Absol-utely

💠 (2.11) All New Sync Grids

Jul 28th, 2021 (edited)
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  1. Trainer : Lear
  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. Attack 5
  9. Attack 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. Attack 5
  19. Attack 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. Trainer : Lear
  33. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  34. HP 10
  35. HP 10
  36. Color Grid: Blue
  37.  
  38. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  39. Sp. Atk 5
  40. Sp. Atk 5
  41. Color Grid: Blue
  42.  
  43. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  44. Defense 5
  45. Defense 5
  46. Color Grid: Blue
  47.  
  48. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  49. Sp. Atk 5
  50. Sp. Atk 5
  51. Color Grid: Blue
  52.  
  53. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  54. Sp. Def 5
  55. Sp. Def 5
  56. Color Grid: Blue
  57.  
  58. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  59. Speed 5
  60. Speed 5
  61. Color Grid: Blue
  62.  
  63. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  64. Defense 5
  65. Defense 5
  66. Color Grid: Blue
  67. 1 or more adjacent tiles must be activated
  68.  
  69. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  70. HP 10
  71. HP 10
  72. Color Grid: Blue
  73. 1 or more adjacent tiles must be activated
  74.  
  75. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  76. Speed 5
  77. Speed 5
  78. Color Grid: Blue
  79. 1 or more adjacent tiles must be activated
  80.  
  81. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  82. Sp. Atk 5
  83. Sp. Atk 5
  84. Color Grid: Blue
  85. 1 or more adjacent tiles must be activated
  86.  
  87. Cell 11 | Cost: 5 Energy, 60 Sync Orb(s)
  88. Snatch: Move Gauge Refresh 5
  89. Move: Snatch Has a chance (60%) of charging the user’s move gauge by one when a move is successful.
  90. Color Grid: Red
  91. 1 or more adjacent tiles must be activated
  92.  
  93. Cell 12 | Cost: 2 Energy, 24 Sync Orb(s)
  94. Sp. Def 5
  95. Sp. Def 5
  96. Color Grid: Blue
  97. 1 or more adjacent tiles must be activated
  98. Move level must be 2 or higher
  99.  
  100. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  101. Sp. Def 10
  102. Sp. Def 10
  103. Color Grid: Blue
  104. 1 or more adjacent tiles must be activated
  105.  
  106. Cell 14 | Cost: 5 Energy, 60 Sync Orb(s)
  107. Snatch: MP Refresh 2
  108. Move: Snatch Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  109. Color Grid: Red
  110. 1 or more adjacent tiles must be activated
  111. Move level must be 2 or higher
  112.  
  113. Cell 15 | Cost: 5 Energy, 60 Sync Orb(s)
  114. Singularity Hyperspace Hole: Power 25
  115. Singularity Hyperspace Hole: Power ↑ 25
  116. Color Grid: Green
  117. 1 or more adjacent tiles must be activated
  118. Move level must be 3 or higher
  119.  
  120. Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
  121. Snatch: Catalytic Cure 4
  122. Move: Snatch Has a chance (50%) of restoring the user’s HP by approximately 20% of its maximum HP when its move is successful.
  123. Color Grid: Red
  124. 1 or more adjacent tiles must be activated
  125. Move level must be 2 or higher
  126.  
  127. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  128. Rejuvenate 6
  129. Charges the user’s move gauge by 6 after using a sync move.
  130. Color Grid: Yellow
  131. 1 or more adjacent tiles must be activated
  132. Move level must be 3 or higher
  133.  
  134. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  135. Speed 5
  136. Speed 5
  137. Color Grid: Blue
  138. 1 or more adjacent tiles must be activated
  139.  
  140. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  141. Sp. Atk 5
  142. Sp. Atk 5
  143. Color Grid: Blue
  144. 1 or more adjacent tiles must be activated
  145.  
  146. Cell 20 | Cost: 5 Energy, 60 Sync Orb(s)
  147. Follow My Lead!: Move Gauge Refresh 4
  148. Move: Follow My Lead! Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  149. Color Grid: Red
  150. 1 or more adjacent tiles must be activated
  151.  
  152. Cell 21 | Cost: 8 Energy, 96 Sync Orb(s)
  153. Soften Up 1
  154. Critical hits land more easily when the user attacks with a sync move.
  155. Color Grid: Yellow
  156. 1 or more adjacent tiles must be activated
  157. Move level must be 2 or higher
  158.  
  159. Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  160. HP 10
  161. HP 10
  162. Color Grid: Blue
  163. 1 or more adjacent tiles must be activated
  164.  
  165. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  166. Follow My Lead!: MP Refresh 2
  167. Move: Follow My Lead! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  168. Color Grid: Red
  169. 1 or more adjacent tiles must be activated
  170. Move level must be 2 or higher
  171.  
  172. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  173. Fast-Track 2
  174. Has a chance (30%) of raising the user’s Speed by one stat rank after its Pokémon uses a move.
  175. Color Grid: Yellow
  176. 1 or more adjacent tiles must be activated
  177. Move level must be 2 or higher
  178.  
  179. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  180. X Sp. Atk: Ramp Up 1
  181. Move: X Sp. Atk Raises the user’s Sp. Atk by 1 stat rank when its move is successful.
  182. Color Grid: Red
  183. 1 or more adjacent tiles must be activated
  184. Move level must be 3 or higher
  185.  
  186. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  187. Rising Tide
  188. The more the user’s stats are raised, the more it powers up the user’s sync moves.
  189. Color Grid: Yellow
  190. 1 or more adjacent tiles must be activated
  191. Move level must be 3 or higher
  192.  
  193. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  194. Sp. Def 5
  195. Sp. Def 5
  196. Color Grid: Blue
  197. 1 or more adjacent tiles must be activated
  198.  
  199. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  200. Defense 5
  201. Defense 5
  202. Color Grid: Blue
  203. 1 or more adjacent tiles must be activated
  204.  
  205. Cell 29 | Cost: 5 Energy, 60 Sync Orb(s)
  206. Hyperspace Hole: Move Gauge Refresh 3
  207. Move: Hyperspace Hole 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.  
  211. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  212. Hyperspace Hole: Power 2
  213. Hyperspace Hole: Power ↑ 2
  214. Color Grid: Green
  215. 1 or more adjacent tiles must be activated
  216.  
  217. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  218. Hyperspace Hole: Power 2
  219. Hyperspace Hole: Power ↑ 2
  220. Color Grid: Green
  221. 1 or more adjacent tiles must be activated
  222. Move level must be 2 or higher
  223.  
  224. Cell 32 | Cost: 5 Energy, 60 Sync Orb(s)
  225. Hyperspace Hole: Move Gauge Refresh 3
  226. Move: Hyperspace Hole Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  227. Color Grid: Red
  228. 1 or more adjacent tiles must be activated
  229. Move level must be 2 or higher
  230.  
  231. Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
  232. Hyperspace Hole: Superduper Effective 1
  233. Move: Hyperspace Hole Powers up moves that are super effective.
  234. Color Grid: Red
  235. 1 or more adjacent tiles must be activated
  236. Move level must be 3 or higher
  237.  
  238. Cell 34 | Cost: 3 Energy, 36 Sync Orb(s)
  239. Hyperspace Hole: Power 2
  240. Hyperspace Hole: Power ↑ 2
  241. Color Grid: Green
  242. 1 or more adjacent tiles must be activated
  243. Move level must be 2 or higher
  244.  
  245. Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
  246. Hyperspace Hole: Furious Brain
  247. Move: Hyperspace Hole The more the user’s Sp. Atk is raised, the more it powers up the user’s moves.
  248. Color Grid: Red
  249. 1 or more adjacent tiles must be activated
  250. Move level must be 3 or higher
  251.  
  252. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  253. Sp. Atk 5
  254. Sp. Atk 5
  255. Color Grid: Blue
  256. 1 or more adjacent tiles must be activated
  257.  
  258. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  259. Defense 5
  260. Defense 5
  261. Color Grid: Blue
  262. 1 or more adjacent tiles must be activated
  263.  
  264. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  265. HP 10
  266. HP 10
  267. Color Grid: Blue
  268. 1 or more adjacent tiles must be activated
  269.  
  270. Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
  271. Hyperspace Hole: Power 2
  272. Hyperspace Hole: Power ↑ 2
  273. Color Grid: Green
  274. 1 or more adjacent tiles must be activated
  275.  
  276. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  277. Hyperspace Hole: Power 2
  278. Hyperspace Hole: Power ↑ 2
  279. Color Grid: Green
  280. 1 or more adjacent tiles must be activated
  281.  
  282. Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
  283. X Sp. Atk: MP Refresh 3
  284. Move: X Sp. Atk Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  285. Color Grid: Red
  286. 1 or more adjacent tiles must be activated
  287.  
  288. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  289. Hyperspace Hole: Power 2
  290. Hyperspace Hole: Power ↑ 2
  291. Color Grid: Green
  292. 1 or more adjacent tiles must be activated
  293. Move level must be 2 or higher
  294.  
  295. Cell 43 | Cost: 5 Energy, 60 Sync Orb(s)
  296. Snatch: Move Gauge Refresh 5
  297. Move: Snatch Has a chance (60%) of charging the user’s move gauge by one when a move is successful.
  298. Color Grid: Red
  299. 1 or more adjacent tiles must be activated
  300. Move level must be 2 or higher
  301.  
  302. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  303. Speed 20
  304. Speed 20
  305. Color Grid: Blue
  306. 1 or more adjacent tiles must be activated
  307. Move level must be 2 or higher
  308.  
  309. Cell 45 | Cost: 5 Energy, 60 Sync Orb(s)
  310. Singularity Hyperspace Hole: Power 25
  311. Singularity Hyperspace Hole: Power ↑ 25
  312. Color Grid: Green
  313. 1 or more adjacent tiles must be activated
  314. Move level must be 3 or higher
  315.  
  316. Cell 46 | Cost: 5 Energy, 60 Sync Orb(s)
  317. Snatch: MP Refresh 2
  318. Move: Snatch Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  319. Color Grid: Red
  320. 1 or more adjacent tiles must be activated
  321. Move level must be 3 or higher
  322.  
  323. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  324. Singularity Hyperspace Hole: Power 25
  325. Singularity Hyperspace Hole: Power ↑ 25
  326. Color Grid: Purple
  327. 1 or more adjacent tiles must be activated
  328. Move level must be 3 or higher
  329.  
