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Absol-utely

💠 (2.23.5) All New Sync Grids

Aug 8th, 2022
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  1. Trainer : Liza
  2. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  3. HP 10
  4. HP 10
  5. Color Grid: 🟦 Blue
  6.  
  7. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  8. Sp. Atk 5
  9. Sp. Atk 5
  10. Color Grid: 🟦 Blue
  11.  
  12. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  13. Defense 5
  14. Defense 5
  15. Color Grid: 🟦 Blue
  16.  
  17. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  18. Sp. Atk 5
  19. Sp. Atk 5
  20. Color Grid: 🟦 Blue
  21.  
  22. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  23. Sp. Def 5
  24. Sp. Def 5
  25. Color Grid: 🟦 Blue
  26.  
  27. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  28. Speed 5
  29. Speed 5
  30. Color Grid: 🟦 Blue
  31.  
  32. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  33. Sp. Atk 5
  34. Sp. Atk 5
  35. Color Grid: 🟦 Blue
  36. 1 or more adjacent tiles must be activated
  37.  
  38. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  39. Defense 5
  40. Defense 5
  41. Color Grid: 🟦 Blue
  42. 1 or more adjacent tiles must be activated
  43.  
  44. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  45. Sp. Def 5
  46. Sp. Def 5
  47. Color Grid: 🟦 Blue
  48. 1 or more adjacent tiles must be activated
  49.  
  50. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  51. HP 10
  52. HP 10
  53. Color Grid: 🟦 Blue
  54. 1 or more adjacent tiles must be activated
  55.  
  56. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  57. Confusion: Power 4
  58. Confusion: Power ↑ 4
  59. Color Grid: 🟩 Green
  60. 1 or more adjacent tiles must be activated
  61.  
  62. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  63. Confusion: Power 4
  64. Confusion: Power ↑ 4
  65. Color Grid: 🟩 Green
  66. 1 or more adjacent tiles must be activated
  67. Move level must be 2 or higher
  68.  
  69. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  70. Confusion: Power 4
  71. Confusion: Power ↑ 4
  72. Color Grid: 🟩 Green
  73. 1 or more adjacent tiles must be activated
  74.  
  75. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  76. Confusion: Move Gauge Refresh 3
  77. Move: Confusion Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  78. Color Grid: 🟥 Red
  79. 1 or more adjacent tiles must be activated
  80. Move level must be 2 or higher
  81.  
  82. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  83. Synchro Healing 1
  84. Restores the HP of all allied sync pairs by approximately 20% of their maximum HP after using the user’s sync move.
  85. Color Grid: 🟨 Yellow
  86. 1 or more adjacent tiles must be activated
  87. Move level must be 3 or higher
  88.  
  89. Cell 16 | Cost: 9 Energy, 108 Sync Orb(s)
  90. Healthy Healing
  91. Applies the Gradual Healing effect to the user when its HP is full when it enters a battle.
  92. Color Grid: 🟨 Yellow
  93. 1 or more adjacent tiles must be activated
  94. Move level must be 2 or higher
  95.  
  96. Cell 17 | Cost: 9 Energy, 108 Sync Orb(s)
  97. Confusion: Aggravation 2
  98. Move: Confusion Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  99. Color Grid: 🟥 Red
  100. 1 or more adjacent tiles must be activated
  101. Move level must be 3 or higher
  102.  
  103. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  104. HP 10
  105. HP 10
  106. Color Grid: 🟦 Blue
  107. 1 or more adjacent tiles must be activated
  108.  
  109. Cell 19 | Cost: 5 Energy, 60 Sync Orb(s)
  110. Sand Shelter
  111. Protects the user from damage from a sandstorm.
  112. Color Grid: 🟨 Yellow
  113. 1 or more adjacent tiles must be activated
  114.  
  115. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  116. Speed 5
  117. Speed 5
  118. Color Grid: 🟦 Blue
  119. 1 or more adjacent tiles must be activated
  120.  
  121. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  122. Psychic: Power 3
  123. Psychic: Power ↑ 3
  124. Color Grid: 🟩 Green
  125. 1 or more adjacent tiles must be activated
  126.  
  127. Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  128. Sp. Atk 5
  129. Sp. Atk 5
  130. Color Grid: 🟦 Blue
  131. 1 or more adjacent tiles must be activated
  132. Move level must be 2 or higher
  133.  
  134. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  135. Psychic: Power 3
  136. Psychic: Power ↑ 3
  137. Color Grid: 🟩 Green
  138. 1 or more adjacent tiles must be activated
  139. Move level must be 2 or higher
  140.  
  141. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  142. Natural Remedy
  143. Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
  144. Color Grid: 🟨 Yellow
  145. 1 or more adjacent tiles must be activated
  146. Move level must be 2 or higher
  147.  
  148. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  149. Defense 30
  150. Defense 30
  151. Color Grid: 🟦 Blue
  152. 1 or more adjacent tiles must be activated
  153. Move level must be 3 or higher
  154.  
  155. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  156. Of One Mind!: MP Refresh 2
  157. Move: Of One Mind! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  158. Color Grid: 🟥 Red
  159. 1 or more adjacent tiles must be activated
  160. Move level must be 3 or higher
  161.  
  162. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  163. HP 10
  164. HP 10
  165. Color Grid: 🟦 Blue
  166. 1 or more adjacent tiles must be activated
  167.  
  168. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  169. Defense 5
  170. Defense 5
  171. Color Grid: 🟦 Blue
  172. 1 or more adjacent tiles must be activated
  173.  
  174. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  175. Sp. Def 5
  176. Sp. Def 5
  177. Color Grid: 🟦 Blue
  178. 1 or more adjacent tiles must be activated
  179.  
  180. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  181. Speed 5
  182. Speed 5
  183. Color Grid: 🟦 Blue
  184. 1 or more adjacent tiles must be activated
  185.  
  186. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  187. Psychic: Power 3
  188. Psychic: Power ↑ 3
  189. Color Grid: 🟩 Green
  190. 1 or more adjacent tiles must be activated
  191.  
  192. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  193. Psychic: Power 3
  194. Psychic: Power ↑ 3
  195. Color Grid: 🟩 Green
  196. 1 or more adjacent tiles must be activated
  197. Move level must be 2 or higher
  198.  
  199. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  200. Psychic: Power 3
  201. Psychic: Power ↑ 3
  202. Color Grid: 🟩 Green
  203. 1 or more adjacent tiles must be activated
  204.  
  205. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  206. Psychic: Move Gauge Refresh 3
  207. Move: Psychic Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  208. Color Grid: 🟥 Red
  209. 1 or more adjacent tiles must be activated
  210. Move level must be 2 or higher
  211.  
  212. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  213. Furious Brain
  214. The more the user’s Sp. Atk is raised, the more it powers up the user’s moves.
  215. Color Grid: 🟨 Yellow
  216. 1 or more adjacent tiles must be activated
  217. Move level must be 3 or higher
  218.  
  219. Cell 36 | Cost: 7 Energy, 84 Sync Orb(s)
  220. Sp. Def 20
  221. Sp. Def 20
  222. Color Grid: 🟦 Blue
  223. 1 or more adjacent tiles must be activated
  224. Move level must be 2 or higher
  225.  
  226. Cell 37 | Cost: 9 Energy, 108 Sync Orb(s)
  227. Psychic: On a Roll 2
  228. Move: Psychic Raises the chance of lowering stat values with the additional effects of moves.
  229. Color Grid: 🟥 Red
  230. 1 or more adjacent tiles must be activated
  231. Move level must be 3 or higher
  232.  
  233. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  234. Speed 5
  235. Speed 5
  236. Color Grid: 🟦 Blue
  237. 1 or more adjacent tiles must be activated
  238.  
  239. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  240. HP 10
  241. HP 10
  242. Color Grid: 🟦 Blue
  243. 1 or more adjacent tiles must be activated
  244.  
  245. Cell 40 | Cost: 5 Energy, 60 Sync Orb(s)
  246. Clearheaded
  247. Prevents the user from becoming confused.
  248. Color Grid: 🟨 Yellow
  249. 1 or more adjacent tiles must be activated
  250.  
  251. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  252. Confusion: Power 4
  253. Confusion: Power ↑ 4
  254. Color Grid: 🟩 Green
  255. 1 or more adjacent tiles must be activated
  256.  
