grid: 🟨 Yellow
  1787. 1 or more adjacent tiles must be activated
  1788. Move level must be 5 or higher
  1789.  
  1790. Cell 13 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1791. Sp. Def 5
  1792. Sp. Def 5
  1793. Color Grid: 🟦 Blue
  1794. 1 or more adjacent tiles must be activated
  1795.  
  1796. Cell 14 | 🎯 Cord (2,1,-3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1797. Techno Blast: Power 2
  1798. Techno Blast: Power ↑ 2
  1799. Color Grid: 🟩 Green
  1800. 1 or more adjacent tiles must be activated
  1801.  
  1802. Cell 15 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1803. Sp. Atk 5
  1804. Sp. Atk 5
  1805. Color Grid: 🟦 Blue
  1806. 1 or more adjacent tiles must be activated
  1807.  
  1808. Cell 16 | 🎯 Cord (3,1,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1809. Techno Blast: Power 2
  1810. Techno Blast: Power ↑ 2
  1811. Color Grid: 🟩 Green
  1812. 1 or more adjacent tiles must be activated
  1813.  
  1814. Cell 17 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1815. Techno Blast: Power 2
  1816. Techno Blast: Power ↑ 2
  1817. Color Grid: 🟩 Green
  1818. 1 or more adjacent tiles must be activated
  1819.  
  1820. Cell 18 | 🎯 Cord (1,3,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1821. Bug Daunt 9
  1822. Lowers the target’s Sp. Atk by 1 stat rank when the user’s Bug-type move against the target is successful.
  1823. Color Grid: 🟨 Yellow
  1824. 1 or more adjacent tiles must be activated
  1825. Move level must be 2 or higher
  1826.  
  1827. Cell 19 | 🎯 Cord (3,2,-5) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1828. Sp. Def 5
  1829. Sp. Def 5
  1830. Color Grid: 🟦 Blue
  1831. 1 or more adjacent tiles must be activated
  1832.  
  1833. Cell 20 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1834. Techno Blast: Move Gauge Refresh 3
  1835. Move: Techno Blast Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1836. Color Grid: 🟥 Red
  1837. 1 or more adjacent tiles must be activated
  1838. Move level must be 2 or higher
  1839.  
  1840. Cell 21 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1841. Bug Enigma 9
  1842. Lowers the target’s Sp. Def by 1 stat rank when the user’s Bug-type move against the target is successful.
  1843. Color Grid: 🟨 Yellow
  1844. 1 or more adjacent tiles must be activated
  1845. Move level must be 3 or higher
  1846.  
  1847. Cell 22 | 🎯 Cord (3,3,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1848. Water Crush 9
  1849. Lowers the target’s Defense by 1 stat rank when the user’s Water-type move against the target is successful.
  1850. Color Grid: 🟨 Yellow
  1851. 1 or more adjacent tiles must be activated
  1852. Move level must be 2 or higher
  1853.  
  1854. Cell 23 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1855. Super Freebie 2
  1856. Has a chance (30%) of applying the Free Move Next effect to the user when its move is super effective.
  1857. Color Grid: 🟨 Yellow
  1858. 1 or more adjacent tiles must be activated
  1859. Move level must be 3 or higher
  1860.  
  1861. Cell 24 | 🎯 Cord (-2,1,1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1862. Lithe
  1863. Prevents the user from getting paralyzed.
  1864. Color Grid: 🟨 Yellow
  1865. 1 or more adjacent tiles must be activated
  1866.  
  1867. Cell 25 | 🎯 Cord (-3,1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1868. Defense 5
  1869. Defense 5
  1870. Color Grid: 🟦 Blue
  1871. 1 or more adjacent tiles must be activated
  1872.  
  1873. Cell 26 | 🎯 Cord (-2,0,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1874. Sp. Def 5
  1875. Sp. Def 5
  1876. Color Grid: 🟦 Blue
  1877. 1 or more adjacent tiles must be activated
  1878.  
  1879. Cell 27 | 🎯 Cord (-3,0,3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1880. Defense 10
  1881. Defense 10
  1882. Color Grid: 🟦 Blue
  1883. 1 or more adjacent tiles must be activated
  1884. Move level must be 2 or higher
  1885.  
  1886. Cell 28 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1887. HP 10
  1888. HP 10
  1889. Color Grid: 🟦 Blue
  1890. 1 or more adjacent tiles must be activated
  1891.  
  1892. Cell 29 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1893. Dauntless
  1894. Sp. Atk cannot be lowered.
  1895. Color Grid: 🟨 Yellow
  1896. 1 or more adjacent tiles must be activated
  1897. Move level must be 2 or higher
  1898.  
  1899. Cell 30 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1900. Metal Sound: Move Gauge Refresh 3
  1901. Move: Metal Sound Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1902. Color Grid: 🟥 Red
  1903. 1 or more adjacent tiles must be activated
  1904. Move level must be 2 or higher
  1905.  
  1906. Cell 31 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1907. Metal Sound: Charging Infliction 2
  1908. Move: Metal Sound Charges the user’s move gauge by 2 when its Pokémon uses a status move.
  1909. Color Grid: 🟥 Red
  1910. 1 or more adjacent tiles must be activated
  1911. Move level must be 3 or higher
  1912.  
  1913. Cell 32 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1914. Metal Sound: Ripple Effect 9
  1915. Move: Metal Sound When a move used by the user’s Pokémon lowers an opponent’s stat, lowers the same stat for all opposing sync pairs instead.
  1916. Color Grid: 🟥 Red
  1917. 1 or more adjacent tiles must be activated
  1918. Move level must be 3 or higher
  1919.  
  1920. Cell 33 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1921. Escape Artist
  1922. Prevents the user from becoming trapped.
  1923. Color Grid: 🟨 Yellow
  1924. 1 or more adjacent tiles must be activated
  1925.  
  1926. Cell 34 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1927. Perfect Aim!: MP Refresh 2
  1928. Move: Perfect Aim! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1929. Color Grid: 🟥 Red
  1930. 1 or more adjacent tiles must be activated
  1931.  
  1932. Cell 35 | 🎯 Cord (2,-2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1933. Defense 5
  1934. Defense 5
  1935. Color Grid: 🟦 Blue
  1936. 1 or more adjacent tiles must be activated
  1937.  
  1938. Cell 36 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1939. Speed 5
  1940. Speed 5
  1941. Color Grid: 🟦 Blue
  1942. 1 or more adjacent tiles must be activated
  1943.  
  1944. Cell 37 | 🎯 Cord (3,-3,0) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  1945. Insect Acceleration 2
  1946. Quickly charges the move gauge when the zone is a Bug Zone.
  1947. Color Grid: 🟨 Yellow
  1948. 1 or more adjacent tiles must be activated
  1949. Move level must be 2 or higher
  1950.  
  1951. Cell 38 | 🎯 Cord (2,-3,1) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1952. Sp. Atk 10
  1953. Sp. Atk 10
  1954. Color Grid: 🟦 Blue
  1955. 1 or more adjacent tiles must be activated
  1956. Move level must be 2 or higher
  1957.  
  1958. Cell 39 | 🎯 Cord (1,-3,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1959. Brainteaser
  1960. The more the target’s Sp. Def is lowered, the more it powers up the user’s moves.
  1961. Color Grid: 🟨 Yellow
  1962. 1 or more adjacent tiles must be activated
  1963. Move level must be 3 or higher
  1964.  
  1965. Cell 40 | 🎯 Cord (3,-4,1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1966. Insect Power 1
  1967. Powers up the user’s moves when the zone is a Bug Zone.
  1968. Color Grid: 🟨 Yellow
  1969. 1 or more adjacent tiles must be activated
  1970. Move level must be 2 or higher
  1971.  
  1972. Cell 41 | 🎯 Cord (2,-4,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1973. Static Brush 9
  1974. Leaves the target paralyzed when the user’s Electric-type attack move against it is successful.
  1975. Color Grid: 🟨 Yellow
  1976. 1 or more adjacent tiles must be activated
  1977. Move level must be 3 or higher
  1978.  
  1979. Cell 42 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1980. Sp. Atk 5
  1981. Sp. Atk 5
  1982. Color Grid: 🟦 Blue
  1983. 1 or more adjacent tiles must be activated
  1984.  
  1985. Cell 43 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1986. Techno Blast: Power 2
  1987. Techno Blast: Power ↑ 2
  1988. Color Grid: 🟩 Green
  1989. 1 or more adjacent tiles must be activated
  1990.  
  1991. Cell 44 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1992. Speed 5
  1993. Speed 5
  1994. Color Grid: 🟦 Blue
  1995. 1 or more adjacent tiles must be activated
  1996.  
  1997. Cell 45 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1998. Sp. Def 5
  1999. Sp. Def 5
  2000. Color Grid: 🟦 Blue
  2001. 1 or more adjacent tiles must be activated
  2002.  
  2003. Cell 46 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2004. Techno Blast: Power 2
  2005. Techno Blast: Power ↑ 2
  2006. Color Grid: 🟩 Green
  2007. 1 or more adjacent tiles must be activated
  2008.  
  2009. Cell 47 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2010. HP 10
  2011. HP 10
  2012. Color Grid: 🟦 Blue
  2013. 1 or more adjacent tiles must be activated
  2014.  
  2015. Cell 48 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2016. Weakening Fire 9
  2017. Lowers the target’s Attack by 1 stat rank when the user’s Fire-type move against the target is successful.
  2018. Color Grid: 🟨 Yellow
  2019. 1 or more adjacent tiles must be activated
  2020. Move level must be 2 or higher
  2021.  
  2022. Cell 49 | 🎯 Cord (-2,5,-3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  2023. Speed 10
  2024. Speed 10
  2025. Color Grid: 🟦 Blue
  2026. 1 or more adjacent tiles must be activated
  2027. Move level must be 2 or higher
  2028.  
  2029. Cell 50 | 🎯 Cord (-3,6,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2030. Dire Hit +: MP Refresh 2
  2031. Move: Dire Hit + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2032. Color Grid: 🟥 Red
  2033. 1 or more adjacent tiles must be activated
  2034. Move level must be 2 or higher
  2035.  
  2036. Cell 51 | 🎯 Cord (-1,5,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2037. Icy Touch 2
  2038. Has a chance (30%) of leaving the target frozen when the user’s Ice-type attack move against it is successful.
  2039. Color Grid: 🟨 Yellow
  2040. 1 or more adjacent tiles must be activated
  2041. Move level must be 3 or higher
  2042.  
  2043. Cell 52 | 🎯 Cord (-2,6,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2044. Brainpower
  2045. The more the user’s Sp. Atk is raised, the more it powers up the user’s sync move.
  2046. Color Grid: 🟨 Yellow
  2047. 1 or more adjacent tiles must be activated
  2048. Move level must be 3 or higher
  2049.  
  2050. Cell 53 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2051. Aim for Victory Bug Buzz: Power 25
  2052. Aim for Victory Bug Buzz: Power ↑ 25
  2053. Color Grid: 🟩 Green
  2054. 1 or more adjacent tiles must be activated
  2055. Move level must be 3 or higher
  2056.  
  2057. Cell 54 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2058. Aim for Victory Bug Buzz: Power 25
  2059. Aim for Victory Bug Buzz: Power ↑ 25
  2060. Color Grid: 🟩 Green
  2061. 1 or more adjacent tiles must be activated
  2062. Move level must be 3 or higher
  2063.  
  2064.  
  2065. ====================================================
  2066. ====================================================
  2067. Trainer : Clay
  2068. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2069. HP 10
  2070. HP 10
  2071. Color Grid: 🟦 Blue
  2072.  
  2073. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2074. Attack 5
  2075. Attack 5
  2076. Color Grid: 🟦 Blue
  2077.  
