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- Trainer : Liza
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Confusion: Power 4
- Confusion: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Confusion: Power 4
- Confusion: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Confusion: Power 4
- Confusion: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Confusion: Move Gauge Refresh 3
- Move: Confusion Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
- Synchro Healing 1
- Restores the HP of all allied sync pairs by approximately 20% of their maximum HP after using the user’s sync move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 9 Energy, 108 Sync Orb(s)
- Healthy Healing
- Applies the Gradual Healing effect to the user when its HP is full when it enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 9 Energy, 108 Sync Orb(s)
- Confusion: Aggravation 2
- Move: Confusion Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 5 Energy, 60 Sync Orb(s)
- Sand Shelter
- Protects the user from damage from a sandstorm.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Psychic: Power 3
- Psychic: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Psychic: Power 3
- Psychic: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
- Natural Remedy
- Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
- Defense 30
- Defense 30
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
- Of One Mind!: MP Refresh 2
- Move: Of One Mind! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Psychic: Power 3
- Psychic: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
- Psychic: Power 3
- Psychic: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
- Psychic: Power 3
- Psychic: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Psychic: Move Gauge Refresh 3
- Move: Psychic Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Furious Brain
- The more the user’s Sp. Atk is raised, the more it powers up the user’s moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 7 Energy, 84 Sync Orb(s)
- Sp. Def 20
- Sp. Def 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 37 | Cost: 9 Energy, 108 Sync Orb(s)
- Psychic: On a Roll 2
- Move: Psychic Raises the chance of lowering stat values with the additional effects of moves.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 5 Energy, 60 Sync Orb(s)
- Clearheaded
- Prevents the user from becoming confused.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Confusion: Power 4
- Confusion: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Confusion: Power 4
- Confusion: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
- Quick Cure
- Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
- X Sp. Def All: MP Refresh 2
- Move: X Sp. Def All Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Ground Guard
- Reduces damage when the user is attacked by Ground-type moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Psychic of Duality: Power 25
- Psychic of Duality: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Psychic of Duality: Power 25
- Psychic of Duality: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Noland
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Fury Cutter: Power 1
- Fury Cutter: Power ↑ 1
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Fury Cutter: Power 1
- Fury Cutter: Power ↑ 1
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Fury Cutter: Power 1
- Fury Cutter: Power ↑ 1
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
- Fury Cutter: Accuracy 5
- Fury Cutter: Accuracy ↑ 5
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
- Victory Flex 2
- Raises the user’s Attack by 2 stat ranks when it knocks out an opponent with a move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
- Furious Brawn
- The more the user’s Attack is raised, the more it powers up the user’s moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Fury Cutter: Move Gauge Refresh 9
- Move: Fury Cutter Charges the user’s move gauge by one when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- X-Scissor: Power 4
- X-Scissor: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- X-Scissor: Power 4
- X-Scissor: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
- X-Scissor: Power 4
- X-Scissor: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
- X-Scissor: Move Gauge Refresh 3
- Move: X-Scissor Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
- X Attack: MP Refresh 2
- Move: X Attack Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
- Inertia
- The more user’s Speed is raised, the more it powers up the user’s sync move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
- X Attack: Berserker 1
- Move: X Attack Raises the user’s Attack by 1 stat rank when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
- X-Scissor: Power 4
- X-Scissor: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
- X-Scissor: Power 4
- X-Scissor: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Bring It On!: MP Refresh 2
- Move: Bring It On! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
- Speed 20
- Speed 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
- Adrenaline 1
- Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Bring It On!: Critical Eye 1
- Move: Bring It On! Raises the user’s critical-hit rate by 1 stat rank when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 5 Energy, 60 Sync Orb(s)
- Unflappable
- Prevents the user from flinching.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Fury Cutter: Power 1
- Fury Cutter: Power ↑ 1
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Fury Cutter: Power 1
- Fury Cutter: Power ↑ 1
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- Fast-Track 2