  257. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  258. Confusion: Power 4
  259. Confusion: Power ↑ 4
  260. Color Grid: 🟩 Green
  261. 1 or more adjacent tiles must be activated
  262. Move level must be 2 or higher
  263.  
  264. Cell 43 | Cost: 2 Energy, 24 Sync Orb(s)
  265. Defense 5
  266. Defense 5
  267. Color Grid: 🟦 Blue
  268. 1 or more adjacent tiles must be activated
  269. Move level must be 2 or higher
  270.  
  271. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  272. Quick Cure
  273. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  274. Color Grid: 🟨 Yellow
  275. 1 or more adjacent tiles must be activated
  276. Move level must be 2 or higher
  277.  
  278. Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
  279. X Sp. Def All: MP Refresh 2
  280. Move: X Sp. Def All Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  281. Color Grid: 🟥 Red
  282. 1 or more adjacent tiles must be activated
  283. Move level must be 3 or higher
  284.  
  285. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  286. Ground Guard
  287. Reduces damage when the user is attacked by Ground-type moves.
  288. Color Grid: 🟨 Yellow
  289. 1 or more adjacent tiles must be activated
  290. Move level must be 3 or higher
  291.  
  292. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  293. Psychic of Duality: Power 25
  294. Psychic of Duality: Power ↑ 25
  295. Color Grid: 🟪 Purple
  296. 1 or more adjacent tiles must be activated
  297. Move level must be 3 or higher
  298.  
  299. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  300. Psychic of Duality: Power 25
  301. Psychic of Duality: Power ↑ 25
  302. Color Grid: 🟪 Purple
  303. 1 or more adjacent tiles must be activated
  304. Move level must be 3 or higher
  305.  
  306. ====================================================
  307. Trainer : Noland
  308. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  309. HP 10
  310. HP 10
  311. Color Grid: 🟦 Blue
  312.  
  313. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  314. Attack 5
  315. Attack 5
  316. Color Grid: 🟦 Blue
  317.  
  318. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  319. Defense 5
  320. Defense 5
  321. Color Grid: 🟦 Blue
  322.  
  323. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  324. Attack 5
  325. Attack 5
  326. Color Grid: 🟦 Blue
  327.  
  328. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  329. Sp. Def 5
  330. Sp. Def 5
  331. Color Grid: 🟦 Blue
  332.  
  333. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  334. Speed 5
  335. Speed 5
  336. Color Grid: 🟦 Blue
  337.  
  338. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  339. Attack 5
  340. Attack 5
  341. Color Grid: 🟦 Blue
  342. 1 or more adjacent tiles must be activated
  343.  
  344. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  345. HP 10
  346. HP 10
  347. Color Grid: 🟦 Blue
  348. 1 or more adjacent tiles must be activated
  349.  
  350. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  351. Defense 5
  352. Defense 5
  353. Color Grid: 🟦 Blue
  354. 1 or more adjacent tiles must be activated
  355.  
  356. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  357. Sp. Def 5
  358. Sp. Def 5
  359. Color Grid: 🟦 Blue
  360. 1 or more adjacent tiles must be activated
  361.  
  362. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  363. Fury Cutter: Power 1
  364. Fury Cutter: Power ↑ 1
  365. Color Grid: 🟩 Green
  366. 1 or more adjacent tiles must be activated
  367.  
  368. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  369. Fury Cutter: Power 1
  370. Fury Cutter: Power ↑ 1
  371. Color Grid: 🟩 Green
  372. 1 or more adjacent tiles must be activated
  373.  
  374. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  375. Fury Cutter: Power 1
  376. Fury Cutter: Power ↑ 1
  377. Color Grid: 🟩 Green
  378. 1 or more adjacent tiles must be activated
  379. Move level must be 2 or higher
  380.  
  381. Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
  382. Fury Cutter: Accuracy 5
  383. Fury Cutter: Accuracy ↑ 5
  384. Color Grid: 🟩 Green
  385. 1 or more adjacent tiles must be activated
  386. Move level must be 2 or higher
  387.  
  388. Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
  389. Victory Flex 2
  390. Raises the user’s Attack by 2 stat ranks when it knocks out an opponent with a move.
  391. Color Grid: 🟨 Yellow
  392. 1 or more adjacent tiles must be activated
  393. Move level must be 2 or higher
  394.  
  395. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  396. Furious Brawn
  397. The more the user’s Attack is raised, the more it powers up the user’s moves.
  398. Color Grid: 🟨 Yellow
  399. 1 or more adjacent tiles must be activated
  400. Move level must be 3 or higher
  401.  
  402. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  403. Fury Cutter: Move Gauge Refresh 9
  404. Move: Fury Cutter Charges the user’s move gauge by one when its move is successful.
  405. Color Grid: 🟥 Red
  406. 1 or more adjacent tiles must be activated
  407. Move level must be 3 or higher
  408.  
  409. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  410. Attack 5
  411. Attack 5
  412. Color Grid: 🟦 Blue
  413. 1 or more adjacent tiles must be activated
  414.  
  415. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  416. Speed 5
  417. Speed 5
  418. Color Grid: 🟦 Blue
  419. 1 or more adjacent tiles must be activated
  420.  
  421. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  422. Defense 5
  423. Defense 5
  424. Color Grid: 🟦 Blue
  425. 1 or more adjacent tiles must be activated
  426.  
  427. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  428. Sp. Def 5
  429. Sp. Def 5
  430. Color Grid: 🟦 Blue
  431. 1 or more adjacent tiles must be activated
  432.  
  433. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  434. X-Scissor: Power 4
  435. X-Scissor: Power ↑ 4
  436. Color Grid: 🟩 Green
  437. 1 or more adjacent tiles must be activated
  438.  
  439. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  440. X-Scissor: Power 4
  441. X-Scissor: Power ↑ 4
  442. Color Grid: 🟩 Green
  443. 1 or more adjacent tiles must be activated
  444.  
  445. Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
  446. X-Scissor: Power 4
  447. X-Scissor: Power ↑ 4
  448. Color Grid: 🟩 Green
  449. 1 or more adjacent tiles must be activated
  450. Move level must be 2 or higher
  451.  
  452. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  453. X-Scissor: Move Gauge Refresh 3
  454. Move: X-Scissor Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  455. Color Grid: 🟥 Red
  456. 1 or more adjacent tiles must be activated
  457. Move level must be 2 or higher
  458.  
  459. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  460. X Attack: MP Refresh 2
  461. Move: X Attack Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  462. Color Grid: 🟥 Red
  463. 1 or more adjacent tiles must be activated
  464. Move level must be 2 or higher
  465.  
  466. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  467. Inertia
  468. The more user’s Speed is raised, the more it powers up the user’s sync move.
  469. Color Grid: 🟨 Yellow
  470. 1 or more adjacent tiles must be activated
  471. Move level must be 3 or higher
  472.  
  473. Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  474. X Attack: Berserker 1
  475. Move: X Attack Raises the user’s Attack by 1 stat rank when its move is successful.
  476. Color Grid: 🟥 Red
  477. 1 or more adjacent tiles must be activated
  478. Move level must be 3 or higher
  479.  
  480. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  481. Speed 5
  482. Speed 5
  483. Color Grid: 🟦 Blue
  484. 1 or more adjacent tiles must be activated
  485.  
  486. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  487. Attack 5
  488. Attack 5
  489. Color Grid: 🟦 Blue
  490. 1 or more adjacent tiles must be activated
  491.  
  492. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  493. HP 10
  494. HP 10
  495. Color Grid: 🟦 Blue
  496. 1 or more adjacent tiles must be activated
  497.  
  498. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  499. X-Scissor: Power 4
  500. X-Scissor: Power ↑ 4
  501. Color Grid: 🟩 Green
  502. 1 or more adjacent tiles must be activated
  503.  
  504. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  505. X-Scissor: Power 4
  506. X-Scissor: Power ↑ 4
  507. Color Grid: 🟩 Green
  508. 1 or more adjacent tiles must be activated
  509. Move level must be 2 or higher
  510.  
  511. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  512. Bring It On!: MP Refresh 2
  513. Move: Bring It On! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  514. Color Grid: 🟥 Red
  515. 1 or more adjacent tiles must be activated
  516. Move level must be 2 or higher
  517.  
  518. Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
  519. Speed 20
  520. Speed 20
  521. Color Grid: 🟦 Blue
  522. 1 or more adjacent tiles must be activated
  523. Move level must be 2 or higher
  524.  