  2078. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2079. Defense 5
  2080. Defense 5
  2081. Color Grid: 🟦 Blue
  2082.  
  2083. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2084. Sp. Atk 5
  2085. Sp. Atk 5
  2086. Color Grid: 🟦 Blue
  2087.  
  2088. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2089. Sp. Def 5
  2090. Sp. Def 5
  2091. Color Grid: 🟦 Blue
  2092.  
  2093. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2094. Speed 5
  2095. Speed 5
  2096. Color Grid: 🟦 Blue
  2097.  
  2098. Cell 7 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2099. Speed 5
  2100. Speed 5
  2101. Color Grid: 🟦 Blue
  2102. 1 or more adjacent tiles must be activated
  2103. Release Date: 25-11-2022 06:00:00
  2104.  
  2105. Cell 8 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2106. Attack 5
  2107. Attack 5
  2108. Color Grid: 🟦 Blue
  2109. 1 or more adjacent tiles must be activated
  2110. Release Date: 25-11-2022 06:00:00
  2111.  
  2112. Cell 9 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2113. Defense 5
  2114. Defense 5
  2115. Color Grid: 🟦 Blue
  2116. 1 or more adjacent tiles must be activated
  2117. Release Date: 25-11-2022 06:00:00
  2118.  
  2119. Cell 10 | 🎯 Cord (3,1,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2120. Mud Shot: Power 4
  2121. Mud Shot: Power ↑ 4
  2122. Color Grid: 🟩 Green
  2123. 1 or more adjacent tiles must be activated
  2124. Release Date: 25-11-2022 06:00:00
  2125.  
  2126. Cell 11 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2127. Mud Shot: Power 4
  2128. Mud Shot: Power ↑ 4
  2129. Color Grid: 🟩 Green
  2130. 1 or more adjacent tiles must be activated
  2131. Release Date: 25-11-2022 06:00:00
  2132.  
  2133. Cell 12 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2134. Mud Shot: Accuracy 5
  2135. Mud Shot: Accuracy ↑ 5
  2136. Color Grid: 🟩 Green
  2137. 1 or more adjacent tiles must be activated
  2138. Move level must be 2 or higher
  2139. Release Date: 25-11-2022 06:00:00
  2140.  
  2141. Cell 13 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2142. Mud Shot: Power 4
  2143. Mud Shot: Power ↑ 4
  2144. Color Grid: 🟩 Green
  2145. 1 or more adjacent tiles must be activated
  2146. Release Date: 25-11-2022 06:00:00
  2147.  
  2148. Cell 14 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2149. Mud Shot: Move Gauge Refresh 2
  2150. Move: Mud Shot Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  2151. Color Grid: 🟥 Red
  2152. 1 or more adjacent tiles must be activated
  2153. Move level must be 2 or higher
  2154. Release Date: 25-11-2022 06:00:00
  2155.  
  2156. Cell 15 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2157. Mud Shot: Trip Up 9
  2158. Move: Mud Shot Lowers the target’s Speed by 1 stat rank when the user’s attack move against the target is successful.
  2159. Color Grid: 🟥 Red
  2160. 1 or more adjacent tiles must be activated
  2161. Move level must be 3 or higher
  2162. Release Date: 25-11-2022 06:00:00
  2163.  
  2164. Cell 16 | 🎯 Cord (3,3,-6) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2165. Sp. Def 5
  2166. Sp. Def 5
  2167. Color Grid: 🟦 Blue
  2168. 1 or more adjacent tiles must be activated
  2169. Move level must be 2 or higher
  2170. Release Date: 25-11-2022 06:00:00
  2171.  
  2172. Cell 17 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2173. Ramming Speed
  2174. The more the user’s Speed is raised, the more it powers up the user’s moves.
  2175. Color Grid: 🟨 Yellow
  2176. 1 or more adjacent tiles must be activated
  2177. Move level must be 3 or higher
  2178. Release Date: 25-11-2022 06:00:00
  2179.  
  2180. Cell 18 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2181. HP 10
  2182. HP 10
  2183. Color Grid: 🟦 Blue
  2184. 1 or more adjacent tiles must be activated
  2185. Release Date: 25-11-2022 06:00:00
  2186.  
  2187. Cell 19 | 🎯 Cord (-3,1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2188. Attack 5
  2189. Attack 5
  2190. Color Grid: 🟦 Blue
  2191. 1 or more adjacent tiles must be activated
  2192. Release Date: 25-11-2022 06:00:00
  2193.  
  2194. Cell 20 | 🎯 Cord (-2,0,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2195. Bulldoze: Power 3
  2196. Bulldoze: Power ↑ 3
  2197. Color Grid: 🟩 Green
  2198. 1 or more adjacent tiles must be activated
  2199. Release Date: 25-11-2022 06:00:00
  2200.  
  2201. Cell 21 | 🎯 Cord (-3,0,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2202. Bulldoze: Power 3
  2203. Bulldoze: Power ↑ 3
  2204. Color Grid: 🟩 Green
  2205. 1 or more adjacent tiles must be activated
  2206. Move level must be 2 or higher
  2207. Release Date: 25-11-2022 06:00:00
  2208.  
  2209. Cell 22 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2210. Bulldoze: Power 3
  2211. Bulldoze: Power ↑ 3
  2212. Color Grid: 🟩 Green
  2213. 1 or more adjacent tiles must be activated
  2214. Release Date: 25-11-2022 06:00:00
  2215.  
  2216. Cell 23 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2217. Bulldoze: Move Gauge Refresh 2
  2218. Move: Bulldoze Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  2219. Color Grid: 🟥 Red
  2220. 1 or more adjacent tiles must be activated
  2221. Move level must be 2 or higher
  2222. Release Date: 25-11-2022 06:00:00
  2223.  
  2224. Cell 24 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2225. Virulent Toxin 3
  2226. Powers up the user’s sync move when the target is poisoned or badly poisoned.
  2227. Color Grid: 🟨 Yellow
  2228. 1 or more adjacent tiles must be activated
  2229. Move level must be 2 or higher
  2230. Release Date: 25-11-2022 06:00:00
  2231.  
  2232. Cell 25 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2233. Bulldoze: Move Gauge Refresh 4
  2234. Move: Bulldoze Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  2235. Color Grid: 🟥 Red
  2236. 1 or more adjacent tiles must be activated
  2237. Move level must be 3 or higher
  2238. Release Date: 25-11-2022 06:00:00
  2239.  
  2240. Cell 26 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2241. Toxic Chance 2
  2242. Has a chance (30%) of leaving the target poisoned when a move targeting that opponent is successful.
  2243. Color Grid: 🟨 Yellow
  2244. 1 or more adjacent tiles must be activated
  2245. Move level must be 3 or higher
  2246. Release Date: 25-11-2022 06:00:00
  2247.  
  2248. Cell 27 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2249. Mud Shot: Power 4
  2250. Mud Shot: Power ↑ 4
  2251. Color Grid: 🟩 Green
  2252. 1 or more adjacent tiles must be activated
  2253. Release Date: 25-11-2022 06:00:00
  2254.  
  2255. Cell 28 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2256. Sp. Atk 5
  2257. Sp. Atk 5
  2258. Color Grid: 🟦 Blue
  2259. 1 or more adjacent tiles must be activated
  2260. Release Date: 25-11-2022 06:00:00
  2261.  
  2262. Cell 29 | 🎯 Cord (2,-2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2263. Mud Shot: Power 4
  2264. Mud Shot: Power ↑ 4
  2265. Color Grid: 🟩 Green
  2266. 1 or more adjacent tiles must be activated
  2267. Release Date: 25-11-2022 06:00:00
  2268.  
  2269. Cell 30 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2270. Defense 5
  2271. Defense 5
  2272. Color Grid: 🟦 Blue
  2273. 1 or more adjacent tiles must be activated
  2274. Release Date: 25-11-2022 06:00:00
  2275.  
  2276. Cell 31 | 🎯 Cord (3,-3,0) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  2277. Refreshing Rain 1
  2278. Restores the user’s HP whenever its Pokémon takes an action while the weather is rainy.
  2279. Color Grid: 🟨 Yellow
  2280. 1 or more adjacent tiles must be activated
  2281. Move level must be 2 or higher
  2282. Release Date: 25-11-2022 06:00:00
  2283.  
  2284. Cell 32 | 🎯 Cord (2,-3,1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2285. X Sp. Def: MP Refresh 2
  2286. Move: X Sp. Def Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2287. Color Grid: 🟥 Red
  2288. 1 or more adjacent tiles must be activated
  2289. Move level must be 2 or higher
  2290. Release Date: 25-11-2022 06:00:00
  2291.  
  2292. Cell 33 | 🎯 Cord (1,-3,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2293. Hunter’s Instinct
  2294. The more the target’s Speed is lowered, the more it powers up the user’s moves.
  2295. Color Grid: 🟨 Yellow
  2296. 1 or more adjacent tiles must be activated
  2297. Move level must be 3 or higher
  2298. Release Date: 25-11-2022 06:00:00
  2299.  
  2300. Cell 34 | 🎯 Cord (3,-4,1) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  2301. Racing Rain 2
  2302. Quickly charges the move gauge when the weather is rainy.
  2303. Color Grid: 🟨 Yellow
  2304. 1 or more adjacent tiles must be activated
  2305. Move level must be 2 or higher
  2306. Release Date: 25-11-2022 06:00:00
  2307.  
  2308. Cell 35 | 🎯 Cord (2,-4,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2309. Brute Wits
  2310. The more the user’s Sp. Def is raised, the more it powers up the user’s sync move.
  2311. Color Grid: 🟨 Yellow
  2312. 1 or more adjacent tiles must be activated
  2313. Move level must be 3 or higher
  2314. Release Date: 25-11-2022 06:00:00
  2315.  
  2316. Cell 36 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2317. HP 10
  2318. HP 10
  2319. Color Grid: 🟦 Blue
  2320. 1 or more adjacent tiles must be activated
  2321. Release Date: 25-11-2022 06:00:00
  2322.  
  2323. Cell 37 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2324. Sand Shelter
  2325. Protects the user from damage from a sandstorm.
  2326. Color Grid: 🟨 Yellow
  2327. 1 or more adjacent tiles must be activated
  2328. Release Date: 25-11-2022 06:00:00
  2329.  
  2330. Cell 38 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2331. Sp. Atk 5
  2332. Sp. Atk 5
  2333. Color Grid: 🟦 Blue
  2334. 1 or more adjacent tiles must be activated
  2335. Release Date: 25-11-2022 06:00:00
  2336.  
  2337. Cell 39 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2338. Haste
  2339. Speed cannot be lowered.
  2340. Color Grid: 🟨 Yellow
  2341. 1 or more adjacent tiles must be activated
  2342. Release Date: 25-11-2022 06:00:00
  2343.  
  2344. Cell 40 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2345. Speed 5
  2346. Speed 5
  2347. Color Grid: 🟦 Blue
  2348. 1 or more adjacent tiles must be activated
  2349. Release Date: 25-11-2022 06:00:00
  2350.  
  2351. Cell 41 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2352. Bulldoze: Power 3
  2353. Bulldoze: Power ↑ 3
  2354. Color Grid: 🟩 Green
  2355. 1 or more adjacent tiles must be activated
  2356. Release Date: 25-11-2022 06:00:00
  2357.  
  2358. Cell 42 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2359. Bulldoze: Power 3
  2360. Bulldoze: Power ↑ 3
  2361. Color Grid: 🟩 Green
  2362. 1 or more adjacent tiles must be activated
  2363. Move level must be 2 or higher
  2364. Release Date: 25-11-2022 06:00:00
  2365.  