- Has a chance (30%) of raising the user’s Speed by one stat rank after its Pokémon uses a move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- Attack 20
- Attack 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Defense Crush 2
- Has a chance (30%) of lowering the target’s Defense by one stat rank when the user’s attack move against it is successful.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Staggering 1
- Has a chance (20%) of making the target flinch when the user’s attack move against it is successful.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Factory Head X-Scissor: Power 25
- Factory Head X-Scissor: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Factory Head X-Scissor: Power 25
- Factory Head X-Scissor: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- =======================================
- Trainer : Sygna Suit Steven
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
- Psycho Boost: Power 2
- Psycho Boost: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 5 Energy, 60 Sync Orb(s)
- Space Rocks Psycho Boost: Power 25
- Space Rocks Psycho Boost: Power ↑ 25
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 5 Energy, 60 Sync Orb(s)
- Space Rocks Psycho Boost: Power 25
- Space Rocks Psycho Boost: Power ↑ 25
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 11 | Cost: 5 Energy, 60 Sync Orb(s)
- Space Rocks Psycho Boost: Power 25
- Space Rocks Psycho Boost: Power ↑ 25
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Psycho Boost: Power 2
- Psycho Boost: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 5 Energy, 60 Sync Orb(s)
- Psycho Boost: Accuracy 10
- Psycho Boost: Accuracy ↑ 10
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 15 | Cost: 3 Energy, 36 Sync Orb(s)
- Psycho Boost: Power 2
- Psycho Boost: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
- Furious Brain
- The more the user’s Sp. Atk is raised, the more it powers up the user’s moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Soften Up 1
- Critical hits land more easily when the user attacks with a sync move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 10 Energy, 120 Sync Orb(s)
- Psycho Boost: BOGO 4
- Move: Psycho Boost Has a chance (50%) of applying the Free Move Next effect to the user when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
- Psycho Boost: Power 2
- Psycho Boost: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
- Psycho Boost: Move Gauge Refresh 3
- Move: Psycho Boost Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Psycho Boost: Power 2
- Psycho Boost: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
- Sp. Def 20
- Sp. Def 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
- Move Gauge Refresh 2
- Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
- Defense 20
- Defense 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 3 Energy, 36 Sync Orb(s)
- Zen Headbutt: Power 2
- Zen Headbutt: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 27 | Cost: 7 Energy, 84 Sync Orb(s)
- Cosmic Power: Move Gauge Refresh 3
- Move: Cosmic Power Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 7 Energy, 84 Sync Orb(s)
- Recover: MP Refresh 2
- Move: Recover Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 31 | Cost: 10 Energy, 120 Sync Orb(s)
- Iron Defense: Move Gauge Refresh 9
- Move: Iron Defense Charges the user’s move gauge by one when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 32 | Cost: 10 Energy, 120 Sync Orb(s)
- Recover: Master Healer 1
- Move: Recover Increases the amount of HP restored by the user’s healing moves.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 33 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Recover: Move Gauge Refresh 3
- Move: Recover Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 35 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 36 | Cost: 3 Energy, 36 Sync Orb(s)
- Zen Headbutt: Power 3
- Zen Headbutt: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Double Team: Move Gauge Refresh 9
- Move: Double Team Charges the user’s move gauge by one when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 38 | Cost: 10 Energy, 120 Sync Orb(s)
- Morale Boost+ 9
- Raises the user’s Sp. Atk by 2 stat ranks when its Trainer uses a move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 39 | Cost: 10 Energy, 120 Sync Orb(s)
- Double Team: Pep Rally 1
- Move: Double Team Raises the Speed of all allied sync pairs by 1 stat rank when the user’s move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Zen Headbutt: Power 3
- Zen Headbutt: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 5 Energy, 60 Sync Orb(s)
- Zen Headbutt: Accuracy 10
- Zen Headbutt: Accuracy ↑ 10
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
- Zen Headbutt: Power 3
- Zen Headbutt: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
- Critical Odds+ 9
- Raises the user’s critical-hit rate by 2 stat ranks when its Trainer uses a move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 45 | Cost: 5 Energy, 60 Sync Orb(s)
- Space Rocks Psycho Boost: Power 25
- Space Rocks Psycho Boost: Power ↑ 25
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Disarm 9
- Lowers the target’s Attack and Sp. Atk by one stat rank when the user’s attack move is successful against a flinching, confused, or trapped opponent.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 3 Energy, 36 Sync Orb(s)
- Zen Headbutt: Power 3
- Zen Headbutt: Power ↑ 3
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Cell 48 | Cost: 7 Energy, 84 Sync Orb(s)
- Zen Headbutt: Power 0
- Zen Headbutt: Power ↑ 0
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- ====================================================
- Trainer : Cynthia
- Cell 49 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 20
