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Absol-utely

💠 (2.13.0) All New Sync Grids

Sep 28th, 2021
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  1. Trainer : Sygna Suit Erika
  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. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  33. Sp. Def 5
  34. Sp. Def 5
  35. Color Grid: Blue
  36. 1 or more adjacent tiles must
  37. be activated
  38.  
  39. Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
  40. Solar Blade: Power 2
  41. Solar Blade: Power ↑ 2
  42. Color Grid: Green
  43. 1 or more adjacent tiles must
  44. be activated
  45.  
  46. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  47. Speed 5
  48. Speed 5
  49. Color Grid: Blue
  50. 1 or more adjacent tiles must
  51. be activated
  52.  
  53. Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
  54. Defense 10
  55. Defense 10
  56. Color Grid: Blue
  57. 1 or more adjacent tiles must
  58. be activated
  59.  
  60. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  61. Solar Blade: Power 2
  62. Solar Blade: Power ↑ 2
  63. Color Grid: Green
  64. 1 or more adjacent tiles must
  65. be activated
  66.  
  67. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  68. Solar Blade: Power 2
  69. Solar Blade: Power ↑ 2
  70. Color Grid: Green
  71. 1 or more adjacent tiles must
  72. be activated
  73. Move level must be 2 or higher
  74.  
  75. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  76. Solar Blade: Power 2
  77. Solar Blade: Power ↑ 2
  78. Color Grid: Green
  79. 1 or more adjacent tiles must
  80. be activated
  81.  
  82. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  83. Solar Blade: Move Gauge Refresh 3
  84. Move: Solar Blade Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  85. Color Grid: Red
  86. 1 or more adjacent tiles must
  87. be activated
  88. Move level must be 2 or higher
  89.  
  90. Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  91. Solar Blade: Fast-Track 9
  92. Move: Solar Blade Raises the user’s Speed by one stat rank after its Pokémon uses a move.
  93. Color Grid: Red
  94. 1 or more adjacent tiles must
  95. be activated
  96. Move level must be 3 or higher
  97.  
  98. Cell 16 | Cost: 6 Energy, 72 Sync Orb(s)
  99. Speedy Entry 1
  100. Raises the user’s Speed by 1 stat rank when it enters a battle.
  101. Color Grid: Yellow
  102. 1 or more adjacent tiles must
  103. be activated
  104. Move level must be 2 or higher
  105.  
  106. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  107. Ramming Speed
  108. The more the user’s Speed is raised, the more it powers up the user’s moves.
  109. Color Grid: Yellow
  110. 1 or more adjacent tiles must
  111. be activated
  112. Move level must be 3 or higher
  113.  
  114. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  115. Defense 5
  116. Defense 5
  117. Color Grid: Blue
  118. 1 or more adjacent tiles must
  119. be activated
  120.  
  121. Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
  122. Speed 10
  123. Speed 10
  124. Color Grid: Blue
  125. 1 or more adjacent tiles must
  126. be activated
  127.  
  128. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  129. Solar Blade: Power 2
  130. Solar Blade: Power ↑ 2
  131. Color Grid: Green
  132. 1 or more adjacent tiles must
  133. be activated
  134.  
  135. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  136. Solar Blade: Power 2
  137. Solar Blade: Power ↑ 2
  138. Color Grid: Green
  139. 1 or more adjacent tiles must
  140. be activated
  141. Move level must be 2 or higher
  142.  
  143. Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  144. Sp. Def 5
  145. Sp. Def 5
  146. Color Grid: Blue
  147. 1 or more adjacent tiles must
  148. be activated
  149.  
  150. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  151. Soak Up the Sun!: MP Refresh 2
  152. Move: Soak Up the Sun! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  153. Color Grid: Red
  154. 1 or more adjacent tiles must
  155. be activated
  156. Move level must be 2 or higher
  157.  
  158. Cell 24 | Cost: 9 Energy, 108 Sync Orb(s)
  159. Safety Tether
  160. Applies the Enduring effect to the user the first time its sync move is used each battle.
  161. Color Grid: Yellow
  162. 1 or more adjacent tiles must
  163. be activated
  164. Move level must be 2 or higher
  165.  
  166. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  167. Inertia
  168. The more user’s Speed is raised, the more it powers up the user’s sync moves.
  169. Color Grid: Yellow
  170. 1 or more adjacent tiles must
  171. be activated
  172. Move level must be 3 or higher
  173.  
  174. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  175. Healthy Power-Up 1
  176. Powers up moves when the user’s HP is full.
  177. Color Grid: Yellow
  178. 1 or more adjacent tiles must
  179. be activated
  180. Move level must be 3 or higher
  181.  
  182. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  183. Speed 5
  184. Speed 5
  185. Color Grid: Blue
  186. 1 or more adjacent tiles must
  187. be activated
  188.  
  189. Cell 28 | Cost: 4 Energy, 48 Sync Orb(s)
  190. HP 20
  191. HP 20
  192. Color Grid: Blue
  193. 1 or more adjacent tiles must
  194. be activated
  195.  
  196. Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
  197. Sunny Day: Move Gauge Refresh 4
  198. Move: Sunny Day Has a chance (50%) of charging the user’s move gauge by one when a move is successful.
  199. Color Grid: Red
  200. 1 or more adjacent tiles must
  201. be activated
  202.  
  203. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  204. Solar Blade: Power 2
  205. Solar Blade: Power ↑ 2
  206. Color Grid: Green
  207. 1 or more adjacent tiles must
  208. be activated
  209.  
  210. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  211. Solar Blade: Power 2
  212. Solar Blade: Power ↑ 2
  213. Color Grid: Green
  214. 1 or more adjacent tiles must
  215. be activated
  216. Move level must be 2 or higher
  217.  
  218. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  219. Sunny Day: MP Refresh 2
  220. Move: Sunny Day Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  221. Color Grid: Red
  222. 1 or more adjacent tiles must
  223. be activated
  224. Move level must be 2 or higher
  225.  
  226. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  227. Super Infliction 9
  228. Applies the Supereffective ↑ Next effect to the user when its Pokémon uses a status move.
  229. Color Grid: Yellow
  230. 1 or more adjacent tiles must
  231. be activated
  232. Move level must be 3 or higher
  233.  
  234. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  235. Solar Flare 5
  236. Powers up the user’s sync moves when the weather is sunny.
  237. Color Grid: Yellow
  238. 1 or more adjacent tiles must
  239. be activated
  240. Move level must be 2 or higher
  241.  
  242. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  243. Healing Sun 1
  244. Restores the user’s HP whenever its Pokémon takes an action while the weather is sunny.
  245. Color Grid: Yellow
  246. 1 or more adjacent tiles must
  247. be activated
  248. Move level must be 3 or higher
  249.  
  250. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  251. HP 10
  252. HP 10
  253. Color Grid: Blue
  254. 1 or more adjacent tiles must
  255. be activated
  256.  
  257. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  258. Attack 5
  259. Attack 5
  260. Color Grid: Blue
  261. 1 or more adjacent tiles must
  262. be activated
  263.  
  264. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  265. Defense 5
  266. Defense 5
  267. Color Grid: Blue
  268. 1 or more adjacent tiles must
  269. be activated
  270.  
  271. Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
  272. Sp. Def 10
  273. Sp. Def 10
  274. Color Grid: Blue
  275. 1 or more adjacent tiles must
  276. be activated
  277.  
  278. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  279. Speed 5
  280. Speed 5
  281. Color Grid: Blue
  282. 1 or more adjacent tiles must
  283. be activated
  284.  
  285. Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
  286. X Speed: Move Gauge Refresh 3
  287. Move: X Speed Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  288. Color Grid: Red
  289. 1 or more adjacent tiles must
  290. be activated
  291.  
  292. Cell 42 | Cost: 5 Energy, 60 Sync Orb(s)
  293. Headstrong
  294. Attack cannot be lowered.
  295. Color Grid: Yellow
  296. 1 or more adjacent tiles must
  297. be activated
  298. Move level must be 2 or higher
  299.  