  525. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  526. Adrenaline 1
  527. Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
  528. Color Grid: 🟨 Yellow
  529. 1 or more adjacent tiles must be activated
  530. Move level must be 3 or higher
  531.  
  532. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  533. Bring It On!: Critical Eye 1
  534. Move: Bring It On! Raises the user’s critical-hit rate by 1 stat rank when its move is successful.
  535. Color Grid: 🟥 Red
  536. 1 or more adjacent tiles must be activated
  537. Move level must be 3 or higher
  538.  
  539. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  540. Speed 5
  541. Speed 5
  542. Color Grid: 🟦 Blue
  543. 1 or more adjacent tiles must be activated
  544.  
  545. Cell 39 | Cost: 5 Energy, 60 Sync Orb(s)
  546. Unflappable
  547. Prevents the user from flinching.
  548. Color Grid: 🟨 Yellow
  549. 1 or more adjacent tiles must be activated
  550.  
  551. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  552. Fury Cutter: Power 1
  553. Fury Cutter: Power ↑ 1
  554. Color Grid: 🟩 Green
  555. 1 or more adjacent tiles must be activated
  556.  
  557. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  558. Fury Cutter: Power 1
  559. Fury Cutter: Power ↑ 1
  560. Color Grid: 🟩 Green
  561. 1 or more adjacent tiles must be activated
  562.  
  563. Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
  564. HP 10
  565. HP 10
  566. Color Grid: 🟦 Blue
  567. 1 or more adjacent tiles must be activated
  568. Move level must be 2 or higher
  569.  
  570. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  571. Fast-Track 2
  572. Has a chance (30%) of raising the user’s Speed by one stat rank after its Pokémon uses a move.
  573. Color Grid: 🟨 Yellow
  574. 1 or more adjacent tiles must be activated
  575. Move level must be 2 or higher
  576.  
  577. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  578. Attack 20
  579. Attack 20
  580. Color Grid: 🟦 Blue
  581. 1 or more adjacent tiles must be activated
  582. Move level must be 2 or higher
  583.  
  584. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  585. Defense Crush 2
  586. Has a chance (30%) of lowering the target’s Defense by one stat rank when the user’s attack move against it is successful.
  587. Color Grid: 🟨 Yellow
  588. 1 or more adjacent tiles must be activated
  589. Move level must be 3 or higher
  590.  
  591. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  592. Staggering 1
  593. Has a chance (20%) of making the target flinch when the user’s attack move against it is successful.
  594. Color Grid: 🟨 Yellow
  595. 1 or more adjacent tiles must be activated
  596. Move level must be 3 or higher
  597.  
  598. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  599. Factory Head X-Scissor: Power 25
  600. Factory Head X-Scissor: Power ↑ 25
  601. Color Grid: 🟪 Purple
  602. 1 or more adjacent tiles must be activated
  603. Move level must be 3 or higher
  604.  
  605. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  606. Factory Head X-Scissor: Power 25
  607. Factory Head X-Scissor: Power ↑ 25
  608. Color Grid: 🟪 Purple
  609. 1 or more adjacent tiles must be activated
  610. Move level must be 3 or higher
  611.  
  612. =======================================
  613. Trainer : Sygna Suit Steven
  614. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  615. HP 10
  616. HP 10
  617. Color Grid: 🟦 Blue
  618.  
  619. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  620. Attack 5
  621. Attack 5
  622. Color Grid: 🟦 Blue
  623.  
  624. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  625. Defense 5
  626. Defense 5
  627. Color Grid: 🟦 Blue
  628.  
  629. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  630. Sp. Atk 5
  631. Sp. Atk 5
  632. Color Grid: 🟦 Blue
  633.  
  634. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  635. Sp. Def 5
  636. Sp. Def 5
  637. Color Grid: 🟦 Blue
  638.  
  639. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  640. Speed 5
  641. Speed 5
  642. Color Grid: 🟦 Blue
  643.  
  644. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  645. Sp. Atk 5
  646. Sp. Atk 5
  647. Color Grid: 🟦 Blue
  648. 1 or more adjacent tiles must be activated
  649.  
  650. Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
  651. Psycho Boost: Power 2
  652. Psycho Boost: Power ↑ 2
  653. Color Grid: 🟩 Green
  654. 1 or more adjacent tiles must be activated
  655.  
  656. Cell 9 | Cost: 5 Energy, 60 Sync Orb(s)
  657. Space Rocks Psycho Boost: Power 25
  658. Space Rocks Psycho Boost: Power ↑ 25
  659. Color Grid: 🟩 Green
  660. 1 or more adjacent tiles must be activated
  661.  
  662. Cell 10 | Cost: 5 Energy, 60 Sync Orb(s)
  663. Space Rocks Psycho Boost: Power 25
  664. Space Rocks Psycho Boost: Power ↑ 25
  665. Color Grid: 🟩 Green
  666. 1 or more adjacent tiles must be activated
  667. Move level must be 2 or higher
  668.  
  669. Cell 11 | Cost: 5 Energy, 60 Sync Orb(s)
  670. Space Rocks Psycho Boost: Power 25
  671. Space Rocks Psycho Boost: Power ↑ 25
  672. Color Grid: 🟩 Green
  673. 1 or more adjacent tiles must be activated
  674. Move level must be 2 or higher
  675.  
  676. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  677. Psycho Boost: Power 2
  678. Psycho Boost: Power ↑ 2
  679. Color Grid: 🟩 Green
  680. 1 or more adjacent tiles must be activated
  681.  
  682. Cell 13 | Cost: 5 Energy, 60 Sync Orb(s)
  683. Psycho Boost: Accuracy 10
  684. Psycho Boost: Accuracy ↑ 10
  685. Color Grid: 🟩 Green
  686. 1 or more adjacent tiles must be activated
  687.  
  688. Cell 14 | Cost: 2 Energy, 24 Sync Orb(s)
  689. Sp. Atk 5
  690. Sp. Atk 5
  691. Color Grid: 🟦 Blue
  692. 1 or more adjacent tiles must be activated
  693.  
  694. Cell 15 | Cost: 3 Energy, 36 Sync Orb(s)
  695. Psycho Boost: Power 2
  696. Psycho Boost: Power ↑ 2
  697. Color Grid: 🟩 Green
  698. 1 or more adjacent tiles must be activated
  699.  
  700. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  701. Furious Brain
  702. The more the user’s Sp. Atk is raised, the more it powers up the user’s moves.
  703. Color Grid: 🟨 Yellow
  704. 1 or more adjacent tiles must be activated
  705. Move level must be 3 or higher
  706.  
  707. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  708. Soften Up 1
  709. Critical hits land more easily when the user attacks with a sync move.
  710. Color Grid: 🟨 Yellow
  711. 1 or more adjacent tiles must be activated
  712. Move level must be 3 or higher
  713.  
  714. Cell 18 | Cost: 10 Energy, 120 Sync Orb(s)
  715. Psycho Boost: BOGO 4
  716. Move: Psycho Boost Has a chance (50%) of applying the Free Move Next effect to the user when its move is successful.
  717. Color Grid: 🟥 Red
  718. 1 or more adjacent tiles must be activated
  719. Move level must be 3 or higher
  720.  
  721. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  722. Psycho Boost: Power 2
  723. Psycho Boost: Power ↑ 2
  724. Color Grid: 🟩 Green
  725. 1 or more adjacent tiles must be activated
  726.  
  727. Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
  728. Psycho Boost: Move Gauge Refresh 3
  729. Move: Psycho Boost Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  730. Color Grid: 🟥 Red
  731. 1 or more adjacent tiles must be activated
  732.  
  733. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  734. HP 10
  735. HP 10
  736. Color Grid: 🟦 Blue
  737. 1 or more adjacent tiles must be activated
  738.  
  739. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  740. Psycho Boost: Power 2
  741. Psycho Boost: Power ↑ 2
  742. Color Grid: 🟩 Green
  743. 1 or more adjacent tiles must be activated
  744.  
  745. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  746. Sp. Def 20
  747. Sp. Def 20
  748. Color Grid: 🟦 Blue
  749. 1 or more adjacent tiles must be activated
  750. Move level must be 2 or higher
  751.  