- Attack 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 50 | Cost: 3 Energy, 36 Sync Orb(s)
- Sand Blaster 5
- Powers up the user’s sync move during a sandstorm.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 51 | Cost: 5 Energy, 60 Sync Orb(s)
- Haymaker
- The more the user’s Attack is raised, the more it powers up the user’s sync move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 52 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 20
- Speed 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 53 | Cost: 3 Energy, 36 Sync Orb(s)
- Superduper Effective 5
- Powers up moves that are super effective.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 54 | Cost: 5 Energy, 60 Sync Orb(s)
- Fierce Entry 1
- Raises the user’s Attack by 1 stat rank when it enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- ====================================================
- Trainer : Drake
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
- Dragon Claw: Power 4
- Dragon Claw: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 5 Energy, 60 Sync Orb(s)
- Unflappable
- Prevents the user from flinching.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Dragon Claw: Power 4
- Dragon Claw: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Dragon Claw: Power 4
- Dragon Claw: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Dragon Claw: Move Gauge Refresh 3
- Move: Dragon Claw Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
- X Sp. Def All: MP Refresh 2
- Move: X Sp. Def All Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 5 Energy, 60 Sync Orb(s)
- Stalwart
- Sp. Def cannot be lowered.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 7 Energy, 84 Sync Orb(s)
- Sp. Def 20
- Sp. Def 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
- Dragon Breath: Power 4
- Dragon Breath: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Dragon Breath: Power 4
- Dragon Breath: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 23 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
- Sync Regen
- Applies the Gradual Healing effect to the user after using its sync move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
- HP 50
- HP 50
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Hostile Environment 1
- Raises the chance of inflicting status conditions with the additional effects of moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 3 Energy, 36 Sync Orb(s)
- Dragon Breath: Power 4
- Dragon Breath: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 5 Energy, 60 Sync Orb(s)
- Lithe
- Prevents the user from getting paralyzed.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Dragon Breath: Power 4
- Dragon Breath: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
- Dragon Breath: Power 4
- Dragon Breath: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Dragon Breath: Move Gauge Refresh 3
- Move: Dragon Breath Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
- Hard to Starboard!: MP Refresh 2
- Move: Hard to Starboard! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 5 Energy, 60 Sync Orb(s)
- Unbending
- Defense cannot be lowered.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 37 | Cost: 7 Energy, 84 Sync Orb(s)
- Defense 20
- Defense 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Dragon Claw: Power 4
- Dragon Claw: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Dragon Claw: Power 4
- Dragon Claw: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
- Sync Cure
- Removes all status conditions from the user after using its sync move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Quick Tempo
- Applies the Move Gauge Acceleration effect to the allied field of play the first time the user enters a battle each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Team Sharp Entry 1
- Raises the critical-hit rate of all allied sync pairs by 1 stat rank when the user enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Righteous Heart Dragon Claw: Power 25
- Righteous Heart Dragon Claw: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Righteous Heart Dragon Claw: Power 25
- Righteous Heart Dragon Claw: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- ====================================================
- Trainer : Zinnia
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
- Outrage: Move Gauge Refresh 2
- Move: Outrage Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- Outrage: Power 3
- Outrage: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
- Outrage: Power 3
- Outrage: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 4 Energy, 48 Sync Orb(s)
- Outrage: Power 3
- Outrage: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
- Clearheaded
- Prevents the user from becoming confused.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Weather Surge 3
- Powers up moves when weather conditions are in effect.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
- Draco Meteor: Power 3
- Draco Meteor: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
- Draco Meteor: Accuracy 5
- Draco Meteor: Accuracy ↑ 5
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
- Draco Meteor: Power 3
- Draco Meteor: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
- Draco Meteor: Move Gauge Refresh 2
- Move: Draco Meteor Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 4 Energy, 48 Sync Orb(s)
- Draco Meteor: Power 3
- Draco Meteor: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
- Special Reserves 4
- Raises the user’s Sp. Atk by 4 stat ranks the first time it is in a pinch each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
- Weather Sync-Up 5
- Powers up sync moves when weather conditions are in effect.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