  330. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  331. Singularity Hyperspace Hole: Power 25
  332. Singularity Hyperspace Hole: Power ↑ 25
  333. Color Grid: Purple
  334. 1 or more adjacent tiles must be activated
  335. Move level must be 3 or higher
  336.  
  337. Trainer : Rachel
  338. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  339. HP 10
  340. HP 10
  341. Color Grid: Blue
  342.  
  343. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  344. Attack 5
  345. Attack 5
  346. Color Grid: Blue
  347.  
  348. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  349. Defense 5
  350. Defense 5
  351. Color Grid: Blue
  352.  
  353. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  354. Sp. Atk 5
  355. Sp. Atk 5
  356. Color Grid: Blue
  357.  
  358. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  359. Sp. Def 5
  360. Sp. Def 5
  361. Color Grid: Blue
  362.  
  363. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  364. Speed 5
  365. Speed 5
  366. Color Grid: Blue
  367.  
  368. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  369. Defense 5
  370. Defense 5
  371. Color Grid: Blue
  372. 1 or more adjacent tiles must be activated
  373.  
  374. Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
  375. Snarl: Power 2
  376. Snarl: Power ↑ 2
  377. Color Grid: Green
  378. 1 or more adjacent tiles must be activated
  379.  
  380. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  381. Sp. Atk 5
  382. Sp. Atk 5
  383. Color Grid: Blue
  384. 1 or more adjacent tiles must be activated
  385.  
  386. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  387. Snarl: Power 2
  388. Snarl: Power ↑ 2
  389. Color Grid: Green
  390. 1 or more adjacent tiles must be activated
  391.  
  392. Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
  393. Sp. Def 5
  394. Sp. Def 5
  395. Color Grid: Blue
  396. 1 or more adjacent tiles must be activated
  397.  
  398. Cell 12 | Cost: 2 Energy, 24 Sync Orb(s)
  399. Speed 5
  400. Speed 5
  401. Color Grid: Blue
  402. 1 or more adjacent tiles must be activated
  403. Move level must be 2 or higher
  404.  
  405. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  406. Snarl: Power 2
  407. Snarl: Power ↑ 2
  408. Color Grid: Green
  409. 1 or more adjacent tiles must be activated
  410.  
  411. Cell 14 | Cost: 6 Energy, 72 Sync Orb(s)
  412. Snarl: Move Gauge Refresh 3
  413. Move: Snarl Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  414. Color Grid: Red
  415. 1 or more adjacent tiles must be activated
  416. Move level must be 2 or higher
  417.  
  418. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  419. Impervious
  420. Stats cannot be lowered.
  421. Color Grid: Yellow
  422. 1 or more adjacent tiles must be activated
  423. Move level must be 3 or higher
  424.  
  425. Cell 16 | Cost: 9 Energy, 108 Sync Orb(s)
  426. Toughen Up 1
  427. Has a chance (20%) of raising the user’s Defense by one stat rank when it is hit by an attack move.
  428. Color Grid: Yellow
  429. 1 or more adjacent tiles must be activated
  430. Move level must be 2 or higher
  431.  
  432. Cell 17 | Cost: 9 Energy, 108 Sync Orb(s)
  433. Tighten Up 1
  434. Has a chance (20%) of raising the user’s Sp. Def by one stat rank when it is hit by an attack move.
  435. Color Grid: Yellow
  436. 1 or more adjacent tiles must be activated
  437. Move level must be 3 or higher
  438.  
  439. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  440. HP 10
  441. HP 10
  442. Color Grid: Blue
  443. 1 or more adjacent tiles must be activated
  444.  
  445. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  446. Speed 5
  447. Speed 5
  448. Color Grid: Blue
  449. 1 or more adjacent tiles must be activated
  450.  
  451. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  452. Sp. Def 5
  453. Sp. Def 5
  454. Color Grid: Blue
  455. 1 or more adjacent tiles must be activated
  456.  
  457. Cell 21 | Cost: 6 Energy, 72 Sync Orb(s)
  458. X Speed All: Move Gauge Refresh 4
  459. Move: X Speed All Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  460. Color Grid: Red
  461. 1 or more adjacent tiles must be activated
  462.  
  463. Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  464. HP 20
  465. HP 20
  466. Color Grid: Blue
  467. 1 or more adjacent tiles must be activated
  468. Move level must be 2 or higher
  469.  
  470. Cell 23 | Cost: 2 Energy, 24 Sync Orb(s)
  471. Defense 5
  472. Defense 5
  473. Color Grid: Blue
  474. 1 or more adjacent tiles must be activated
  475. Move level must be 2 or higher
  476.  
  477. Cell 24 | Cost: 6 Energy, 72 Sync Orb(s)
  478. X Speed All: MP Refresh 3
  479. Move: X Speed All Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  480. Color Grid: Red
  481. 1 or more adjacent tiles must be activated
  482. Move level must be 2 or higher
  483.  
  484. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  485. Helloooo!: Shielded 1
  486. Move: Helloooo! Raises the Defense of all allied sync pairs by 1 stat rank when the user’s move is successful.
  487. Color Grid: Red
  488. 1 or more adjacent tiles must be activated
  489. Move level must be 3 or higher
  490.  
  491. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  492. Quick Cure
  493. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  494. Color Grid: Yellow
  495. 1 or more adjacent tiles must be activated
  496. Move level must be 3 or higher
  497.  
  498. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  499. Sp. Atk 5
  500. Sp. Atk 5
  501. Color Grid: Blue
  502. 1 or more adjacent tiles must be activated
  503.  
  504. Cell 28 | Cost: 4 Energy, 48 Sync Orb(s)
  505. Tackle: Power 3
  506. Tackle: Power ↑ 3
  507. Color Grid: Green
  508. 1 or more adjacent tiles must be activated
  509.  
  510. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  511. Attack 5
  512. Attack 5
  513. Color Grid: Blue
  514. 1 or more adjacent tiles must be activated
  515.  
  516. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  517. Tackle: Power 3
  518. Tackle: Power ↑ 3
  519. Color Grid: Green
  520. 1 or more adjacent tiles must be activated
  521.  
  522. Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
  523. Tackle: Power 3
  524. Tackle: Power ↑ 3
  525. Color Grid: Green
  526. 1 or more adjacent tiles must be activated
  527.  
  528. Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  529. Speed 10
  530. Speed 10
  531. Color Grid: Blue
  532. 1 or more adjacent tiles must be activated
  533. Move level must be 2 or higher
  534.  
  535. Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
  536. Tackle: Power 3
  537. Tackle: Power ↑ 3
  538. Color Grid: Green
  539. 1 or more adjacent tiles must be activated
  540.  
  541. Cell 34 | Cost: 6 Energy, 72 Sync Orb(s)
  542. Tackle: Move Gauge Refresh 3
  543. Move: Tackle Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  544. Color Grid: Red
  545. 1 or more adjacent tiles must be activated
  546. Move level must be 2 or higher
  547.  
  548. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  549. Sync Cure
  550. Removes all status conditions from the user after using its sync move.
  551. Color Grid: Yellow
  552. 1 or more adjacent tiles must be activated
  553. Move level must be 3 or higher
  554.  
  555. Cell 36 | Cost: 9 Energy, 108 Sync Orb(s)
  556. Unyielding 2
  557. 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.
  558. Color Grid: Yellow
  559. 1 or more adjacent tiles must be activated
  560. Move level must be 2 or higher
  561.  
  562. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  563. Synchro Healing 1
  564. Restores the HP of all allied sync pairs by approximately 20% of their maximum HP after using the user’s sync move.
  565. Color Grid: Yellow
  566. 1 or more adjacent tiles must be activated
  567. Move level must be 3 or higher
  568.  
  569. Cell 38 | Cost: 3 Energy, 36 Sync Orb(s)
  570. Snarl: Power 2
  571. Snarl: Power ↑ 2
  572. Color Grid: Green
  573. 1 or more adjacent tiles must be activated
  574.  
  575. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  576. HP 10
  577. HP 10
  578. Color Grid: Blue
  579. 1 or more adjacent tiles must be activated
  580.  
  581. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  582. Snarl: Power 2
  583. Snarl: Power ↑ 2
  584. Color Grid: Green
  585. 1 or more adjacent tiles must be activated
  586.  
  587. Cell 41 | Cost: 6 Energy, 72 Sync Orb(s)
  588. Helloooo!: Move Gauge Refresh 4
  589. Move: Helloooo! Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  590. Color Grid: Red
  591. 1 or more adjacent tiles must be activated
  592.  
  593. Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  594. Defense 10
  595. Defense 10
  596. Color Grid: Blue
  597. 1 or more adjacent tiles must be activated
  598. Move level must be 2 or higher
  599.  
  600. Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
  601. Snarl: Power 2
  602. Snarl: Power ↑ 2
  603. Color Grid: Green
  604. 1 or more adjacent tiles must be activated
  605. Move level must be 2 or higher
  606.  
  607. Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  608. Sp. Def 10
  609. Sp. Def 10
  610. Color Grid: Blue
  611. 1 or more adjacent tiles must be activated
  612. Move level must be 2 or higher
  613.  
  614. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  615. First Aid 4
  616. Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
  617. Color Grid: Yellow
  618. 1 or more adjacent tiles must be activated
  619. Move level must be 3 or higher
  620.  
  621. Cell 46 | Cost: 6 Energy, 72 Sync Orb(s)
  622. Helloooo!: MP Refresh 2
  623. Move: Helloooo! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  624. Color Grid: Red
  625. 1 or more adjacent tiles must be activated
  626. Move level must be 3 or higher
  627.  
  628. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  629. Hellooo Feint Attack: Power 25
  630. Hellooo Feint Attack: Power ↑ 25
  631. Color Grid: Purple
  632. 1 or more adjacent tiles must be activated
  633. Move level must be 3 or higher
  634.  
  635. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  636. Hellooo Feint Attack: Power 25
  637. Hellooo Feint Attack: Power ↑ 25
  638. Color Grid: Purple
  639. 1 or more adjacent tiles must be activated
  640. Move level must be 3 or higher
  641.  
  642. Trainer : Sawyer
  643. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  644. HP 10
  645. HP 10
  646. Color Grid: Blue
  647.  
  648. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  649. Attack 5
  650. Attack 5
  651. Color Grid: Blue
  652.  
  653. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  654. Defense 5
  655. Defense 5
  656. Color Grid: Blue
  657.  