  752. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  753. Move Gauge Refresh 2
  754. Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  755. Color Grid: 🟨 Yellow
  756. 1 or more adjacent tiles must be activated
  757. Move level must be 2 or higher
  758.  
  759. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  760. Defense 20
  761. Defense 20
  762. Color Grid: 🟦 Blue
  763. 1 or more adjacent tiles must be activated
  764. Move level must be 2 or higher
  765.  
  766. Cell 26 | Cost: 3 Energy, 36 Sync Orb(s)
  767. Zen Headbutt: Power 2
  768. Zen Headbutt: Power ↑ 2
  769. Color Grid: 🟩 Green
  770. 1 or more adjacent tiles must be activated
  771.  
  772. Cell 27 | Cost: 7 Energy, 84 Sync Orb(s)
  773. Cosmic Power: Move Gauge Refresh 3
  774. Move: Cosmic Power Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  775. Color Grid: 🟥 Red
  776. 1 or more adjacent tiles must be activated
  777.  
  778. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  779. HP 10
  780. HP 10
  781. Color Grid: 🟦 Blue
  782. 1 or more adjacent tiles must be activated
  783.  
  784. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  785. HP 10
  786. HP 10
  787. Color Grid: 🟦 Blue
  788. 1 or more adjacent tiles must be activated
  789.  
  790. Cell 30 | Cost: 7 Energy, 84 Sync Orb(s)
  791. Recover: MP Refresh 2
  792. Move: Recover Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  793. Color Grid: 🟥 Red
  794. 1 or more adjacent tiles must be activated
  795. Move level must be 3 or higher
  796.  
  797. Cell 31 | Cost: 10 Energy, 120 Sync Orb(s)
  798. Iron Defense: Move Gauge Refresh 9
  799. Move: Iron Defense Charges the user’s move gauge by one when its move is successful.
  800. Color Grid: 🟥 Red
  801. 1 or more adjacent tiles must be activated
  802. Move level must be 3 or higher
  803.  
  804. Cell 32 | Cost: 10 Energy, 120 Sync Orb(s)
  805. Recover: Master Healer 1
  806. Move: Recover Increases the amount of HP restored by the user’s healing moves.
  807. Color Grid: 🟥 Red
  808. 1 or more adjacent tiles must be activated
  809. Move level must be 3 or higher
  810.  
  811. Cell 33 | Cost: 2 Energy, 24 Sync Orb(s)
  812. HP 10
  813. HP 10
  814. Color Grid: 🟦 Blue
  815. 1 or more adjacent tiles must be activated
  816.  
  817. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  818. Recover: Move Gauge Refresh 3
  819. Move: Recover Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  820. Color Grid: 🟥 Red
  821. 1 or more adjacent tiles must be activated
  822.  
  823. Cell 35 | Cost: 2 Energy, 24 Sync Orb(s)
  824. Speed 5
  825. Speed 5
  826. Color Grid: 🟦 Blue
  827. 1 or more adjacent tiles must be activated
  828.  
  829. Cell 36 | Cost: 3 Energy, 36 Sync Orb(s)
  830. Zen Headbutt: Power 3
  831. Zen Headbutt: Power ↑ 3
  832. Color Grid: 🟩 Green
  833. 1 or more adjacent tiles must be activated
  834.  
  835. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  836. Double Team: Move Gauge Refresh 9
  837. Move: Double Team Charges the user’s move gauge by one when its move is successful.
  838. Color Grid: 🟥 Red
  839. 1 or more adjacent tiles must be activated
  840. Move level must be 2 or higher
  841.  
  842. Cell 38 | Cost: 10 Energy, 120 Sync Orb(s)
  843. Morale Boost+ 9
  844. Raises the user’s Sp. Atk by 2 stat ranks when its Trainer uses a move.
  845. Color Grid: 🟨 Yellow
  846. 1 or more adjacent tiles must be activated
  847. Move level must be 2 or higher
  848.  
  849. Cell 39 | Cost: 10 Energy, 120 Sync Orb(s)
  850. Double Team: Pep Rally 1
  851. Move: Double Team Raises the Speed of all allied sync pairs by 1 stat rank when the user’s move is successful.
  852. Color Grid: 🟥 Red
  853. 1 or more adjacent tiles must be activated
  854. Move level must be 2 or higher
  855.  
  856. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  857. Zen Headbutt: Power 3
  858. Zen Headbutt: Power ↑ 3
  859. Color Grid: 🟩 Green
  860. 1 or more adjacent tiles must be activated
  861.  
  862. Cell 41 | Cost: 5 Energy, 60 Sync Orb(s)
  863. Zen Headbutt: Accuracy 10
  864. Zen Headbutt: Accuracy ↑ 10
  865. Color Grid: 🟩 Green
  866. 1 or more adjacent tiles must be activated
  867.  
  868. Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
  869. Attack 5
  870. Attack 5
  871. Color Grid: 🟦 Blue
  872. 1 or more adjacent tiles must be activated
  873.  
  874. Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
  875. Zen Headbutt: Power 3
  876. Zen Headbutt: Power ↑ 3
  877. Color Grid: 🟩 Green
  878. 1 or more adjacent tiles must be activated
  879.  
  880. Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
  881. Critical Odds+ 9
  882. Raises the user’s critical-hit rate by 2 stat ranks when its Trainer uses a move.
  883. Color Grid: 🟨 Yellow
  884. 1 or more adjacent tiles must be activated
  885. Move level must be 3 or higher
  886.  
  887. Cell 45 | Cost: 5 Energy, 60 Sync Orb(s)
  888. Space Rocks Psycho Boost: Power 25
  889. Space Rocks Psycho Boost: Power ↑ 25
  890. Color Grid: 🟩 Green
  891. 1 or more adjacent tiles must be activated
  892. Move level must be 3 or higher
  893.  
  894. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  895. Disarm 9
  896. 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.
  897. Color Grid: 🟨 Yellow
  898. 1 or more adjacent tiles must be activated
  899. Move level must be 3 or higher
  900.  
  901. Cell 47 | Cost: 3 Energy, 36 Sync Orb(s)
  902. Zen Headbutt: Power 3
  903. Zen Headbutt: Power ↑ 3
  904. Color Grid: 🟪 Purple
  905. 1 or more adjacent tiles must be activated
  906.  
  907. Cell 48 | Cost: 7 Energy, 84 Sync Orb(s)
  908. Zen Headbutt: Power 0
  909. Zen Headbutt: Power ↑ 0
  910. Color Grid: 🟪 Purple
  911. 1 or more adjacent tiles must be activated
  912.  
  913.  
  914. ====================================================
  915. Trainer : Cynthia
  916. Cell 49 | Cost: 0 Energy, 5 Sync Orb(s)
  917. Attack 20
  918. Attack 20
  919. Color Grid: 🟦 Blue
  920. 1 or more adjacent tiles must be activated
  921.  
  922. Cell 50 | Cost: 3 Energy, 36 Sync Orb(s)
  923. Sand Blaster 5
  924. Powers up the user’s sync move during a sandstorm.
  925. Color Grid: 🟨 Yellow
  926. 1 or more adjacent tiles must be activated
  927. Move level must be 2 or higher
  928.  
  929. Cell 51 | Cost: 5 Energy, 60 Sync Orb(s)
  930. Haymaker
  931. The more the user’s Attack is raised, the more it powers up the user’s sync move.
  932. Color Grid: 🟨 Yellow
  933. 1 or more adjacent tiles must be activated
  934. Move level must be 3 or higher
  935.  
  936. Cell 52 | Cost: 0 Energy, 5 Sync Orb(s)
  937. Speed 20
  938. Speed 20
  939. Color Grid: 🟦 Blue
  940. 1 or more adjacent tiles must be activated
  941.  
  942. Cell 53 | Cost: 3 Energy, 36 Sync Orb(s)
  943. Superduper Effective 5
  944. Powers up moves that are super effective.
  945. Color Grid: 🟨 Yellow
  946. 1 or more adjacent tiles must be activated
  947. Move level must be 2 or higher
  948.  
  949. Cell 54 | Cost: 5 Energy, 60 Sync Orb(s)
  950. Fierce Entry 1
  951. Raises the user’s Attack by 1 stat rank when it enters a battle.
  952. Color Grid: 🟨 Yellow
  953. 1 or more adjacent tiles must be activated
  954. Move level must be 3 or higher
  955.  
  956.  
