Absol-utely

💠 (2.66.0) All New Sync Grids + Expand

Feb 25th, 2026
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  1. =========================================
  2. 1. No. 119 Marnie (Alt.) & Grimmsnarl (Male♂️) Cell 54
  3. 2. No. 119 Marnie (Champion) & Moltres (Genderless) - Galarian Form Cell 50
  4. 3. No. 125 Nessa & Drednaw (Male♂️) Cell 54
  5. 4. No. 149 Bede (Alt.) & Rapidash (Male♂️) - Galarian Form Cell 54
  6. 5. No. 224 Juliana (Anniversary 2026) & Terapagos (Male♂️) - Normal Form Cell 50
  7. 6. No. 225 Florian (Anniversary 2026) & Ogerpon (Female♀️) - Teal Mask Cell 50
  8. 7. No. 3 Misty & Golduck (Female♀️) Cell 48
  9. 8. No. 65 Blue (Champion) & Zapdos (Genderless) Cell 50
  10. 9. No. 76 Leaf (Champion) & Moltres (Genderless) Cell 50
  11. 10. No. 84 Red (1996) & Pikachu (Male♂️) - Before “The Original Thunder” Cell 90
  12. 11. No. 84 Red (Champion) & Articuno (Genderless) Cell 50
  13. 12. No. 96 Sygna Suit Serena & Zygarde (Genderless) - 50% Forme Cell 50
  14. =========================================
  15.  
  16. No. 119 Marnie (Alt.) & Grimmsnarl (Male♂️)
  17.  
  18. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  19. HP 10
  20. HP 10
  21. Color Grid: 🟦 Blue (Stat)
  22.  
  23. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  24. Attack 5
  25. Attack 5
  26. Color Grid: 🟦 Blue (Stat)
  27.  
  28. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  29. Defense 5
  30. Defense 5
  31. Color Grid: 🟦 Blue (Stat)
  32.  
  33. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  34. Attack 5
  35. Attack 5
  36. Color Grid: 🟦 Blue (Stat)
  37.  
  38. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  39. Sp. Def 5
  40. Sp. Def 5
  41. Color Grid: 🟦 Blue (Stat)
  42.  
  43. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  44. Speed 5
  45. Speed 5
  46. Color Grid: 🟦 Blue (Stat)
  47.  
  48. Cell 7 | 🎯 Cord (0,-2,2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  49. Requirements: 1 or more adjacent tiles must be activated
  50. Requirements: Move level must be 2 or higher
  51. Umbral Tenacity
  52. Prevents the user from flinching, becoming confused, or becoming trapped when the zone is a Dark Zone.
  53. Color Grid: 🟨 Yellow (Passive)
  54.  
  55. Cell 8 | 🎯 Cord (0,-4,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  56. Requirements: 1 or more adjacent tiles must be activated
  57. Requirements: Move level must be 4 or higher
  58. Max Move: Team Physical & Special Boost 2
  59. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by two ranks after using the user’s max move.
  60. Color Grid: 🟨 Yellow (Passive)
  61.  
  62. Cell 9 | 🎯 Cord (0,-5,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  63. Requirements: 1 or more adjacent tiles must be activated
  64. Requirements: Move level must be 5 or higher
  65. Clutch Critical
  66. Except in certain circumstances, successful hits with the user’s following attacks become critical hits: Pokémon’s moves, sync move, or max moves.
  67. Color Grid: 🟨 Yellow (Passive)
  68.  
  69. Cell 10 | 🎯 Cord (0,2,-2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  70. Requirements: 1 or more adjacent tiles must be activated
  71. Requirements: Move level must be 2 or higher
  72. Umbral Healing 1
  73. Restores the user’s HP whenever its Pokémon takes an action when the zone is a Dark Zone.
  74. Color Grid: 🟨 Yellow (Passive)
  75.  
  76. Cell 11 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  77. Requirements: 1 or more adjacent tiles must be activated
  78. Requirements: Move level must be 4 or higher
  79. Dark Zone: Team S-Moves ↑ 3
  80. Powers up the sync moves of all allied sync pairs when the zone is a Dark Zone.
  81. Color Grid: 🟨 Yellow (Passive)
  82.  