  658. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  659. Sp. Atk 5
  660. Sp. Atk 5
  661. Color Grid: Blue
  662.  
  663. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  664. Sp. Def 5
  665. Sp. Def 5
  666. Color Grid: Blue
  667.  
  668. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  669. Speed 5
  670. Speed 5
  671. Color Grid: Blue
  672.  
  673. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  674. Defense 5
  675. Defense 5
  676. Color Grid: Blue
  677. 1 or more adjacent tiles must be activated
  678.  
  679. Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
  680. Dark Pulse: Power 2
  681. Dark Pulse: Power ↑ 2
  682. Color Grid: Green
  683. 1 or more adjacent tiles must be activated
  684.  
  685. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  686. HP 10
  687. HP 10
  688. Color Grid: Blue
  689. 1 or more adjacent tiles must be activated
  690.  
  691. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  692. Dark Pulse: Power 2
  693. Dark Pulse: Power ↑ 2
  694. Color Grid: Green
  695. 1 or more adjacent tiles must be activated
  696.  
  697. Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
  698. Dark Pulse: Move Gauge Refresh 3
  699. Move: Dark Pulse Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  700. Color Grid: Red
  701. 1 or more adjacent tiles must be activated
  702.  
  703. Cell 12 | Cost: 2 Energy, 24 Sync Orb(s)
  704. Sp. Atk 5
  705. Sp. Atk 5
  706. Color Grid: Blue
  707. 1 or more adjacent tiles must be activated
  708. Move level must be 2 or higher
  709.  
  710. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  711. Dark Pulse: Power 2
  712. Dark Pulse: Power ↑ 2
  713. Color Grid: Green
  714. 1 or more adjacent tiles must be activated
  715.  
  716. Cell 14 | Cost: 6 Energy, 72 Sync Orb(s)
  717. Dark Pulse: Move Gauge Refresh 3
  718. Move: Dark Pulse Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  719. Color Grid: Red
  720. 1 or more adjacent tiles must be activated
  721. Move level must be 2 or higher
  722.  
  723. Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
  724. Dark Pulse: Aggravation 1
  725. Move: Dark Pulse Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  726. Color Grid: Red
  727. 1 or more adjacent tiles must be activated
  728. Move level must be 3 or higher
  729.  
  730. Cell 16 | Cost: 9 Energy, 108 Sync Orb(s)
  731. Flag Bearer 1
  732. 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.
  733. Color Grid: Yellow
  734. 1 or more adjacent tiles must be activated
  735. Move level must be 2 or higher
  736.  
  737. Cell 17 | Cost: 9 Energy, 108 Sync Orb(s)
  738. Hype Up 1
  739. 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.
  740. Color Grid: Yellow
  741. 1 or more adjacent tiles must be activated
  742. Move level must be 3 or higher
  743.  
  744. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  745. Attack 5
  746. Attack 5
  747. Color Grid: Blue
  748. 1 or more adjacent tiles must be activated
  749.  
  750. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  751. Speed 5
  752. Speed 5
  753. Color Grid: Blue
  754. 1 or more adjacent tiles must be activated
  755.  
  756. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  757. Sp. Def 5
  758. Sp. Def 5
  759. Color Grid: Blue
  760. 1 or more adjacent tiles must be activated
  761.  
  762. Cell 21 | Cost: 6 Energy, 72 Sync Orb(s)
  763. Dire Hit All: Move Gauge Refresh 4
  764. Move: Dire Hit All Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  765. Color Grid: Red
  766. 1 or more adjacent tiles must be activated
  767.  
  768. Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  769. HP 20
  770. HP 20
  771. Color Grid: Blue
  772. 1 or more adjacent tiles must be activated
  773. Move level must be 2 or higher
  774.  
  775. Cell 23 | Cost: 2 Energy, 24 Sync Orb(s)
  776. Speed 5
  777. Speed 5
  778. Color Grid: Blue
  779. 1 or more adjacent tiles must be activated
  780. Move level must be 2 or higher
  781.  
  782. Cell 24 | Cost: 6 Energy, 72 Sync Orb(s)
  783. Dire Hit All: MP Refresh 3
  784. Move: Dire Hit All Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  785. Color Grid: Red
  786. 1 or more adjacent tiles must be activated
  787. Move level must be 2 or higher
  788.  
  789. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  790. Quick Cure
  791. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  792. Color Grid: Yellow
  793. 1 or more adjacent tiles must be activated
  794. Move level must be 3 or higher
  795.  
  796. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  797. Sync Burst 1
  798. Restores 1 MP for the user the first time its sync move is used each battle.
  799. Color Grid: Yellow
  800. 1 or more adjacent tiles must be activated
  801. Move level must be 3 or higher
  802.  
  803. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  804. Defense 5
  805. Defense 5
  806. Color Grid: Blue
  807. 1 or more adjacent tiles must be activated
  808.  
  809. Cell 28 | Cost: 4 Energy, 48 Sync Orb(s)
  810. Night Slash: Power 3
  811. Night Slash: Power ↑ 3
  812. Color Grid: Green
  813. 1 or more adjacent tiles must be activated
  814.  
  815. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  816. Sp. Def 5
  817. Sp. Def 5
  818. Color Grid: Blue
  819. 1 or more adjacent tiles must be activated
  820.  
  821. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  822. Night Slash: Power 3
  823. Night Slash: Power ↑ 3
  824. Color Grid: Green
  825. 1 or more adjacent tiles must be activated
  826.  
  827. Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
  828. Night Slash: Power 3
  829. Night Slash: Power ↑ 3
  830. Color Grid: Green
  831. 1 or more adjacent tiles must be activated
  832.  
  833. Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  834. Sp. Atk 10
  835. Sp. Atk 10
  836. Color Grid: Blue
  837. 1 or more adjacent tiles must be activated
  838. Move level must be 2 or higher
  839.  
  840. Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
  841. Night Slash: Power 3
  842. Night Slash: Power ↑ 3
  843. Color Grid: Green
  844. 1 or more adjacent tiles must be activated
  845.  
  846. Cell 34 | Cost: 6 Energy, 72 Sync Orb(s)
  847. Night Slash: Move Gauge Refresh 3
  848. Move: Night Slash Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  849. Color Grid: Red
  850. 1 or more adjacent tiles must be activated
  851. Move level must be 2 or higher
  852.  
  853. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  854. Sync Cure
  855. Removes all status conditions from the user after using its sync move.
  856. Color Grid: Yellow
  857. 1 or more adjacent tiles must be activated
  858. Move level must be 3 or higher
  859.  
  860. Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
  861. Endurance
  862. When the user enters battle with full HP, applies the Enduring effect to it.
  863. Color Grid: Yellow
  864. 1 or more adjacent tiles must be activated
  865. Move level must be 2 or higher
  866.  
  867. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  868. Synchro Healing 1
  869. Restores the HP of all allied sync pairs by approximately 20% of their maximum HP after using the user’s sync move.
  870. Color Grid: Yellow
  871. 1 or more adjacent tiles must be activated
  872. Move level must be 3 or higher
  873.  
  874. Cell 38 | Cost: 3 Energy, 36 Sync Orb(s)
  875. Dark Pulse: Power 2
  876. Dark Pulse: Power ↑ 2
  877. Color Grid: Green
  878. 1 or more adjacent tiles must be activated
  879.  
  880. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  881. Speed 5
  882. Speed 5
  883. Color Grid: Blue
  884. 1 or more adjacent tiles must be activated
  885.  
  886. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  887. Dark Pulse: Power 2
  888. Dark Pulse: Power ↑ 2
  889. Color Grid: Green
  890. 1 or more adjacent tiles must be activated
  891.  
  892. Cell 41 | Cost: 6 Energy, 72 Sync Orb(s)
  893. Forever Loyal!: Move Gauge Refresh 4
  894. Move: Forever Loyal! Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  895. Color Grid: Red
  896. 1 or more adjacent tiles must be activated
  897.  
  898. Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  899. Defense 10
  900. Defense 10
  901. Color Grid: Blue
  902. 1 or more adjacent tiles must be activated
  903. Move level must be 2 or higher
  904.  
  905. Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
  906. Dark Pulse: Power 2
  907. Dark Pulse: Power ↑ 2
  908. Color Grid: Green
  909. 1 or more adjacent tiles must be activated
  910. Move level must be 2 or higher
  911.  
  912. Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  913. Sp. Def 10
  914. Sp. Def 10
  915. Color Grid: Blue
  916. 1 or more adjacent tiles must be activated
  917. Move level must be 2 or higher
  918.  
  919. Cell 45 | Cost: 9 Energy, 108 Sync Orb(s)
  920. Healthy Healing
  921. Applies the Gradual Healing effect to the user when its HP is full when it enters a battle.
  922. Color Grid: Yellow
  923. 1 or more adjacent tiles must be activated
  924. Move level must be 3 or higher
  925.  
  926. Cell 46 | Cost: 6 Energy, 72 Sync Orb(s)
  927. Forever Loyal!: MP Refresh 2
  928. Move: Forever Loyal! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  929. Color Grid: Red
  930. 1 or more adjacent tiles must be activated
  931. Move level must be 3 or higher
  932.  
  933. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  934. Staunch Ally Night Slash: Power 25
  935. Staunch Ally Night Slash: Power ↑ 25
  936. Color Grid: Purple
  937. 1 or more adjacent tiles must be activated
  938. Move level must be 3 or higher
  939.  
  940. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  941. Staunch Ally Night Slash: Power 25
  942. Staunch Ally Night Slash: Power ↑ 25
  943. Color Grid: Purple
  944. 1 or more adjacent tiles must be activated
  945. Move level must be 3 or higher
  946.  
  947. Trainer : Sidney
  948. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  949. HP 10
  950. HP 10
  951. Color Grid: Blue
  952.  
  953. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  954. Attack 5
  955. Attack 5
  956. Color Grid: Blue
  957.  
  958. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  959. Defense 5
  960. Defense 5
  961. Color Grid: Blue
  962.  
  963. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  964. Attack 5
  965. Attack 5
  966. Color Grid: Blue
  967.  
  968. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  969. Sp. Def 5
  970. Sp. Def 5
  971. Color Grid: Blue
  972.  
  973. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  974. Speed 5
  975. Speed 5
  976. Color Grid: Blue
  977.  
  978. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  979. Attack 5
  980. Attack 5
  981. Color Grid: Blue
  982. 1 or more adjacent tiles must be activated
  983.  
