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- Trainer : Sygna Suit Erika
- 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)
- 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)
- Solar Blade: Power 2
- Solar Blade: Power ↑ 2
- 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)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Solar Blade: Power 2
- Solar Blade: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Solar Blade: Power 2
- Solar Blade: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Solar Blade: Power 2
- Solar Blade: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Solar Blade: Move Gauge Refresh 3
- Move: Solar Blade Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
- Solar Blade: Fast-Track 9
- Move: Solar Blade Raises the user’s Speed 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 16 | Cost: 6 Energy, 72 Sync Orb(s)
- Speedy Entry 1
- Raises the user’s Speed by 1 stat rank when it enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Ramming Speed
- The more the user’s Speed is raised, the more it powers up the user’s moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
- Solar Blade: Power 2
- Solar Blade: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Solar Blade: Power 2
- Solar Blade: Power ↑ 2
- 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)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
- Soak Up the Sun!: MP Refresh 2
- Move: Soak Up the Sun! 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: 9 Energy, 108 Sync Orb(s)
- Safety Tether
- Applies the Enduring effect to the user the first time its sync move is used each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 10 Energy, 120 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 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Healthy Power-Up 1
- Powers up moves when the user’s HP is full.
- 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: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
- Sunny Day: Move Gauge Refresh 4
- Move: Sunny Day 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: 3 Energy, 36 Sync Orb(s)
- Solar Blade: Power 2
- Solar Blade: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Solar Blade: Power 2
- Solar Blade: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
- Sunny Day: MP Refresh 2
- Move: Sunny Day 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 33 | Cost: 10 Energy, 120 Sync Orb(s)
- Super Infliction 9
- Applies the Supereffective ↑ Next effect to the user when its Pokémon uses a status move.
- 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)
- Solar Flare 5
- Powers up the user’s sync moves when the weather is sunny.
- 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)
- Healing Sun 1
- Restores the user’s HP whenever its Pokémon takes an action while the weather is sunny.
- 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)
- HP 10
- HP 10
- 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)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 39 | 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 40 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
- X Speed: Move Gauge Refresh 3
- Move: X Speed 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 42 | Cost: 5 Energy, 60 Sync Orb(s)
- Headstrong
- Attack cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- 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: 10 Energy, 120 Sync Orb(s)
- Superduper Effective 1
- Powers up moves that are super effective.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 45 | 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 3 or higher
- Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
- Attack 20
- Attack 20
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Sunny Snooze Leaf Blade: Power 25
- Sunny Snooze Leaf Blade: 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)
- Sunny Snooze Leaf Blade: Power 25
- Sunny Snooze Leaf Blade: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Trainer : Caitlin (Fall 2021)
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Feint Attack: Power 3
- Feint Attack: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Feint Attack: Power 3
- Feint Attack: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 10 | 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 11 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 12 | Cost: 2 Energy, 24 Sync Orb(s)
- Feint Attack: Power 3
- Feint Attack: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 2 Energy, 24 Sync Orb(s)
- Feint Attack: Power 3
- Feint Attack: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Feint Attack: Move Gauge Refresh 3
- Move: Feint Attack 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: 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 16 | Cost: 8 Energy, 96 Sync Orb(s)
- Revenge Boost 3
- Has a chance (40%) of charging the user’s move gauge by one when the user 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: 12 Energy, 144 Sync Orb(s)
- Feint Attack: Flabbergast 4
- Move: Feint Attack Has a chance (50%) of leaving the target confused when a move targeting that opponent is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
- X Sp. Def All: Move Gauge Refresh 3
- Move: X Sp. Def 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
- Cell 22 | Cost: 5 Energy, 60 Sync Orb(s)
- Eerie Eyes Dark Impact: Power 25
- Eerie Eyes Dark Impact: Power ↑ 25
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 23 | Cost: 6 Energy, 72 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 24 | Cost: 7 Energy, 84 Sync Orb(s)
- X Sp. Def All: MP Refresh 3
- Move: X Sp. Def 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: 8 Energy, 96 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 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Team Sync Cure 9
- Removes all status conditions from all allied sync pairs 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 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)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
- Feint Attack: Power 3
- Feint Attack: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
- Feint Attack: Power 3
- Feint Attack: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 2 Energy, 24 Sync Orb(s)
- Feint Attack: Power 3
- Feint Attack: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Tricksy!: MP Refresh 2
- Move: Tricksy! 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: 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 3 or higher
- Cell 36 | Cost: 7 Energy, 84 Sync Orb(s)
- Tricksy!: Pep Rally 1
- Move: Tricksy! Raises the Speed of all allied sync pairs by 1 stat rank when the user’s move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Fainting Heal 1
- Restores the HP of all allied sync pairs other than the user by approximately 20% of their maximum HP just before the user faints.