  83. Cell 12 | 🎯 Cord (1,3,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  84. Requirements: 1 or more adjacent tiles must be activated
  85. Requirements: Move level must be 5 or higher
  86. 1st S-Move: Restore “Super Effective ↑” MP 1
  87. Restores one MP of the user’s Super Effective ↑ the first time its sync move is used each battle.
  88. Color Grid: 🟨 Yellow (Passive)
  89.  
  90. Cell 13 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  91. Requirements: 1 or more adjacent tiles must be activated
  92. Defense 5
  93. Defense 5
  94. Color Grid: 🟦 Blue (Stat)
  95.  
  96. Cell 14 | 🎯 Cord (3,-1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  97. Requirements: 1 or more adjacent tiles must be activated
  98. HP 10
  99. HP 10
  100. Color Grid: 🟦 Blue (Stat)
  101.  
  102. Cell 15 | 🎯 Cord (2,0,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  103. Requirements: 1 or more adjacent tiles must be activated
  104. Bite: Power 3
  105. Bite: Power ↑ 3
  106. Color Grid: 🟩 Green (Move Boost)
  107.  
  108. Cell 16 | 🎯 Cord (1,1,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  109. Requirements: 1 or more adjacent tiles must be activated
  110. Bite: Power 3
  111. Bite: Power ↑ 3
  112. Color Grid: 🟩 Green (Move Boost)
  113.  
  114. Cell 17 | 🎯 Cord (1,2,-3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  115. Requirements: 1 or more adjacent tiles must be activated
  116. Requirements: Move level must be 2 or higher
  117. Bite: Move Gauge Refresh 9
  118. Move: Bite
  119. Charges the user’s move gauge by one when its move is successful.
  120. Color Grid: 🟥 Red (Move Effect)
  121.  
  122. Cell 18 | 🎯 Cord (2,1,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  123. Requirements: 1 or more adjacent tiles must be activated
  124. Requirements: Move level must be 2 or higher
  125. Bite: Move Gauge Refresh 3
  126. Move: Bite
  127. Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  128. Color Grid: 🟥 Red (Move Effect)
  129.  
  130. Cell 19 | 🎯 Cord (3,0,-3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  131. Requirements: 1 or more adjacent tiles must be activated
  132. Requirements: Move level must be 2 or higher
  133. Opp Asleep: Team Moves ↑ 2
  134. Powers up the moves of all allied sync pairs when attacking a target that is asleep.
  135. Color Grid: 🟨 Yellow (Passive)
  136.  
  137. Cell 20 | 🎯 Cord (2,2,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  138. Requirements: 1 or more adjacent tiles must be activated
  139. Requirements: Move level must be 3 or higher
  140. Bite: Aggravation 1
  141. Move: Bite
  142. Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  143. Color Grid: 🟥 Red (Move Effect)
  144.  
  145. Cell 21 | 🎯 Cord (3,1,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  146. Requirements: 1 or more adjacent tiles must be activated
  147. Requirements: Move level must be 3 or higher
  148. Bite: Move on Opp: Sleep 4
  149. Move: Bite
  150. Has a chance (50%) of putting the target to sleep when the user’s move targeting that opponent is successful.
  151. Color Grid: 🟥 Red (Move Effect)
  152.  
  153. Cell 22 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  154. Requirements: 1 or more adjacent tiles must be activated
  155. HP 10
  156. HP 10
  157. Color Grid: 🟦 Blue (Stat)
  158.  
  159. Cell 23 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  160. Requirements: 1 or more adjacent tiles must be activated
  161. Sp. Def 5
  162. Sp. Def 5
  163. Color Grid: 🟦 Blue (Stat)
  164.  
  165. Cell 24 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  166. Requirements: 1 or more adjacent tiles must be activated
  167. Defense 5
  168. Defense 5
  169. Color Grid: 🟦 Blue (Stat)
  170.  
  171. Cell 25 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  172. Requirements: 1 or more adjacent tiles must be activated
  173. Attack 5
  174. Attack 5
  175. Color Grid: 🟦 Blue (Stat)
  176.  