  300. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  301. X Speed: MP Refresh 3
  302. Move: X Speed Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  303. Color Grid: Red
  304. 1 or more adjacent tiles must
  305. be activated
  306. Move level must be 2 or higher
  307.  
  308. Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
  309. Superduper Effective 1
  310. Powers up moves that are super effective.
  311. Color Grid: Yellow
  312. 1 or more adjacent tiles must
  313. be activated
  314. Move level must be 2 or higher
  315.  
  316. Cell 45 | Cost: 8 Energy, 96 Sync Orb(s)
  317. Solar Shield
  318. The user is not affected by status conditions when the weather is sunny.
  319. Color Grid: Yellow
  320. 1 or more adjacent tiles must
  321. be activated
  322. Move level must be 3 or higher
  323.  
  324. Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
  325. Attack 20
  326. Attack 20
  327. Color Grid: Blue
  328. 1 or more adjacent tiles must
  329. be activated
  330. Move level must be 3 or higher
  331.  
  332. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  333. Sunny Snooze Leaf Blade: Power 25
  334. Sunny Snooze Leaf Blade: Power ↑ 25
  335. Color Grid: Purple
  336. 1 or more adjacent tiles must
  337. be activated
  338. Move level must be 3 or higher
  339.  
  340. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  341. Sunny Snooze Leaf Blade: Power 25
  342. Sunny Snooze Leaf Blade: Power ↑ 25
  343. Color Grid: Purple
  344. 1 or more adjacent tiles must
  345. be activated
  346. Move level must be 3 or higher
  347.  
  348. Trainer : Caitlin (Fall 2021)
  349. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  350. HP 10
  351. HP 10
  352. Color Grid: Blue
  353.  
  354. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  355. Attack 5
  356. Attack 5
  357. Color Grid: Blue
  358.  
  359. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  360. Defense 5
  361. Defense 5
  362. Color Grid: Blue
  363.  
  364. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  365. Attack 5
  366. Attack 5
  367. Color Grid: Blue
  368.  
  369. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  370. Sp. Def 5
  371. Sp. Def 5
  372. Color Grid: Blue
  373.  
  374. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  375. Speed 5
  376. Speed 5
  377. Color Grid: Blue
  378.  
  379. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  380. Attack 5
  381. Attack 5
  382. Color Grid: Blue
  383. 1 or more adjacent tiles must
  384. be activated
  385.  
  386. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  387. Feint Attack: Power 3
  388. Feint Attack: Power ↑ 3
  389. Color Grid: Green
  390. 1 or more adjacent tiles must
  391. be activated
  392.  
  393. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  394. Feint Attack: Power 3
  395. Feint Attack: Power ↑ 3
  396. Color Grid: Green
  397. 1 or more adjacent tiles must
  398. be activated
  399.  
  400. Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
  401. Sp. Def 10
  402. Sp. Def 10
  403. Color Grid: Blue
  404. 1 or more adjacent tiles must
  405. be activated
  406.  
  407. Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
  408. Speed 5
  409. Speed 5
  410. Color Grid: Blue
  411. 1 or more adjacent tiles must
  412. be activated
  413.  
  414. Cell 12 | Cost: 2 Energy, 24 Sync Orb(s)
  415. Feint Attack: Power 3
  416. Feint Attack: Power ↑ 3
  417. Color Grid: Green
  418. 1 or more adjacent tiles must
  419. be activated
  420. Move level must be 2 or higher
  421.  
  422. Cell 13 | Cost: 2 Energy, 24 Sync Orb(s)
  423. Feint Attack: Power 3
  424. Feint Attack: Power ↑ 3
  425. Color Grid: Green
  426. 1 or more adjacent tiles must
  427. be activated
  428.  
  429. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  430. Feint Attack: Move Gauge Refresh 3
  431. Move: Feint Attack Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  432. Color Grid: Red
  433. 1 or more adjacent tiles must
  434. be activated
  435. Move level must be 2 or higher
  436.  
  437. Cell 15 | Cost: 9 Energy, 108 Sync Orb(s)
  438. Healthy Healing
  439. Applies the Gradual Healing effect to the user when its HP is full when it enters a battle.
  440. Color Grid: Yellow
  441. 1 or more adjacent tiles must
  442. be activated
  443. Move level must be 3 or higher
  444.  
  445. Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
  446. Revenge Boost 3
  447. Has a chance (40%) of charging the user’s move gauge by one when the user is hit by an attack move.
  448. Color Grid: Yellow
  449. 1 or more adjacent tiles must
  450. be activated
  451. Move level must be 2 or higher
  452.  
  453. Cell 17 | Cost: 12 Energy, 144 Sync Orb(s)
  454. Feint Attack: Flabbergast 4
  455. Move: Feint Attack Has a chance (50%) of leaving the target confused when a move targeting that opponent is successful.
  456. Color Grid: Red
  457. 1 or more adjacent tiles must
  458. be activated
  459. Move level must be 3 or higher
  460.  
  461. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  462. Speed 5
  463. Speed 5
  464. Color Grid: Blue
  465. 1 or more adjacent tiles must
  466. be activated
  467.  
  468. Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
  469. Defense 10
  470. Defense 10
  471. Color Grid: Blue
  472. 1 or more adjacent tiles must
  473. be activated
  474.  
  475. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  476. HP 10
  477. HP 10
  478. Color Grid: Blue
  479. 1 or more adjacent tiles must
  480. be activated
  481.  
  482. Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
  483. X Sp. Def All: Move Gauge Refresh 3
  484. Move: X Sp. Def All Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  485. Color Grid: Red
  486. 1 or more adjacent tiles must
  487. be activated
  488.  
  489. Cell 22 | Cost: 5 Energy, 60 Sync Orb(s)
  490. Eerie Eyes Dark Impact: Power 25
  491. Eerie Eyes Dark Impact: Power ↑ 25
  492. Color Grid: Green
  493. 1 or more adjacent tiles must
  494. be activated
  495. Move level must be 2 or higher
  496.  
  497. Cell 23 | Cost: 6 Energy, 72 Sync Orb(s)
  498. Unflappable
  499. Prevents the user from flinching.
  500. Color Grid: Yellow
  501. 1 or more adjacent tiles must
  502. be activated
  503. Move level must be 2 or higher
  504.  
  505. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  506. X Sp. Def All: MP Refresh 3
  507. Move: X Sp. Def All Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  508. Color Grid: Red
  509. 1 or more adjacent tiles must
  510. be activated
  511. Move level must be 2 or higher
  512.  
  513. Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
  514. First Aid 4
  515. Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
  516. Color Grid: Yellow
  517. 1 or more adjacent tiles must
  518. be activated
  519. Move level must be 3 or higher
  520.  
  521. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  522. Team Sync Cure 9
  523. Removes all status conditions from all allied sync pairs after using the user’s sync move.
  524. Color Grid: Yellow
  525. 1 or more adjacent tiles must
  526. be activated
  527. Move level must be 3 or higher
  528.  
  529. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  530. Speed 5
  531. Speed 5
  532. Color Grid: Blue
  533. 1 or more adjacent tiles must
  534. be activated
  535.  
  536. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  537. Defense 5
  538. Defense 5
  539. Color Grid: Blue
  540. 1 or more adjacent tiles must
  541. be activated
  542.  
  543. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  544. Sp. Def 5
  545. Sp. Def 5
  546. Color Grid: Blue
  547. 1 or more adjacent tiles must
  548. be activated
  549.  
  550. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  551. Sp. Def 5
  552. Sp. Def 5
  553. Color Grid: Blue
  554. 1 or more adjacent tiles must
  555. be activated
  556.  
  557. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  558. Feint Attack: Power 3
  559. Feint Attack: Power ↑ 3
  560. Color Grid: Green
  561. 1 or more adjacent tiles must
  562. be activated
  563.  
  564. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  565. Feint Attack: Power 3
  566. Feint Attack: Power ↑ 3
  567. Color Grid: Green
  568. 1 or more adjacent tiles must
  569. be activated
  570. Move level must be 2 or higher
  571.  
  572. Cell 33 | Cost: 2 Energy, 24 Sync Orb(s)
  573. Feint Attack: Power 3
  574. Feint Attack: Power ↑ 3
  575. Color Grid: Green
  576. 1 or more adjacent tiles must
  577. be activated
  578.  