- 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)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 40 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
- X Defense All: Move Gauge Refresh 3
- Move: X Defense 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
- Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
- Sync Wall
- Applies the Critical-Hit Defense effect to the allied field of play the first time the user’s sync move is used each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 5 Energy, 60 Sync Orb(s)
- Unbending
- Defense cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- X Defense All: MP Refresh 3
- Move: X Defense 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 45 | Cost: 10 Energy, 120 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 3 or higher
- Cell 46 | Cost: 5 Energy, 60 Sync Orb(s)
- Eerie Eyes Dark Impact: Power 25
- Eerie Eyes Dark Impact: 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)
- Eerie Eyes Dark Impact: Power 25
- Eerie Eyes Dark 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)
- Eerie Eyes Dark Impact: Power 25
- Eerie Eyes Dark Impact: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Trainer : Sygna Suit Misty
- 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)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Atk 10
- Sp. Atk 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Water Gun: Power 3
- Water Gun: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Water Gun: Power 3
- Water Gun: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Water Gun: Power 3
- Water Gun: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 14 | Cost: 8 Energy, 96 Sync Orb(s)
- Water Gun: Move Gauge Refresh 9
- Move: Water Gun Charges the user’s move gauge by one when its move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 9 Energy, 108 Sync Orb(s)
- Sync Power Flux
- The fuller the move gauge when the user’s sync move is selected, the more this powers up the sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 6 Energy, 72 Sync Orb(s)
- Agile Entry 1
- Raises the user’s evasiveness by 1 stat rank when it enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 7 Energy, 84 Sync Orb(s)
- Water Gun: Shifty Striker 4
- Move: Water Gun Has a chance (50%) of raising the user’s evasiveness by one stat rank when its Pokémon uses a move.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
- Water Gun: Power 3
- Water Gun: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Water Gun: Power 3
- Water Gun: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 22 | 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 23 | Cost: 7 Energy, 84 Sync Orb(s)
- Go with the Flow!: MP Refresh 2
- Move: Go with the Flow! 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: 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 25 | Cost: 9 Energy, 108 Sync Orb(s)
- Blind Spot
- The more the user’s evasiveness 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 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Leg Up 1
- Once per battle, has a chance (20%) of reducing the user’s sync move countdown by one when it enters a 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. 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)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 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)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 31 | Cost: 5 Energy, 60 Sync Orb(s)
- Flameproof
- Prevents the user from getting burned.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
- Haze: MP Refresh 2
- Move: Haze 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 33 | Cost: 10 Energy, 120 Sync Orb(s)
- Haze: Propulsion 3
- Move: Haze Has a chance (40%) of reducing the user’s sync move countdown by one 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 34 | Cost: 6 Energy, 72 Sync Orb(s)
- Grand Entry 1
- Raises the user’s Sp. Atk by 1 stat rank when it enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 9 Energy, 108 Sync Orb(s)
- Team Smart Infliction 4
- Has a chance (50%) of raising the Sp. Atk of all allied sync pairs by one stat rank when the user’s Pokémon uses a status move.
- 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)
- Sp. Atk 5
- Sp. Atk 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: 5 Energy, 60 Sync Orb(s)
- Fast Runner
- Evasiveness cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Water Gun: Power 3
- Water Gun: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Water Gun: Power 3
- Water Gun: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 42 | Cost: 7 Energy, 84 Sync Orb(s)
- Bob and Weave
- The more the user’s evasiveness is raised, the more it powers up the user’s moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- Mist: MP Refresh 2
- Move: Mist Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
- 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)
- Mist: Propulsion 3
- Move: Mist Has a chance (40%) of reducing the user’s sync move countdown by one 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 46 | Cost: 9 Energy, 108 Sync Orb(s)
- Team Shielding Infliction 4
- Has a chance (50%) of raising the Defense of all allied sync pairs by one stat rank when the user’s Pokémon uses a status move.