  984. Cell 8 | Cost: 4 Energy, 48 Sync Orb(s)
  985. Brutal Swing: Power 3
  986. Brutal Swing: Power ↑ 3
  987. Color Grid: Green
  988. 1 or more adjacent tiles must be activated
  989.  
  990. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  991. Speed 5
  992. Speed 5
  993. Color Grid: Blue
  994. 1 or more adjacent tiles must be activated
  995.  
  996. Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
  997. Brutal Swing: Power 3
  998. Brutal Swing: Power ↑ 3
  999. Color Grid: Green
  1000. 1 or more adjacent tiles must be activated
  1001.  
  1002. Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
  1003. Brutal Swing: Power 3
  1004. Brutal Swing: Power ↑ 3
  1005. Color Grid: Green
  1006. 1 or more adjacent tiles must be activated
  1007.  
  1008. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  1009. HP 20
  1010. HP 20
  1011. Color Grid: Blue
  1012. 1 or more adjacent tiles must be activated
  1013. Move level must be 2 or higher
  1014.  
  1015. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  1016. Brutal Swing: Power 3
  1017. Brutal Swing: Power ↑ 3
  1018. Color Grid: Green
  1019. 1 or more adjacent tiles must be activated
  1020.  
  1021. Cell 14 | Cost: 5 Energy, 60 Sync Orb(s)
  1022. Brutal Swing: Move Gauge Refresh 4
  1023. Move: Brutal Swing Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  1024. Color Grid: Red
  1025. 1 or more adjacent tiles must be activated
  1026. Move level must be 2 or higher
  1027.  
  1028. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  1029. Brutal Swing: Critical Strike 5
  1030. Move: Brutal Swing Powers up the user’s attacks when they become critical hits.
  1031. Color Grid: Red
  1032. 1 or more adjacent tiles must be activated
  1033. Move level must be 3 or higher
  1034.  
  1035. Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
  1036. Critical Charge 9
  1037. Charges the user’s move gauge by one when it lands a critical hit.
  1038. Color Grid: Yellow
  1039. 1 or more adjacent tiles must be activated
  1040. Move level must be 2 or higher
  1041.  
  1042. Cell 17 | Cost: 5 Energy, 60 Sync Orb(s)
  1043. Most Excellent Night Slash: Power 25
  1044. Most Excellent Night Slash: Power ↑ 25
  1045. Color Grid: Green
  1046. 1 or more adjacent tiles must be activated
  1047. Move level must be 3 or higher
  1048.  
  1049. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1050. Speed 5
  1051. Speed 5
  1052. Color Grid: Blue
  1053. 1 or more adjacent tiles must be activated
  1054.  
  1055. Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
  1056. Night Slash: Power 3
  1057. Night Slash: Power ↑ 3
  1058. Color Grid: Green
  1059. 1 or more adjacent tiles must be activated
  1060.  
  1061. Cell 20 | Cost: 4 Energy, 48 Sync Orb(s)
  1062. Night Slash: Power 3
  1063. Night Slash: Power ↑ 3
  1064. Color Grid: Green
  1065. 1 or more adjacent tiles must be activated
  1066.  
  1067. Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
  1068. Night Slash: Power 3
  1069. Night Slash: Power ↑ 3
  1070. Color Grid: Green
  1071. 1 or more adjacent tiles must be activated
  1072. Move level must be 2 or higher
  1073.  
  1074. Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  1075. HP 10
  1076. HP 10
  1077. Color Grid: Blue
  1078. 1 or more adjacent tiles must be activated
  1079.  
  1080. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  1081. Night Slash: Power 3
  1082. Night Slash: Power ↑ 3
  1083. Color Grid: Green
  1084. 1 or more adjacent tiles must be activated
  1085. Move level must be 2 or higher
  1086.  
  1087. Cell 24 | Cost: 10 Energy, 120 Sync Orb(s)
  1088. Potion: Master Healer 1
  1089. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  1090. Color Grid: Red
  1091. 1 or more adjacent tiles must be activated
  1092. Move level must be 2 or higher
  1093.  
  1094. Cell 25 | Cost: 5 Energy, 60 Sync Orb(s)
  1095. Potion: MP Refresh 3
  1096. Move: Potion Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1097. Color Grid: Red
  1098. 1 or more adjacent tiles must be activated
  1099. Move level must be 3 or higher
  1100.  
  1101. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  1102. Potion: Master Healer 1
  1103. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  1104. Color Grid: Red
  1105. 1 or more adjacent tiles must be activated
  1106. Move level must be 3 or higher
  1107.  
  1108. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1109. Defense 5
  1110. Defense 5
  1111. Color Grid: Blue
  1112. 1 or more adjacent tiles must be activated
  1113.  
  1114. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  1115. Speed 5
  1116. Speed 5
  1117. Color Grid: Blue
  1118. 1 or more adjacent tiles must be activated
  1119.  
  1120. Cell 29 | Cost: 5 Energy, 60 Sync Orb(s)
  1121. No Hard Feelings!: Move Gauge Refresh 4
  1122. Move: No Hard Feelings! Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  1123. Color Grid: Red
  1124. 1 or more adjacent tiles must be activated
  1125.  
  1126. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  1127. Sp. Def 5
  1128. Sp. Def 5
  1129. Color Grid: Blue
  1130. 1 or more adjacent tiles must be activated
  1131.  
  1132. Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
  1133. Attack 10
  1134. Attack 10
  1135. Color Grid: Blue
  1136. 1 or more adjacent tiles must be activated
  1137. Move level must be 2 or higher
  1138.  
  1139. Cell 32 | Cost: 5 Energy, 60 Sync Orb(s)
  1140. No Hard Feelings!: MP Refresh 3
  1141. Move: No Hard Feelings! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1142. Color Grid: Red
  1143. 1 or more adjacent tiles must be activated
  1144. Move level must be 2 or higher
  1145.  
  1146. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  1147. First Aid 4
  1148. Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
  1149. Color Grid: Yellow
  1150. 1 or more adjacent tiles must be activated
  1151. Move level must be 3 or higher
  1152.  
  1153. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  1154. Super Desperate
  1155. Applies the Supereffective ↑ Next effect to the user the first time it is in a pinch each battle.
  1156. Color Grid: Yellow
  1157. 1 or more adjacent tiles must be activated
  1158. Move level must be 2 or higher
  1159.  
  1160. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  1161. Adrenaline 1
  1162. Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
  1163. Color Grid: Yellow
  1164. 1 or more adjacent tiles must be activated
  1165. Move level must be 3 or higher
  1166.  
  1167. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  1168. Defense 5
  1169. Defense 5
  1170. Color Grid: Blue
  1171. 1 or more adjacent tiles must be activated
  1172.  
  1173. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  1174. Attack 5
  1175. Attack 5
  1176. Color Grid: Blue
  1177. 1 or more adjacent tiles must be activated
  1178.  
  1179. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1180. Sp. Def 5
  1181. Sp. Def 5
  1182. Color Grid: Blue
  1183. 1 or more adjacent tiles must be activated
  1184.  
  1185. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1186. Defense 5
  1187. Defense 5
  1188. Color Grid: Blue
  1189. 1 or more adjacent tiles must be activated
  1190.  
  1191. Cell 40 | Cost: 5 Energy, 60 Sync Orb(s)
  1192. Night Slash: Move Gauge Refresh 4
  1193. Move: Night Slash Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  1194. Color Grid: Red
  1195. 1 or more adjacent tiles must be activated
  1196.  
  1197. Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
  1198. Speed 10
  1199. Speed 10
  1200. Color Grid: Blue
  1201. 1 or more adjacent tiles must be activated
  1202.  
  1203. Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
  1204. Speed 5
  1205. Speed 5
  1206. Color Grid: Blue
  1207. 1 or more adjacent tiles must be activated
  1208. Move level must be 2 or higher
  1209.  
  1210. Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
  1211. Night Slash: Critical Strike 3
  1212. Move: Night Slash Powers up the user’s attacks when they become critical hits.
  1213. Color Grid: Red
  1214. 1 or more adjacent tiles must be activated
  1215. Move level must be 2 or higher
  1216.  
  1217. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  1218. Fuzzy Strike 2
  1219. Powers up the user’s sync moves when the target is confused.
  1220. Color Grid: Yellow
  1221. 1 or more adjacent tiles must be activated
  1222. Move level must be 2 or higher
  1223.  
  1224. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1225. Critastrophe 5
  1226. Powers up the user’s sync moves when they become critical hits.
  1227. Color Grid: Yellow
  1228. 1 or more adjacent tiles must be activated
  1229. Move level must be 3 or higher
  1230.  
  1231. Cell 46 | Cost: 5 Energy, 60 Sync Orb(s)
  1232. Most Excellent Night Slash: Power 25
  1233. Most Excellent Night Slash: Power ↑ 25
  1234. Color Grid: Green
  1235. 1 or more adjacent tiles must be activated
  1236. Move level must be 3 or higher
  1237.  
  1238. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1239. Most Excellent Night Slash: Power 25
  1240. Most Excellent Night Slash: Power ↑ 25
  1241. Color Grid: Purple
  1242. 1 or more adjacent tiles must be activated
  1243. Move level must be 3 or higher
  1244.  
  1245. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1246. Most Excellent Night Slash: Power 25
  1247. Most Excellent Night Slash: Power ↑ 25
  1248. Color Grid: Purple
  1249. 1 or more adjacent tiles must be activated
  1250. Move level must be 3 or higher
  1251.  
  1252. Trainer : Falkner
  1253. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1254. HP 10
  1255. HP 10
  1256. Color Grid: Blue
  1257.  
  1258. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1259. Attack 5
  1260. Attack 5
  1261. Color Grid: Blue
  1262.  
  1263. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1264. Defense 5
  1265. Defense 5
  1266. Color Grid: Blue
  1267.  
  1268. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1269. Sp. Atk 5
  1270. Sp. Atk 5
  1271. Color Grid: Blue
  1272.  
  1273. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1274. Sp. Def 5
  1275. Sp. Def 5
  1276. Color Grid: Blue
  1277.  
  1278. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1279. Speed 5
  1280. Speed 5
  1281. Color Grid: Blue
  1282.  
  1283. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1284. Sp. Def 5
  1285. Sp. Def 5
  1286. Color Grid: Blue
  1287. 1 or more adjacent tiles must be activated
  1288.  
  1289. Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
  1290. Fly: Power 2
  1291. Fly: Power ↑ 2
  1292. Color Grid: Green
  1293. 1 or more adjacent tiles must be activated
  1294.  