  957. ====================================================
  958. ====================================================
  959. Trainer : Drake
  960. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  961. HP 10
  962. HP 10
  963. Color Grid: 🟦 Blue
  964.  
  965. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  966. Attack 5
  967. Attack 5
  968. Color Grid: 🟦 Blue
  969.  
  970. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  971. Defense 5
  972. Defense 5
  973. Color Grid: 🟦 Blue
  974.  
  975. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  976. Sp. Atk 5
  977. Sp. Atk 5
  978. Color Grid: 🟦 Blue
  979.  
  980. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  981. Sp. Def 5
  982. Sp. Def 5
  983. Color Grid: 🟦 Blue
  984.  
  985. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  986. Speed 5
  987. Speed 5
  988. Color Grid: 🟦 Blue
  989.  
  990. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  991. HP 10
  992. HP 10
  993. Color Grid: 🟦 Blue
  994. 1 or more adjacent tiles must be activated
  995.  
  996. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  997. Speed 5
  998. Speed 5
  999. Color Grid: 🟦 Blue
  1000. 1 or more adjacent tiles must be activated
  1001.  
  1002. Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
  1003. Dragon Claw: Power 4
  1004. Dragon Claw: Power ↑ 4
  1005. Color Grid: 🟩 Green
  1006. 1 or more adjacent tiles must be activated
  1007.  
  1008. Cell 10 | Cost: 5 Energy, 60 Sync Orb(s)
  1009. Unflappable
  1010. Prevents the user from flinching.
  1011. Color Grid: 🟨 Yellow
  1012. 1 or more adjacent tiles must be activated
  1013.  
  1014. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  1015. Dragon Claw: Power 4
  1016. Dragon Claw: Power ↑ 4
  1017. Color Grid: 🟩 Green
  1018. 1 or more adjacent tiles must be activated
  1019.  
  1020. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  1021. Dragon Claw: Power 4
  1022. Dragon Claw: Power ↑ 4
  1023. Color Grid: 🟩 Green
  1024. 1 or more adjacent tiles must be activated
  1025. Move level must be 2 or higher
  1026.  
  1027. Cell 13 | Cost: 2 Energy, 24 Sync Orb(s)
  1028. Sp. Def 5
  1029. Sp. Def 5
  1030. Color Grid: 🟦 Blue
  1031. 1 or more adjacent tiles must be activated
  1032.  
  1033. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1034. Dragon Claw: Move Gauge Refresh 3
  1035. Move: Dragon Claw Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1036. Color Grid: 🟥 Red
  1037. 1 or more adjacent tiles must be activated
  1038. Move level must be 2 or higher
  1039.  
  1040. Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  1041. X Sp. Def All: MP Refresh 2
  1042. Move: X Sp. Def All Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1043. Color Grid: 🟥 Red
  1044. 1 or more adjacent tiles must be activated
  1045. Move level must be 3 or higher
  1046.  
  1047. Cell 16 | Cost: 5 Energy, 60 Sync Orb(s)
  1048. Stalwart
  1049. Sp. Def cannot be lowered.
  1050. Color Grid: 🟨 Yellow
  1051. 1 or more adjacent tiles must be activated
  1052. Move level must be 2 or higher
  1053.  
  1054. Cell 17 | Cost: 7 Energy, 84 Sync Orb(s)
  1055. Sp. Def 20
  1056. Sp. Def 20
  1057. Color Grid: 🟦 Blue
  1058. 1 or more adjacent tiles must be activated
  1059. Move level must be 3 or higher
  1060.  
  1061. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1062. Defense 5
  1063. Defense 5
  1064. Color Grid: 🟦 Blue
  1065. 1 or more adjacent tiles must be activated
  1066.  
  1067. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  1068. Dragon Breath: Power 4
  1069. Dragon Breath: Power ↑ 4
  1070. Color Grid: 🟩 Green
  1071. 1 or more adjacent tiles must be activated
  1072.  
  1073. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1074. Attack 5
  1075. Attack 5
  1076. Color Grid: 🟦 Blue
  1077. 1 or more adjacent tiles must be activated
  1078.  
  1079. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  1080. Dragon Breath: Power 4
  1081. Dragon Breath: Power ↑ 4
  1082. Color Grid: 🟩 Green
  1083. 1 or more adjacent tiles must be activated
  1084.  
  1085. Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  1086. Speed 10
  1087. Speed 10
  1088. Color Grid: 🟦 Blue
  1089. 1 or more adjacent tiles must be activated
  1090. Move level must be 2 or higher
  1091.  
  1092. Cell 23 | Cost: 2 Energy, 24 Sync Orb(s)
  1093. Sp. Def 5
  1094. Sp. Def 5
  1095. Color Grid: 🟦 Blue
  1096. 1 or more adjacent tiles must be activated
  1097. Move level must be 2 or higher
  1098.  
  1099. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  1100. Sync Regen
  1101. Applies the Gradual Healing effect to the user after using its sync move.
  1102. Color Grid: 🟨 Yellow
  1103. 1 or more adjacent tiles must be activated
  1104. Move level must be 2 or higher
  1105.  
  1106. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  1107. HP 50
  1108. HP 50
  1109. Color Grid: 🟦 Blue
  1110. 1 or more adjacent tiles must be activated
  1111. Move level must be 3 or higher
  1112.  
  1113. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  1114. Hostile Environment 1
  1115. Raises the chance of inflicting status conditions with the additional effects of moves.
  1116. Color Grid: 🟨 Yellow
  1117. 1 or more adjacent tiles must be activated
  1118. Move level must be 3 or higher
  1119.  
  1120. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1121. Speed 5
  1122. Speed 5
  1123. Color Grid: 🟦 Blue
  1124. 1 or more adjacent tiles must be activated
  1125.  
  1126. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  1127. HP 10
  1128. HP 10
  1129. Color Grid: 🟦 Blue
  1130. 1 or more adjacent tiles must be activated
  1131.  
  1132. Cell 29 | Cost: 3 Energy, 36 Sync Orb(s)
  1133. Dragon Breath: Power 4
  1134. Dragon Breath: Power ↑ 4
  1135. Color Grid: 🟩 Green
  1136. 1 or more adjacent tiles must be activated
  1137.  
  1138. Cell 30 | Cost: 5 Energy, 60 Sync Orb(s)
  1139. Lithe
  1140. Prevents the user from getting paralyzed.
  1141. Color Grid: 🟨 Yellow
  1142. 1 or more adjacent tiles must be activated
  1143.  
  1144. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  1145. Dragon Breath: Power 4
  1146. Dragon Breath: Power ↑ 4
  1147. Color Grid: 🟩 Green
  1148. 1 or more adjacent tiles must be activated
  1149.  
  1150. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  1151. Dragon Breath: Power 4
  1152. Dragon Breath: Power ↑ 4
  1153. Color Grid: 🟩 Green
  1154. 1 or more adjacent tiles must be activated
  1155. Move level must be 2 or higher
  1156.  
  1157. Cell 33 | Cost: 2 Energy, 24 Sync Orb(s)
  1158. Defense 5
  1159. Defense 5
  1160. Color Grid: 🟦 Blue
  1161. 1 or more adjacent tiles must be activated
  1162.  
  1163. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  1164. Dragon Breath: Move Gauge Refresh 3
  1165. Move: Dragon Breath Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1166. Color Grid: 🟥 Red
  1167. 1 or more adjacent tiles must be activated
  1168. Move level must be 2 or higher
  1169.  
  1170. Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
  1171. Hard to Starboard!: MP Refresh 2
  1172. Move: Hard to Starboard! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1173. Color Grid: 🟥 Red
  1174. 1 or more adjacent tiles must be activated
  1175. Move level must be 3 or higher
  1176.  
  1177. Cell 36 | Cost: 5 Energy, 60 Sync Orb(s)
  1178. Unbending
  1179. Defense cannot be lowered.
  1180. Color Grid: 🟨 Yellow
  1181. 1 or more adjacent tiles must be activated
  1182. Move level must be 2 or higher
  1183.  
  1184. Cell 37 | Cost: 7 Energy, 84 Sync Orb(s)
  1185. Defense 20
  1186. Defense 20
  1187. Color Grid: 🟦 Blue
  1188. 1 or more adjacent tiles must be activated
  1189. Move level must be 3 or higher
  1190.  
  1191. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1192. Defense 5
  1193. Defense 5
  1194. Color Grid: 🟦 Blue
  1195. 1 or more adjacent tiles must be activated
  1196.  