  579. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  580. Tricksy!: MP Refresh 2
  581. Move: Tricksy! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  582. Color Grid: Red
  583. 1 or more adjacent tiles must
  584. be activated
  585. Move level must be 2 or higher
  586.  
  587. Cell 35 | Cost: 5 Energy, 60 Sync Orb(s)
  588. Stalwart
  589. Sp. Def cannot be lowered.
  590. Color Grid: Yellow
  591. 1 or more adjacent tiles must
  592. be activated
  593. Move level must be 3 or higher
  594.  
  595. Cell 36 | Cost: 7 Energy, 84 Sync Orb(s)
  596. Tricksy!: Pep Rally 1
  597. Move: Tricksy! Raises the Speed of all allied sync pairs by 1 stat rank when the user’s move is successful.
  598. Color Grid: Red
  599. 1 or more adjacent tiles must
  600. be activated
  601. Move level must be 2 or higher
  602.  
  603. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  604. Fainting Heal 1
  605. Restores the HP of all allied sync pairs other than the user by approximately 20% of their maximum HP just before the user faints.
  606. Color Grid: Yellow
  607. 1 or more adjacent tiles must
  608. be activated
  609. Move level must be 3 or higher
  610.  
  611. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  612. Defense 5
  613. Defense 5
  614. Color Grid: Blue
  615. 1 or more adjacent tiles must
  616. be activated
  617.  
  618. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  619. Attack 5
  620. Attack 5
  621. Color Grid: Blue
  622. 1 or more adjacent tiles must
  623. be activated
  624.  
  625. Cell 40 | Cost: 4 Energy, 48 Sync Orb(s)
  626. HP 20
  627. HP 20
  628. Color Grid: Blue
  629. 1 or more adjacent tiles must
  630. be activated
  631.  
  632. Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
  633. X Defense All: Move Gauge Refresh 3
  634. Move: X Defense All Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  635. Color Grid: Red
  636. 1 or more adjacent tiles must
  637. be activated
  638.  
  639. Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
  640. Sync Wall
  641. Applies the Critical-Hit Defense effect to the allied field of play the first time the user’s sync move is used each battle.
  642. Color Grid: Yellow
  643. 1 or more adjacent tiles must
  644. be activated
  645. Move level must be 2 or higher
  646.  
  647. Cell 43 | Cost: 5 Energy, 60 Sync Orb(s)
  648. Unbending
  649. Defense cannot be lowered.
  650. Color Grid: Yellow
  651. 1 or more adjacent tiles must
  652. be activated
  653. Move level must be 2 or higher
  654.  
  655. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  656. X Defense All: MP Refresh 3
  657. Move: X Defense All Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  658. Color Grid: Red
  659. 1 or more adjacent tiles must
  660. be activated
  661. Move level must be 2 or higher
  662.  
  663. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  664. Endurance
  665. When the user enters battle with full HP, applies the Enduring effect to it.
  666. Color Grid: Yellow
  667. 1 or more adjacent tiles must
  668. be activated
  669. Move level must be 3 or higher
  670.  
  671. Cell 46 | Cost: 5 Energy, 60 Sync Orb(s)
  672. Eerie Eyes Dark Impact: Power 25
  673. Eerie Eyes Dark Impact: Power ↑ 25
  674. Color Grid: Green
  675. 1 or more adjacent tiles must
  676. be activated
  677. Move level must be 3 or higher
  678.  
  679. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  680. Eerie Eyes Dark Impact: Power 25
  681. Eerie Eyes Dark Impact: Power ↑ 25
  682. Color Grid: Purple
  683. 1 or more adjacent tiles must
  684. be activated
  685. Move level must be 3 or higher
  686.  
  687. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  688. Eerie Eyes Dark Impact: Power 25
  689. Eerie Eyes Dark Impact: Power ↑ 25
  690. Color Grid: Purple
  691. 1 or more adjacent tiles must
  692. be activated
  693. Move level must be 3 or higher
  694.  
  695. Trainer : Sygna Suit Misty
  696. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  697. HP 10
  698. HP 10
  699. Color Grid: Blue
  700.  
  701. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  702. Sp. Atk 5
  703. Sp. Atk 5
  704. Color Grid: Blue
  705.  
  706. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  707. Defense 5
  708. Defense 5
  709. Color Grid: Blue
  710.  
  711. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  712. Sp. Atk 5
  713. Sp. Atk 5
  714. Color Grid: Blue
  715.  
  716. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  717. Sp. Def 5
  718. Sp. Def 5
  719. Color Grid: Blue
  720.  
  721. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  722. Speed 5
  723. Speed 5
  724. Color Grid: Blue
  725.  
  726. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  727. Defense 5
  728. Defense 5
  729. Color Grid: Blue
  730. 1 or more adjacent tiles must
  731. be activated
  732.  
  733. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  734. Speed 5
  735. Speed 5
  736. Color Grid: Blue
  737. 1 or more adjacent tiles must
  738. be activated
  739.  
  740. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  741. HP 10
  742. HP 10
  743. Color Grid: Blue
  744. 1 or more adjacent tiles must
  745. be activated
  746.  
  747. Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
  748. Sp. Atk 10
  749. Sp. Atk 10
  750. Color Grid: Blue
  751. 1 or more adjacent tiles must
  752. be activated
  753.  
  754. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  755. Water Gun: Power 3
  756. Water Gun: Power ↑ 3
  757. Color Grid: Green
  758. 1 or more adjacent tiles must
  759. be activated
  760.  
  761. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  762. Water Gun: Power 3
  763. Water Gun: Power ↑ 3
  764. Color Grid: Green
  765. 1 or more adjacent tiles must
  766. be activated
  767. Move level must be 2 or higher
  768.  
  769. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  770. Water Gun: Power 3
  771. Water Gun: Power ↑ 3
  772. Color Grid: Green
  773. 1 or more adjacent tiles must
  774. be activated
  775.  
  776. Cell 14 | Cost: 8 Energy, 96 Sync Orb(s)
  777. Water Gun: Move Gauge Refresh 9
  778. Move: Water Gun Charges the user’s move gauge by one when its move is successful.
  779. Color Grid: Red
  780. 1 or more adjacent tiles must
  781. be activated
  782. Move level must be 2 or higher
  783.  
  784. Cell 15 | Cost: 9 Energy, 108 Sync Orb(s)
  785. Sync Power Flux
  786. The fuller the move gauge when the user’s sync move is selected, the more this powers up the sync move.
  787. Color Grid: Yellow
  788. 1 or more adjacent tiles must
  789. be activated
  790. Move level must be 3 or higher
  791.  
  792. Cell 16 | Cost: 6 Energy, 72 Sync Orb(s)
  793. Agile Entry 1
  794. Raises the user’s evasiveness by 1 stat rank when it enters a battle.
  795. Color Grid: Yellow
  796. 1 or more adjacent tiles must
  797. be activated
  798. Move level must be 2 or higher
  799.  
  800. Cell 17 | Cost: 7 Energy, 84 Sync Orb(s)
  801. Water Gun: Shifty Striker 4
  802. Move: Water Gun Has a chance (50%) of raising the user’s evasiveness by one stat rank when its Pokémon uses a move.
  803. Color Grid: Red
  804. 1 or more adjacent tiles must
  805. be activated
  806. Move level must be 3 or higher
  807.  
  808. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  809. Defense 5
  810. Defense 5
  811. Color Grid: Blue
  812. 1 or more adjacent tiles must
  813. be activated
  814.  
  815. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  816. HP 10
  817. HP 10
  818. Color Grid: Blue
  819. 1 or more adjacent tiles must
  820. be activated
  821.  
  822. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  823. Water Gun: Power 3
  824. Water Gun: Power ↑ 3
  825. Color Grid: Green
  826. 1 or more adjacent tiles must
  827. be activated
  828.  
  829. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  830. Water Gun: Power 3
  831. Water Gun: Power ↑ 3
  832. Color Grid: Green
  833. 1 or more adjacent tiles must
  834. be activated
  835. Move level must be 2 or higher
  836.  
