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- Trainer : Lear
- 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
- Trainer : Lear
- 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)
- Defense 5
- Defense 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)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | 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 11 | Cost: 5 Energy, 60 Sync Orb(s)
- Snatch: Move Gauge Refresh 5
- Move: Snatch Has a chance (60%) 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: 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 13 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 5 Energy, 60 Sync Orb(s)
- Snatch: MP Refresh 2
- Move: Snatch 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 15 | Cost: 5 Energy, 60 Sync Orb(s)
- Singularity Hyperspace Hole: Power 25
- Singularity Hyperspace Hole: Power ↑ 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
- Snatch: Catalytic Cure 4
- Move: Snatch Has a chance (50%) of restoring the user’s HP by approximately 20% of its maximum HP when its move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Rejuvenate 6
- Charges the user’s move gauge by 6 after using a sync move.
- 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: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 5 Energy, 60 Sync Orb(s)
- Follow My Lead!: Move Gauge Refresh 4
- Move: Follow My Lead! Has a chance (50%) 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: 8 Energy, 96 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 2 or higher
- Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
- Follow My Lead!: MP Refresh 2
- Move: Follow My Lead! 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 24 | Cost: 8 Energy, 96 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 25 | Cost: 10 Energy, 120 Sync Orb(s)
- X Sp. Atk: Ramp Up 1
- Move: X Sp. Atk Raises the user’s Sp. Atk 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 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Rising Tide
- The more the user’s stats are raised, the more it powers up the user’s sync 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)
- Sp. Def 5
- Sp. Def 5
- 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: 5 Energy, 60 Sync Orb(s)
- Hyperspace Hole: Move Gauge Refresh 3
- Move: Hyperspace Hole 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 30 | Cost: 3 Energy, 36 Sync Orb(s)
- Hyperspace Hole: Power 2
- Hyperspace Hole: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Hyperspace Hole: Power 2
- Hyperspace Hole: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 5 Energy, 60 Sync Orb(s)
- Hyperspace Hole: Move Gauge Refresh 3
- Move: Hyperspace Hole 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 33 | Cost: 7 Energy, 84 Sync Orb(s)
- Hyperspace Hole: Superduper Effective 1
- Move: Hyperspace Hole Powers up moves that are super effective.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 34 | Cost: 3 Energy, 36 Sync Orb(s)
- Hyperspace Hole: Power 2
- Hyperspace Hole: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
- Hyperspace Hole: Furious Brain
- Move: Hyperspace Hole The more the user’s Sp. Atk is raised, the more it powers up the user’s moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | 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 37 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- 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: 3 Energy, 36 Sync Orb(s)
- Hyperspace Hole: Power 2
- Hyperspace Hole: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Hyperspace Hole: Power 2
- Hyperspace Hole: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
- X Sp. Atk: MP Refresh 3
- Move: X Sp. Atk Has a chance (40%) 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
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Hyperspace Hole: Power 2
- Hyperspace Hole: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 5 Energy, 60 Sync Orb(s)
- Snatch: Move Gauge Refresh 5
- Move: Snatch Has a chance (60%) 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 44 | 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 45 | Cost: 5 Energy, 60 Sync Orb(s)
- Singularity Hyperspace Hole: Power 25
- Singularity Hyperspace Hole: Power ↑ 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 5 Energy, 60 Sync Orb(s)
- Snatch: MP Refresh 2
- Move: Snatch 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 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Singularity Hyperspace Hole: Power 25
- Singularity Hyperspace Hole: 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)
- Singularity Hyperspace Hole: Power 25
- Singularity Hyperspace Hole: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Trainer : Rachel
- 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)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
- Snarl: Power 2
- Snarl: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 9 | 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 10 | Cost: 3 Energy, 36 Sync Orb(s)
- Snarl: Power 2
- Snarl: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 11 | 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 12 | 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 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Snarl: Power 2
- Snarl: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 6 Energy, 72 Sync Orb(s)
- Snarl: Move Gauge Refresh 3
- Move: Snarl 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)
- Impervious
- Stats cannot be lowered.
- 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)
- Toughen Up 1
- Has a chance (20%) of raising the user’s Defense by one stat rank when it is hit by an attack move.