  2366. Cell 43 | 🎯 Cord (-2,5,-3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  2367. It Ain’t Over!: Berserker 1
  2368. Move: It Ain’t Over! Raises the user’s Attack by 1 stat rank when its move is successful.
  2369. Color Grid: 🟥 Red
  2370. 1 or more adjacent tiles must be activated
  2371. Move level must be 2 or higher
  2372. Release Date: 25-11-2022 06:00:00
  2373.  
  2374. Cell 44 | 🎯 Cord (-3,6,-3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  2375. Sp. Def 10
  2376. Sp. Def 10
  2377. Color Grid: 🟦 Blue
  2378. 1 or more adjacent tiles must be activated
  2379. Move level must be 2 or higher
  2380. Release Date: 25-11-2022 06:00:00
  2381.  
  2382. Cell 45 | 🎯 Cord (-1,5,-4) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  2383. It Ain’t Over!: Move Gauge Refresh 9
  2384. Move: It Ain’t Over! Charges the user’s move gauge by one when its move is successful.
  2385. Color Grid: 🟥 Red
  2386. 1 or more adjacent tiles must be activated
  2387. Move level must be 3 or higher
  2388. Release Date: 25-11-2022 06:00:00
  2389.  
  2390. Cell 46 | 🎯 Cord (-2,6,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2391. Sync Burst 1
  2392. Restores 1 MP for the user the first time its sync move is used each battle.
  2393. Color Grid: 🟨 Yellow
  2394. 1 or more adjacent tiles must be activated
  2395. Move level must be 3 or higher
  2396. Release Date: 25-11-2022 06:00:00
  2397.  
  2398. Cell 47 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2399. Rock-Bottom Bulldoze: Power 25
  2400. Rock-Bottom Bulldoze: Power ↑ 25
  2401. Color Grid: 🟪 Purple
  2402. 1 or more adjacent tiles must be activated
  2403. Move level must be 3 or higher
  2404. Release Date: 25-11-2022 06:00:00
  2405.  
  2406. Cell 48 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2407. Rock-Bottom Bulldoze: Power 25
  2408. Rock-Bottom Bulldoze: Power ↑ 25
  2409. Color Grid: 🟪 Purple
  2410. 1 or more adjacent tiles must be activated
  2411. Move level must be 3 or higher
  2412. Release Date: 25-11-2022 06:00:00
  2413.  
  2414.  
  2415. ====================================================
  2416. Trainer : N (Grid Update)
  2417.  
  2418. Cell 49 | 🎯 Cord (0,2,-2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2419. Unbending
  2420. Defense cannot be lowered.
  2421. Color Grid: 🟨 Yellow
  2422. 1 or more adjacent tiles must be activated
  2423. Move level must be 2 or higher
  2424. Release Date: 01-11-2022 06:00:00
  2425.  
  2426. Cell 50 | 🎯 Cord (0,4,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2427. Hostile Environment 4
  2428. Raises the chance of inflicting status conditions with the additional effects of moves.
  2429. Color Grid: 🟨 Yellow
  2430. 1 or more adjacent tiles must be activated
  2431. Move level must be 4 or higher
  2432. Release Date: 01-11-2022 06:00:00
  2433.  
  2434. Cell 51 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2435. Static Boost 3
  2436. Powers up the user’s moves and sync move when the target is paralyzed.
  2437. Color Grid: 🟨 Yellow
  2438. 1 or more adjacent tiles must be activated
  2439. Move level must be 5 or higher
  2440. Release Date: 01-11-2022 06:00:00
  2441.  
  2442. Cell 52 | 🎯 Cord (0,-2,2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2443. Ideals Will Prevail!: Follow-Through 9
  2444. Move: Ideals Will Prevail! Applies the Critical Hit Next effect to the user when its move is successful.
  2445. Color Grid: 🟥 Red
  2446. 1 or more adjacent tiles must be activated
  2447. Move level must be 2 or higher
  2448. Release Date: 01-11-2022 06:00:00
  2449.  
  2450. Cell 53 | 🎯 Cord (0,-4,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2451. Focus Rush 3
  2452. Raises the user’s critical-hit rate by 3 stat ranks after using its sync move.
  2453. Color Grid: 🟨 Yellow
  2454. 1 or more adjacent tiles must be activated
  2455. Move level must be 4 or higher
  2456. Release Date: 01-11-2022 06:00:00
  2457.  
  2458. Cell 54 | 🎯 Cord (1,-4,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2459. Ideals Will Prevail!: Berserker 2
  2460. Move: Ideals Will Prevail! Raises the user’s Attack by 2 stat ranks when its move is successful.
  2461. Color Grid: 🟥 Red
  2462. 1 or more adjacent tiles must be activated
  2463. Move level must be 5 or higher
  2464. Release Date: 01-11-2022 06:00:00
  2465.  
  2466.  
  2467. ====================================================
  2468. ====================================================
  2469. Trainer : Sygna Suit N
  2470. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2471. HP 10
  2472. HP 10
  2473. Color Grid: 🟦 Blue
  2474.  
  2475. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2476. Attack 5
  2477. Attack 5
  2478. Color Grid: 🟦 Blue
  2479.  
  2480. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2481. Defense 5
  2482. Defense 5
  2483. Color Grid: 🟦 Blue
  2484.  
  2485. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2486. Attack 5
  2487. Attack 5
  2488. Color Grid: 🟦 Blue
  2489.  
  2490. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2491. Sp. Def 5
  2492. Sp. Def 5
  2493. Color Grid: 🟦 Blue
  2494.  
  2495. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2496. Speed 5
  2497. Speed 5
  2498. Color Grid: 🟦 Blue
  2499.  
  2500. Cell 7 | 🎯 Cord (0,2,-2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2501. Quick Cure
  2502. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  2503. Color Grid: 🟨 Yellow
  2504. 1 or more adjacent tiles must be activated
  2505. Move level must be 2 or higher
  2506.  
  2507. Cell 8 | 🎯 Cord (0,4,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2508. Peak Readiness 9
  2509. Increases the user’s Physical Moves ↑ Next effect by 1 rank when the user takes up a counter attacking posture or gets ready to attack.
  2510. Color Grid: 🟨 Yellow
  2511. 1 or more adjacent tiles must be activated
  2512. Move level must be 4 or higher
  2513.  
  2514. Cell 9 | 🎯 Cord (0,5,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2515. Soften Up 1
  2516. Critical hits land more easily when the user attacks with a sync move.
  2517. Color Grid: 🟨 Yellow
  2518. 1 or more adjacent tiles must be activated
  2519. Move level must be 5 or higher
  2520.  
  2521. Cell 10 | 🎯 Cord (0,-2,2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2522. Natural Remedy
  2523. Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
  2524. Color Grid: 🟨 Yellow
  2525. 1 or more adjacent tiles must be activated
  2526. Move level must be 2 or higher
  2527.  
  2528. Cell 11 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2529. Team Fast-Track 9
  2530. Raises the Speed of all allied sync pairs by one stat rank when the user’s Pokémon uses a move.
  2531. Color Grid: 🟨 Yellow
  2532. 1 or more adjacent tiles must be activated
  2533. Move level must be 4 or higher
  2534.  
  2535. Cell 12 | 🎯 Cord (1,-4,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2536. Ready for Anything 5
  2537. Reduces damage when the user is hit by an attack move or sync move while it is in a counter attacking posture or ready to attack.
  2538. Color Grid: 🟨 Yellow
  2539. 1 or more adjacent tiles must be activated
  2540. Move level must be 5 or higher
  2541.  
  2542. Cell 13 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2543. Sp. Def 5
  2544. Sp. Def 5
  2545. Color Grid: 🟦 Blue
  2546. 1 or more adjacent tiles must be activated
  2547.  
  2548. Cell 14 | 🎯 Cord (2,1,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2549. Snow Shelter
  2550. Protects the user from damage from a hailstorm.
  2551. Color Grid: 🟨 Yellow
  2552. 1 or more adjacent tiles must be activated
  2553.  
  2554. Cell 15 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2555. Defense 5
  2556. Defense 5
  2557. Color Grid: 🟦 Blue
  2558. 1 or more adjacent tiles must be activated
  2559.  
  2560. Cell 16 | 🎯 Cord (3,1,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2561. Freeze Shock: Power 2
  2562. Freeze Shock: Power ↑ 2
  2563. Color Grid: 🟩 Green
  2564. 1 or more adjacent tiles must be activated
  2565.  
  2566. Cell 17 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2567. Freeze Shock: Power 2
  2568. Freeze Shock: Power ↑ 2
  2569. Color Grid: 🟩 Green
  2570. 1 or more adjacent tiles must be activated
  2571.  
  2572. Cell 18 | 🎯 Cord (1,3,-4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2573. Pinpoint Entry 1
  2574. Raises the user’s accuracy by 1 stat rank when it enters a battle.
  2575. Color Grid: 🟨 Yellow
  2576. 1 or more adjacent tiles must be activated
  2577. Move level must be 2 or higher
  2578.  
  2579. Cell 19 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2580. Freeze Shock: Power 2
  2581. Freeze Shock: Power ↑ 2
  2582. Color Grid: 🟩 Green
  2583. 1 or more adjacent tiles must be activated
  2584.  
  2585. Cell 20 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2586. Freeze Shock: Move Gauge Refresh 3
  2587. Move: Freeze Shock Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  2588. Color Grid: 🟥 Red
  2589. 1 or more adjacent tiles must be activated
  2590. Move level must be 2 or higher
  2591.  
  2592. Cell 21 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2593. Head Start 1
  2594. Reduces the user’s sync move countdown by 1 the first time it enters a battle each battle.
  2595. Color Grid: 🟨 Yellow
  2596. 1 or more adjacent tiles must be activated
  2597. Move level must be 3 or higher
  2598.  
  2599. Cell 22 | 🎯 Cord (3,3,-6) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  2600. Attack 10
  2601. Attack 10
  2602. Color Grid: 🟦 Blue
  2603. 1 or more adjacent tiles must be activated
  2604. Move level must be 2 or higher
  2605.  
  2606. Cell 23 | 🎯 Cord (2,4,-6) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  2607. Demoralizing Sync 6
  2608. Powers up the user’s sync move when the target’s Sp. Atk is lowered.
  2609. Color Grid: 🟨 Yellow
  2610. 1 or more adjacent tiles must be activated
  2611. Move level must be 3 or higher
  2612.  
  2613. Cell 24 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2614. Defense 5
  2615. Defense 5
  2616. Color Grid: 🟦 Blue
  2617. 1 or more adjacent tiles must be activated
  2618.  
  2619. Cell 25 | 🎯 Cord (-3,1,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2620. Freeze Shock: Accuracy 5
  2621. Freeze Shock: Accuracy ↑ 5
  2622. Color Grid: 🟩 Green
  2623. 1 or more adjacent tiles must be activated
  2624.  
  2625. Cell 26 | 🎯 Cord (-2,0,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2626. Freeze Shock: Power 2
  2627. Freeze Shock: Power ↑ 2
  2628. Color Grid: 🟩 Green
  2629. 1 or more adjacent tiles must be activated
  2630.  
  2631. Cell 27 | 🎯 Cord (-3,0,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2632. Freeze Shock: Power 2
  2633. Freeze Shock: Power ↑ 2
  2634. Color Grid: 🟩 Green
  2635. 1 or more adjacent tiles must be activated
  2636. Move level must be 2 or higher
  2637.  
  2638. Cell 28 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2639. Speed 5
  2640. Speed 5
  2641. Color Grid: 🟦 Blue
  2642. 1 or more adjacent tiles must be activated
  2643.  
  2644. Cell 29 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2645. Healing Hail 1
  2646. Restores the user’s HP whenever its Pokémon takes an action during a hailstorm.
  2647. Color Grid: 🟨 Yellow
  2648. 1 or more adjacent tiles must be activated
  2649. Move level must be 2 or higher
  2650.  