  837. Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  838. Sp. Def 10
  839. Sp. Def 10
  840. Color Grid: Blue
  841. 1 or more adjacent tiles must
  842. be activated
  843.  
  844. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  845. Go with the Flow!: MP Refresh 2
  846. Move: Go with the Flow! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  847. Color Grid: Red
  848. 1 or more adjacent tiles must
  849. be activated
  850. Move level must be 2 or higher
  851.  
  852. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  853. Speed 20
  854. Speed 20
  855. Color Grid: Blue
  856. 1 or more adjacent tiles must
  857. be activated
  858. Move level must be 2 or higher
  859.  
  860. Cell 25 | Cost: 9 Energy, 108 Sync Orb(s)
  861. Blind Spot
  862. The more the user’s evasiveness is raised, the more it powers up the user’s sync moves.
  863. Color Grid: Yellow
  864. 1 or more adjacent tiles must
  865. be activated
  866. Move level must be 3 or higher
  867.  
  868. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  869. Leg Up 1
  870. Once per battle, has a chance (20%) of reducing the user’s sync move countdown by one when it enters a battle.
  871. Color Grid: Yellow
  872. 1 or more adjacent tiles must
  873. be activated
  874. Move level must be 3 or higher
  875.  
  876. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  877. Sp. Def 5
  878. Sp. Def 5
  879. Color Grid: Blue
  880. 1 or more adjacent tiles must
  881. be activated
  882.  
  883. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  884. Sp. Atk 5
  885. Sp. Atk 5
  886. Color Grid: Blue
  887. 1 or more adjacent tiles must
  888. be activated
  889.  
  890. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  891. Speed 5
  892. Speed 5
  893. Color Grid: Blue
  894. 1 or more adjacent tiles must
  895. be activated
  896.  
  897. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  898. Defense 10
  899. Defense 10
  900. Color Grid: Blue
  901. 1 or more adjacent tiles must
  902. be activated
  903.  
  904. Cell 31 | Cost: 5 Energy, 60 Sync Orb(s)
  905. Flameproof
  906. Prevents the user from getting burned.
  907. Color Grid: Yellow
  908. 1 or more adjacent tiles must
  909. be activated
  910. Move level must be 2 or higher
  911.  
  912. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  913. Haze: MP Refresh 2
  914. Move: Haze Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  915. Color Grid: Red
  916. 1 or more adjacent tiles must
  917. be activated
  918. Move level must be 2 or higher
  919.  
  920. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  921. Haze: Propulsion 3
  922. Move: Haze Has a chance (40%) of reducing the user’s sync move countdown by one when the user’s move is successful.
  923. Color Grid: Red
  924. 1 or more adjacent tiles must
  925. be activated
  926. Move level must be 3 or higher
  927.  
  928. Cell 34 | Cost: 6 Energy, 72 Sync Orb(s)
  929. Grand Entry 1
  930. Raises the user’s Sp. Atk by 1 stat rank when it enters a battle.
  931. Color Grid: Yellow
  932. 1 or more adjacent tiles must
  933. be activated
  934. Move level must be 2 or higher
  935.  
  936. Cell 35 | Cost: 9 Energy, 108 Sync Orb(s)
  937. Team Smart Infliction 4
  938. 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.
  939. Color Grid: Yellow
  940. 1 or more adjacent tiles must
  941. be activated
  942. Move level must be 3 or higher
  943.  
  944. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  945. Defense 5
  946. Defense 5
  947. Color Grid: Blue
  948. 1 or more adjacent tiles must
  949. be activated
  950.  
  951. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  952. Sp. Atk 5
  953. Sp. Atk 5
  954. Color Grid: Blue
  955. 1 or more adjacent tiles must
  956. be activated
  957.  
  958. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  959. HP 10
  960. HP 10
  961. Color Grid: Blue
  962. 1 or more adjacent tiles must
  963. be activated
  964.  
  965. Cell 39 | Cost: 5 Energy, 60 Sync Orb(s)
  966. Fast Runner
  967. Evasiveness cannot be lowered.
  968. Color Grid: Yellow
  969. 1 or more adjacent tiles must
  970. be activated
  971.  
  972. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  973. Water Gun: Power 3
  974. Water Gun: Power ↑ 3
  975. Color Grid: Green
  976. 1 or more adjacent tiles must
  977. be activated
  978.  
  979. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  980. Water Gun: Power 3
  981. Water Gun: Power ↑ 3
  982. Color Grid: Green
  983. 1 or more adjacent tiles must
  984. be activated
  985.  
  986. Cell 42 | Cost: 7 Energy, 84 Sync Orb(s)
  987. Bob and Weave
  988. The more the user’s evasiveness is raised, the more it powers up the user’s moves.
  989. Color Grid: Yellow
  990. 1 or more adjacent tiles must
  991. be activated
  992. Move level must be 2 or higher
  993.  
  994. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  995. Mist: MP Refresh 2
  996. Move: Mist Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  997. Color Grid: Red
  998. 1 or more adjacent tiles must
  999. be activated
  1000. Move level must be 2 or higher
  1001.  
  1002. Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  1003. Sp. Def 10
  1004. Sp. Def 10
  1005. Color Grid: Blue
  1006. 1 or more adjacent tiles must
  1007. be activated
  1008. Move level must be 2 or higher
  1009.  
  1010. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1011. Mist: Propulsion 3
  1012. Move: Mist Has a chance (40%) of reducing the user’s sync move countdown by one when the user’s move is successful.
  1013. Color Grid: Red
  1014. 1 or more adjacent tiles must
  1015. be activated
  1016. Move level must be 3 or higher
  1017.  
  1018. Cell 46 | Cost: 9 Energy, 108 Sync Orb(s)
  1019. Team Shielding Infliction 4
  1020. 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.
  1021. Color Grid: Yellow
  1022. 1 or more adjacent tiles must
  1023. be activated
  1024. Move level must be 3 or higher
  1025.  
  1026. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1027. Mermaid Duo Hydro Pump: Power 25
  1028. Mermaid Duo Hydro Pump: Power ↑ 25
  1029. Color Grid: Purple
  1030. 1 or more adjacent tiles must
  1031. be activated
  1032. Move level must be 3 or higher
  1033.  
  1034. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1035. Mermaid Duo Hydro Pump: Power 25
  1036. Mermaid Duo Hydro Pump: Power ↑ 25
  1037. Color Grid: Purple
  1038. 1 or more adjacent tiles must
  1039. be activated
  1040. Move level must be 3 or higher
  1041.  
  1042. Trainer : Giovanni
  1043.  
  1044. Cell -- | Cost: 5 Energy, 60 Sync Orb(s)
  1045. World Domination Psystrike: Power 25
  1046. World Domination Psystrike: Power ↑ 25
  1047. Color Grid: Green
  1048. 1 or more adjacent tiles must
  1049. be activated
  1050. Move level must be 3 or higher
  1051.  
  1052. Cell -- | Cost: 5 Energy, 60 Sync Orb(s)
  1053. World Domination Psystrike: Power 25
  1054. World Domination Psystrike: Power ↑ 25
  1055. Color Grid: Green
  1056. 1 or more adjacent tiles must
  1057. be activated
  1058. Move level must be 3 or higher
  1059.  
  1060.  
  1061. Trainer : Morty (Fall 2021)
  1062. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1063. HP 10
  1064. HP 10
  1065. Color Grid: Blue
  1066.  
  1067. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1068. Attack 5
  1069. Attack 5
  1070. Color Grid: Blue
  1071.  
  1072. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1073. Defense 5
  1074. Defense 5
  1075. Color Grid: Blue
  1076.  
  1077. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1078. Attack 5
  1079. Attack 5
  1080. Color Grid: Blue
  1081.  
  1082. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1083. Sp. Def 5
  1084. Sp. Def 5
  1085. Color Grid: Blue
  1086.  
  1087. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1088. Speed 5
  1089. Speed 5
  1090. Color Grid: Blue
  1091.  
  1092. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1093. Defense 5
  1094. Defense 5
  1095. Color Grid: Blue
  1096. 1 or more adjacent tiles must
  1097. be activated
  1098.  