- 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)
- Tighten Up 1
- Has a chance (20%) of raising the user’s Sp. Def by one stat rank when it is hit by an attack move.
- 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)
- HP 10
- HP 10
- 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)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 6 Energy, 72 Sync Orb(s)
- X Speed All: Move Gauge Refresh 4
- Move: X Speed All Has a chance (50%) 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 22 | 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 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: 6 Energy, 72 Sync Orb(s)
- X Speed All: MP Refresh 3
- Move: X Speed All Has a chance (40%) 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 25 | Cost: 10 Energy, 120 Sync Orb(s)
- Helloooo!: Shielded 1
- Move: Helloooo! Raises the Defense 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 26 | 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 3 or higher
- Cell 27 | 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 28 | Cost: 4 Energy, 48 Sync Orb(s)
- Tackle: Power 3
- Tackle: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
- Tackle: Power 3
- Tackle: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
- Tackle: Power 3
- Tackle: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 32 | 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 33 | Cost: 4 Energy, 48 Sync Orb(s)
- Tackle: Power 3
- Tackle: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 34 | Cost: 6 Energy, 72 Sync Orb(s)
- Tackle: Move Gauge Refresh 3
- Move: Tackle 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)
- 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 3 or higher
- Cell 36 | Cost: 9 Energy, 108 Sync Orb(s)
- Unyielding 2
- When the user’s Enduring effect activates and the user has 1 HP remaining, has a chance (30%) of applying the Enduring effect to the user again.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 37 | 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 38 | Cost: 3 Energy, 36 Sync Orb(s)
- Snarl: Power 2
- Snarl: Power ↑ 2
- Color Grid: Green
- 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: 3 Energy, 36 Sync Orb(s)
- Snarl: Power 2
- Snarl: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 6 Energy, 72 Sync Orb(s)
- Helloooo!: Move Gauge Refresh 4
- Move: Helloooo! Has a chance (50%) 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 42 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
- Snarl: Power 2
- Snarl: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- 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)
- 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 46 | Cost: 6 Energy, 72 Sync Orb(s)
- Helloooo!: MP Refresh 2
- Move: Helloooo! 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 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Hellooo Feint Attack: Power 25
- Hellooo Feint Attack: 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)
- Hellooo Feint Attack: Power 25
- Hellooo Feint Attack: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Trainer : Sawyer
- 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)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
- Dark Pulse: Power 2
- Dark Pulse: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
- Dark Pulse: Power 2
- Dark Pulse: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
- Dark Pulse: Move Gauge Refresh 3
- Move: Dark Pulse 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 12 | 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 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Dark Pulse: Power 2
- Dark Pulse: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 6 Energy, 72 Sync Orb(s)
- Dark Pulse: Move Gauge Refresh 3
- Move: Dark Pulse 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: 8 Energy, 96 Sync Orb(s)
- Dark Pulse: Aggravation 1
- Move: Dark Pulse 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 16 | Cost: 9 Energy, 108 Sync Orb(s)
- Flag Bearer 1
- Has a chance (20%) of raising the Attack of all allied sync pairs by one stat rank when the user’s Pokémon uses a move.
- 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)
- Hype Up 1
- Has a chance (20%) of raising the Sp. Atk of all allied sync pairs by one stat rank when the user’s Pokémon uses a move.