  2651. Cell 30 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2652. Comforting Hail
  2653. The user’s stats cannot be lowered during a hailstorm.
  2654. Color Grid: 🟨 Yellow
  2655. 1 or more adjacent tiles must be activated
  2656. Move level must be 2 or higher
  2657.  
  2658. Cell 31 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2659. Hasty Hail 3
  2660. Quickly charges the move gauge during a hailstorm.
  2661. Color Grid: 🟨 Yellow
  2662. 1 or more adjacent tiles must be activated
  2663. Move level must be 3 or higher
  2664.  
  2665. Cell 32 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2666. Piercing Gaze
  2667. Moves never miss.
  2668. Color Grid: 🟨 Yellow
  2669. 1 or more adjacent tiles must be activated
  2670. Move level must be 3 or higher
  2671.  
  2672. Cell 33 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2673. Headstrong
  2674. Attack cannot be lowered.
  2675. Color Grid: 🟨 Yellow
  2676. 1 or more adjacent tiles must be activated
  2677.  
  2678. Cell 34 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2679. Sp. Def 5
  2680. Sp. Def 5
  2681. Color Grid: 🟦 Blue
  2682. 1 or more adjacent tiles must be activated
  2683.  
  2684. Cell 35 | 🎯 Cord (2,-2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2685. Ice Beam: Power 4
  2686. Ice Beam: Power ↑ 4
  2687. Color Grid: 🟩 Green
  2688. 1 or more adjacent tiles must be activated
  2689.  
  2690. Cell 36 | 🎯 Cord (1,-2,1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2691. Ice Beam: Power 4
  2692. Ice Beam: Power ↑ 4
  2693. Color Grid: 🟩 Green
  2694. 1 or more adjacent tiles must be activated
  2695.  
  2696. Cell 37 | 🎯 Cord (3,-3,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2697. HP 10
  2698. HP 10
  2699. Color Grid: 🟦 Blue
  2700. 1 or more adjacent tiles must be activated
  2701. Move level must be 2 or higher
  2702.  
  2703. Cell 38 | 🎯 Cord (2,-3,1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2704. My Formula!: MP Refresh 2
  2705. Move: My Formula! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2706. Color Grid: 🟥 Red
  2707. 1 or more adjacent tiles must be activated
  2708. Move level must be 2 or higher
  2709.  
  2710. Cell 39 | 🎯 Cord (1,-3,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2711. My Formula!: Berserker 2
  2712. Move: My Formula! Raises the user’s Attack by 2 stat ranks when its move is successful.
  2713. Color Grid: 🟥 Red
  2714. 1 or more adjacent tiles must be activated
  2715. Move level must be 3 or higher
  2716.  
  2717. Cell 40 | 🎯 Cord (3,-4,1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2718. My Formula!: Ramp Up 2
  2719. Move: My Formula! Raises the user’s Sp. Atk by 2 stat ranks when its move is successful.
  2720. Color Grid: 🟥 Red
  2721. 1 or more adjacent tiles must be activated
  2722. Move level must be 2 or higher
  2723.  
  2724. Cell 41 | 🎯 Cord (2,-4,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2725. Sync Damage Guard
  2726. Applies the Damage Guard Next effect to the user the first time its sync move is used each battle.
  2727. Color Grid: 🟨 Yellow
  2728. 1 or more adjacent tiles must be activated
  2729. Move level must be 3 or higher
  2730.  
  2731. Cell 42 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2732. Defense 5
  2733. Defense 5
  2734. Color Grid: 🟦 Blue
  2735. 1 or more adjacent tiles must be activated
  2736.  
  2737. Cell 43 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2738. Speed 5
  2739. Speed 5
  2740. Color Grid: 🟦 Blue
  2741. 1 or more adjacent tiles must be activated
  2742.  
  2743. Cell 44 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2744. HP 10
  2745. HP 10
  2746. Color Grid: 🟦 Blue
  2747. 1 or more adjacent tiles must be activated
  2748.  
  2749. Cell 45 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2750. Antifreeze
  2751. Prevents the user from becoming frozen.
  2752. Color Grid: 🟨 Yellow
  2753. 1 or more adjacent tiles must be activated
  2754.  
  2755. Cell 46 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2756. Ice Beam: Power 4
  2757. Ice Beam: Power ↑ 4
  2758. Color Grid: 🟩 Green
  2759. 1 or more adjacent tiles must be activated
  2760.  
  2761. Cell 47 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2762. Sp. Def 5
  2763. Sp. Def 5
  2764. Color Grid: 🟦 Blue
  2765. 1 or more adjacent tiles must be activated
  2766.  
  2767. Cell 48 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2768. Ice Beam: Power 4
  2769. Ice Beam: Power ↑ 4
  2770. Color Grid: 🟪 Purple
  2771. 1 or more adjacent tiles must be activated
  2772. Move level must be 2 or higher
  2773.  
  2774. Cell 49 | 🎯 Cord (-2,5,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2775. Ice Beam: Move Gauge Refresh 3
  2776. Move: Ice Beam Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  2777. Color Grid: 🟥 Red
  2778. 1 or more adjacent tiles must be activated
  2779. Move level must be 2 or higher
  2780.  
  2781. Cell 50 | 🎯 Cord (-3,6,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2782. Ice Beam: Superduper Effective 9
  2783. Move: Ice Beam Powers up moves that are super effective.
  2784. Color Grid: 🟥 Red
  2785. 1 or more adjacent tiles must be activated
  2786. Move level must be 2 or higher
  2787.  
  2788. Cell 51 | 🎯 Cord (-1,5,-4) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  2789. Hostile Environment 2
  2790. Raises the chance of inflicting status conditions with the additional effects of moves.
  2791. Color Grid: 🟨 Yellow
  2792. 1 or more adjacent tiles must be activated
  2793. Move level must be 3 or higher
  2794.  
  2795. Cell 52 | 🎯 Cord (-2,6,-4) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  2796. Dirty Sync 6
  2797. Powers up the user’s sync move against targets that are affected by a status condition.
  2798. Color Grid: 🟨 Yellow
  2799. 1 or more adjacent tiles must be activated
  2800. Move level must be 3 or higher
  2801.  
  2802. Cell 53 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2803. World-Changing Freeze Bolt: Power 25
  2804. World-Changing Freeze Bolt: Power ↑ 25
  2805. Color Grid: 🟩 Green
  2806. 1 or more adjacent tiles must be activated
  2807. Move level must be 3 or higher
  2808.  
  2809. Cell 54 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2810. World-Changing Freeze Bolt: Power 25
  2811. World-Changing Freeze Bolt: Power ↑ 25
  2812. Color Grid: 🟩 Green
  2813. 1 or more adjacent tiles must be activated
  2814. Move level must be 3 or higher
  2815.  
  2816.  
  2817. ====================================================
  2818. ====================================================
  2819. Trainer : Elesa (Lodge)
  2820. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2821. HP 10
  2822. HP 10
  2823. Color Grid: 🟦 Blue
  2824.  
  2825. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2826. Sp. Atk 5
  2827. Sp. Atk 5
  2828. Color Grid: 🟦 Blue
  2829.  
  2830. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2831. Defense 5
  2832. Defense 5
  2833. Color Grid: 🟦 Blue
  2834.  
  2835. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2836. Sp. Atk 5
  2837. Sp. Atk 5
  2838. Color Grid: 🟦 Blue
  2839.  
  2840. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2841. Sp. Def 5
  2842. Sp. Def 5
  2843. Color Grid: 🟦 Blue
  2844.  
  2845. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2846. Speed 5
  2847. Speed 5
  2848. Color Grid: 🟦 Blue
  2849.  
  2850. Cell 7 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2851. Defense 5
  2852. Defense 5
  2853. Color Grid: 🟦 Blue
  2854. 1 or more adjacent tiles must be activated
  2855.  
  2856. Cell 8 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2857. HP 10
  2858. HP 10
  2859. Color Grid: 🟦 Blue
  2860. 1 or more adjacent tiles must be activated
  2861.  
  2862. Cell 9 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2863. Sp. Atk 5
  2864. Sp. Atk 5
  2865. Color Grid: 🟦 Blue
  2866. 1 or more adjacent tiles must be activated
  2867.  
  2868. Cell 10 | 🎯 Cord (3,1,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2869. Sp. Def 5
  2870. Sp. Def 5
  2871. Color Grid: 🟦 Blue
  2872. 1 or more adjacent tiles must be activated
  2873.  
  2874. Cell 11 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2875. Electroweb: Power 4
  2876. Electroweb: Power ↑ 4
  2877. Color Grid: 🟩 Green
  2878. 1 or more adjacent tiles must be activated
  2879.  
  2880. Cell 12 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2881. Electroweb: Power 4
  2882. Electroweb: Power ↑ 4
  2883. Color Grid: 🟩 Green
  2884. 1 or more adjacent tiles must be activated
  2885. Move level must be 2 or higher
  2886.  
  2887. Cell 13 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2888. Electroweb: Power 4
  2889. Electroweb: Power ↑ 4
  2890. Color Grid: 🟩 Green
  2891. 1 or more adjacent tiles must be activated
  2892.  
  2893. Cell 14 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2894. Electroweb: Move Gauge Refresh 3
  2895. Move: Electroweb Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  2896. Color Grid: 🟥 Red
  2897. 1 or more adjacent tiles must be activated
  2898. Move level must be 2 or higher
  2899.  
  2900. Cell 15 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  2901. Endurance
  2902. When the user enters battle with full HP, applies the Enduring effect to it.
  2903. Color Grid: 🟨 Yellow
  2904. 1 or more adjacent tiles must be activated
  2905. Move level must be 3 or higher
  2906.  
  2907. Cell 16 | 🎯 Cord (3,3,-6) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  2908. Defense 10
  2909. Defense 10
  2910. Color Grid: 🟦 Blue
  2911. 1 or more adjacent tiles must be activated
  2912. Move level must be 2 or higher
  2913.  
  2914. Cell 17 | 🎯 Cord (2,4,-6) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  2915. Healthy Healing
  2916. Applies the Gradual Healing effect to the user when its HP is full when it enters a battle.
  2917. Color Grid: 🟨 Yellow
  2918. 1 or more adjacent tiles must be activated
  2919. Move level must be 3 or higher
  2920.  
  2921. Cell 18 | 🎯 Cord (-2,0,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2922. Defense 5
  2923. Defense 5
  2924. Color Grid: 🟦 Blue
  2925. 1 or more adjacent tiles must be activated
  2926.  
  2927. Cell 19 | 🎯 Cord (-3,0,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2928. Sp. Def 5
  2929. Sp. Def 5
  2930. Color Grid: 🟦 Blue
  2931. 1 or more adjacent tiles must be activated
  2932.  
  2933. Cell 20 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2934. Speed 5
  2935. Speed 5
  2936. Color Grid: 🟦 Blue
  2937. 1 or more adjacent tiles must be activated
  2938.  
  2939. Cell 21 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2940. Leech Life: Power 2
  2941. Leech Life: Power ↑ 2
  2942. Color Grid: 🟩 Green
  2943. 1 or more adjacent tiles must be activated
  2944.  
  2945. Cell 22 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2946. Mutual Improvement!: Move Gauge Refresh 3
  2947. Move: Mutual Improvement! Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  2948. Color Grid: 🟥 Red
  2949. 1 or more adjacent tiles must be activated
  2950. Move level must be 2 or higher
  2951.  
  2952. Cell 23 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2953. Leech Life: Power 2
  2954. Leech Life: Power ↑ 2
  2955. Color Grid: 🟩 Green
  2956. 1 or more adjacent tiles must be activated
  2957. Move level must be 2 or higher
  2958.  