- 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)
- Mermaid Duo Hydro Pump: Power 25
- Mermaid Duo Hydro Pump: 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)
- Mermaid Duo Hydro Pump: Power 25
- Mermaid Duo Hydro Pump: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Trainer : Giovanni
- Cell -- | Cost: 5 Energy, 60 Sync Orb(s)
- World Domination Psystrike: Power 25
- World Domination Psystrike: Power ↑ 25
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell -- | Cost: 5 Energy, 60 Sync Orb(s)
- World Domination Psystrike: Power 25
- World Domination Psystrike: Power ↑ 25
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Trainer : Morty (Fall 2021)
- 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)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
- Shadow Sneak: Power 4
- Shadow Sneak: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 11 | 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
- Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- Shadow Sneak: Power 4
- Shadow Sneak: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
- Shadow Sneak: Power 4
- Shadow Sneak: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Shadow Sneak: Overwhelm 9
- Move: Shadow Sneak Lowers the target’s Attack by one stat rank when the user’s attack 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)
- Power Posture
- The more the target’s Attack 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 3 or higher
- Cell 16 | Cost: 6 Energy, 72 Sync Orb(s)
- Vigilance
- Protects the user against critical hits.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 7 Energy, 84 Sync Orb(s)
- Shadow Sneak: Overwhelm 9
- Move: Shadow Sneak Lowers the target’s Attack by one stat rank when the user’s attack move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 19 | 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 20 | Cost: 4 Energy, 48 Sync Orb(s)
- Shadow Sneak: Power 4
- Shadow Sneak: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Shadow Claw: Power 4
- Shadow Claw: Power ↑ 4
- 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)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
- Into the Night!: MP Refresh 2
- Move: Into the Night! 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)
- On the Ropes 2
- Reduces damage when the user is hit by a physical attack move while in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
- 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: 8 Energy, 96 Sync Orb(s)
- Power Reserves 3
- Powers up the user’s moves when in a pinch.
- 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)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
- Will-O-Wisp: Accuracy 5
- Will-O-Wisp: Accuracy ↑ 5
- 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)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Will-O-Wisp: Accuracy 5
- Will-O-Wisp: Accuracy ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
- Will-O-Wisp: Move Gauge Refresh 3
- Move: Will-O-Wisp 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: 8 Energy, 96 Sync Orb(s)
- Sync Regen
- Applies the Gradual Healing effect to the user after using its sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 34 | Cost: 5 Energy, 60 Sync Orb(s)
- Midnight Fright Ghost Impact: Power 25
- Midnight Fright Ghost Impact: Power ↑ 25
- 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)
- Scorching Sync 5
- Powers up the user’s sync moves when the target is burned.
- 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)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 37 | Cost: 3 Energy, 36 Sync Orb(s)
- Shadow Claw: Power 4
- Shadow Claw: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
- Shadow Claw: Power 4
- Shadow Claw: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Shadow Claw: Power 4
- Shadow Claw: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 41 | Cost: 5 Energy, 60 Sync Orb(s)
- Acuity
- Accuracy cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Shadow Claw: Power 4
- Shadow Claw: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- Shadow Claw: Move Gauge Refresh 3
- Move: Shadow Claw Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 5 Energy, 60 Sync Orb(s)
- Midnight Fright Ghost Impact: Power 25
- Midnight Fright Ghost Impact: Power ↑ 25
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Head Start 1
- Reduces the user’s sync move countdown by 1 the first time it 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)
- Pecking Order
- The more the target’s Attack is lowered, 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 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Midnight Fright Ghost Impact: Power 25
- Midnight Fright Ghost 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)
- Midnight Fright Ghost Impact: Power 25
- Midnight Fright Ghost Impact: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Trainer : Darach
- 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)
- Sp. Def 5
- Sp. Def 5
- 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)
- Attack 10
- Attack 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
- Brave Bird: Power 3
- Brave Bird: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- Brave Bird: Power 3
- Brave Bird: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
- Brave Bird: Power 3
- Brave Bird: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Brave Bird: Move Gauge Refresh 3
- Move: Brave Bird 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)
- Standfast 5
- Reduces recoil damage received from using moves that have recoil in the effect tag.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 6 Energy, 72 Sync Orb(s)
- Terrify 1
- Lowers the Attack of all opposing 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 2 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Wide Open
- The more the target’s evasiveness 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 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)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 20 | Cost: 4 Energy, 48 Sync Orb(s)
- Brave Bird: Power 3
- Brave Bird: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
- Brave Bird: Power 3
- Brave Bird: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
- Defog: MP Refresh 2
- Move: Defog 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: 6 Energy, 72 Sync Orb(s)
- Demobilize 1
- Lowers the evasiveness of all opposing sync pairs by 1 stat rank after using the user’s sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 9 Energy, 108 Sync Orb(s)
- Easy Target
- The more the target’s evasiveness is lowered, the more it powers up the user’s sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Weigh Down 4
- Has a chance (50%) of lowering the evasiveness of all opposing sync pairs by one stat rank when the user’s move targeting an opponent is successful.