  1099. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1100. Speed 5
  1101. Speed 5
  1102. Color Grid: Blue
  1103. 1 or more adjacent tiles must
  1104. be activated
  1105.  
  1106. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1107. Attack 5
  1108. Attack 5
  1109. Color Grid: Blue
  1110. 1 or more adjacent tiles must
  1111. be activated
  1112.  
  1113. Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
  1114. Shadow Sneak: Power 4
  1115. Shadow Sneak: Power ↑ 4
  1116. Color Grid: Green
  1117. 1 or more adjacent tiles must
  1118. be activated
  1119.  
  1120. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  1121. Dire Hit +: MP Refresh 3
  1122. Move: Dire Hit + Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1123. Color Grid: Red
  1124. 1 or more adjacent tiles must
  1125. be activated
  1126.  
  1127. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  1128. Shadow Sneak: Power 4
  1129. Shadow Sneak: Power ↑ 4
  1130. Color Grid: Green
  1131. 1 or more adjacent tiles must
  1132. be activated
  1133. Move level must be 2 or higher
  1134.  
  1135. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  1136. Shadow Sneak: Power 4
  1137. Shadow Sneak: Power ↑ 4
  1138. Color Grid: Green
  1139. 1 or more adjacent tiles must
  1140. be activated
  1141.  
  1142. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1143. Shadow Sneak: Overwhelm 9
  1144. Move: Shadow Sneak Lowers the target’s Attack by one stat rank when the user’s attack move is successful.
  1145. Color Grid: Red
  1146. 1 or more adjacent tiles must
  1147. be activated
  1148. Move level must be 2 or higher
  1149.  
  1150. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  1151. Power Posture
  1152. The more the target’s Attack is lowered, the more it powers up the user’s moves.
  1153. Color Grid: Yellow
  1154. 1 or more adjacent tiles must
  1155. be activated
  1156. Move level must be 3 or higher
  1157.  
  1158. Cell 16 | Cost: 6 Energy, 72 Sync Orb(s)
  1159. Vigilance
  1160. Protects the user against critical hits.
  1161. Color Grid: Yellow
  1162. 1 or more adjacent tiles must
  1163. be activated
  1164. Move level must be 2 or higher
  1165.  
  1166. Cell 17 | Cost: 7 Energy, 84 Sync Orb(s)
  1167. Shadow Sneak: Overwhelm 9
  1168. Move: Shadow Sneak Lowers the target’s Attack by one stat rank when the user’s attack move is successful.
  1169. Color Grid: Red
  1170. 1 or more adjacent tiles must
  1171. be activated
  1172. Move level must be 3 or higher
  1173.  
  1174. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1175. HP 10
  1176. HP 10
  1177. Color Grid: Blue
  1178. 1 or more adjacent tiles must
  1179. be activated
  1180.  
  1181. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1182. Sp. Def 5
  1183. Sp. Def 5
  1184. Color Grid: Blue
  1185. 1 or more adjacent tiles must
  1186. be activated
  1187.  
  1188. Cell 20 | Cost: 4 Energy, 48 Sync Orb(s)
  1189. Shadow Sneak: Power 4
  1190. Shadow Sneak: Power ↑ 4
  1191. Color Grid: Green
  1192. 1 or more adjacent tiles must
  1193. be activated
  1194.  
  1195. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  1196. Shadow Claw: Power 4
  1197. Shadow Claw: Power ↑ 4
  1198. Color Grid: Green
  1199. 1 or more adjacent tiles must
  1200. be activated
  1201. Move level must be 2 or higher
  1202.  
  1203. Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  1204. Defense 5
  1205. Defense 5
  1206. Color Grid: Blue
  1207. 1 or more adjacent tiles must
  1208. be activated
  1209.  
  1210. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  1211. Into the Night!: MP Refresh 2
  1212. Move: Into the Night! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1213. Color Grid: Red
  1214. 1 or more adjacent tiles must
  1215. be activated
  1216. Move level must be 2 or higher
  1217.  
  1218. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  1219. On the Ropes 2
  1220. Reduces damage when the user is hit by a physical attack move while in a pinch.
  1221. Color Grid: Yellow
  1222. 1 or more adjacent tiles must
  1223. be activated
  1224. Move level must be 2 or higher
  1225.  
  1226. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  1227. Quick Cure
  1228. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  1229. Color Grid: Yellow
  1230. 1 or more adjacent tiles must
  1231. be activated
  1232. Move level must be 3 or higher
  1233.  
  1234. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  1235. Power Reserves 3
  1236. Powers up the user’s moves when in a pinch.
  1237. Color Grid: Yellow
  1238. 1 or more adjacent tiles must
  1239. be activated
  1240. Move level must be 3 or higher
  1241.  
  1242. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1243. Attack 5
  1244. Attack 5
  1245. Color Grid: Blue
  1246. 1 or more adjacent tiles must
  1247. be activated
  1248.  
  1249. Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
  1250. Will-O-Wisp: Accuracy 5
  1251. Will-O-Wisp: Accuracy ↑ 5
  1252. Color Grid: Green
  1253. 1 or more adjacent tiles must
  1254. be activated
  1255.  
  1256. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1257. Speed 5
  1258. Speed 5
  1259. Color Grid: Blue
  1260. 1 or more adjacent tiles must
  1261. be activated
  1262.  
  1263. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  1264. Sp. Def 10
  1265. Sp. Def 10
  1266. Color Grid: Blue
  1267. 1 or more adjacent tiles must
  1268. be activated
  1269.  
  1270. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  1271. Will-O-Wisp: Accuracy 5
  1272. Will-O-Wisp: Accuracy ↑ 5
  1273. Color Grid: Green
  1274. 1 or more adjacent tiles must
  1275. be activated
  1276. Move level must be 2 or higher
  1277.  
  1278. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  1279. Will-O-Wisp: Move Gauge Refresh 3
  1280. Move: Will-O-Wisp Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1281. Color Grid: Red
  1282. 1 or more adjacent tiles must
  1283. be activated
  1284. Move level must be 2 or higher
  1285.  
  1286. Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
  1287. Sync Regen
  1288. Applies the Gradual Healing effect to the user after using its sync move.
  1289. Color Grid: Yellow
  1290. 1 or more adjacent tiles must
  1291. be activated
  1292. Move level must be 3 or higher
  1293.  
  1294. Cell 34 | Cost: 5 Energy, 60 Sync Orb(s)
  1295. Midnight Fright Ghost Impact: Power 25
  1296. Midnight Fright Ghost Impact: Power ↑ 25
  1297. Color Grid: Green
  1298. 1 or more adjacent tiles must
  1299. be activated
  1300. Move level must be 2 or higher
  1301.  
  1302. Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
  1303. Scorching Sync 5
  1304. Powers up the user’s sync moves when the target is burned.
  1305. Color Grid: Yellow
  1306. 1 or more adjacent tiles must
  1307. be activated
  1308. Move level must be 3 or higher
  1309.  
  1310. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  1311. HP 10
  1312. HP 10
  1313. Color Grid: Blue
  1314. 1 or more adjacent tiles must
  1315. be activated
  1316.  
  1317. Cell 37 | Cost: 3 Energy, 36 Sync Orb(s)
  1318. Shadow Claw: Power 4
  1319. Shadow Claw: Power ↑ 4
  1320. Color Grid: Green
  1321. 1 or more adjacent tiles must
  1322. be activated
  1323.  
  1324. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1325. Defense 5
  1326. Defense 5
  1327. Color Grid: Blue
  1328. 1 or more adjacent tiles must
  1329. be activated
  1330.  
  1331. Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
  1332. Shadow Claw: Power 4
  1333. Shadow Claw: Power ↑ 4
  1334. Color Grid: Green
  1335. 1 or more adjacent tiles must
  1336. be activated
  1337.  
  1338. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  1339. Shadow Claw: Power 4
  1340. Shadow Claw: Power ↑ 4
  1341. Color Grid: Green
  1342. 1 or more adjacent tiles must
  1343. be activated
  1344.  