  2959. Cell 24 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2960. Mutual Improvement!: MP Refresh 2
  2961. Move: Mutual Improvement! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  2962. Color Grid: 🟥 Red
  2963. 1 or more adjacent tiles must be activated
  2964. Move level must be 2 or higher
  2965.  
  2966. Cell 25 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  2967. Toughen Up 9
  2968. Raises the user’s Defense by one stat rank when it is hit by an attack move.
  2969. Color Grid: 🟨 Yellow
  2970. 1 or more adjacent tiles must be activated
  2971. Move level must be 3 or higher
  2972.  
  2973. Cell 26 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2974. Natural Remedy
  2975. Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
  2976. Color Grid: 🟨 Yellow
  2977. 1 or more adjacent tiles must be activated
  2978. Move level must be 3 or higher
  2979.  
  2980. Cell 27 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2981. HP 10
  2982. HP 10
  2983. Color Grid: 🟦 Blue
  2984. 1 or more adjacent tiles must be activated
  2985.  
  2986. Cell 28 | 🎯 Cord (2,-3,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2987. Speed 5
  2988. Speed 5
  2989. Color Grid: 🟦 Blue
  2990. 1 or more adjacent tiles must be activated
  2991.  
  2992. Cell 29 | 🎯 Cord (1,-3,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2993. Sp. Atk 5
  2994. Sp. Atk 5
  2995. Color Grid: 🟦 Blue
  2996. 1 or more adjacent tiles must be activated
  2997.  
  2998. Cell 30 | 🎯 Cord (3,-4,1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2999. Unbending
  3000. Defense cannot be lowered.
  3001. Color Grid: 🟨 Yellow
  3002. 1 or more adjacent tiles must be activated
  3003.  
  3004. Cell 31 | 🎯 Cord (2,-4,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3005. Leech Life: Power 2
  3006. Leech Life: Power ↑ 2
  3007. Color Grid: 🟩 Green
  3008. 1 or more adjacent tiles must be activated
  3009.  
  3010. Cell 32 | 🎯 Cord (1,-4,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3011. Leech Life: Power 2
  3012. Leech Life: Power ↑ 2
  3013. Color Grid: 🟩 Green
  3014. 1 or more adjacent tiles must be activated
  3015. Move level must be 2 or higher
  3016.  
  3017. Cell 33 | 🎯 Cord (3,-5,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3018. Leech Life: Power 2
  3019. Leech Life: Power ↑ 2
  3020. Color Grid: 🟩 Green
  3021. 1 or more adjacent tiles must be activated
  3022.  
  3023. Cell 34 | 🎯 Cord (2,-5,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  3024. Leech Life: Move Gauge Refresh 3
  3025. Move: Leech Life Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  3026. Color Grid: 🟥 Red
  3027. 1 or more adjacent tiles must be activated
  3028. Move level must be 2 or higher
  3029.  
  3030. Cell 35 | 🎯 Cord (1,-5,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  3031. Hem In 2
  3032. Has a chance (30%) of lowering the target’s evasiveness by one stat rank when the user’s attack move against it is successful.
  3033. Color Grid: 🟨 Yellow
  3034. 1 or more adjacent tiles must be activated
  3035. Move level must be 3 or higher
  3036.  
  3037. Cell 36 | 🎯 Cord (3,-6,3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  3038. Sp. Def 10
  3039. Sp. Def 10
  3040. Color Grid: 🟦 Blue
  3041. 1 or more adjacent tiles must be activated
  3042. Move level must be 2 or higher
  3043.  
  3044. Cell 37 | 🎯 Cord (2,-6,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3045. First Aid 4
  3046. Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
  3047. Color Grid: 🟨 Yellow
  3048. 1 or more adjacent tiles must be activated
  3049. Move level must be 3 or higher
  3050.  
  3051. Cell 38 | 🎯 Cord (-2,2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3052. HP 10
  3053. HP 10
  3054. Color Grid: 🟦 Blue
  3055. 1 or more adjacent tiles must be activated
  3056.  
  3057. Cell 39 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3058. Speed 5
  3059. Speed 5
  3060. Color Grid: 🟦 Blue
  3061. 1 or more adjacent tiles must be activated
  3062.  
  3063. Cell 40 | 🎯 Cord (-3,3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3064. Electroweb: Power 4
  3065. Electroweb: Power ↑ 4
  3066. Color Grid: 🟩 Green
  3067. 1 or more adjacent tiles must be activated
  3068.  
  3069. Cell 41 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3070. Electroweb: Power 4
  3071. Electroweb: Power ↑ 4
  3072. Color Grid: 🟩 Green
  3073. 1 or more adjacent tiles must be activated
  3074.  
  3075. Cell 42 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3076. Electroweb: Accuracy 5
  3077. Electroweb: Accuracy ↑ 5
  3078. Color Grid: 🟩 Green
  3079. 1 or more adjacent tiles must be activated
  3080. Move level must be 2 or higher
  3081.  
  3082. Cell 43 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  3083. X Sp. Def All: Move Gauge Refresh 3
  3084. Move: X Sp. Def All Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  3085. Color Grid: 🟥 Red
  3086. 1 or more adjacent tiles must be activated
  3087. Move level must be 2 or higher
  3088.  
  3089. Cell 44 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  3090. X Sp. Def All: MP Refresh 2
  3091. Move: X Sp. Def All Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  3092. Color Grid: 🟥 Red
  3093. 1 or more adjacent tiles must be activated
  3094. Move level must be 2 or higher
  3095.  
  3096. Cell 45 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3097. On the Ropes 3
  3098. Reduces damage when the user is hit by a physical attack move while in a pinch.
  3099. Color Grid: 🟨 Yellow
  3100. 1 or more adjacent tiles must be activated
  3101. Move level must be 3 or higher
  3102.  
  3103. Cell 46 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3104. Adrenaline 1
  3105. Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
  3106. Color Grid: 🟨 Yellow
  3107. 1 or more adjacent tiles must be activated
  3108. Move level must be 3 or higher
  3109.  
  3110. Cell 47 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  3111. Dazzlingly Bright Electric Beam: Power 25
  3112. Dazzlingly Bright Electric Beam: Power ↑ 25
  3113. Color Grid: 🟪 Purple
  3114. 1 or more adjacent tiles must be activated
  3115. Move level must be 3 or higher
  3116.  
  3117. Cell 48 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  3118. Dazzlingly Bright Electric Beam: Power 25
  3119. Dazzlingly Bright Electric Beam: Power ↑ 25
  3120. Color Grid: 🟪 Purple
  3121. 1 or more adjacent tiles must be activated
  3122. Move level must be 3 or higher
  3123.  
  3124.  
  3125. ====================================================
  3126.  
  3127. ====================================================
  3128. Trainer : Hugh
  3129. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  3130. HP 10
  3131. HP 10
  3132. Color Grid: 🟦 Blue
  3133.  
  3134. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  3135. Attack 5
  3136. Attack 5
  3137. Color Grid: 🟦 Blue
  3138.  
  3139. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  3140. Defense 5
  3141. Defense 5
  3142. Color Grid: 🟦 Blue
  3143.  
  3144. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  3145. Attack 5
  3146. Attack 5
  3147. Color Grid: 🟦 Blue
  3148.  
  3149. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  3150. Sp. Def 5
  3151. Sp. Def 5
  3152. Color Grid: 🟦 Blue
  3153.  
  3154. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  3155. Speed 5
  3156. Speed 5
  3157. Color Grid: 🟦 Blue
  3158.  
  3159. Cell 7 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3160. Attack 5
  3161. Attack 5
  3162. Color Grid: 🟦 Blue
  3163. 1 or more adjacent tiles must be activated
  3164.  
  3165. Cell 8 | 🎯 Cord (2,1,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  3166. Headstrong
  3167. Attack cannot be lowered.
  3168. Color Grid: 🟨 Yellow
  3169. 1 or more adjacent tiles must be activated
  3170.  
  3171. Cell 9 | 🎯 Cord (3,1,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3172. Speed 5
  3173. Speed 5
  3174. Color Grid: 🟦 Blue
  3175. 1 or more adjacent tiles must be activated
  3176.  
  3177. Cell 10 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3178. Defense 5
  3179. Defense 5
  3180. Color Grid: 🟦 Blue
  3181. 1 or more adjacent tiles must be activated
  3182.  
  3183. Cell 11 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3184. Head Charge: Power 3
  3185. Head Charge: Power ↑ 3
  3186. Color Grid: 🟩 Green
  3187. 1 or more adjacent tiles must be activated
  3188.  
  3189. Cell 12 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3190. Head Charge: Power 3
  3191. Head Charge: Power ↑ 3
  3192. Color Grid: 🟩 Green
  3193. 1 or more adjacent tiles must be activated
  3194.  
  3195. Cell 13 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3196. Head Charge: Power 3
  3197. Head Charge: Power ↑ 3
  3198. Color Grid: 🟩 Green
  3199. 1 or more adjacent tiles must be activated
  3200. Move level must be 2 or higher
  3201.  
  3202. Cell 14 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  3203. Head Charge: Move Gauge Refresh 3
  3204. Move: Head Charge Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  3205. Color Grid: 🟥 Red
  3206. 1 or more adjacent tiles must be activated
  3207. Move level must be 2 or higher
  3208.  
  3209. Cell 15 | 🎯 Cord (3,3,-6) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  3210. HP 30
  3211. HP 30
  3212. Color Grid: 🟦 Blue
  3213. 1 or more adjacent tiles must be activated
  3214. Move level must be 2 or higher
  3215.  
  3216. Cell 16 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3217. Furious Brawn
  3218. The more the user’s Attack is raised, the more it powers up the user’s moves.
  3219. Color Grid: 🟨 Yellow
  3220. 1 or more adjacent tiles must be activated
  3221. Move level must be 3 or higher
  3222.  
  3223. Cell 17 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3224. Sync Power Flux
  3225. The fuller the move gauge when the user’s sync move is selected, the more this powers up the sync move.
  3226. Color Grid: 🟨 Yellow
  3227. 1 or more adjacent tiles must be activated
  3228. Move level must be 3 or higher
  3229.  
  3230. Cell 18 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3231. Speed 5
  3232. Speed 5
  3233. Color Grid: 🟦 Blue
  3234. 1 or more adjacent tiles must be activated
  3235.  
  3236. Cell 19 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3237. Sp. Def 5
  3238. Sp. Def 5
  3239. Color Grid: 🟦 Blue
  3240. 1 or more adjacent tiles must be activated
  3241.  
  3242. Cell 20 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  3243. Escape Artist
  3244. Prevents the user from becoming trapped.
  3245. Color Grid: 🟨 Yellow
  3246. 1 or more adjacent tiles must be activated
  3247.  
  3248. Cell 21 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3249. Attack 5
  3250. Attack 5
  3251. Color Grid: 🟦 Blue
  3252. 1 or more adjacent tiles must be activated
  3253.  
  3254. Cell 22 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3255. Headbutt: Power 4
  3256. Headbutt: Power ↑ 4
  3257. Color Grid: 🟩 Green
  3258. 1 or more adjacent tiles must be activated
  3259.  
  3260. Cell 23 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3261. Headbutt: Power 4
  3262. Headbutt: Power ↑ 4
  3263. Color Grid: 🟩 Green
  3264. 1 or more adjacent tiles must be activated
  3265.  
  3266. Cell 24 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3267. Headbutt: Power 4
  3268. Headbutt: Power ↑ 4
  3269. Color Grid: 🟩 Green
  3270. 1 or more adjacent tiles must be activated
  3271. Move level must be 2 or higher
  3272.  
  3273. Cell 25 | 🎯 Cord (-2,-3,5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  3274. Headbutt: Move Gauge Refresh 3
  3275. Move: Headbutt Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  3276. Color Grid: 🟥 Red
  3277. 1 or more adjacent tiles must be activated
  3278. Move level must be 2 or higher
  3279.  