  1295. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1296. Sp. Atk 5
  1297. Sp. Atk 5
  1298. Color Grid: Blue
  1299. 1 or more adjacent tiles must be activated
  1300.  
  1301. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  1302. Fly: Power 2
  1303. Fly: Power ↑ 2
  1304. Color Grid: Green
  1305. 1 or more adjacent tiles must be activated
  1306.  
  1307. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  1308. Fly: Power 2
  1309. Fly: Power ↑ 2
  1310. Color Grid: Green
  1311. 1 or more adjacent tiles must be activated
  1312.  
  1313. Cell 12 | Cost: 2 Energy, 24 Sync Orb(s)
  1314. Sp. Def 5
  1315. Sp. Def 5
  1316. Color Grid: Blue
  1317. 1 or more adjacent tiles must be activated
  1318. Move level must be 2 or higher
  1319.  
  1320. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  1321. Fly: Power 2
  1322. Fly: Power ↑ 2
  1323. Color Grid: Green
  1324. 1 or more adjacent tiles must be activated
  1325.  
  1326. Cell 14 | Cost: 5 Energy, 60 Sync Orb(s)
  1327. Fly: MP Refresh 1
  1328. Move: Fly Has a chance (20%) of restoring one MP of the user’s move when that move is successful.
  1329. Color Grid: Red
  1330. 1 or more adjacent tiles must be activated
  1331. Move level must be 2 or higher
  1332.  
  1333. Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  1334. Fly: MP Refresh 2
  1335. Move: Fly Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1336. Color Grid: Red
  1337. 1 or more adjacent tiles must be activated
  1338. Move level must be 3 or higher
  1339.  
  1340. Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
  1341. Group Spectacle 9
  1342. Raises the accuracy of all allied sync pairs by one stat rank when an opponent’s attack move targeting the user misses.
  1343. Color Grid: Yellow
  1344. 1 or more adjacent tiles must be activated
  1345. Move level must be 2 or higher
  1346.  
  1347. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1348. Group Gloat 9
  1349. 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.
  1350. Color Grid: Yellow
  1351. 1 or more adjacent tiles must be activated
  1352. Move level must be 3 or higher
  1353.  
  1354. Cell 18 | Cost: 4 Energy, 48 Sync Orb(s)
  1355. Air Slash: Power 3
  1356. Air Slash: Power ↑ 3
  1357. Color Grid: Green
  1358. 1 or more adjacent tiles must be activated
  1359.  
  1360. Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
  1361. Air Slash: Power 3
  1362. Air Slash: Power ↑ 3
  1363. Color Grid: Green
  1364. 1 or more adjacent tiles must be activated
  1365.  
  1366. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1367. Attack 5
  1368. Attack 5
  1369. Color Grid: Blue
  1370. 1 or more adjacent tiles must be activated
  1371.  
  1372. Cell 21 | Cost: 5 Energy, 60 Sync Orb(s)
  1373. Air Slash: Move Gauge Refresh 4
  1374. Move: Air Slash Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  1375. Color Grid: Red
  1376. 1 or more adjacent tiles must be activated
  1377.  
  1378. Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  1379. HP 20
  1380. HP 20
  1381. Color Grid: Blue
  1382. 1 or more adjacent tiles must be activated
  1383. Move level must be 2 or higher
  1384.  
  1385. Cell 23 | Cost: 5 Energy, 60 Sync Orb(s)
  1386. Air Slash: Accuracy 5
  1387. Air Slash: Accuracy ↑ 5
  1388. Color Grid: Green
  1389. 1 or more adjacent tiles must be activated
  1390. Move level must be 2 or higher
  1391.  
  1392. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  1393. Air Slash: Foul Fighting 5
  1394. Move: Air Slash Powers up the user’s moves when the move’s target or targets are flinching, confused, or trapped.
  1395. Color Grid: Red
  1396. 1 or more adjacent tiles must be activated
  1397. Move level must be 2 or higher
  1398.  
  1399. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  1400. Air Slash: Aggravation 1
  1401. Move: Air Slash Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  1402. Color Grid: Red
  1403. 1 or more adjacent tiles must be activated
  1404. Move level must be 3 or higher
  1405.  
  1406. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  1407. Sync Cure
  1408. Removes all status conditions from the user after using its sync move.
  1409. Color Grid: Yellow
  1410. 1 or more adjacent tiles must be activated
  1411. Move level must be 3 or higher
  1412.  
  1413. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1414. Sp. Def 5
  1415. Sp. Def 5
  1416. Color Grid: Blue
  1417. 1 or more adjacent tiles must be activated
  1418.  
  1419. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  1420. HP 10
  1421. HP 10
  1422. Color Grid: Blue
  1423. 1 or more adjacent tiles must be activated
  1424.  
  1425. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1426. Defense 5
  1427. Defense 5
  1428. Color Grid: Blue
  1429. 1 or more adjacent tiles must be activated
  1430.  
  1431. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  1432. Fly: Power 2
  1433. Fly: Power ↑ 2
  1434. Color Grid: Green
  1435. 1 or more adjacent tiles must be activated
  1436.  
  1437. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  1438. Soar!: Move Gauge Refresh 4
  1439. Move: Soar! Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  1440. Color Grid: Red
  1441. 1 or more adjacent tiles must be activated
  1442.  
  1443. Cell 32 | Cost: 8 Energy, 96 Sync Orb(s)
  1444. Inertia
  1445. The more user’s Speed is raised, the more it powers up the user’s sync moves.
  1446. Color Grid: Yellow
  1447. 1 or more adjacent tiles must be activated
  1448. Move level must be 2 or higher
  1449.  
  1450. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  1451. Fly: Power 2
  1452. Fly: Power ↑ 2
  1453. Color Grid: Green
  1454. 1 or more adjacent tiles must be activated
  1455.  
  1456. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  1457. Soar!: MP Refresh 2
  1458. Move: Soar! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1459. Color Grid: Red
  1460. 1 or more adjacent tiles must be activated
  1461. Move level must be 2 or higher
  1462.  
  1463. Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
  1464. Sync Quickening 1
  1465. Restores 1 MP of the user’s moves with a quick move effect tag after using its sync move.
  1466. Color Grid: Yellow
  1467. 1 or more adjacent tiles must be activated
  1468. Move level must be 3 or higher
  1469.  
  1470. Cell 36 | Cost: 7 Energy, 84 Sync Orb(s)
  1471. Speed 20
  1472. Speed 20
  1473. Color Grid: Blue
  1474. 1 or more adjacent tiles must be activated
  1475. Move level must be 2 or higher
  1476.  
  1477. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1478. Synchro Healing 1
  1479. Restores the HP of all allied sync pairs by approximately 20% of their maximum HP after using the user’s sync move.
  1480. Color Grid: Yellow
  1481. 1 or more adjacent tiles must be activated
  1482. Move level must be 3 or higher
  1483.  
  1484. Cell 38 | Cost: 4 Energy, 48 Sync Orb(s)
  1485. Air Slash: Power 3
  1486. Air Slash: Power ↑ 3
  1487. Color Grid: Green
  1488. 1 or more adjacent tiles must be activated
  1489.  
  1490. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1491. Attack 5
  1492. Attack 5
  1493. Color Grid: Blue
  1494. 1 or more adjacent tiles must be activated
  1495.  
  1496. Cell 40 | Cost: 4 Energy, 48 Sync Orb(s)
  1497. Air Slash: Power 3
  1498. Air Slash: Power ↑ 3
  1499. Color Grid: Green
  1500. 1 or more adjacent tiles must be activated
  1501.  
  1502. Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
  1503. Dire Hit All +: MP Refresh 3
  1504. Move: Dire Hit All + Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1505. Color Grid: Red
  1506. 1 or more adjacent tiles must be activated
  1507.  
  1508. Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
  1509. HP 10
  1510. HP 10
  1511. Color Grid: Blue
  1512. 1 or more adjacent tiles must be activated
  1513. Move level must be 2 or higher
  1514.  
  1515. Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  1516. Defense 10
  1517. Defense 10
  1518. Color Grid: Blue
  1519. 1 or more adjacent tiles must be activated
  1520. Move level must be 2 or higher
  1521.  
  1522. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  1523. Quick Cure
  1524. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  1525. Color Grid: Yellow
  1526. 1 or more adjacent tiles must be activated
  1527. Move level must be 2 or higher
  1528.  
  1529. Cell 45 | Cost: 9 Energy, 108 Sync Orb(s)
  1530. Quick Tempo
  1531. Applies the Move Gauge Acceleration effect to the allied field of play the first time the user enters a battle each battle.
  1532. Color Grid: Yellow
  1533. 1 or more adjacent tiles must be activated
  1534. Move level must be 3 or higher
  1535.  
  1536. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1537. Haste
  1538. Speed cannot be lowered.
  1539. Color Grid: Yellow
  1540. 1 or more adjacent tiles must be activated
  1541. Move level must be 3 or higher
  1542.  
  1543. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1544. Magnificent Winds Aerial Ace: Power 25
  1545. Magnificent Winds Aerial Ace: Power ↑ 25
  1546. Color Grid: Purple
  1547. 1 or more adjacent tiles must be activated
  1548. Move level must be 3 or higher
  1549.  
  1550. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1551. Magnificent Winds Aerial Ace: Power 25
  1552. Magnificent Winds Aerial Ace: Power ↑ 25
  1553. Color Grid: Purple
  1554. 1 or more adjacent tiles must be activated
  1555. Move level must be 3 or higher
  1556.  
  1557.  
  1558. Trainer : Evelyn
  1559. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1560. HP 10
  1561. HP 10
  1562. Color Grid: Blue
  1563.  
  1564. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1565. Attack 5
  1566. Attack 5
  1567. Color Grid: Blue
  1568.  
  1569. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1570. Defense 5
  1571. Defense 5
  1572. Color Grid: Blue
  1573.  
  1574. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1575. Attack 5
  1576. Attack 5
  1577. Color Grid: Blue
  1578.  
  1579. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1580. Sp. Def 5
  1581. Sp. Def 5
  1582. Color Grid: Blue
  1583.  
  1584. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1585. Speed 5
  1586. Speed 5
  1587. Color Grid: Blue
  1588.  
  1589. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1590. Defense 5
  1591. Defense 5
  1592. Color Grid: Blue
  1593. 1 or more adjacent tiles must be activated
  1594.  