  1197. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1198. Attack 5
  1199. Attack 5
  1200. Color Grid: 🟦 Blue
  1201. 1 or more adjacent tiles must be activated
  1202.  
  1203. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  1204. Dragon Claw: Power 4
  1205. Dragon Claw: Power ↑ 4
  1206. Color Grid: 🟩 Green
  1207. 1 or more adjacent tiles must be activated
  1208.  
  1209. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  1210. Dragon Claw: Power 4
  1211. Dragon Claw: Power ↑ 4
  1212. Color Grid: 🟩 Green
  1213. 1 or more adjacent tiles must be activated
  1214.  
  1215. Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
  1216. Speed 5
  1217. Speed 5
  1218. Color Grid: 🟦 Blue
  1219. 1 or more adjacent tiles must be activated
  1220. Move level must be 2 or higher
  1221.  
  1222. Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  1223. HP 20
  1224. HP 20
  1225. Color Grid: 🟦 Blue
  1226. 1 or more adjacent tiles must be activated
  1227. Move level must be 2 or higher
  1228.  
  1229. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  1230. Sync Cure
  1231. Removes all status conditions from the user after using its sync move.
  1232. Color Grid: 🟨 Yellow
  1233. 1 or more adjacent tiles must be activated
  1234. Move level must be 2 or higher
  1235.  
  1236. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1237. Quick Tempo
  1238. Applies the Move Gauge Acceleration effect to the allied field of play the first time the user enters a battle each battle.
  1239. Color Grid: 🟨 Yellow
  1240. 1 or more adjacent tiles must be activated
  1241. Move level must be 3 or higher
  1242.  
  1243. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1244. Team Sharp Entry 1
  1245. Raises the critical-hit rate of all allied sync pairs by 1 stat rank when the user enters a battle.
  1246. Color Grid: 🟨 Yellow
  1247. 1 or more adjacent tiles must be activated
  1248. Move level must be 3 or higher
  1249.  
  1250. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1251. Righteous Heart Dragon Claw: Power 25
  1252. Righteous Heart Dragon Claw: Power ↑ 25
  1253. Color Grid: 🟪 Purple
  1254. 1 or more adjacent tiles must be activated
  1255. Move level must be 3 or higher
  1256.  
  1257. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1258. Righteous Heart Dragon Claw: Power 25
  1259. Righteous Heart Dragon Claw: Power ↑ 25
  1260. Color Grid: 🟪 Purple
  1261. 1 or more adjacent tiles must be activated
  1262. Move level must be 3 or higher
  1263.  
  1264.  
  1265. ====================================================
  1266. ====================================================
  1267. Trainer : Zinnia
  1268. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1269. HP 10
  1270. HP 10
  1271. Color Grid: 🟦 Blue
  1272.  
  1273. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1274. Attack 5
  1275. Attack 5
  1276. Color Grid: 🟦 Blue
  1277.  
  1278. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1279. Defense 5
  1280. Defense 5
  1281. Color Grid: 🟦 Blue
  1282.  
  1283. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1284. Sp. Atk 5
  1285. Sp. Atk 5
  1286. Color Grid: 🟦 Blue
  1287.  
  1288. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1289. Sp. Def 5
  1290. Sp. Def 5
  1291. Color Grid: 🟦 Blue
  1292.  
  1293. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1294. Speed 5
  1295. Speed 5
  1296. Color Grid: 🟦 Blue
  1297.  
  1298. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1299. Attack 5
  1300. Attack 5
  1301. Color Grid: 🟦 Blue
  1302. 1 or more adjacent tiles must be activated
  1303.  
  1304. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1305. Sp. Atk 5
  1306. Sp. Atk 5
  1307. Color Grid: 🟦 Blue
  1308. 1 or more adjacent tiles must be activated
  1309.  
  1310. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1311. Defense 5
  1312. Defense 5
  1313. Color Grid: 🟦 Blue
  1314. 1 or more adjacent tiles must be activated
  1315.  
  1316. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  1317. Speed 5
  1318. Speed 5
  1319. Color Grid: 🟦 Blue
  1320. 1 or more adjacent tiles must be activated
  1321.  
  1322. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  1323. Outrage: Move Gauge Refresh 2
  1324. Move: Outrage Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  1325. Color Grid: 🟥 Red
  1326. 1 or more adjacent tiles must be activated
  1327.  
  1328. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  1329. Outrage: Power 3
  1330. Outrage: Power ↑ 3
  1331. Color Grid: 🟩 Green
  1332. 1 or more adjacent tiles must be activated
  1333.  
  1334. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  1335. Outrage: Power 3
  1336. Outrage: Power ↑ 3
  1337. Color Grid: 🟩 Green
  1338. 1 or more adjacent tiles must be activated
  1339. Move level must be 2 or higher
  1340.  
  1341. Cell 14 | Cost: 4 Energy, 48 Sync Orb(s)
  1342. Outrage: Power 3
  1343. Outrage: Power ↑ 3
  1344. Color Grid: 🟩 Green
  1345. 1 or more adjacent tiles must be activated
  1346. Move level must be 2 or higher
  1347.  
  1348. Cell 15 | Cost: 4 Energy, 48 Sync Orb(s)
  1349. HP 20
  1350. HP 20
  1351. Color Grid: 🟦 Blue
  1352. 1 or more adjacent tiles must be activated
  1353. Move level must be 2 or higher
  1354.  
  1355. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  1356. Clearheaded
  1357. Prevents the user from becoming confused.
  1358. Color Grid: 🟨 Yellow
  1359. 1 or more adjacent tiles must be activated
  1360. Move level must be 3 or higher
  1361.  
  1362. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1363. Weather Surge 3
  1364. Powers up moves when weather conditions are in effect.
  1365. Color Grid: 🟨 Yellow
  1366. 1 or more adjacent tiles must be activated
  1367. Move level must be 3 or higher
  1368.  
  1369. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1370. Sp. Def 5
  1371. Sp. Def 5
  1372. Color Grid: 🟦 Blue
  1373. 1 or more adjacent tiles must be activated
  1374.  
  1375. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1376. Speed 5
  1377. Speed 5
  1378. Color Grid: 🟦 Blue
  1379. 1 or more adjacent tiles must be activated
  1380.  
  1381. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1382. Defense 5
  1383. Defense 5
  1384. Color Grid: 🟦 Blue
  1385. 1 or more adjacent tiles must be activated
  1386.  
  1387. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  1388. Sp. Atk 5
  1389. Sp. Atk 5
  1390. Color Grid: 🟦 Blue
  1391. 1 or more adjacent tiles must be activated
  1392.  
  1393. Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  1394. Draco Meteor: Power 3
  1395. Draco Meteor: Power ↑ 3
  1396. Color Grid: 🟩 Green
  1397. 1 or more adjacent tiles must be activated
  1398.  
  1399. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  1400. Draco Meteor: Accuracy 5
  1401. Draco Meteor: Accuracy ↑ 5
  1402. Color Grid: 🟩 Green
  1403. 1 or more adjacent tiles must be activated
  1404.  
  1405. Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  1406. Draco Meteor: Power 3
  1407. Draco Meteor: Power ↑ 3
  1408. Color Grid: 🟩 Green
  1409. 1 or more adjacent tiles must be activated
  1410. Move level must be 2 or higher
  1411.  
  1412. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  1413. Draco Meteor: Move Gauge Refresh 2
  1414. Move: Draco Meteor Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  1415. Color Grid: 🟥 Red
  1416. 1 or more adjacent tiles must be activated
  1417. Move level must be 2 or higher
  1418.  
  1419. Cell 26 | Cost: 4 Energy, 48 Sync Orb(s)
  1420. Draco Meteor: Power 3
  1421. Draco Meteor: Power ↑ 3
  1422. Color Grid: 🟩 Green
  1423. 1 or more adjacent tiles must be activated
  1424. Move level must be 2 or higher
  1425.  
  1426. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  1427. Special Reserves 4
  1428. Raises the user’s Sp. Atk by 4 stat ranks the first time it is in a pinch each battle.
  1429. Color Grid: 🟨 Yellow
  1430. 1 or more adjacent tiles must be activated
  1431. Move level must be 3 or higher
  1432.  