  3280. Cell 26 | 🎯 Cord (-3,-3,6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3281. Grass Guard
  3282. Reduces damage when the user is attacked by Grass-type moves.
  3283. Color Grid: 🟨 Yellow
  3284. 1 or more adjacent tiles must be activated
  3285. Move level must be 2 or higher
  3286.  
  3287. Cell 27 | 🎯 Cord (-1,-4,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3288. Recuperation 2
  3289. Restores the user’s HP by approximately 40% of its maximum HP after using its sync move.
  3290. Color Grid: 🟨 Yellow
  3291. 1 or more adjacent tiles must be activated
  3292. Move level must be 3 or higher
  3293.  
  3294. Cell 28 | 🎯 Cord (-2,-4,6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3295. Headbutt: Aggravation 1
  3296. Move: Headbutt Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  3297. Color Grid: 🟥 Red
  3298. 1 or more adjacent tiles must be activated
  3299. Move level must be 3 or higher
  3300.  
  3301. Cell 29 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3302. Speed 5
  3303. Speed 5
  3304. Color Grid: 🟦 Blue
  3305. 1 or more adjacent tiles must be activated
  3306.  
  3307. Cell 30 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3308. Defense 5
  3309. Defense 5
  3310. Color Grid: 🟦 Blue
  3311. 1 or more adjacent tiles must be activated
  3312.  
  3313. Cell 31 | 🎯 Cord (2,-2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3314. Head Charge: Power 3
  3315. Head Charge: Power ↑ 3
  3316. Color Grid: 🟩 Green
  3317. 1 or more adjacent tiles must be activated
  3318.  
  3319. Cell 32 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3320. Attack 5
  3321. Attack 5
  3322. Color Grid: 🟦 Blue
  3323. 1 or more adjacent tiles must be activated
  3324.  
  3325. Cell 33 | 🎯 Cord (3,-3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3326. Head Charge: Power 3
  3327. Head Charge: Power ↑ 3
  3328. Color Grid: 🟩 Green
  3329. 1 or more adjacent tiles must be activated
  3330. Move level must be 2 or higher
  3331.  
  3332. Cell 34 | 🎯 Cord (2,-3,1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  3333. I’ll Take You On!: MP Refresh 2
  3334. Move: I’ll Take You On! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  3335. Color Grid: 🟥 Red
  3336. 1 or more adjacent tiles must be activated
  3337. Move level must be 2 or higher
  3338.  
  3339. Cell 35 | 🎯 Cord (1,-3,2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  3340. Natural Remedy
  3341. Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
  3342. Color Grid: 🟨 Yellow
  3343. 1 or more adjacent tiles must be activated
  3344. Move level must be 2 or higher
  3345.  
  3346. Cell 36 | 🎯 Cord (3,-4,1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3347. I’ll Take You On!: Mighty Physical Boost 9
  3348. Move: I’ll Take You On! Increases the user’s Physical Moves ↑ Next effect by 2 ranks when its move is successful.
  3349. Color Grid: 🟥 Red
  3350. 1 or more adjacent tiles must be activated
  3351. Move level must be 3 or higher
  3352.  
  3353. Cell 37 | 🎯 Cord (2,-4,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3354. Initial Pinch Physical Boost 5
  3355. Increases the user’s Physical Moves ↑ Next effect by 5 ranks the first time it is in a pinch each battle.
  3356. Color Grid: 🟨 Yellow
  3357. 1 or more adjacent tiles must be activated
  3358. Move level must be 3 or higher
  3359.  
  3360. Cell 38 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3361. Sp. Def 5
  3362. Sp. Def 5
  3363. Color Grid: 🟦 Blue
  3364. 1 or more adjacent tiles must be activated
  3365.  
  3366. Cell 39 | 🎯 Cord (-3,2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3367. HP 10
  3368. HP 10
  3369. Color Grid: 🟦 Blue
  3370. 1 or more adjacent tiles must be activated
  3371.  
  3372. Cell 40 | 🎯 Cord (-2,2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3373. Headbutt: Power 4
  3374. Headbutt: Power ↑ 4
  3375. Color Grid: 🟩 Green
  3376. 1 or more adjacent tiles must be activated
  3377.  
  3378. Cell 41 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3379. Headbutt: Power 4
  3380. Headbutt: Power ↑ 4
  3381. Color Grid: 🟩 Green
  3382. 1 or more adjacent tiles must be activated
  3383.  
  3384. Cell 42 | 🎯 Cord (-3,3,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3385. Attack 5
  3386. Attack 5
  3387. Color Grid: 🟦 Blue
  3388. 1 or more adjacent tiles must be activated
  3389. Move level must be 2 or higher
  3390.  
  3391. Cell 43 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  3392. Dire Hit +: MP Refresh 2
  3393. Move: Dire Hit + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  3394. Color Grid: 🟥 Red
  3395. 1 or more adjacent tiles must be activated
  3396. Move level must be 2 or higher
  3397.  
  3398. Cell 44 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  3399. Healthy Healing
  3400. Applies the Gradual Healing effect to the user when its HP is full when it enters a battle.
  3401. Color Grid: 🟨 Yellow
  3402. 1 or more adjacent tiles must be activated
  3403. Move level must be 2 or higher
  3404.  
  3405. Cell 45 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3406. Sharp Entry 1
  3407. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  3408. Color Grid: 🟨 Yellow
  3409. 1 or more adjacent tiles must be activated
  3410. Move level must be 3 or higher
  3411.  
  3412. Cell 46 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3413. Haymaker
  3414. The more the user’s Attack is raised, the more it powers up the user’s sync move.
  3415. Color Grid: 🟨 Yellow
  3416. 1 or more adjacent tiles must be activated
  3417. Move level must be 3 or higher
  3418.  
  3419. Cell 47 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  3420. Trusted Partners Head Charge: Power 25
  3421. Trusted Partners Head Charge: Power ↑ 25
  3422. Color Grid: 🟪 Purple
  3423. 1 or more adjacent tiles must be activated
  3424. Move level must be 3 or higher
  3425.  
  3426. Cell 48 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  3427. Trusted Partners Head Charge: Power 25
  3428. Trusted Partners Head Charge: Power ↑ 25
  3429. Color Grid: 🟪 Purple
  3430. 1 or more adjacent tiles must be activated
  3431. Move level must be 3 or higher
  3432.  
  3433.  
  3434. ====================================================
  3435. Trainer : Lucas (Eevee Day)
  3436. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  3437. HP 10
  3438. HP 10
  3439. Color Grid: 🟦 Blue
  3440.  
  3441. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  3442. Sp. Atk 5
  3443. Sp. Atk 5
  3444. Color Grid: 🟦 Blue
  3445.  
  3446. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  3447. Defense 5
  3448. Defense 5
  3449. Color Grid: 🟦 Blue
  3450.  
  3451. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  3452. Sp. Atk 5
  3453. Sp. Atk 5
  3454. Color Grid: 🟦 Blue
  3455.  
  3456. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  3457. Sp. Def 5
  3458. Sp. Def 5
  3459. Color Grid: 🟦 Blue
  3460.  
  3461. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  3462. Speed 5
  3463. Speed 5
  3464. Color Grid: 🟦 Blue
  3465.  
  3466. Cell 7 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3467. Sp. Atk 5
  3468. Sp. Atk 5
  3469. Color Grid: 🟦 Blue
  3470. 1 or more adjacent tiles must be activated
  3471.  
  3472. Cell 8 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3473. Defense 5
  3474. Defense 5
  3475. Color Grid: 🟦 Blue
  3476. 1 or more adjacent tiles must be activated
  3477.  
  3478. Cell 9 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3479. Sp. Def 5
  3480. Sp. Def 5
  3481. Color Grid: 🟦 Blue
  3482. 1 or more adjacent tiles must be activated
  3483.  
  3484. Cell 10 | 🎯 Cord (3,1,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3485. Speed 5
  3486. Speed 5
  3487. Color Grid: 🟦 Blue
  3488. 1 or more adjacent tiles must be activated
  3489.  
  3490. Cell 11 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3491. Heat Wave: Power 3
  3492. Heat Wave: Power ↑ 3
  3493. Color Grid: 🟩 Green
  3494. 1 or more adjacent tiles must be activated
  3495.  
  3496. Cell 12 | 🎯 Cord (1,3,-4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  3497. Heat Wave: Move Gauge Refresh 3
  3498. Move: Heat Wave Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  3499. Color Grid: 🟥 Red
  3500. 1 or more adjacent tiles must be activated
  3501. Move level must be 2 or higher
  3502.  
  3503. Cell 13 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3504. Heat Wave: Power 3
  3505. Heat Wave: Power ↑ 3
  3506. Color Grid: 🟩 Green
  3507. 1 or more adjacent tiles must be activated
  3508.  
  3509. Cell 14 | 🎯 Cord (2,3,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3510. Heat Wave: Power 3
  3511. Heat Wave: Power ↑ 3
  3512. Color Grid: 🟩 Green
  3513. 1 or more adjacent tiles must be activated
  3514. Move level must be 2 or higher
  3515.  
  3516. Cell 15 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3517. Stupefying Strike 9
  3518. Lowers the target’s Sp. Def by 1 stat rank when the user’s Pokémon uses a move targeting that opponent. Lowers the target’s Sp. Def by 1 stat rank after using the user’s sync move targeting that opponent.
  3519. Color Grid: 🟨 Yellow
  3520. 1 or more adjacent tiles must be activated
  3521. Move level must be 3 or higher
  3522.  
  3523. Cell 16 | 🎯 Cord (3,3,-6) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  3524. Heat Wave: Accuracy 10
  3525. Heat Wave: Accuracy ↑ 10
  3526. Color Grid: 🟩 Green
  3527. 1 or more adjacent tiles must be activated
  3528. Move level must be 2 or higher
  3529.  
  3530. Cell 17 | 🎯 Cord (2,4,-6) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  3531. Rejuvenate 6
  3532. Charges the user’s move gauge by 6 after using a sync move.
  3533. Color Grid: 🟨 Yellow
  3534. 1 or more adjacent tiles must be activated
  3535. Move level must be 3 or higher
  3536.  
  3537. Cell 18 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3538. Defense 5
  3539. Defense 5
  3540. Color Grid: 🟦 Blue
  3541. 1 or more adjacent tiles must be activated
  3542.  
  3543. Cell 19 | 🎯 Cord (-3,1,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3544. Ember: Power 4
  3545. Ember: Power ↑ 4
  3546. Color Grid: 🟩 Green
  3547. 1 or more adjacent tiles must be activated
  3548.  
  3549. Cell 20 | 🎯 Cord (-2,0,2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  3550. Ember: Move Gauge Refresh 3
  3551. Move: Ember Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  3552. Color Grid: 🟥 Red
  3553. 1 or more adjacent tiles must be activated
  3554.  
  3555. Cell 21 | 🎯 Cord (-3,0,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3556. Ember: Power 4
  3557. Ember: Power ↑ 4
  3558. Color Grid: 🟩 Green
  3559. 1 or more adjacent tiles must be activated
  3560. Move level must be 2 or higher
  3561.  
  3562. Cell 22 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3563. Ember: Power 4
  3564. Ember: Power ↑ 4
  3565. Color Grid: 🟩 Green
  3566. 1 or more adjacent tiles must be activated
  3567.  
  3568. Cell 23 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  3569. Sp. Def 10
  3570. Sp. Def 10
  3571. Color Grid: 🟦 Blue
  3572. 1 or more adjacent tiles must be activated
  3573. Move level must be 2 or higher
  3574.  