- 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)
- 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)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 6 Energy, 72 Sync Orb(s)
- Dire Hit All: Move Gauge Refresh 4
- Move: Dire Hit All Has a chance (50%) 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 22 | 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 23 | 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 24 | Cost: 6 Energy, 72 Sync Orb(s)
- Dire Hit All: MP Refresh 3
- Move: Dire Hit All Has a chance (40%) 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 25 | Cost: 10 Energy, 120 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 3 or higher
- Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Sync Burst 1
- Restores 1 MP for 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 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 4 Energy, 48 Sync Orb(s)
- Night Slash: Power 3
- Night Slash: Power ↑ 3
- Color Grid: Green
- 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: 4 Energy, 48 Sync Orb(s)
- Night Slash: Power 3
- Night Slash: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
- Night Slash: Power 3
- Night Slash: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Atk 10
- Sp. Atk 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
- Night Slash: Power 3
- Night Slash: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 34 | Cost: 6 Energy, 72 Sync Orb(s)
- Night Slash: Move Gauge Refresh 3
- Move: Night 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 35 | Cost: 10 Energy, 120 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 3 or higher
- Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
- Endurance
- When the user enters battle with full HP, applies the Enduring effect to it.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 37 | 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 38 | Cost: 3 Energy, 36 Sync Orb(s)
- Dark Pulse: Power 2
- Dark Pulse: Power ↑ 2
- Color Grid: Green
- 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)
- Dark Pulse: Power 2
- Dark Pulse: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 6 Energy, 72 Sync Orb(s)
- Forever Loyal!: Move Gauge Refresh 4
- Move: Forever Loyal! Has a chance (50%) 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 42 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
- Dark Pulse: Power 2
- Dark Pulse: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | 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 3 or higher
- Cell 46 | Cost: 6 Energy, 72 Sync Orb(s)
- Forever Loyal!: MP Refresh 2
- Move: Forever Loyal! 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 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Staunch Ally Night Slash: Power 25
- Staunch Ally Night Slash: 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)
- Staunch Ally Night Slash: Power 25
- Staunch Ally Night Slash: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Trainer : Sidney
- 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: 4 Energy, 48 Sync Orb(s)
- Brutal Swing: Power 3
- Brutal Swing: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
- Brutal Swing: Power 3
- Brutal Swing: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
- Brutal Swing: Power 3
- Brutal Swing: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 12 | 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 13 | Cost: 4 Energy, 48 Sync Orb(s)
- Brutal Swing: Power 3
- Brutal Swing: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 5 Energy, 60 Sync Orb(s)
- Brutal Swing: Move Gauge Refresh 4
- Move: Brutal Swing Has a chance (50%) 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)
- Brutal Swing: Critical Strike 5
- Move: Brutal Swing Powers up the user’s attacks when they become critical hits.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
- Critical Charge 9
- Charges the user’s move gauge by one 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 17 | Cost: 5 Energy, 60 Sync Orb(s)
- Most Excellent Night Slash: Power 25
- Most Excellent Night Slash: Power ↑ 25
- Color Grid: Green
- 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: 4 Energy, 48 Sync Orb(s)
- Night Slash: Power 3
- Night Slash: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 4 Energy, 48 Sync Orb(s)
- Night Slash: Power 3
- Night Slash: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
- Night Slash: Power 3
- Night Slash: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
- Night Slash: Power 3
- Night Slash: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 10 Energy, 120 Sync Orb(s)
- Potion: Master Healer 1
- Move: Potion 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 2 or higher
- Cell 25 | Cost: 5 Energy, 60 Sync Orb(s)
- Potion: MP Refresh 3
- Move: Potion Has a chance (40%) 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: 10 Energy, 120 Sync Orb(s)
- Potion: Master Healer 1
- Move: Potion 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 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 5 Energy, 60 Sync Orb(s)
- No Hard Feelings!: Move Gauge Refresh 4
- Move: No Hard Feelings! Has a chance (50%) 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 30 | 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 31 | Cost: 4 Energy, 48 Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 5 Energy, 60 Sync Orb(s)
- No Hard Feelings!: MP Refresh 3
- Move: No Hard Feelings! Has a chance (40%) 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 33 | 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 34 | Cost: 8 Energy, 96 Sync Orb(s)
- Super Desperate
- Applies the Supereffective ↑ Next effect to the user 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 35 | 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 36 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 38 | 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 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 5 Energy, 60 Sync Orb(s)
- Night Slash: Move Gauge Refresh 4
- Move: Night Slash Has a chance (50%) 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 41 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 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: 8 Energy, 96 Sync Orb(s)
- Night Slash: Critical Strike 3
- Move: Night Slash Powers up the user’s attacks when they become critical hits.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
- Fuzzy Strike 2
- Powers up the user’s sync moves when the target is confused.