  1433. Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  1434. Weather Sync-Up 5
  1435. Powers up sync moves when weather conditions are in effect.
  1436. Color Grid: 🟨 Yellow
  1437. 1 or more adjacent tiles must be activated
  1438. Move level must be 3 or higher
  1439.  
  1440. Cell 29 | 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 30 | Cost: 3 Energy, 36 Sync Orb(s)
  1447. Aerial Ace: Power 4
  1448. Aerial Ace: Power ↑ 4
  1449. Color Grid: 🟩 Green
  1450. 1 or more adjacent tiles must be activated
  1451.  
  1452. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  1453. Aerial Ace: Move Gauge Refresh 2
  1454. Move: Aerial Ace Has a chance (30%) of charging the user’s move gauge by one when a move is successful.
  1455. Color Grid: 🟥 Red
  1456. 1 or more adjacent tiles must be activated
  1457.  
  1458. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  1459. Aerial Ace: Power 4
  1460. Aerial Ace: Power ↑ 4
  1461. Color Grid: 🟩 Green
  1462. 1 or more adjacent tiles must be activated
  1463.  
  1464. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  1465. Aerial Ace: Power 4
  1466. Aerial Ace: Power ↑ 4
  1467. Color Grid: 🟩 Green
  1468. 1 or more adjacent tiles must be activated
  1469. Move level must be 2 or higher
  1470.  
  1471. Cell 34 | Cost: 3 Energy, 36 Sync Orb(s)
  1472. Aerial Ace: Power 4
  1473. Aerial Ace: Power ↑ 4
  1474. Color Grid: 🟩 Green
  1475. 1 or more adjacent tiles must be activated
  1476. Move level must be 2 or higher
  1477.  
  1478. Cell 35 | Cost: 4 Energy, 48 Sync Orb(s)
  1479. Draco Meteor: Accuracy 5
  1480. Draco Meteor: Accuracy ↑ 5
  1481. Color Grid: 🟩 Green
  1482. 1 or more adjacent tiles must be activated
  1483. Move level must be 2 or higher
  1484.  
  1485. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  1486. Aerial Ace: Mind Swell 3
  1487. Move: Aerial Ace Has a chance (40%) of raising the user’s Sp. Atk by one stat rank when its Pokémon uses a move.
  1488. Color Grid: 🟥 Red
  1489. 1 or more adjacent tiles must be activated
  1490. Move level must be 3 or higher
  1491.  
  1492. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1493. Grand Entry 2
  1494. Raises the user’s Sp. Atk by 2 stat ranks when it enters a battle.
  1495. Color Grid: 🟨 Yellow
  1496. 1 or more adjacent tiles must be activated
  1497. Move level must be 3 or higher
  1498.  
  1499. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1500. Sp. Atk 5
  1501. Sp. Atk 5
  1502. Color Grid: 🟦 Blue
  1503. 1 or more adjacent tiles must be activated
  1504.  
  1505. Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
  1506. Draco Meteor: Power 3
  1507. Draco Meteor: Power ↑ 3
  1508. Color Grid: 🟩 Green
  1509. 1 or more adjacent tiles must be activated
  1510.  
  1511. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  1512. Speed 5
  1513. Speed 5
  1514. Color Grid: 🟦 Blue
  1515. 1 or more adjacent tiles must be activated
  1516.  
  1517. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  1518. Defense 5
  1519. Defense 5
  1520. Color Grid: 🟦 Blue
  1521. 1 or more adjacent tiles must be activated
  1522.  
  1523. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  1524. Aerial Ace: Power 4
  1525. Aerial Ace: Power ↑ 4
  1526. Color Grid: 🟩 Green
  1527. 1 or more adjacent tiles must be activated
  1528. Move level must be 2 or higher
  1529.  
  1530. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  1531. Stellar Imagination!: MP Refresh 2
  1532. Move: Stellar Imagination! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1533. Color Grid: 🟥 Red
  1534. 1 or more adjacent tiles must be activated
  1535. Move level must be 2 or higher
  1536.  
  1537. Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  1538. Outrage: Power 3
  1539. Outrage: Power ↑ 3
  1540. Color Grid: 🟩 Green
  1541. 1 or more adjacent tiles must be activated
  1542. Move level must be 2 or higher
  1543.  
  1544. Cell 45 | Cost: 9 Energy, 108 Sync Orb(s)
  1545. Aerial Ace: Eagle Eye 3
  1546. 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.
  1547. Color Grid: 🟥 Red
  1548. 1 or more adjacent tiles must be activated
  1549. Move level must be 3 or higher
  1550.  
  1551. Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
  1552. Attack 20
  1553. Attack 20
  1554. Color Grid: 🟦 Blue
  1555. 1 or more adjacent tiles must be activated
  1556. Move level must be 3 or higher
  1557.  
  1558. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1559. Dimensional Defender Draco Meteor: Power 25
  1560. Dimensional Defender Draco Meteor: Power ↑ 25
  1561. Color Grid: 🟪 Purple
  1562. 1 or more adjacent tiles must be activated
  1563. Move level must be 3 or higher
  1564.  
  1565. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1566. Dimensional Defender Draco Meteor: Power 25
  1567. Dimensional Defender Draco Meteor: Power ↑ 25
  1568. Color Grid: 🟪 Purple
  1569. 1 or more adjacent tiles must be activated
  1570. Move level must be 3 or higher
  1571.  
  1572. Cell 49 | Cost: 5 Energy, 60 Sync Orb(s)
  1573. Dimensional Defender Draco Meteor: Power 25
  1574. Dimensional Defender Draco Meteor: Power ↑ 25
  1575. Color Grid: 🟩 Green
  1576. 1 or more adjacent tiles must be activated
  1577. Move level must be 3 or higher
  1578.  
  1579. Cell 50 | Cost: 5 Energy, 60 Sync Orb(s)
  1580. Dimensional Defender Draco Meteor: Power 25
  1581. Dimensional Defender Draco Meteor: Power ↑ 25
  1582. Color Grid: 🟩 Green
  1583. 1 or more adjacent tiles must be activated
  1584. Move level must be 3 or higher
  1585.  
  1586.  
  1587. ====================================================
  1588. ====================================================
  1589. Trainer : Giovanni (Classic)
  1590. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1591. HP 10
  1592. HP 10
  1593. Color Grid: 🟦 Blue
  1594.  
  1595. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1596. Attack 5
  1597. Attack 5
  1598. Color Grid: 🟦 Blue
  1599.  
  1600. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1601. Defense 5
  1602. Defense 5
  1603. Color Grid: 🟦 Blue
  1604.  
  1605. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1606. Attack 5
  1607. Attack 5
  1608. Color Grid: 🟦 Blue
  1609.  
  1610. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1611. Sp. Def 5
  1612. Sp. Def 5
  1613. Color Grid: 🟦 Blue
  1614.  
  1615. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1616. Speed 5
  1617. Speed 5
  1618. Color Grid: 🟦 Blue
  1619.  
  1620. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1621. Speed 5
  1622. Speed 5
  1623. Color Grid: 🟦 Blue
  1624. 1 or more adjacent tiles must be activated
  1625.  
  1626. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1627. Defense 5
  1628. Defense 5
  1629. Color Grid: 🟦 Blue
  1630. 1 or more adjacent tiles must be activated
  1631.  
  1632. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1633. Sp. Def 5
  1634. Sp. Def 5
  1635. Color Grid: 🟦 Blue
  1636. 1 or more adjacent tiles must be activated
  1637.  
  1638. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  1639. HP 10
  1640. HP 10
  1641. Color Grid: 🟦 Blue
  1642. 1 or more adjacent tiles must be activated
  1643.  
  1644. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  1645. Slash: Power 3
  1646. Slash: Power ↑ 3
  1647. Color Grid: 🟩 Green
  1648. 1 or more adjacent tiles must be activated
  1649.  
  1650. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  1651. Slash: Power 3
  1652. Slash: Power ↑ 3
  1653. Color Grid: 🟩 Green
  1654. 1 or more adjacent tiles must be activated
  1655. Move level must be 2 or higher
  1656.  
  1657. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  1658. Slash: Power 3
  1659. Slash: Power ↑ 3
  1660. Color Grid: 🟩 Green
  1661. 1 or more adjacent tiles must be activated
  1662.  
  1663. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1664. Slash: Move Gauge Refresh 3
  1665. Move: Slash Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1666. Color Grid: 🟥 Red
  1667. 1 or more adjacent tiles must be activated
  1668. Move level must be 2 or higher
  1669.  