  1345. Cell 41 | Cost: 5 Energy, 60 Sync Orb(s)
  1346. Acuity
  1347. Accuracy cannot be lowered.
  1348. Color Grid: Yellow
  1349. 1 or more adjacent tiles must
  1350. be activated
  1351.  
  1352. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  1353. Shadow Claw: Power 4
  1354. Shadow Claw: Power ↑ 4
  1355. Color Grid: Green
  1356. 1 or more adjacent tiles must
  1357. be activated
  1358. Move level must be 2 or higher
  1359.  
  1360. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  1361. Shadow Claw: Move Gauge Refresh 3
  1362. Move: Shadow Claw Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1363. Color Grid: Red
  1364. 1 or more adjacent tiles must
  1365. be activated
  1366. Move level must be 2 or higher
  1367.  
  1368. Cell 44 | Cost: 5 Energy, 60 Sync Orb(s)
  1369. Midnight Fright Ghost Impact: Power 25
  1370. Midnight Fright Ghost Impact: Power ↑ 25
  1371. Color Grid: Green
  1372. 1 or more adjacent tiles must
  1373. be activated
  1374. Move level must be 2 or higher
  1375.  
  1376. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1377. Head Start 1
  1378. Reduces the user’s sync move countdown by 1 the first time it enters a battle each battle.
  1379. Color Grid: Yellow
  1380. 1 or more adjacent tiles must
  1381. be activated
  1382. Move level must be 3 or higher
  1383.  
  1384. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1385. Pecking Order
  1386. The more the target’s Attack is lowered, the more it powers up the user’s sync moves.
  1387. Color Grid: Yellow
  1388. 1 or more adjacent tiles must
  1389. be activated
  1390. Move level must be 3 or higher
  1391.  
  1392. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1393. Midnight Fright Ghost Impact: Power 25
  1394. Midnight Fright Ghost Impact: Power ↑ 25
  1395. Color Grid: Purple
  1396. 1 or more adjacent tiles must
  1397. be activated
  1398. Move level must be 3 or higher
  1399.  
  1400. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1401. Midnight Fright Ghost Impact: Power 25
  1402. Midnight Fright Ghost Impact: Power ↑ 25
  1403. Color Grid: Purple
  1404. 1 or more adjacent tiles must
  1405. be activated
  1406. Move level must be 3 or higher
  1407.  
  1408. Trainer : Darach
  1409. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1410. HP 10
  1411. HP 10
  1412. Color Grid: Blue
  1413.  
  1414. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1415. Attack 5
  1416. Attack 5
  1417. Color Grid: Blue
  1418.  
  1419. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1420. Defense 5
  1421. Defense 5
  1422. Color Grid: Blue
  1423.  
  1424. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1425. Attack 5
  1426. Attack 5
  1427. Color Grid: Blue
  1428.  
  1429. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1430. Sp. Def 5
  1431. Sp. Def 5
  1432. Color Grid: Blue
  1433.  
  1434. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1435. Speed 5
  1436. Speed 5
  1437. Color Grid: Blue
  1438.  
  1439. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1440. Defense 5
  1441. Defense 5
  1442. Color Grid: Blue
  1443. 1 or more adjacent tiles must
  1444. be activated
  1445.  
  1446. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1447. Sp. Def 5
  1448. Sp. Def 5
  1449. Color Grid: Blue
  1450. 1 or more adjacent tiles must
  1451. be activated
  1452.  
  1453. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1454. Speed 5
  1455. Speed 5
  1456. Color Grid: Blue
  1457. 1 or more adjacent tiles must
  1458. be activated
  1459.  
  1460. Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
  1461. Attack 10
  1462. Attack 10
  1463. Color Grid: Blue
  1464. 1 or more adjacent tiles must
  1465. be activated
  1466.  
  1467. Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
  1468. Brave Bird: Power 3
  1469. Brave Bird: Power ↑ 3
  1470. Color Grid: Green
  1471. 1 or more adjacent tiles must
  1472. be activated
  1473.  
  1474. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  1475. Brave Bird: Power 3
  1476. Brave Bird: Power ↑ 3
  1477. Color Grid: Green
  1478. 1 or more adjacent tiles must
  1479. be activated
  1480. Move level must be 2 or higher
  1481.  
  1482. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  1483. Brave Bird: Power 3
  1484. Brave Bird: Power ↑ 3
  1485. Color Grid: Green
  1486. 1 or more adjacent tiles must
  1487. be activated
  1488.  
  1489. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1490. Brave Bird: Move Gauge Refresh 3
  1491. Move: Brave Bird Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1492. Color Grid: Red
  1493. 1 or more adjacent tiles must
  1494. be activated
  1495. Move level must be 2 or higher
  1496.  
  1497. Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
  1498. Standfast 5
  1499. Reduces recoil damage received from using moves that have recoil in the effect tag.
  1500. Color Grid: Yellow
  1501. 1 or more adjacent tiles must
  1502. be activated
  1503. Move level must be 3 or higher
  1504.  
  1505. Cell 16 | Cost: 6 Energy, 72 Sync Orb(s)
  1506. Terrify 1
  1507. Lowers the Attack of all opposing sync pairs by 1 stat rank when the user enters a battle.
  1508. Color Grid: Yellow
  1509. 1 or more adjacent tiles must
  1510. be activated
  1511. Move level must be 2 or higher
  1512.  
  1513. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1514. Wide Open
  1515. The more the target’s evasiveness is lowered, the more it powers up the user’s moves.
  1516. Color Grid: Yellow
  1517. 1 or more adjacent tiles must
  1518. be activated
  1519. Move level must be 3 or higher
  1520.  
  1521. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1522. Speed 5
  1523. Speed 5
  1524. Color Grid: Blue
  1525. 1 or more adjacent tiles must
  1526. be activated
  1527.  
  1528. Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
  1529. Defense 10
  1530. Defense 10
  1531. Color Grid: Blue
  1532. 1 or more adjacent tiles must
  1533. be activated
  1534.  
  1535. Cell 20 | Cost: 4 Energy, 48 Sync Orb(s)
  1536. Brave Bird: Power 3
  1537. Brave Bird: Power ↑ 3
  1538. Color Grid: Green
  1539. 1 or more adjacent tiles must
  1540. be activated
  1541.  
  1542. Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
  1543. Brave Bird: Power 3
  1544. Brave Bird: Power ↑ 3
  1545. Color Grid: Green
  1546. 1 or more adjacent tiles must
  1547. be activated
  1548. Move level must be 2 or higher
  1549.  
  1550. Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  1551. HP 20
  1552. HP 20
  1553. Color Grid: Blue
  1554. 1 or more adjacent tiles must
  1555. be activated
  1556.  
  1557. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  1558. Defog: MP Refresh 2
  1559. Move: Defog Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1560. Color Grid: Red
  1561. 1 or more adjacent tiles must
  1562. be activated
  1563. Move level must be 2 or higher
  1564.  
  1565. Cell 24 | Cost: 6 Energy, 72 Sync Orb(s)
  1566. Demobilize 1
  1567. Lowers the evasiveness of all opposing sync pairs by 1 stat rank after using the user’s sync move.
  1568. Color Grid: Yellow
  1569. 1 or more adjacent tiles must
  1570. be activated
  1571. Move level must be 2 or higher
  1572.  
  1573. Cell 25 | Cost: 9 Energy, 108 Sync Orb(s)
  1574. Easy Target
  1575. The more the target’s evasiveness is lowered, the more it powers up the user’s sync move.
  1576. Color Grid: Yellow
  1577. 1 or more adjacent tiles must
  1578. be activated
  1579. Move level must be 3 or higher
  1580.  
  1581. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  1582. Weigh Down 4
  1583. 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.
  1584. Color Grid: Yellow
  1585. 1 or more adjacent tiles must
  1586. be activated
  1587. Move level must be 3 or higher
  1588.  
  1589. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1590. Speed 5
  1591. Speed 5
  1592. Color Grid: Blue
  1593. 1 or more adjacent tiles must
  1594. be activated
  1595.  