- 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)
- Critastrophe 5
- Powers up the user’s sync moves when they become critical hits.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 5 Energy, 60 Sync Orb(s)
- Most Excellent Night Slash: Power 25
- Most Excellent Night Slash: Power ↑ 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Most Excellent Night Slash: Power 25
- Most Excellent Night Slash: 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)
- Most Excellent Night Slash: Power 25
- Most Excellent Night Slash: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Trainer : Falkner
- 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. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
- Fly: Power 2
- Fly: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 9 | 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 10 | Cost: 3 Energy, 36 Sync Orb(s)
- Fly: Power 2
- Fly: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Fly: Power 2
- Fly: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 12 | 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 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Fly: Power 2
- Fly: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 5 Energy, 60 Sync Orb(s)
- Fly: MP Refresh 1
- Move: Fly Has a chance (20%) 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 15 | Cost: 7 Energy, 84 Sync Orb(s)
- Fly: MP Refresh 2
- Move: Fly 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: 8 Energy, 96 Sync Orb(s)
- Group Spectacle 9
- Raises the accuracy of all allied sync pairs by one stat rank when an opponent’s attack move targeting the user misses.
- 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)
- Group Gloat 9
- Raises the Attack, Sp. Atk—or both—of all allied sync pairs by one stat rank when an opponent’s attack move targeting the user misses.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 4 Energy, 48 Sync Orb(s)
- Air Slash: Power 3
- Air Slash: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
- Air Slash: Power 3
- Air Slash: Power ↑ 3
- 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: 5 Energy, 60 Sync Orb(s)
- Air Slash: Move Gauge Refresh 4
- Move: Air Slash Has a chance (50%) 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 22 | 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 23 | Cost: 5 Energy, 60 Sync Orb(s)
- Air Slash: Accuracy 5
- Air Slash: Accuracy ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
- Air Slash: Foul Fighting 5
- Move: Air Slash Powers up the user’s moves when the move’s target or targets are flinching, confused, or trapped.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
- Air Slash: Aggravation 1
- Move: Air Slash 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 26 | 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 3 or higher
- Cell 27 | 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 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)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
- Fly: Power 2
- Fly: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
- Soar!: Move Gauge Refresh 4
- Move: Soar! Has a chance (50%) 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: 8 Energy, 96 Sync Orb(s)
- Inertia
- The more user’s Speed is raised, the more it powers up the user’s sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
- Fly: Power 2
- Fly: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Soar!: MP Refresh 2
- Move: Soar! 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)
- Sync Quickening 1
- Restores 1 MP of the user’s moves with a quick move effect tag after using its sync move.
- 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)
- Speed 20
- Speed 20
- 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)
- 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 38 | Cost: 4 Energy, 48 Sync Orb(s)
- Air Slash: Power 3
- Air Slash: Power ↑ 3
- Color Grid: Green
- 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: 4 Energy, 48 Sync Orb(s)
- Air Slash: Power 3
- Air Slash: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
- Dire Hit All +: MP Refresh 3
- Move: Dire Hit All + Has a chance (40%) 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
- 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: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- 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: 9 Energy, 108 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)
- Haste
- Speed cannot be lowered.
- 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)
- Magnificent Winds Aerial Ace: Power 25
- Magnificent Winds Aerial Ace: 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)
- Magnificent Winds Aerial Ace: Power 25
- Magnificent Winds Aerial Ace: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Trainer : Evelyn
- 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)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 4 Energy, 48 Sync Orb(s)
- Sacred Fire: Power 3
- Sacred Fire: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
- Sacred Fire: Power 3
- Sacred Fire: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 5 Energy, 60 Sync Orb(s)
- Sacred Fire: Move Gauge Refresh 1
- Move: Sacred Fire Has a chance (20%) 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)
- Attack 10
- Attack 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
- Sacred Fire: Power 3
- Sacred Fire: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 6 Energy, 72 Sync Orb(s)
- Sacred Fire: Move Gauge Refresh 3
- Move: Sacred Fire 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)
- 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 16 | Cost: 9 Energy, 108 Sync Orb(s)
- Toughen Up 1
- Has a chance (20%) of raising the user’s Defense by one stat rank when it is hit by an attack move.