- 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)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 31 | Cost: 5 Energy, 60 Sync Orb(s)
- Haste
- Speed cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
- Feather Dance: Move Gauge Refresh 3
- Move: Feather Dance 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: 9 Energy, 108 Sync Orb(s)
- Feather Dance: Slo-mo 9
- Move: Feather Dance Lowers the Speed of all opposing sync pairs by one stat rank when user’s move targeting an opponent is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 34 | Cost: 9 Energy, 108 Sync Orb(s)
- Pecking Order
- The more the target’s Attack is lowered, 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 35 | 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 36 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 37 | 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 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
- Have at You!: Move Gauge Refresh 3
- Move: Have at You! 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 41 | Cost: 7 Energy, 84 Sync Orb(s)
- Speed 20
- Speed 20
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 42 | Cost: 6 Energy, 72 Sync Orb(s)
- Have at You!: Pep Rally 1
- Move: Have at You! Raises the Speed of all allied sync pairs by 1 stat rank when the user’s move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- Have at You!: MP Refresh 2
- Move: Have at You! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 5 Energy, 60 Sync Orb(s)
- Lithe
- Prevents the user from getting paralyzed.
- 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)
- Pinch Hitter 3
- Raises the user’s Attack by 3 stat ranks the first time its HP drops to half or below 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)
- First Aid 4
- Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Loyal Butler Brave Bird: Power 25
- Loyal Butler Brave Bird: 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)
- Loyal Butler Brave Bird: Power 25
- Loyal Butler Brave Bird: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Trainer : Allister
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
- Shadow Ball: Power 3
- Shadow Ball: Power ↑ 3
- 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: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
- Shadow Ball: Move Gauge Refresh 3
- Move: Shadow Ball 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: 3 Energy, 36 Sync Orb(s)
- Shadow Ball: Power 3
- Shadow Ball: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Shadow Ball: Power 3
- Shadow Ball: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 14 | Cost: 9 Energy, 108 Sync Orb(s)
- Shadow Ball: Hold Hostage 2
- Move: Shadow Ball Powers up the user’s moves when the target is restrained.
- 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)
- Superduper Effective 2
- Powers up moves that are super effective.
- 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)
- 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 17 | Cost: 8 Energy, 96 Sync Orb(s)
- G-Max Terror: Power 100
- G-Max Terror: Power ↑ 100
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 3 Energy, 36 Sync Orb(s)
- Sludge Bomb: Power 3
- Sludge Bomb: Power ↑ 3
- Color Grid: Green
- 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: 7 Energy, 84 Sync Orb(s)
- Sludge Bomb: Move Gauge Refresh 3
- Move: Sludge Bomb Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Sludge Bomb: Power 3
- Sludge Bomb: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Sludge Bomb: Power 3
- Sludge Bomb: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 23 | Cost: 9 Energy, 108 Sync Orb(s)
- Sludge Bomb: Toxic Power 2
- Move: Sludge Bomb Powers up the user’s moves when the target is poisoned or badly poisoned.
- 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)
- Virulent Toxin 5
- Powers up the user’s sync move when the target is poisoned or badly poisoned.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
- MAX Super Preparation
- Applies the Supereffective ↑ Next effect to the user after using its max move.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
- Max Ooze: Power 100
- Max Ooze: Power ↑ 100
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
- Shadow Ball: Power 3
- Shadow Ball: 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)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Sludge Bomb: Power 3
- Sludge Bomb: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
- No Escape!: MP Refresh 2
- Move: No Escape! 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 33 | Cost: 10 Energy, 120 Sync Orb(s)
- Grappling Sync
- Applies the Restrain effect to the target when a sync move targeting an opponent is successful.
- 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)
- Brainy Rush 2
- Raises the user’s Sp. Atk by 2 stat ranks after using its sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 35 | 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 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)
- HP 10
- HP 10
- 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: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must
- be activated
- Cell 40 | Cost: 4 Energy, 48 Sync Orb(s)
- Drain Punch: Power 4
- Drain Punch: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
- Drain Punch: Power 4
- Drain Punch: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must
- be activated
- Cell 42 | Cost: 7 Energy, 84 Sync Orb(s)
- Natural Remedy
- Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
- Drain Punch: Mad Strength 4
- Move: Drain Punch Has a chance (50%) of raising the user’s Attack by one stat rank when one of its attack moves is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
- Attack 10
- Attack 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)
- Drain Punch: Move Gauge Refresh 9
- Move: Drain Punch Charges the user’s move gauge by one when its move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must
- be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
- Max Knuckle: Power 100
- Max Knuckle: Power ↑ 100
- 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)
- Silent Mystery Ghost Beam: Power 25
- Silent Mystery Ghost 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)
- Silent Mystery Ghost Beam: Power 25
- Silent Mystery Ghost 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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