  1595. Cell 8 | Cost: 4 Energy, 48 Sync Orb(s)
  1596. Sacred Fire: Power 3
  1597. Sacred Fire: Power ↑ 3
  1598. Color Grid: Green
  1599. 1 or more adjacent tiles must be activated
  1600.  
  1601. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1602. Speed 5
  1603. Speed 5
  1604. Color Grid: Blue
  1605. 1 or more adjacent tiles must be activated
  1606.  
  1607. Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
  1608. Sacred Fire: Power 3
  1609. Sacred Fire: Power ↑ 3
  1610. Color Grid: Green
  1611. 1 or more adjacent tiles must be activated
  1612.  
  1613. Cell 11 | Cost: 5 Energy, 60 Sync Orb(s)
  1614. Sacred Fire: Move Gauge Refresh 1
  1615. Move: Sacred Fire Has a chance (20%) of charging the user’s move gauge by one when a move is successful.
  1616. Color Grid: Red
  1617. 1 or more adjacent tiles must be activated
  1618.  
  1619. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  1620. Attack 10
  1621. Attack 10
  1622. Color Grid: Blue
  1623. 1 or more adjacent tiles must be activated
  1624. Move level must be 2 or higher
  1625.  
  1626. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  1627. Sacred Fire: Power 3
  1628. Sacred Fire: Power ↑ 3
  1629. Color Grid: Green
  1630. 1 or more adjacent tiles must be activated
  1631.  
  1632. Cell 14 | Cost: 6 Energy, 72 Sync Orb(s)
  1633. Sacred Fire: Move Gauge Refresh 3
  1634. Move: Sacred Fire Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1635. Color Grid: Red
  1636. 1 or more adjacent tiles must be activated
  1637. Move level must be 2 or higher
  1638.  
  1639. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  1640. First Aid 4
  1641. Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
  1642. Color Grid: Yellow
  1643. 1 or more adjacent tiles must be activated
  1644. Move level must be 3 or higher
  1645.  
  1646. Cell 16 | Cost: 9 Energy, 108 Sync Orb(s)
  1647. Toughen Up 1
  1648. Has a chance (20%) of raising the user’s Defense by one stat rank when it is hit by an attack move.
  1649. Color Grid: Yellow
  1650. 1 or more adjacent tiles must be activated
  1651. Move level must be 2 or higher
  1652.  
  1653. Cell 17 | Cost: 9 Energy, 108 Sync Orb(s)
  1654. Quick Tempo
  1655. Applies the Move Gauge Acceleration effect to the allied field of play the first time the user enters a battle each battle.
  1656. Color Grid: Yellow
  1657. 1 or more adjacent tiles must be activated
  1658. Move level must be 3 or higher
  1659.  
  1660. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1661. Sp. Def 5
  1662. Sp. Def 5
  1663. Color Grid: Blue
  1664. 1 or more adjacent tiles must be activated
  1665.  
  1666. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1667. HP 10
  1668. HP 10
  1669. Color Grid: Blue
  1670. 1 or more adjacent tiles must be activated
  1671.  
  1672. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1673. Speed 5
  1674. Speed 5
  1675. Color Grid: Blue
  1676. 1 or more adjacent tiles must be activated
  1677.  
  1678. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  1679. Attack 5
  1680. Attack 5
  1681. Color Grid: Blue
  1682. 1 or more adjacent tiles must be activated
  1683.  
  1684. Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  1685. HP 20
  1686. HP 20
  1687. Color Grid: Blue
  1688. 1 or more adjacent tiles must be activated
  1689. Move level must be 2 or higher
  1690.  
  1691. Cell 23 | Cost: 8 Energy, 96 Sync Orb(s)
  1692. Stalwart
  1693. Sp. Def cannot be lowered.
  1694. Color Grid: Yellow
  1695. 1 or more adjacent tiles must be activated
  1696. Move level must be 2 or higher
  1697.  
  1698. Cell 24 | Cost: 6 Energy, 72 Sync Orb(s)
  1699. X Regen All: Move Gauge Refresh 3
  1700. Move: X Regen All Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1701. Color Grid: Red
  1702. 1 or more adjacent tiles must be activated
  1703. Move level must be 2 or higher
  1704.  
  1705. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  1706. X Regen All: MP Refresh 3
  1707. Move: X Regen All Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1708. Color Grid: Red
  1709. 1 or more adjacent tiles must be activated
  1710. Move level must be 3 or higher
  1711.  
  1712. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  1713. Unbending
  1714. Defense cannot be lowered.
  1715. Color Grid: Yellow
  1716. 1 or more adjacent tiles must be activated
  1717. Move level must be 3 or higher
  1718.  
  1719. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1720. Sp. Def 5
  1721. Sp. Def 5
  1722. Color Grid: Blue
  1723. 1 or more adjacent tiles must be activated
  1724.  
  1725. Cell 28 | Cost: 4 Energy, 48 Sync Orb(s)
  1726. Flame Wheel: Power 3
  1727. Flame Wheel: Power ↑ 3
  1728. Color Grid: Green
  1729. 1 or more adjacent tiles must be activated
  1730.  
  1731. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1732. Speed 5
  1733. Speed 5
  1734. Color Grid: Blue
  1735. 1 or more adjacent tiles must be activated
  1736.  
  1737. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  1738. Flame Wheel: Power 3
  1739. Flame Wheel: Power ↑ 3
  1740. Color Grid: Green
  1741. 1 or more adjacent tiles must be activated
  1742.  
  1743. Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
  1744. Defense 10
  1745. Defense 10
  1746. Color Grid: Blue
  1747. 1 or more adjacent tiles must be activated
  1748.  
  1749. Cell 32 | Cost: 8 Energy, 96 Sync Orb(s)
  1750. Endurance
  1751. When the user enters battle with full HP, applies the Enduring effect to it.
  1752. Color Grid: Yellow
  1753. 1 or more adjacent tiles must be activated
  1754. Move level must be 2 or higher
  1755.  
  1756. Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
  1757. Flame Wheel: Power 3
  1758. Flame Wheel: Power ↑ 3
  1759. Color Grid: Green
  1760. 1 or more adjacent tiles must be activated
  1761.  
  1762. Cell 34 | Cost: 6 Energy, 72 Sync Orb(s)
  1763. Flame Wheel: Move Gauge Refresh 3
  1764. Move: Flame Wheel Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1765. Color Grid: Red
  1766. 1 or more adjacent tiles must be activated
  1767. Move level must be 2 or higher
  1768.  
  1769. Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
  1770. Sync Cure
  1771. Removes all status conditions from the user after using its sync move.
  1772. Color Grid: Yellow
  1773. 1 or more adjacent tiles must be activated
  1774. Move level must be 3 or higher
  1775.  
  1776. Cell 36 | Cost: 9 Energy, 108 Sync Orb(s)
  1777. Tighten Up 1
  1778. Has a chance (20%) of raising the user’s Sp. Def by one stat rank when it is hit by an attack move.
  1779. Color Grid: Yellow
  1780. 1 or more adjacent tiles must be activated
  1781. Move level must be 2 or higher
  1782.  
  1783. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1784. Synchro Healing 1
  1785. Restores the HP of all allied sync pairs by approximately 20% of their maximum HP after using the user’s sync move.
  1786. Color Grid: Yellow
  1787. 1 or more adjacent tiles must be activated
  1788. Move level must be 3 or higher
  1789.  
  1790. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1791. HP 10
  1792. HP 10
  1793. Color Grid: Blue
  1794. 1 or more adjacent tiles must be activated
  1795.  
  1796. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1797. Defense 5
  1798. Defense 5
  1799. Color Grid: Blue
  1800. 1 or more adjacent tiles must be activated
  1801.  
  1802. Cell 40 | Cost: 4 Energy, 48 Sync Orb(s)
  1803. Sp. Def 10
  1804. Sp. Def 10
  1805. Color Grid: Blue
  1806. 1 or more adjacent tiles must be activated
  1807.  
  1808. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  1809. Speed 5
  1810. Speed 5
  1811. Color Grid: Blue
  1812. 1 or more adjacent tiles must be activated
  1813.  
  1814. Cell 42 | Cost: 9 Energy, 108 Sync Orb(s)
  1815. Dirty Fighting 2
  1816. Powers up the user’s moves when the move’s target or targets are affected by a status condition.
  1817. Color Grid: Yellow
  1818. 1 or more adjacent tiles must be activated
  1819. Move level must be 2 or higher
  1820.  
  1821. Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
  1822. Solar Shield
  1823. The user is not affected by status conditions when the weather is sunny.
  1824. Color Grid: Yellow
  1825. 1 or more adjacent tiles must be activated
  1826. Move level must be 2 or higher
  1827.  
  1828. Cell 44 | Cost: 6 Energy, 72 Sync Orb(s)
  1829. Protect Us All!: Move Gauge Refresh 3
  1830. Move: Protect Us All! Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1831. Color Grid: Red
  1832. 1 or more adjacent tiles must be activated
  1833. Move level must be 2 or higher
  1834.  
  1835. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1836. Team Pinpoint Entry 1
  1837. Raises the accuracy of all allied sync pairs by 1 stat rank when the user enters a battle.
  1838. Color Grid: Yellow
  1839. 1 or more adjacent tiles must be activated
  1840. Move level must be 3 or higher
  1841.  
  1842. Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
  1843. Protect Us All!: MP Refresh 3
  1844. Move: Protect Us All! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1845. Color Grid: Red
  1846. 1 or more adjacent tiles must be activated
  1847. Move level must be 3 or higher
  1848.  
  1849. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1850. Shy Sister Fire Impact: Power 25
  1851. Shy Sister Fire Impact: Power ↑ 25
  1852. Color Grid: Purple
  1853. 1 or more adjacent tiles must be activated
  1854. Move level must be 3 or higher
  1855.  
  1856. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1857. Shy Sister Fire Impact: Power 25
  1858. Shy Sister Fire Impact: Power ↑ 25
  1859. Color Grid: Purple
  1860. 1 or more adjacent tiles must be activated
  1861. Move level must be 3 or higher
  1862.  
  1863. Trainer : Hop
  1864. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1865. HP 10
  1866. HP 10
  1867. Color Grid: Blue
  1868.  
  1869. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1870. Attack 5
  1871. Attack 5
  1872. Color Grid: Blue
  1873.  
  1874. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1875. Defense 5
  1876. Defense 5
  1877. Color Grid: Blue
  1878.  