  1670. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  1671. Enough!: Berserk Bunch 1
  1672. Move: Enough! Raises the Attack of all allied sync pairs by 1 stat rank when the user’s move is successful.
  1673. Color Grid: 🟥 Red
  1674. 1 or more adjacent tiles must be activated
  1675. Move level must be 3 or higher
  1676.  
  1677. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  1678. Ramming Speed
  1679. The more the user’s Speed is raised, the more it powers up the user’s moves.
  1680. Color Grid: 🟨 Yellow
  1681. 1 or more adjacent tiles must be activated
  1682. Move level must be 2 or higher
  1683.  
  1684. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1685. On the Run 2
  1686. Raises the user’s evasiveness by 2 stat ranks the first time it is in a pinch each battle.
  1687. Color Grid: 🟨 Yellow
  1688. 1 or more adjacent tiles must be activated
  1689. Move level must be 3 or higher
  1690.  
  1691. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1692. Speed 5
  1693. Speed 5
  1694. Color Grid: 🟦 Blue
  1695. 1 or more adjacent tiles must be activated
  1696.  
  1697. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  1698. Bite: Power 3
  1699. Bite: Power ↑ 3
  1700. Color Grid: 🟩 Green
  1701. 1 or more adjacent tiles must be activated
  1702.  
  1703. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1704. Sp. Def 5
  1705. Sp. Def 5
  1706. Color Grid: 🟦 Blue
  1707. 1 or more adjacent tiles must be activated
  1708.  
  1709. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  1710. Bite: Power 3
  1711. Bite: Power ↑ 3
  1712. Color Grid: 🟩 Green
  1713. 1 or more adjacent tiles must be activated
  1714.  
  1715. Cell 22 | Cost: 8 Energy, 96 Sync Orb(s)
  1716. Stamina Reserves 2
  1717. Charges the user’s move gauge by 2 the first time it is in a pinch each battle.
  1718. Color Grid: 🟨 Yellow
  1719. 1 or more adjacent tiles must be activated
  1720. Move level must be 2 or higher
  1721.  
  1722. Cell 23 | Cost: 2 Energy, 24 Sync Orb(s)
  1723. Defense 5
  1724. Defense 5
  1725. Color Grid: 🟦 Blue
  1726. 1 or more adjacent tiles must be activated
  1727. Move level must be 2 or higher
  1728.  
  1729. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  1730. Enough!: Slippery 1
  1731. Move: Enough! Raises the user’s evasiveness by 1 stat rank when its move is successful.
  1732. Color Grid: 🟥 Red
  1733. 1 or more adjacent tiles must be activated
  1734. Move level must be 2 or higher
  1735.  
  1736. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  1737. Enough!: MP Refresh 2
  1738. Move: Enough! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1739. Color Grid: 🟥 Red
  1740. 1 or more adjacent tiles must be activated
  1741. Move level must be 3 or higher
  1742.  
  1743. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  1744. Team Sync Regen
  1745. Applies the Gradual Healing effect to all allied sync pairs after the user uses a sync move.
  1746. Color Grid: 🟨 Yellow
  1747. 1 or more adjacent tiles must be activated
  1748. Move level must be 3 or higher
  1749.  
  1750. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1751. Speed 5
  1752. Speed 5
  1753. Color Grid: 🟦 Blue
  1754. 1 or more adjacent tiles must be activated
  1755.  
  1756. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  1757. Sp. Def 5
  1758. Sp. Def 5
  1759. Color Grid: 🟦 Blue
  1760. 1 or more adjacent tiles must be activated
  1761.  
  1762. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1763. Defense 5
  1764. Defense 5
  1765. Color Grid: 🟦 Blue
  1766. 1 or more adjacent tiles must be activated
  1767.  
  1768. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  1769. HP 10
  1770. HP 10
  1771. Color Grid: 🟦 Blue
  1772. 1 or more adjacent tiles must be activated
  1773.  
  1774. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  1775. Bite: Power 3
  1776. Bite: Power ↑ 3
  1777. Color Grid: 🟩 Green
  1778. 1 or more adjacent tiles must be activated
  1779.  
  1780. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  1781. Bite: Power 3
  1782. Bite: Power ↑ 3
  1783. Color Grid: 🟩 Green
  1784. 1 or more adjacent tiles must be activated
  1785. Move level must be 2 or higher
  1786.  
  1787. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  1788. Bite: Power 3
  1789. Bite: Power ↑ 3
  1790. Color Grid: 🟩 Green
  1791. 1 or more adjacent tiles must be activated
  1792.  
  1793. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  1794. Bite: Move Gauge Refresh 3
  1795. Move: Bite Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1796. Color Grid: 🟥 Red
  1797. 1 or more adjacent tiles must be activated
  1798. Move level must be 2 or higher
  1799.  
  1800. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  1801. Enough!: All Ramped Up 1
  1802. Move: Enough! Raises the Sp. Atk of all allied sync pairs by 1 stat rank when the user’s move is successful.
  1803. Color Grid: 🟥 Red
  1804. 1 or more adjacent tiles must be activated
  1805. Move level must be 3 or higher
  1806.  
  1807. Cell 36 | Cost: 5 Energy, 60 Sync Orb(s)
  1808. HP 30
  1809. HP 30
  1810. Color Grid: 🟦 Blue
  1811. 1 or more adjacent tiles must be activated
  1812. Move level must be 2 or higher
  1813.  
  1814. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1815. Catalyst
  1816. Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s sync move is used each battle.
  1817. Color Grid: 🟨 Yellow
  1818. 1 or more adjacent tiles must be activated
  1819. Move level must be 3 or higher
  1820.  
  1821. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1822. HP 10
  1823. HP 10
  1824. Color Grid: 🟦 Blue
  1825. 1 or more adjacent tiles must be activated
  1826.  
  1827. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1828. Speed 5
  1829. Speed 5
  1830. Color Grid: 🟦 Blue
  1831. 1 or more adjacent tiles must be activated
  1832.  
  1833. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  1834. Slash: Power 3
  1835. Slash: Power ↑ 3
  1836. Color Grid: 🟩 Green
  1837. 1 or more adjacent tiles must be activated
  1838.  
  1839. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  1840. Slash: Power 3
  1841. Slash: Power ↑ 3
  1842. Color Grid: 🟩 Green
  1843. 1 or more adjacent tiles must be activated
  1844.  
  1845. Cell 42 | Cost: 10 Energy, 120 Sync Orb(s)
  1846. Amped Up 1
  1847. Raises the user’s Speed by 1 stat rank when it lands a critical hit.
  1848. Color Grid: 🟨 Yellow
  1849. 1 or more adjacent tiles must be activated
  1850. Move level must be 2 or higher
  1851.  
  1852. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  1853. Dire Hit All +: MP Refresh 2
  1854. Move: Dire Hit All + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1855. Color Grid: 🟥 Red
  1856. 1 or more adjacent tiles must be activated
  1857. Move level must be 2 or higher
  1858.  
  1859. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  1860. Quick Cure
  1861. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  1862. Color Grid: 🟨 Yellow
  1863. 1 or more adjacent tiles must be activated
  1864. Move level must be 2 or higher
  1865.  
  1866. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1867. Safety Tether
  1868. Applies the Enduring effect to the user the first time its sync move is used each battle.
  1869. Color Grid: 🟨 Yellow
  1870. 1 or more adjacent tiles must be activated
  1871. Move level must be 3 or higher
  1872.  
  1873. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1874. First Aid 4
  1875. Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
  1876. Color Grid: 🟨 Yellow
  1877. 1 or more adjacent tiles must be activated
  1878. Move level must be 3 or higher
  1879.  
  1880. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1881. Perfectly Evil Normal Impact: Power 25
  1882. Perfectly Evil Normal Impact: Power ↑ 25
  1883. Color Grid: 🟪 Purple
  1884. 1 or more adjacent tiles must be activated
  1885. Move level must be 3 or higher
  1886.  
  1887. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1888. Perfectly Evil Normal Impact: Power 25
  1889. Perfectly Evil Normal Impact: Power ↑ 25
  1890. Color Grid: 🟪 Purple
  1891. 1 or more adjacent tiles must be activated
  1892. Move level must be 3 or higher
  1893.  
  1894.  
  1895. ====================================================
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