- Aerial Ace: Power 4
- Aerial Ace: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
- Aerial Ace: Move Gauge Refresh 2
- Move: Aerial Ace Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
- Aerial Ace: Power 4
- Aerial Ace: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
- Aerial Ace: Power 4
- Aerial Ace: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 3 Energy, 36 Sync Orb(s)
- Aerial Ace: Power 4
- Aerial Ace: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 4 Energy, 48 Sync Orb(s)
- Draco Meteor: Accuracy 5
- Draco Meteor: Accuracy ↑ 5
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
- Aerial Ace: Mind Swell 3
- Move: Aerial Ace Has a chance (40%) of raising the user’s Sp. Atk by one stat rank when its Pokémon uses a move.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Grand Entry 2
- Raises the user’s Sp. Atk by 2 stat ranks when it enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
- Draco Meteor: Power 3
- Draco Meteor: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Aerial Ace: Power 4
- Aerial Ace: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- Stellar Imagination!: MP Refresh 2
- Move: Stellar Imagination! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
- Outrage: Power 3
- Outrage: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 9 Energy, 108 Sync Orb(s)
- Aerial Ace: Eagle Eye 3
- Move: Aerial Ace Has a chance (40%) of raising the user’s critical-hit rate by one stat rank when its Pokémon uses a move.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
- Attack 20
- Attack 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Dimensional Defender Draco Meteor: Power 25
- Dimensional Defender Draco Meteor: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Dimensional Defender Draco Meteor: Power 25
- Dimensional Defender Draco Meteor: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 49 | Cost: 5 Energy, 60 Sync Orb(s)
- Dimensional Defender Draco Meteor: Power 25
- Dimensional Defender Draco Meteor: Power ↑ 25
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 50 | Cost: 5 Energy, 60 Sync Orb(s)
- Dimensional Defender Draco Meteor: Power 25
- Dimensional Defender Draco Meteor: Power ↑ 25
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- ====================================================
- Trainer : Giovanni (Classic)
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Slash: Power 3
- Slash: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Slash: Power 3
- Slash: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Slash: Power 3
- Slash: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Slash: Move Gauge Refresh 3
- Move: Slash Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
- Enough!: Berserk Bunch 1
- Move: Enough! Raises the Attack of all allied sync pairs by 1 stat rank when the user’s move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
- Ramming Speed
- The more the user’s Speed is raised, the more it powers up the user’s moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- On the Run 2
- Raises the user’s evasiveness by 2 stat ranks the first time it is in a pinch each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
- Bite: Power 3
- Bite: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Bite: Power 3
- Bite: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 8 Energy, 96 Sync Orb(s)
- Stamina Reserves 2
- Charges the user’s move gauge by 2 the first time it is in a pinch each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 23 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
- Enough!: Slippery 1
- Move: Enough! Raises the user’s evasiveness by 1 stat rank when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
- Enough!: MP Refresh 2
- Move: Enough! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
- Team Sync Regen
- Applies the Gradual Healing effect to all allied sync pairs after the user uses a sync move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Bite: Power 3
- Bite: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
- Bite: Power 3
- Bite: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
- Bite: Power 3
- Bite: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Bite: Move Gauge Refresh 3
- Move: Bite Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Enough!: All Ramped Up 1
- Move: Enough! Raises the Sp. Atk of all allied sync pairs by 1 stat rank when the user’s move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 5 Energy, 60 Sync Orb(s)
- HP 30
- HP 30
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Catalyst
- Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s sync move is used each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Slash: Power 3
- Slash: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Slash: Power 3
- Slash: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 10 Energy, 120 Sync Orb(s)
- Amped Up 1
- Raises the user’s Speed by 1 stat rank when it lands a critical hit.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- Dire Hit All +: MP Refresh 2
- Move: Dire Hit All + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- Quick Cure
- Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Safety Tether
- Applies the Enduring effect to the user the first time its sync move is used each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- First Aid 4
- Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Perfectly Evil Normal Impact: Power 25
- Perfectly Evil Normal Impact: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Perfectly Evil Normal Impact: Power 25
- Perfectly Evil Normal Impact: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
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