  1596. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  1597. Attack 5
  1598. Attack 5
  1599. Color Grid: Blue
  1600. 1 or more adjacent tiles must
  1601. be activated
  1602.  
  1603. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1604. HP 10
  1605. HP 10
  1606. Color Grid: Blue
  1607. 1 or more adjacent tiles must
  1608. be activated
  1609.  
  1610. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  1611. Sp. Def 10
  1612. Sp. Def 10
  1613. Color Grid: Blue
  1614. 1 or more adjacent tiles must
  1615. be activated
  1616.  
  1617. Cell 31 | Cost: 5 Energy, 60 Sync Orb(s)
  1618. Haste
  1619. Speed cannot be lowered.
  1620. Color Grid: Yellow
  1621. 1 or more adjacent tiles must
  1622. be activated
  1623. Move level must be 2 or higher
  1624.  
  1625. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  1626. Feather Dance: Move Gauge Refresh 3
  1627. Move: Feather Dance Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1628. Color Grid: Red
  1629. 1 or more adjacent tiles must
  1630. be activated
  1631. Move level must be 2 or higher
  1632.  
  1633. Cell 33 | Cost: 9 Energy, 108 Sync Orb(s)
  1634. Feather Dance: Slo-mo 9
  1635. Move: Feather Dance Lowers the Speed of all opposing sync pairs by one stat rank when user’s move targeting an opponent is successful.
  1636. Color Grid: Red
  1637. 1 or more adjacent tiles must
  1638. be activated
  1639. Move level must be 3 or higher
  1640.  
  1641. Cell 34 | Cost: 9 Energy, 108 Sync Orb(s)
  1642. Pecking Order
  1643. The more the target’s Attack is lowered, the more it powers up the user’s sync moves.
  1644. Color Grid: Yellow
  1645. 1 or more adjacent tiles must
  1646. be activated
  1647. Move level must be 2 or higher
  1648.  
  1649. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  1650. Power Flux 3
  1651. The fuller the move gauge when moves are selected, the more this powers up moves.
  1652. Color Grid: Yellow
  1653. 1 or more adjacent tiles must
  1654. be activated
  1655. Move level must be 3 or higher
  1656.  
  1657. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  1658. HP 10
  1659. HP 10
  1660. Color Grid: Blue
  1661. 1 or more adjacent tiles must
  1662. be activated
  1663.  
  1664. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  1665. Sp. Def 5
  1666. Sp. Def 5
  1667. Color Grid: Blue
  1668. 1 or more adjacent tiles must
  1669. be activated
  1670.  
  1671. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1672. Defense 5
  1673. Defense 5
  1674. Color Grid: Blue
  1675. 1 or more adjacent tiles must
  1676. be activated
  1677.  
  1678. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1679. Attack 5
  1680. Attack 5
  1681. Color Grid: Blue
  1682. 1 or more adjacent tiles must
  1683. be activated
  1684.  
  1685. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  1686. Have at You!: Move Gauge Refresh 3
  1687. Move: Have at You! Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1688. Color Grid: Red
  1689. 1 or more adjacent tiles must
  1690. be activated
  1691.  
  1692. Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
  1693. Speed 20
  1694. Speed 20
  1695. Color Grid: Blue
  1696. 1 or more adjacent tiles must
  1697. be activated
  1698.  
  1699. Cell 42 | Cost: 6 Energy, 72 Sync Orb(s)
  1700. Have at You!: Pep Rally 1
  1701. Move: Have at You! Raises the Speed of all allied sync pairs by 1 stat rank when the user’s move is successful.
  1702. Color Grid: Red
  1703. 1 or more adjacent tiles must
  1704. be activated
  1705. Move level must be 2 or higher
  1706.  
  1707. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  1708. Have at You!: MP Refresh 2
  1709. Move: Have at You! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1710. Color Grid: Red
  1711. 1 or more adjacent tiles must
  1712. be activated
  1713. Move level must be 2 or higher
  1714.  
  1715. Cell 44 | Cost: 5 Energy, 60 Sync Orb(s)
  1716. Lithe
  1717. Prevents the user from getting paralyzed.
  1718. Color Grid: Yellow
  1719. 1 or more adjacent tiles must
  1720. be activated
  1721. Move level must be 2 or higher
  1722.  
  1723. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1724. Pinch Hitter 3
  1725. Raises the user’s Attack by 3 stat ranks the first time its HP drops to half or below each battle.
  1726. Color Grid: Yellow
  1727. 1 or more adjacent tiles must
  1728. be activated
  1729. Move level must be 3 or higher
  1730.  
  1731. Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
  1732. First Aid 4
  1733. Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
  1734. Color Grid: Yellow
  1735. 1 or more adjacent tiles must
  1736. be activated
  1737. Move level must be 3 or higher
  1738.  
  1739. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1740. Loyal Butler Brave Bird: Power 25
  1741. Loyal Butler Brave Bird: Power ↑ 25
  1742. Color Grid: Purple
  1743. 1 or more adjacent tiles must
  1744. be activated
  1745. Move level must be 3 or higher
  1746.  
  1747. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1748. Loyal Butler Brave Bird: Power 25
  1749. Loyal Butler Brave Bird: Power ↑ 25
  1750. Color Grid: Purple
  1751. 1 or more adjacent tiles must
  1752. be activated
  1753. Move level must be 3 or higher
  1754.  
  1755. Trainer : Allister
  1756. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1757. HP 10
  1758. HP 10
  1759. Color Grid: Blue
  1760.  
  1761. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1762. Attack 5
  1763. Attack 5
  1764. Color Grid: Blue
  1765.  
  1766. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1767. Defense 5
  1768. Defense 5
  1769. Color Grid: Blue
  1770.  
  1771. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1772. Sp. Atk 5
  1773. Sp. Atk 5
  1774. Color Grid: Blue
  1775.  
  1776. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1777. Sp. Def 5
  1778. Sp. Def 5
  1779. Color Grid: Blue
  1780.  
  1781. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1782. Speed 5
  1783. Speed 5
  1784. Color Grid: Blue
  1785.  
  1786. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1787. Sp. Atk 5
  1788. Sp. Atk 5
  1789. Color Grid: Blue
  1790. 1 or more adjacent tiles must
  1791. be activated
  1792.  
  1793. Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
  1794. Shadow Ball: Power 3
  1795. Shadow Ball: Power ↑ 3
  1796. Color Grid: Green
  1797. 1 or more adjacent tiles must
  1798. be activated
  1799.  
  1800. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1801. HP 10
  1802. HP 10
  1803. Color Grid: Blue
  1804. 1 or more adjacent tiles must
  1805. be activated
  1806.  
  1807. Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
  1808. Defense 10
  1809. Defense 10
  1810. Color Grid: Blue
  1811. 1 or more adjacent tiles must
  1812. be activated
  1813.  
  1814. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  1815. Shadow Ball: Move Gauge Refresh 3
  1816. Move: Shadow Ball Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1817. Color Grid: Red
  1818. 1 or more adjacent tiles must
  1819. be activated
  1820.  
  1821. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  1822. Shadow Ball: Power 3
  1823. Shadow Ball: Power ↑ 3
  1824. Color Grid: Green
  1825. 1 or more adjacent tiles must
  1826. be activated
  1827. Move level must be 2 or higher
  1828.  
  1829. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  1830. Shadow Ball: Power 3
  1831. Shadow Ball: Power ↑ 3
  1832. Color Grid: Green
  1833. 1 or more adjacent tiles must
  1834. be activated
  1835.  
  1836. Cell 14 | Cost: 9 Energy, 108 Sync Orb(s)
  1837. Shadow Ball: Hold Hostage 2
  1838. Move: Shadow Ball Powers up the user’s moves when the target is restrained.
  1839. Color Grid: Red
  1840. 1 or more adjacent tiles must
  1841. be activated
  1842. Move level must be 2 or higher
  1843.  
  1844. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  1845. Superduper Effective 2
  1846. Powers up moves that are super effective.
  1847. Color Grid: Yellow
  1848. 1 or more adjacent tiles must
  1849. be activated
  1850. Move level must be 3 or higher
  1851.  