  3575. Cell 24 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3576. Team Brain Buff 2
  3577. Raises the Sp. Def of all allied sync pairs by 2 stat ranks after using the user’s sync move.
  3578. Color Grid: 🟨 Yellow
  3579. 1 or more adjacent tiles must be activated
  3580. Move level must be 2 or higher
  3581.  
  3582. Cell 25 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3583. Synchro Healing 1
  3584. Restores the HP of all allied sync pairs by approximately 20% of their maximum HP after using the user’s sync move.
  3585. Color Grid: 🟨 Yellow
  3586. 1 or more adjacent tiles must be activated
  3587. Move level must be 3 or higher
  3588.  
  3589. Cell 26 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3590. Adrenaline 1
  3591. Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
  3592. Color Grid: 🟨 Yellow
  3593. 1 or more adjacent tiles must be activated
  3594. Move level must be 3 or higher
  3595.  
  3596. Cell 27 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3597. Defense 5
  3598. Defense 5
  3599. Color Grid: 🟦 Blue
  3600. 1 or more adjacent tiles must be activated
  3601.  
  3602. Cell 28 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3603. Ember: Power 4
  3604. Ember: Power ↑ 4
  3605. Color Grid: 🟩 Green
  3606. 1 or more adjacent tiles must be activated
  3607.  
  3608. Cell 29 | 🎯 Cord (2,-2,0) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  3609. Will-O-Wisp: Move Gauge Refresh 2
  3610. Move: Will-O-Wisp Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  3611. Color Grid: 🟥 Red
  3612. 1 or more adjacent tiles must be activated
  3613.  
  3614. Cell 30 | 🎯 Cord (1,-2,1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  3615. Flameproof
  3616. Prevents the user from getting burned.
  3617. Color Grid: 🟨 Yellow
  3618. 1 or more adjacent tiles must be activated
  3619.  
  3620. Cell 31 | 🎯 Cord (3,-3,0) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  3621. Will-O-Wisp: Accuracy 10
  3622. Will-O-Wisp: Accuracy ↑ 10
  3623. Color Grid: 🟩 Green
  3624. 1 or more adjacent tiles must be activated
  3625. Move level must be 2 or higher
  3626.  
  3627. Cell 32 | 🎯 Cord (2,-3,1) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  3628. Burn Synergy 5
  3629. Powers up the user’s moves when the target is burned.
  3630. Color Grid: 🟨 Yellow
  3631. 1 or more adjacent tiles must be activated
  3632. Move level must be 2 or higher
  3633.  
  3634. Cell 33 | 🎯 Cord (1,-3,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3635. Scorching Sync 5
  3636. Powers up the user’s sync move when the target is burned.
  3637. Color Grid: 🟨 Yellow
  3638. 1 or more adjacent tiles must be activated
  3639. Move level must be 3 or higher
  3640.  
  3641. Cell 34 | 🎯 Cord (3,-4,1) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  3642. HP 20
  3643. HP 20
  3644. Color Grid: 🟦 Blue
  3645. 1 or more adjacent tiles must be activated
  3646. Move level must be 2 or higher
  3647.  
  3648. Cell 35 | 🎯 Cord (2,-4,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3649. Brainpower
  3650. The more the user’s Sp. Atk is raised, the more it powers up the user’s sync move.
  3651. Color Grid: 🟨 Yellow
  3652. 1 or more adjacent tiles must be activated
  3653. Move level must be 3 or higher
  3654.  
  3655. Cell 36 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3656. HP 10
  3657. HP 10
  3658. Color Grid: 🟦 Blue
  3659. 1 or more adjacent tiles must be activated
  3660.  
  3661. Cell 37 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3662. Speed 5
  3663. Speed 5
  3664. Color Grid: 🟦 Blue
  3665. 1 or more adjacent tiles must be activated
  3666.  
  3667. Cell 38 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3668. Sp. Atk 5
  3669. Sp. Atk 5
  3670. Color Grid: 🟦 Blue
  3671. 1 or more adjacent tiles must be activated
  3672.  
  3673. Cell 39 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3674. Sp. Atk 5
  3675. Sp. Atk 5
  3676. Color Grid: 🟦 Blue
  3677. 1 or more adjacent tiles must be activated
  3678.  
  3679. Cell 40 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3680. Heat Wave: Power 3
  3681. Heat Wave: Power ↑ 3
  3682. Color Grid: 🟩 Green
  3683. 1 or more adjacent tiles must be activated
  3684.  
  3685. Cell 41 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3686. Heat Wave: Power 3
  3687. Heat Wave: Power ↑ 3
  3688. Color Grid: 🟩 Green
  3689. 1 or more adjacent tiles must be activated
  3690.  
  3691. Cell 42 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  3692. Let Me Teach You!: MP Refresh 2
  3693. Move: Let Me Teach You! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  3694. Color Grid: 🟥 Red
  3695. 1 or more adjacent tiles must be activated
  3696. Move level must be 2 or higher
  3697.  
  3698. Cell 43 | 🎯 Cord (-2,5,-3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  3699. Charging Sun 5
  3700. Powers up the user’s moves when the weather is sunny.
  3701. Color Grid: 🟨 Yellow
  3702. 1 or more adjacent tiles must be activated
  3703. Move level must be 2 or higher
  3704.  
  3705. Cell 44 | 🎯 Cord (-3,6,-3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  3706. Healing Sun 1
  3707. Restores the user’s HP whenever its Pokémon takes an action while the weather is sunny.
  3708. Color Grid: 🟨 Yellow
  3709. 1 or more adjacent tiles must be activated
  3710. Move level must be 2 or higher
  3711.  
  3712. Cell 45 | 🎯 Cord (-1,5,-4) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  3713. Speeding Sun 3
  3714. Quickly charges the move gauge when the weather is sunny.
  3715. Color Grid: 🟨 Yellow
  3716. 1 or more adjacent tiles must be activated
  3717. Move level must be 3 or higher
  3718.  
  3719. Cell 46 | 🎯 Cord (-2,6,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3720. Solar Flare 5
  3721. Powers up the user’s sync move when the weather is sunny.
  3722. Color Grid: 🟨 Yellow
  3723. 1 or more adjacent tiles must be activated
  3724. Move level must be 3 or higher
  3725.  
  3726. Cell 47 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  3727. Red-Hot Research Fire Beam: Power 25
  3728. Red-Hot Research Fire Beam: Power ↑ 25
  3729. Color Grid: 🟪 Purple
  3730. 1 or more adjacent tiles must be activated
  3731. Move level must be 3 or higher
  3732.  
  3733. Cell 48 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  3734. Red-Hot Research Fire Beam: Power 25
  3735. Red-Hot Research Fire Beam: Power ↑ 25
  3736. Color Grid: 🟪 Purple
  3737. 1 or more adjacent tiles must be activated
  3738. Move level must be 3 or higher
  3739.  
  3740.  
  3741. ====================================================
  3742. ====================================================
  3743. Trainer : Colress
  3744. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  3745. HP 10
  3746. HP 10
  3747. Color Grid: 🟦 Blue
  3748.  
  3749. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  3750. Attack 5
  3751. Attack 5
  3752. Color Grid: 🟦 Blue
  3753.  
  3754. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  3755. Defense 5
  3756. Defense 5
  3757. Color Grid: 🟦 Blue
  3758.  
  3759. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  3760. Sp. Atk 5
  3761. Sp. Atk 5
  3762. Color Grid: 🟦 Blue
  3763.  
  3764. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  3765. Sp. Def 5
  3766. Sp. Def 5
  3767. Color Grid: 🟦 Blue
  3768.  
  3769. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  3770. Speed 5
  3771. Speed 5
  3772. Color Grid: 🟦 Blue
  3773.  
  3774. Cell 7 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3775. Attack 5
  3776. Attack 5
  3777. Color Grid: 🟦 Blue
  3778. 1 or more adjacent tiles must be activated
  3779.  
  3780. Cell 8 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3781. Defense 5
  3782. Defense 5
  3783. Color Grid: 🟦 Blue
  3784. 1 or more adjacent tiles must be activated
  3785.  
  3786. Cell 9 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3787. Speed 5
  3788. Speed 5
  3789. Color Grid: 🟦 Blue
  3790. 1 or more adjacent tiles must be activated
  3791.  
  3792. Cell 10 | 🎯 Cord (3,1,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3793. Mirror Shot: Accuracy 5
  3794. Mirror Shot: Accuracy ↑ 5
  3795. Color Grid: 🟩 Green
  3796. 1 or more adjacent tiles must be activated
  3797.  
  3798. Cell 11 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3799. Mirror Shot: Power 4
  3800. Mirror Shot: Power ↑ 4
  3801. Color Grid: 🟩 Green
  3802. 1 or more adjacent tiles must be activated
  3803.  
  3804. Cell 12 | 🎯 Cord (1,3,-4) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  3805. Mirror Shot: Accuracy 10
  3806. Mirror Shot: Accuracy ↑ 10
  3807. Color Grid: 🟩 Green
  3808. 1 or more adjacent tiles must be activated
  3809. Move level must be 2 or higher
  3810.  
  3811. Cell 13 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3812. Mirror Shot: Power 4
  3813. Mirror Shot: Power ↑ 4
  3814. Color Grid: 🟩 Green
  3815. 1 or more adjacent tiles must be activated
  3816.  
  3817. Cell 14 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  3818. Mirror Shot: Move Gauge Refresh 3
  3819. Move: Mirror Shot Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  3820. Color Grid: 🟥 Red
  3821. 1 or more adjacent tiles must be activated
  3822. Move level must be 2 or higher
  3823.  
  3824. Cell 15 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3825. Catalyst
  3826. Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s sync move is used each battle.
  3827. Color Grid: 🟨 Yellow
  3828. 1 or more adjacent tiles must be activated
  3829. Move level must be 3 or higher
  3830.  
  3831. Cell 16 | 🎯 Cord (3,3,-6) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  3832. Dizzying Power
  3833. The more the target’s accuracy is lowered, the more it powers up the user’s moves.
  3834. Color Grid: 🟨 Yellow
  3835. 1 or more adjacent tiles must be activated
  3836. Move level must be 2 or higher
  3837.  
  3838. Cell 17 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3839. Endurance
  3840. When the user enters battle with full HP, applies the Enduring effect to it.
  3841. Color Grid: 🟨 Yellow
  3842. 1 or more adjacent tiles must be activated
  3843. Move level must be 3 or higher
  3844.  
  3845. Cell 18 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3846. Sp. Atk 5
  3847. Sp. Atk 5
  3848. Color Grid: 🟦 Blue
  3849. 1 or more adjacent tiles must be activated
  3850.  
  3851. Cell 19 | 🎯 Cord (-3,1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3852. Attack 5
  3853. Attack 5
  3854. Color Grid: 🟦 Blue
  3855. 1 or more adjacent tiles must be activated
  3856.  
  3857. Cell 20 | 🎯 Cord (-2,0,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3858. Mirror Shot: Power 4
  3859. Mirror Shot: Power ↑ 4
  3860. Color Grid: 🟩 Green
  3861. 1 or more adjacent tiles must be activated
  3862.  
  3863. Cell 21 | 🎯 Cord (-3,0,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3864. Mirror Shot: Power 4
  3865. Mirror Shot: Power ↑ 4
  3866. Color Grid: 🟩 Green
  3867. 1 or more adjacent tiles must be activated
  3868. Move level must be 2 or higher
  3869.  
  3870. Cell 22 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  3871. Mirror Shot: Power 4
  3872. Mirror Shot: Power ↑ 4
  3873. Color Grid: 🟩 Green
  3874. 1 or more adjacent tiles must be activated
  3875.  
  3876. Cell 23 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  3877. Screech: Move Gauge Refresh 3
  3878. Move: Screech Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  3879. Color Grid: 🟥 Red
  3880. 1 or more adjacent tiles must be activated
  3881. Move level must be 2 or higher
  3882.  