  1879. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1880. Attack 5
  1881. Attack 5
  1882. Color Grid: Blue
  1883.  
  1884. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1885. Sp. Def 5
  1886. Sp. Def 5
  1887. Color Grid: Blue
  1888.  
  1889. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1890. Speed 5
  1891. Speed 5
  1892. Color Grid: Blue
  1893.  
  1894. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1895. Defense 5
  1896. Defense 5
  1897. Color Grid: Blue
  1898. 1 or more adjacent tiles must be activated
  1899.  
  1900. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1901. HP 10
  1902. HP 10
  1903. Color Grid: Blue
  1904. 1 or more adjacent tiles must be activated
  1905.  
  1906. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1907. Speed 5
  1908. Speed 5
  1909. Color Grid: Blue
  1910. 1 or more adjacent tiles must be activated
  1911.  
  1912. Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
  1913. Speed 10
  1914. Speed 10
  1915. Color Grid: Blue
  1916. 1 or more adjacent tiles must be activated
  1917.  
  1918. Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
  1919. Behemoth Bash: Power 2
  1920. Behemoth Bash: Power ↑ 2
  1921. Color Grid: Green
  1922. 1 or more adjacent tiles must be activated
  1923.  
  1924. Cell 12 | Cost: 2 Energy, 24 Sync Orb(s)
  1925. Sp. Def 5
  1926. Sp. Def 5
  1927. Color Grid: Blue
  1928. 1 or more adjacent tiles must be activated
  1929. Move level must be 2 or higher
  1930.  
  1931. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  1932. Behemoth Bash: Power 2
  1933. Behemoth Bash: Power ↑ 2
  1934. Color Grid: Green
  1935. 1 or more adjacent tiles must be activated
  1936.  
  1937. Cell 14 | Cost: 5 Energy, 60 Sync Orb(s)
  1938. Behemoth Bash: Move Gauge Refresh 4
  1939. Move: Behemoth Bash Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  1940. Color Grid: Red
  1941. 1 or more adjacent tiles must be activated
  1942. Move level must be 2 or higher
  1943.  
  1944. Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
  1945. Sharp Entry 1
  1946. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  1947. Color Grid: Yellow
  1948. 1 or more adjacent tiles must be activated
  1949. Move level must be 3 or higher
  1950.  
  1951. Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
  1952. Behemoth Bash: Power 2
  1953. Behemoth Bash: Power ↑ 2
  1954. Color Grid: Green
  1955. 1 or more adjacent tiles must be activated
  1956. Move level must be 2 or higher
  1957.  
  1958. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1959. Healthy Healing
  1960. Applies the Gradual Healing effect to the user when its HP is full when it enters a battle.
  1961. Color Grid: Yellow
  1962. 1 or more adjacent tiles must be activated
  1963. Move level must be 3 or higher
  1964.  
  1965. Cell 18 | Cost: 4 Energy, 48 Sync Orb(s)
  1966. Metal Claw: Accuracy 5
  1967. Metal Claw: Accuracy ↑ 5
  1968. Color Grid: Green
  1969. 1 or more adjacent tiles must be activated
  1970.  
  1971. Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
  1972. Metal Claw: Power 3
  1973. Metal Claw: Power ↑ 3
  1974. Color Grid: Green
  1975. 1 or more adjacent tiles must be activated
  1976.  
  1977. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1978. Sp. Def 5
  1979. Sp. Def 5
  1980. Color Grid: Blue
  1981. 1 or more adjacent tiles must be activated
  1982.  
  1983. Cell 21 | Cost: 5 Energy, 60 Sync Orb(s)
  1984. Metal Claw: Move Gauge Refresh 4
  1985. Move: Metal Claw Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  1986. Color Grid: Red
  1987. 1 or more adjacent tiles must be activated
  1988.  
  1989. Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  1990. Metal Claw: Power 3
  1991. Metal Claw: Power ↑ 3
  1992. Color Grid: Green
  1993. 1 or more adjacent tiles must be activated
  1994. Move level must be 2 or higher
  1995.  
  1996. Cell 23 | Cost: 2 Energy, 24 Sync Orb(s)
  1997. Speed 5
  1998. Speed 5
  1999. Color Grid: Blue
  2000. 1 or more adjacent tiles must be activated
  2001. Move level must be 2 or higher
  2002.  
  2003. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  2004. Metal Claw: Swag Bag 1
  2005. Move: Metal Claw Raises the chance of raising stat values with the additional effects of moves.
  2006. Color Grid: Red
  2007. 1 or more adjacent tiles must be activated
  2008. Move level must be 2 or higher
  2009.  
  2010. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  2011. Metal Claw: Stoic 3
  2012. Move: Metal Claw Has a chance (40%) of raising the user’s Defense by one stat rank after its Pokémon uses a move.
  2013. Color Grid: Red
  2014. 1 or more adjacent tiles must be activated
  2015. Move level must be 3 or higher
  2016.  
  2017. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  2018. Emergency Huddle 1
  2019. Raises the Defense of all allied sync pairs by 1 stat rank the first time the user is in a pinch each battle.
  2020. Color Grid: Yellow
  2021. 1 or more adjacent tiles must be activated
  2022. Move level must be 3 or higher
  2023.  
  2024. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  2025. Speed 5
  2026. Speed 5
  2027. Color Grid: Blue
  2028. 1 or more adjacent tiles must be activated
  2029.  
  2030. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  2031. Attack 5
  2032. Attack 5
  2033. Color Grid: Blue
  2034. 1 or more adjacent tiles must be activated
  2035.  
  2036. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  2037. HP 10
  2038. HP 10
  2039. Color Grid: Blue
  2040. 1 or more adjacent tiles must be activated
  2041.  
  2042. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  2043. Defense 10
  2044. Defense 10
  2045. Color Grid: Blue
  2046. 1 or more adjacent tiles must be activated
  2047.  
  2048. Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
  2049. Behemoth Bash: Power 2
  2050. Behemoth Bash: Power ↑ 2
  2051. Color Grid: Green
  2052. 1 or more adjacent tiles must be activated
  2053.  
  2054. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  2055. Unbending
  2056. Defense cannot be lowered.
  2057. Color Grid: Yellow
  2058. 1 or more adjacent tiles must be activated
  2059. Move level must be 2 or higher
  2060.  
  2061. Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
  2062. Sp. Def 10
  2063. Sp. Def 10
  2064. Color Grid: Blue
  2065. 1 or more adjacent tiles must be activated
  2066.  
  2067. Cell 34 | Cost: 4 Energy, 48 Sync Orb(s)
  2068. Behemoth Bash: Power 2
  2069. Behemoth Bash: Power ↑ 2
  2070. Color Grid: Green
  2071. 1 or more adjacent tiles must be activated
  2072. Move level must be 2 or higher
  2073.  
  2074. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  2075. Potion: Master Healer 1
  2076. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  2077. Color Grid: Red
  2078. 1 or more adjacent tiles must be activated
  2079. Move level must be 3 or higher
  2080.  
  2081. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  2082. Potion: Master Healer 1
  2083. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  2084. Color Grid: Red
  2085. 1 or more adjacent tiles must be activated
  2086. Move level must be 2 or higher
  2087.  
  2088. Cell 37 | Cost: 7 Energy, 84 Sync Orb(s)
  2089. Potion: MP Refresh 3
  2090. Move: Potion Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  2091. Color Grid: Red
  2092. 1 or more adjacent tiles must be activated
  2093. Move level must be 3 or higher
  2094.  
  2095. Cell 38 | Cost: 4 Energy, 48 Sync Orb(s)
  2096. Metal Claw: Power 3
  2097. Metal Claw: Power ↑ 3
  2098. Color Grid: Green
  2099. 1 or more adjacent tiles must be activated
  2100.  
  2101. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  2102. Attack 5
  2103. Attack 5
  2104. Color Grid: Blue
  2105. 1 or more adjacent tiles must be activated
  2106.  
  2107. Cell 40 | Cost: 4 Energy, 48 Sync Orb(s)
  2108. Metal Claw: Power 3
  2109. Metal Claw: Power ↑ 3
  2110. Color Grid: Green
  2111. 1 or more adjacent tiles must be activated
  2112.  
  2113. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  2114. Defense 5
  2115. Defense 5
  2116. Color Grid: Blue
  2117. 1 or more adjacent tiles must be activated
  2118.  
  2119. Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
  2120. HP 10
  2121. HP 10
  2122. Color Grid: Blue
  2123. 1 or more adjacent tiles must be activated
  2124. Move level must be 2 or higher
  2125.  
  2126. Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  2127. Metal Claw: Power 3
  2128. Metal Claw: Power ↑ 3
  2129. Color Grid: Green
  2130. 1 or more adjacent tiles must be activated
  2131. Move level must be 2 or higher
  2132.  
  2133. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  2134. Hop to It!: MP Refresh 3
  2135. Move: Hop to It! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  2136. Color Grid: Red
  2137. 1 or more adjacent tiles must be activated
  2138. Move level must be 2 or higher
  2139.  
  2140. Cell 45 | Cost: 8 Energy, 96 Sync Orb(s)
  2141. Adrenaline 1
  2142. Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
  2143. Color Grid: Yellow
  2144. 1 or more adjacent tiles must be activated
  2145. Move level must be 3 or higher
  2146.  
  2147. Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
  2148. Wise Entry 1
  2149. Raises the user’s Sp. Def by 1 stat rank when it enters a battle.
  2150. Color Grid: Yellow
  2151. 1 or more adjacent tiles must be activated
  2152. Move level must be 3 or higher
  2153.  
  2154. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  2155. Big Dreams Behemoth Bash: Power 25
  2156. Big Dreams Behemoth Bash: Power ↑ 25
  2157. Color Grid: Purple
  2158. 1 or more adjacent tiles must be activated
  2159. Move level must be 3 or higher
  2160.  
  2161. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  2162. Big Dreams Behemoth Bash: Power 25
  2163. Big Dreams Behemoth Bash: Power ↑ 25
  2164. Color Grid: Purple
  2165. 1 or more adjacent tiles must be activated
  2166. Move level must be 3 or higher
  2167.  
  2168. Trainer : Sygna Suit Leon
  2169. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  2170. HP 10
  2171. HP 10
  2172. Color Grid: Blue
  2173.  
  2174. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  2175. Sp. Atk 5
  2176. Sp. Atk 5
  2177. Color Grid: Blue
  2178.  