  1852. Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
  1853. Sp. Atk 10
  1854. Sp. Atk 10
  1855. Color Grid: Blue
  1856. 1 or more adjacent tiles must
  1857. be activated
  1858. Move level must be 2 or higher
  1859.  
  1860. Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
  1861. G-Max Terror: Power 100
  1862. G-Max Terror: Power ↑ 100
  1863. Color Grid: Green
  1864. 1 or more adjacent tiles must
  1865. be activated
  1866. Move level must be 3 or higher
  1867.  
  1868. Cell 18 | Cost: 3 Energy, 36 Sync Orb(s)
  1869. Sludge Bomb: Power 3
  1870. Sludge Bomb: Power ↑ 3
  1871. Color Grid: Green
  1872. 1 or more adjacent tiles must
  1873. be activated
  1874.  
  1875. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1876. Speed 5
  1877. Speed 5
  1878. Color Grid: Blue
  1879. 1 or more adjacent tiles must
  1880. be activated
  1881.  
  1882. Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
  1883. Sludge Bomb: Move Gauge Refresh 3
  1884. Move: Sludge Bomb Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1885. Color Grid: Red
  1886. 1 or more adjacent tiles must
  1887. be activated
  1888.  
  1889. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  1890. Sludge Bomb: Power 3
  1891. Sludge Bomb: Power ↑ 3
  1892. Color Grid: Green
  1893. 1 or more adjacent tiles must
  1894. be activated
  1895. Move level must be 2 or higher
  1896.  
  1897. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  1898. Sludge Bomb: Power 3
  1899. Sludge Bomb: Power ↑ 3
  1900. Color Grid: Green
  1901. 1 or more adjacent tiles must
  1902. be activated
  1903.  
  1904. Cell 23 | Cost: 9 Energy, 108 Sync Orb(s)
  1905. Sludge Bomb: Toxic Power 2
  1906. Move: Sludge Bomb Powers up the user’s moves when the target is poisoned or badly poisoned.
  1907. Color Grid: Red
  1908. 1 or more adjacent tiles must
  1909. be activated
  1910. Move level must be 2 or higher
  1911.  
  1912. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  1913. Virulent Toxin 5
  1914. Powers up the user’s sync move when the target is poisoned or badly poisoned.
  1915. Color Grid: Yellow
  1916. 1 or more adjacent tiles must
  1917. be activated
  1918. Move level must be 2 or higher
  1919.  
  1920. Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
  1921. MAX Super Preparation
  1922. Applies the Supereffective ↑ Next effect to the user after using its max move.
  1923. Color Grid: Yellow
  1924. 1 or more adjacent tiles must
  1925. be activated
  1926. Move level must be 3 or higher
  1927.  
  1928. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  1929. Max Ooze: Power 100
  1930. Max Ooze: Power ↑ 100
  1931. Color Grid: Green
  1932. 1 or more adjacent tiles must
  1933. be activated
  1934. Move level must be 3 or higher
  1935.  
  1936. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1937. Attack 5
  1938. Attack 5
  1939. Color Grid: Blue
  1940. 1 or more adjacent tiles must
  1941. be activated
  1942.  
  1943. Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
  1944. Shadow Ball: Power 3
  1945. Shadow Ball: Power ↑ 3
  1946. Color Grid: Green
  1947. 1 or more adjacent tiles must
  1948. be activated
  1949.  
  1950. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1951. Speed 5
  1952. Speed 5
  1953. Color Grid: Blue
  1954. 1 or more adjacent tiles must
  1955. be activated
  1956.  
  1957. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  1958. Sp. Def 10
  1959. Sp. Def 10
  1960. Color Grid: Blue
  1961. 1 or more adjacent tiles must
  1962. be activated
  1963.  
  1964. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  1965. Sludge Bomb: Power 3
  1966. Sludge Bomb: Power ↑ 3
  1967. Color Grid: Green
  1968. 1 or more adjacent tiles must
  1969. be activated
  1970. Move level must be 2 or higher
  1971.  
  1972. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  1973. No Escape!: MP Refresh 2
  1974. Move: No Escape! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1975. Color Grid: Red
  1976. 1 or more adjacent tiles must
  1977. be activated
  1978. Move level must be 2 or higher
  1979.  
  1980. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  1981. Grappling Sync
  1982. Applies the Restrain effect to the target when a sync move targeting an opponent is successful.
  1983. Color Grid: Yellow
  1984. 1 or more adjacent tiles must
  1985. be activated
  1986. Move level must be 3 or higher
  1987.  
  1988. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  1989. Brainy Rush 2
  1990. Raises the user’s Sp. Atk by 2 stat ranks after using its sync move.
  1991. Color Grid: Yellow
  1992. 1 or more adjacent tiles must
  1993. be activated
  1994. Move level must be 2 or higher
  1995.  
  1996. Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
  1997. Sharp Entry 1
  1998. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  1999. Color Grid: Yellow
  2000. 1 or more adjacent tiles must
  2001. be activated
  2002. Move level must be 3 or higher
  2003.  
  2004. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  2005. Defense 5
  2006. Defense 5
  2007. Color Grid: Blue
  2008. 1 or more adjacent tiles must
  2009. be activated
  2010.  
  2011. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  2012. HP 10
  2013. HP 10
  2014. Color Grid: Blue
  2015. 1 or more adjacent tiles must
  2016. be activated
  2017.  
  2018. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  2019. Sp. Def 5
  2020. Sp. Def 5
  2021. Color Grid: Blue
  2022. 1 or more adjacent tiles must
  2023. be activated
  2024.  
  2025. Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
  2026. Speed 10
  2027. Speed 10
  2028. Color Grid: Blue
  2029. 1 or more adjacent tiles must
  2030. be activated
  2031.  
  2032. Cell 40 | Cost: 4 Energy, 48 Sync Orb(s)
  2033. Drain Punch: Power 4
  2034. Drain Punch: Power ↑ 4
  2035. Color Grid: Green
  2036. 1 or more adjacent tiles must
  2037. be activated
  2038.  
  2039. Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
  2040. Drain Punch: Power 4
  2041. Drain Punch: Power ↑ 4
  2042. Color Grid: Green
  2043. 1 or more adjacent tiles must
  2044. be activated
  2045.  
  2046. Cell 42 | Cost: 7 Energy, 84 Sync Orb(s)
  2047. Natural Remedy
  2048. Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
  2049. Color Grid: Yellow
  2050. 1 or more adjacent tiles must
  2051. be activated
  2052. Move level must be 2 or higher
  2053.  
  2054. Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
  2055. Drain Punch: Mad Strength 4
  2056. 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.
  2057. Color Grid: Red
  2058. 1 or more adjacent tiles must
  2059. be activated
  2060. Move level must be 2 or higher
  2061.  
  2062. Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  2063. Attack 10
  2064. Attack 10
  2065. Color Grid: Blue
  2066. 1 or more adjacent tiles must
  2067. be activated
  2068. Move level must be 2 or higher
  2069.  
  2070. Cell 45 | Cost: 9 Energy, 108 Sync Orb(s)
  2071. Drain Punch: Move Gauge Refresh 9
  2072. Move: Drain Punch Charges the user’s move gauge by one when its move is successful.
  2073. Color Grid: Red
  2074. 1 or more adjacent tiles must
  2075. be activated
  2076. Move level must be 3 or higher
  2077.  
  2078. Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
  2079. Max Knuckle: Power 100
  2080. Max Knuckle: Power ↑ 100
  2081. Color Grid: Green
  2082. 1 or more adjacent tiles must
  2083. be activated
  2084. Move level must be 3 or higher
  2085.  
  2086. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  2087. Silent Mystery Ghost Beam: Power 25
  2088. Silent Mystery Ghost Beam: Power ↑ 25
  2089. Color Grid: Purple
  2090. 1 or more adjacent tiles must
  2091. be activated
  2092. Move level must be 3 or higher
  2093.  
  2094. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  2095. Silent Mystery Ghost Beam: Power 25
  2096. Silent Mystery Ghost Beam: Power ↑ 25
  2097. Color Grid: Purple
  2098. 1 or more adjacent tiles must
  2099. be activated
  2100. Move level must be 3 or higher
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