- 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)
- 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 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)
- HP 10
- HP 10
- Color Grid: Blue
- 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: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 22 | 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 23 | Cost: 8 Energy, 96 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 24 | Cost: 6 Energy, 72 Sync Orb(s)
- X Regen All: Move Gauge Refresh 3
- Move: X Regen All 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 25 | Cost: 7 Energy, 84 Sync Orb(s)
- X Regen All: MP Refresh 3
- Move: X Regen All Has a chance (40%) 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: 8 Energy, 96 Sync Orb(s)
- Unbending
- Defense cannot be lowered.
- 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)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 4 Energy, 48 Sync Orb(s)
- Flame Wheel: Power 3
- Flame Wheel: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- 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: 4 Energy, 48 Sync Orb(s)
- Flame Wheel: Power 3
- Flame Wheel: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 8 Energy, 96 Sync Orb(s)
- Endurance
- When the user enters battle with full HP, applies the Enduring effect to it.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
- Flame Wheel: Power 3
- Flame Wheel: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 34 | Cost: 6 Energy, 72 Sync Orb(s)
- Flame Wheel: Move Gauge Refresh 3
- Move: Flame Wheel 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: 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 3 or higher
- Cell 36 | Cost: 9 Energy, 108 Sync Orb(s)
- Tighten Up 1
- Has a chance (20%) of raising the user’s Sp. Def by one stat rank when it is hit by an attack move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 37 | 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 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)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 9 Energy, 108 Sync Orb(s)
- Dirty Fighting 2
- Powers up the user’s moves when the move’s target or targets are affected by a status condition.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
- Solar Shield
- The user is not affected by status conditions when the weather is sunny.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 6 Energy, 72 Sync Orb(s)
- Protect Us All!: Move Gauge Refresh 3
- Move: Protect Us All! 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 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Team Pinpoint Entry 1
- Raises the accuracy 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 46 | Cost: 7 Energy, 84 Sync Orb(s)
- Protect Us All!: MP Refresh 3
- Move: Protect Us All! Has a chance (40%) 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 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Shy Sister Fire Impact: Power 25
- Shy Sister Fire 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)
- Shy Sister Fire Impact: Power 25
- Shy Sister Fire Impact: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Trainer : Hop
- 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)
- Defense 5
- Defense 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)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
- Behemoth Bash: Power 2
- Behemoth Bash: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 12 | 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 13 | Cost: 4 Energy, 48 Sync Orb(s)
- Behemoth Bash: Power 2
- Behemoth Bash: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 5 Energy, 60 Sync Orb(s)
- Behemoth Bash: Move Gauge Refresh 4
- Move: Behemoth Bash Has a chance (50%) 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: 8 Energy, 96 Sync Orb(s)
- Sharp Entry 1
- Raises the user’s critical-hit rate 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
- Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
- Behemoth Bash: Power 2
- Behemoth Bash: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 10 Energy, 120 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 3 or higher
- Cell 18 | Cost: 4 Energy, 48 Sync Orb(s)
- Metal Claw: Accuracy 5
- Metal Claw: Accuracy ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
- Metal Claw: Power 3
- Metal Claw: 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: 5 Energy, 60 Sync Orb(s)
- Metal Claw: Move Gauge Refresh 4
- Move: Metal Claw Has a chance (50%) 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 22 | Cost: 4 Energy, 48 Sync Orb(s)
- Metal Claw: Power 3
- Metal Claw: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 23 | 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 24 | Cost: 8 Energy, 96 Sync Orb(s)
- Metal Claw: Swag Bag 1
- Move: Metal Claw Raises the chance of raising stat values with the additional effects of moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
- Metal Claw: Stoic 3
- Move: Metal Claw Has a chance (40%) of raising the user’s Defense by one stat rank after its Pokémon uses a move.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
- Emergency Huddle 1
- Raises the Defense of all allied sync pairs by 1 stat rank the first time the user 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 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)
- Attack 5
- Attack 5
- 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: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
- Behemoth Bash: Power 2
- Behemoth Bash: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 7 Energy, 84 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 33 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 34 | Cost: 4 Energy, 48 Sync Orb(s)