  3883. Cell 24 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  3884. Defense 10
  3885. Defense 10
  3886. Color Grid: 🟦 Blue
  3887. 1 or more adjacent tiles must be activated
  3888. Move level must be 2 or higher
  3889.  
  3890. Cell 25 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3891. Smokescreen Sync 2
  3892. Lowers the accuracy of all opposing sync pairs by 2 stat ranks after using the user’s sync move.
  3893. Color Grid: 🟨 Yellow
  3894. 1 or more adjacent tiles must be activated
  3895. Move level must be 3 or higher
  3896.  
  3897. Cell 26 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3898. Infliction Freebie 9
  3899. Applies the Free Move Next effect to the user when its Pokémon uses a status move.
  3900. Color Grid: 🟨 Yellow
  3901. 1 or more adjacent tiles must be activated
  3902. Move level must be 3 or higher
  3903.  
  3904. Cell 27 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  3905. Sand Shelter
  3906. Protects the user from damage from a sandstorm.
  3907. Color Grid: 🟨 Yellow
  3908. 1 or more adjacent tiles must be activated
  3909.  
  3910. Cell 28 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3911. Sp. Atk 5
  3912. Sp. Atk 5
  3913. Color Grid: 🟦 Blue
  3914. 1 or more adjacent tiles must be activated
  3915.  
  3916. Cell 29 | 🎯 Cord (2,-2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3917. HP 10
  3918. HP 10
  3919. Color Grid: 🟦 Blue
  3920. 1 or more adjacent tiles must be activated
  3921.  
  3922. Cell 30 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3923. Sp. Def 5
  3924. Sp. Def 5
  3925. Color Grid: 🟦 Blue
  3926. 1 or more adjacent tiles must be activated
  3927.  
  3928. Cell 31 | 🎯 Cord (3,-3,0) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  3929. Nerves of Steel 2
  3930. Reduces damage when the user is hit by an attack move while the zone is a Steel Zone.
  3931. Color Grid: 🟨 Yellow
  3932. 1 or more adjacent tiles must be activated
  3933. Move level must be 2 or higher
  3934.  
  3935. Cell 32 | 🎯 Cord (2,-3,1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  3936. For Science!: MP Refresh 2
  3937. Move: For Science! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  3938. Color Grid: 🟥 Red
  3939. 1 or more adjacent tiles must be activated
  3940. Move level must be 2 or higher
  3941.  
  3942. Cell 33 | 🎯 Cord (1,-3,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3943. Towering Force
  3944. The more the user’s Defense is raised, the more it powers up the user’s sync move.
  3945. Color Grid: 🟨 Yellow
  3946. 1 or more adjacent tiles must be activated
  3947. Move level must be 3 or higher
  3948.  
  3949. Cell 34 | 🎯 Cord (3,-4,1) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  3950. Metallic Healing 1
  3951. Restores the user’s HP whenever its Pokémon takes an action when the zone is a Steel Zone.
  3952. Color Grid: 🟨 Yellow
  3953. 1 or more adjacent tiles must be activated
  3954. Move level must be 2 or higher
  3955.  
  3956. Cell 35 | 🎯 Cord (2,-4,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  3957. Team Sentry Entry 2
  3958. Raises the Defense of all allied sync pairs by 2 stat ranks when the user enters a battle.
  3959. Color Grid: 🟨 Yellow
  3960. 1 or more adjacent tiles must be activated
  3961. Move level must be 3 or higher
  3962.  
  3963. Cell 36 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3964. Sp. Def 5
  3965. Sp. Def 5
  3966. Color Grid: 🟦 Blue
  3967. 1 or more adjacent tiles must be activated
  3968.  
  3969. Cell 37 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  3970. Antitoxin
  3971. Prevents the user from getting poisoned or badly poisoned.
  3972. Color Grid: 🟨 Yellow
  3973. 1 or more adjacent tiles must be activated
  3974.  
  3975. Cell 38 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3976. Speed 5
  3977. Speed 5
  3978. Color Grid: 🟦 Blue
  3979. 1 or more adjacent tiles must be activated
  3980.  
  3981. Cell 39 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3982. HP 10
  3983. HP 10
  3984. Color Grid: 🟦 Blue
  3985. 1 or more adjacent tiles must be activated
  3986.  
  3987. Cell 40 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3988. Sp. Def 5
  3989. Sp. Def 5
  3990. Color Grid: 🟦 Blue
  3991. 1 or more adjacent tiles must be activated
  3992.  
  3993. Cell 41 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  3994. Attack 5
  3995. Attack 5
  3996. Color Grid: 🟦 Blue
  3997. 1 or more adjacent tiles must be activated
  3998.  
  3999. Cell 42 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  4000. Pinpoint Entry 1
  4001. Raises the user’s accuracy by 1 stat rank when it enters a battle.
  4002. Color Grid: 🟨 Yellow
  4003. 1 or more adjacent tiles must be activated
  4004. Move level must be 2 or higher
  4005.  
  4006. Cell 43 | 🎯 Cord (-2,5,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  4007. Thunder Wave: Move Gauge Refresh 3
  4008. Move: Thunder Wave Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  4009. Color Grid: 🟥 Red
  4010. 1 or more adjacent tiles must be activated
  4011. Move level must be 2 or higher
  4012.  
  4013. Cell 44 | 🎯 Cord (-3,6,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  4014. Thunder Wave: Accuracy 10
  4015. Thunder Wave: Accuracy ↑ 10
  4016. Color Grid: 🟩 Green
  4017. 1 or more adjacent tiles must be activated
  4018. Move level must be 2 or higher
  4019.  
  4020. Cell 45 | 🎯 Cord (-1,5,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  4021. Go Viral 9
  4022. When the user’s status move is used and inflicted a status condition on an opponent, inflicts the same status condition on all opposing sync pairs.
  4023. Color Grid: 🟨 Yellow
  4024. 1 or more adjacent tiles must be activated
  4025. Move level must be 3 or higher
  4026.  
  4027. Cell 46 | 🎯 Cord (-2,6,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  4028. Static Shock 9
  4029. Powers up the user’s sync move when the target is paralyzed.
  4030. Color Grid: 🟨 Yellow
  4031. 1 or more adjacent tiles must be activated
  4032. Move level must be 3 or higher
  4033.  
  4034. Cell 47 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  4035. Potential-Surpassing Gear Grind: Power 25
  4036. Potential-Surpassing Gear Grind: Power ↑ 25
  4037. Color Grid: 🟪 Purple
  4038. 1 or more adjacent tiles must be activated
  4039. Move level must be 3 or higher
  4040.  
  4041. Cell 48 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  4042. Potential-Surpassing Gear Grind: Power 25
  4043. Potential-Surpassing Gear Grind: Power ↑ 25
  4044. Color Grid: 🟪 Purple
  4045. 1 or more adjacent tiles must be activated
  4046. Move level must be 3 or higher
  4047.  
  4048.  
  4049. ====================================================
  4050. Trainer : Ghetsis (Update Grid)
  4051.  
  4052. Cell 49 | 🎯 Cord (-2,2,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  4053. Sp. Atk 20
  4054. Sp. Atk 20
  4055. Color Grid: 🟦 Blue
  4056. 1 or more adjacent tiles must be activated
  4057. Unlock after Power Boost
  4058. Release Date: 14-11-2022 06:00:00
  4059.  
  4060. Cell 50 | 🎯 Cord (-3,3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  4061. Mwahaha!: Ramp Up 1
  4062. Move: Mwahaha! Raises the user’s Sp. Atk by 1 stat rank when its move is successful.
  4063. Color Grid: 🟥 Red
  4064. 1 or more adjacent tiles must be activated
  4065. Move level must be 2 or higher
  4066. Unlock after Power Boost
  4067. Release Date: 14-11-2022 06:00:00
  4068.  
  4069. Cell 51 | 🎯 Cord (-3,2,1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  4070. Sync Freebie
  4071. Applies the Free Move Next effect to the user after using its sync move.
  4072. Color Grid: 🟨 Yellow
  4073. 1 or more adjacent tiles must be activated
  4074. Move level must be 3 or higher
  4075. Unlock after Power Boost
  4076. Release Date: 14-11-2022 06:00:00
  4077.  
  4078. Cell 52 | 🎯 Cord (2,0,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  4079. Speed 20
  4080. Speed 20
  4081. Color Grid: 🟦 Blue
  4082. 1 or more adjacent tiles must be activated
  4083. Unlock after Power Boost
  4084. Release Date: 14-11-2022 06:00:00
  4085.  
  4086. Cell 53 | 🎯 Cord (3,0,-3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  4087. Sharp Entry 1
  4088. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  4089. Color Grid: 🟨 Yellow
  4090. 1 or more adjacent tiles must be activated
  4091. Move level must be 2 or higher
  4092. Unlock after Power Boost
  4093. Release Date: 14-11-2022 06:00:00
  4094.  
  4095. Cell 54 | 🎯 Cord (3,-1,-2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  4096. Glaciate: Move Gauge Refresh 9
  4097. Move: Glaciate Charges the user’s move gauge by one when its move is successful.
  4098. Color Grid: 🟥 Red
  4099. 1 or more adjacent tiles must be activated
  4100. Move level must be 3 or higher
  4101. Unlock after Power Boost
  4102. Release Date: 14-11-2022 06:00:00
  4103.  
  4104.  
  4105. ====================================================
  4106. Trainer : Lysandre
  4107.  
  4108. Cell 49 | 🎯 Cord (0,2,-2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  4109. Grand Entry 2
  4110. Raises the user’s Sp. Atk by 2 stat ranks when it enters a battle.
  4111. Color Grid: 🟨 Yellow
  4112. 1 or more adjacent tiles must be activated
  4113. Move level must be 2 or higher
  4114. Release Date: 24-11-2022 06:00:00
  4115.  
  4116. Cell 50 | 🎯 Cord (0,4,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  4117. Sync Damage Guard
  4118. Applies the Damage Guard Next effect to the user the first time its sync move is used each battle.
  4119. Color Grid: 🟨 Yellow
  4120. 1 or more adjacent tiles must be activated
  4121. Move level must be 4 or higher
  4122. Release Date: 24-11-2022 06:00:00
  4123.  
  4124. Cell 51 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  4125. Downside Up
  4126. When the user’s stats would be lowered, raises the user’s stats by the same amount instead.
  4127. Color Grid: 🟨 Yellow
  4128. 1 or more adjacent tiles must be activated
  4129. Move level must be 5 or higher
  4130. Release Date: 24-11-2022 06:00:00
  4131.  
  4132. Cell 52 | 🎯 Cord (0,-2,2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  4133. Natural Remedy
  4134. Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
  4135. Color Grid: 🟨 Yellow
  4136. 1 or more adjacent tiles must be activated
  4137. Move level must be 2 or higher
  4138. Release Date: 24-11-2022 06:00:00
  4139.  
  4140. Cell 53 | 🎯 Cord (0,-4,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  4141. Critical Strike 3
  4142. Powers up the user’s attacks when they become critical hits.
  4143. Color Grid: 🟨 Yellow
  4144. 1 or more adjacent tiles must be activated
  4145. Move level must be 4 or higher
  4146. Release Date: 24-11-2022 06:00:00
  4147.  
  4148. Cell 54 | 🎯 Cord (1,-4,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  4149. Brainpower
  4150. The more the user’s Sp. Atk is raised, the more it powers up the user’s sync move.
  4151. Color Grid: 🟨 Yellow
  4152. 1 or more adjacent tiles must be activated
  4153. Move level must be 5 or higher
  4154. Release Date: 24-11-2022 06:00:00
  4155.  
  4156.  
  4157. ====================================================
  4158.  
  4159.  
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