  2179. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  2180. Defense 5
  2181. Defense 5
  2182. Color Grid: Blue
  2183.  
  2184. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  2185. Sp. Atk 5
  2186. Sp. Atk 5
  2187. Color Grid: Blue
  2188.  
  2189. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  2190. Sp. Def 5
  2191. Sp. Def 5
  2192. Color Grid: Blue
  2193.  
  2194. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  2195. Speed 5
  2196. Speed 5
  2197. Color Grid: Blue
  2198.  
  2199. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  2200. Defense 5
  2201. Defense 5
  2202. Color Grid: Blue
  2203. 1 or more adjacent tiles must be activated
  2204.  
  2205. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  2206. Speed 5
  2207. Speed 5
  2208. Color Grid: Blue
  2209. 1 or more adjacent tiles must be activated
  2210.  
  2211. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  2212. Sp. Def 5
  2213. Sp. Def 5
  2214. Color Grid: Blue
  2215. 1 or more adjacent tiles must be activated
  2216.  
  2217. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  2218. HP 10
  2219. HP 10
  2220. Color Grid: Blue
  2221. 1 or more adjacent tiles must be activated
  2222.  
  2223. Cell 11 | Cost: 5 Energy, 60 Sync Orb(s)
  2224. Eternal Power!: Move Gauge Refresh 4
  2225. Move: Eternal Power! Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  2226. Color Grid: Red
  2227. 1 or more adjacent tiles must be activated
  2228.  
  2229. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  2230. Dynamax Cannon: Power 2
  2231. Dynamax Cannon: Power ↑ 2
  2232. Color Grid: Green
  2233. 1 or more adjacent tiles must be activated
  2234.  
  2235. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  2236. Dynamax Cannon: Power 2
  2237. Dynamax Cannon: Power ↑ 2
  2238. Color Grid: Green
  2239. 1 or more adjacent tiles must be activated
  2240. Move level must be 2 or higher
  2241.  
  2242. Cell 14 | Cost: 5 Energy, 60 Sync Orb(s)
  2243. Eternal Power!: MP Refresh 3
  2244. Move: Eternal Power! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  2245. Color Grid: Red
  2246. 1 or more adjacent tiles must be activated
  2247. Move level must be 2 or higher
  2248.  
  2249. Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  2250. Hunter’s Instinct
  2251. The more the target’s Speed is lowered, the more it powers up the user’s moves.
  2252. Color Grid: Yellow
  2253. 1 or more adjacent tiles must be activated
  2254. Move level must be 2 or higher
  2255.  
  2256. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  2257. MAX Slip Up 1
  2258. Lowers the Speed of all opposing sync pairs by 1 stat rank after using the user’s max move.
  2259. Color Grid: Yellow
  2260. 1 or more adjacent tiles must be activated
  2261. Move level must be 3 or higher
  2262.  
  2263. Cell 17 | Cost: 4 Energy, 48 Sync Orb(s)
  2264. Speed 10
  2265. Speed 10
  2266. Color Grid: Blue
  2267. 1 or more adjacent tiles must be activated
  2268. Move level must be 3 or higher
  2269.  
  2270. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  2271. Sp. Def 5
  2272. Sp. Def 5
  2273. Color Grid: Blue
  2274. 1 or more adjacent tiles must be activated
  2275.  
  2276. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  2277. Defense 5
  2278. Defense 5
  2279. Color Grid: Blue
  2280. 1 or more adjacent tiles must be activated
  2281.  
  2282. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  2283. Sp. Atk 5
  2284. Sp. Atk 5
  2285. Color Grid: Blue
  2286. 1 or more adjacent tiles must be activated
  2287.  
  2288. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  2289. Speed 5
  2290. Speed 5
  2291. Color Grid: Blue
  2292. 1 or more adjacent tiles must be activated
  2293.  
  2294. Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  2295. Dynamax Cannon: Power 2
  2296. Dynamax Cannon: Power ↑ 2
  2297. Color Grid: Green
  2298. 1 or more adjacent tiles must be activated
  2299.  
  2300. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  2301. HP 20
  2302. HP 20
  2303. Color Grid: Blue
  2304. 1 or more adjacent tiles must be activated
  2305.  
  2306. Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  2307. Dynamax Cannon: Power 2
  2308. Dynamax Cannon: Power ↑ 2
  2309. Color Grid: Green
  2310. 1 or more adjacent tiles must be activated
  2311. Move level must be 2 or higher
  2312.  
  2313. Cell 25 | Cost: 5 Energy, 60 Sync Orb(s)
  2314. Dynamax Cannon: Move Gauge Refresh 4
  2315. Move: Dynamax Cannon Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  2316. Color Grid: Red
  2317. 1 or more adjacent tiles must be activated
  2318. Move level must be 2 or higher
  2319.  
  2320. Cell 26 | Cost: 4 Energy, 48 Sync Orb(s)
  2321. Dynamax Cannon: Power 2
  2322. Dynamax Cannon: Power ↑ 2
  2323. Color Grid: Green
  2324. 1 or more adjacent tiles must be activated
  2325. Move level must be 2 or higher
  2326.  
  2327. Cell 27 | Cost: 8 Energy, 96 Sync Orb(s)
  2328. Inertia
  2329. The more user’s Speed is raised, the more it powers up the user’s sync moves.
  2330. Color Grid: Yellow
  2331. 1 or more adjacent tiles must be activated
  2332. Move level must be 3 or higher
  2333.  
  2334. Cell 28 | Cost: 8 Energy, 96 Sync Orb(s)
  2335. Eternabeam: Power 100
  2336. Eternabeam: Power ↑ 100
  2337. Color Grid: Green
  2338. 1 or more adjacent tiles must be activated
  2339. Move level must be 3 or higher
  2340.  
  2341. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  2342. Sp. Atk 5
  2343. Sp. Atk 5
  2344. Color Grid: Blue
  2345. 1 or more adjacent tiles must be activated
  2346.  
  2347. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  2348. Speed 10
  2349. Speed 10
  2350. Color Grid: Blue
  2351. 1 or more adjacent tiles must be activated
  2352.  
  2353. Cell 31 | Cost: 5 Energy, 60 Sync Orb(s)
  2354. Dire Hit +: Move Gauge Refresh 4
  2355. Move: Dire Hit + Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  2356. Color Grid: Red
  2357. 1 or more adjacent tiles must be activated
  2358.  
  2359. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  2360. Sp. Def 5
  2361. Sp. Def 5
  2362. Color Grid: Blue
  2363. 1 or more adjacent tiles must be activated
  2364.  
  2365. Cell 33 | Cost: 5 Energy, 60 Sync Orb(s)
  2366. Unflappable
  2367. Prevents the user from flinching.
  2368. Color Grid: Yellow
  2369. 1 or more adjacent tiles must be activated
  2370. Move level must be 2 or higher
  2371.  
  2372. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  2373. Dire Hit +: MP Refresh 3
  2374. Move: Dire Hit + Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  2375. Color Grid: Red
  2376. 1 or more adjacent tiles must be activated
  2377. Move level must be 2 or higher
  2378.  
  2379. Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
  2380. Endurance
  2381. When the user enters battle with full HP, applies the Enduring effect to it.
  2382. Color Grid: Yellow
  2383. 1 or more adjacent tiles must be activated
  2384. Move level must be 2 or higher
  2385.  
  2386. Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
  2387. MAX Countdown 1
  2388. Reduces the user’s sync move countdown by 1 after using its max move.
  2389. Color Grid: Yellow
  2390. 1 or more adjacent tiles must be activated
  2391. Move level must be 3 or higher
  2392.  
  2393. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  2394. Power Flux 3
  2395. The fuller the move gauge when moves are selected, the more this powers up moves.
  2396. Color Grid: Yellow
  2397. 1 or more adjacent tiles must be activated
  2398. Move level must be 3 or higher
  2399.  
  2400. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  2401. HP 10
  2402. HP 10
  2403. Color Grid: Blue
  2404. 1 or more adjacent tiles must be activated
  2405.  
  2406. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  2407. Sp. Atk 5
  2408. Sp. Atk 5
  2409. Color Grid: Blue
  2410. 1 or more adjacent tiles must be activated
  2411.  
  2412. Cell 40 | Cost: 5 Energy, 60 Sync Orb(s)
  2413. X Speed +: Move Gauge Refresh 4
  2414. Move: X Speed + Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  2415. Color Grid: Red
  2416. 1 or more adjacent tiles must be activated
  2417.  
  2418. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  2419. Speed 5
  2420. Speed 5
  2421. Color Grid: Blue
  2422. 1 or more adjacent tiles must be activated
  2423.  
  2424. Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  2425. Defense 10
  2426. Defense 10
  2427. Color Grid: Blue
  2428. 1 or more adjacent tiles must be activated
  2429. Move level must be 2 or higher
  2430.  
  2431. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  2432. X Speed +: MP Refresh 3
  2433. Move: X Speed + Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  2434. Color Grid: Red
  2435. 1 or more adjacent tiles must be activated
  2436. Move level must be 2 or higher
  2437.  
  2438. Cell 44 | Cost: 5 Energy, 60 Sync Orb(s)
  2439. Stalwart
  2440. Sp. Def cannot be lowered.
  2441. Color Grid: Yellow
  2442. 1 or more adjacent tiles must be activated
  2443. Move level must be 2 or higher
  2444.  
  2445. Cell 45 | Cost: 4 Energy, 48 Sync Orb(s)
  2446. Sp. Def 10
  2447. Sp. Def 10
  2448. Color Grid: Blue
  2449. 1 or more adjacent tiles must be activated
  2450. Move level must be 3 or higher
  2451.  
  2452. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  2453. Sharp Entry 1
  2454. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  2455. Color Grid: Yellow
  2456. 1 or more adjacent tiles must be activated
  2457. Move level must be 3 or higher
  2458.  
  2459. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  2460. Eternal Champion Dragon Beam: Power 25
  2461. Eternal Champion Dragon Beam: Power ↑ 25
  2462. Color Grid: Purple
  2463. 1 or more adjacent tiles must be activated
  2464. Move level must be 3 or higher
  2465.  
  2466. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  2467. Eternal Champion Dragon Beam: Power 25
  2468. Eternal Champion Dragon Beam: Power ↑ 25
  2469. Color Grid: Purple
  2470. 1 or more adjacent tiles must be activated
  2471. Move level must be 3 or higher
  2472.  
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