- Behemoth Bash: Power 2
- Behemoth Bash: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Potion: Master Healer 1
- Move: Potion 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 36 | Cost: 10 Energy, 120 Sync Orb(s)
- Potion: Master Healer 1
- Move: Potion 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 2 or higher
- Cell 37 | Cost: 7 Energy, 84 Sync Orb(s)
- Potion: MP Refresh 3
- Move: Potion Has a chance (40%) 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 38 | Cost: 4 Energy, 48 Sync Orb(s)
- Metal Claw: Power 3
- Metal Claw: Power ↑ 3
- Color Grid: Green
- 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: 4 Energy, 48 Sync Orb(s)
- Metal Claw: Power 3
- Metal Claw: Power ↑ 3
- Color Grid: Green
- 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: 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: 4 Energy, 48 Sync Orb(s)
- Metal Claw: Power 3
- Metal Claw: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- Hop to It!: MP Refresh 3
- Move: Hop to It! Has a chance (40%) 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 45 | Cost: 8 Energy, 96 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 46 | Cost: 8 Energy, 96 Sync Orb(s)
- Wise Entry 1
- Raises the user’s Sp. Def 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
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Big Dreams Behemoth Bash: Power 25
- Big Dreams Behemoth Bash: 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)
- Big Dreams Behemoth Bash: Power 25
- Big Dreams Behemoth Bash: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Trainer : Sygna Suit Leon
- 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)
- Defense 5
- Defense 5
- 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: 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: 5 Energy, 60 Sync Orb(s)
- Eternal Power!: Move Gauge Refresh 4
- Move: Eternal Power! Has a chance (50%) 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)
- Dynamax Cannon: Power 2
- Dynamax Cannon: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
- Dynamax Cannon: Power 2
- Dynamax Cannon: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 5 Energy, 60 Sync Orb(s)
- Eternal Power!: MP Refresh 3
- Move: Eternal Power! Has a chance (40%) 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 15 | Cost: 7 Energy, 84 Sync Orb(s)
- Hunter’s Instinct
- The more the target’s Speed is lowered, 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 16 | Cost: 10 Energy, 120 Sync Orb(s)
- MAX Slip Up 1
- Lowers the Speed of all opposing sync pairs by 1 stat rank after using the user’s max move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 17 | 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 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)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | 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 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
- Dynamax Cannon: Power 2
- Dynamax Cannon: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
- Dynamax Cannon: Power 2
- Dynamax Cannon: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 5 Energy, 60 Sync Orb(s)
- Dynamax Cannon: Move Gauge Refresh 4
- Move: Dynamax Cannon Has a chance (50%) 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)
- Dynamax Cannon: Power 2
- Dynamax Cannon: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 8 Energy, 96 Sync Orb(s)
- Inertia
- The more user’s Speed is raised, the more it powers up the user’s sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 8 Energy, 96 Sync Orb(s)
- Eternabeam: Power 100
- Eternabeam: Power ↑ 100
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 29 | 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 30 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 5 Energy, 60 Sync Orb(s)
- Dire Hit +: Move Gauge Refresh 4
- Move: Dire Hit + Has a chance (50%) 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: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 5 Energy, 60 Sync Orb(s)
- Unflappable
- Prevents the user from flinching.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Dire Hit +: MP Refresh 3
- Move: Dire Hit + Has a chance (40%) 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: 8 Energy, 96 Sync Orb(s)
- Endurance
- When the user enters battle with full HP, applies the Enduring effect to it.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
- MAX Countdown 1
- Reduces the user’s sync move countdown by 1 after using its max move.
- 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)
- Power Flux 3
- The fuller the move gauge when moves are selected, the more this powers up moves.
- 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)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 5 Energy, 60 Sync Orb(s)
- X Speed +: Move Gauge Refresh 4
- Move: X Speed + Has a chance (50%) 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 41 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 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)
- X Speed +: MP Refresh 3
- Move: X Speed + Has a chance (40%) 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: 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 45 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Sharp Entry 1
- Raises the user’s critical-hit rate 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
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Eternal Champion Dragon Beam: Power 25
- Eternal Champion Dragon Beam: 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)
- Eternal Champion Dragon Beam: Power 25
- Eternal Champion Dragon Beam: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
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