  177. Cell 26 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  178. Requirements: 1 or more adjacent tiles must be activated
  179. Impish False Surrender: Power 3
  180. Impish False Surrender: Power ↑ 3
  181. Color Grid: 🟩 Green (Move Boost)
  182.  
  183. Cell 27 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  184. Requirements: 1 or more adjacent tiles must be activated
  185. Speed 5
  186. Speed 5
  187. Color Grid: 🟦 Blue (Stat)
  188.  
  189. Cell 28 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  190. Requirements: 1 or more adjacent tiles must be activated
  191. Requirements: Move level must be 2 or higher
  192. Impish False Surrender: Power 3
  193. Impish False Surrender: Power ↑ 3
  194. Color Grid: 🟩 Green (Move Boost)
  195.  
  196. Cell 29 | 🎯 Cord (-2,-3,5) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  197. Requirements: 1 or more adjacent tiles must be activated
  198. Requirements: Move level must be 2 or higher
  199. Ain’t Goin’ Down Easy!: Move on Ally: Physical Boost ↑1 & Special Boost ↑1 9
  200. Move: Ain’t Goin’ Down Easy!
  201. When the user’s move targeting an allied sync pair (excluding field effects) is successful, increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of the ally affected by the move by one rank.
  202. Color Grid: 🟥 Red (Move Effect)
  203.  
  204. Cell 30 | 🎯 Cord (-1,-4,5) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  205. Requirements: 1 or more adjacent tiles must be activated
  206. Requirements: Move level must be 2 or higher
  207. Unfortuitous 9
  208. Lowers one of the target’s following stats by one stat rank at random when the user’s attack move against it is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.
  209. Color Grid: 🟨 Yellow (Passive)
  210.  
  211. Cell 31 | 🎯 Cord (-3,-3,6) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  212. Requirements: 1 or more adjacent tiles must be activated
  213. Requirements: Move level must be 3 or higher
  214. G-Max Snooze: Power 100
  215. G-Max Snooze: Power ↑ 100
  216. Color Grid: 🎀 Pink (Passive)
  217.  
  218. Cell 32 | 🎯 Cord (-2,-4,6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  219. Requirements: 1 or more adjacent tiles must be activated
  220. Requirements: Move level must be 3 or higher
  221. Max Move: Team Free Move Next
  222. Applies the Free Move Next effect to all allied sync pairs after using the user’s max move.
  223. Color Grid: 🟨 Yellow (Passive)
  224.  
  225. Cell 33 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  226. Requirements: 1 or more adjacent tiles must be activated
  227. Sp. Def 5
  228. Sp. Def 5
  229. Color Grid: 🟦 Blue (Stat)
  230.  
  231. Cell 34 | 🎯 Cord (2,-3,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  232. Requirements: 1 or more adjacent tiles must be activated
  233. Speed 5
  234. Speed 5
  235. Color Grid: 🟦 Blue (Stat)
  236.  
  237. Cell 35 | 🎯 Cord (1,-3,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  238. Requirements: 1 or more adjacent tiles must be activated
  239. Attack 5
  240. Attack 5
  241. Color Grid: 🟦 Blue (Stat)
  242.  
  243. Cell 36 | 🎯 Cord (3,-4,1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  244. Requirements: 1 or more adjacent tiles must be activated
  245. Headstrong
  246. Attack cannot be lowered.
  247. Color Grid: 🟨 Yellow (Passive)
  248.  
  249. Cell 37 | 🎯 Cord (2,-4,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  250. Requirements: 1 or more adjacent tiles must be activated
  251. Impish False Surrender: Power 3
  252. Impish False Surrender: Power ↑ 3
  253. Color Grid: 🟩 Green (Move Boost)
  254.  
  255. Cell 38 | 🎯 Cord (1,-4,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  256. Requirements: 1 or more adjacent tiles must be activated
  257. Impish False Surrender: Move Gauge Refresh 3
  258. Move: Impish False Surrender
  259. Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  260. Color Grid: 🟥 Red (Move Effect)
  261.  
  262. Cell 39 | 🎯 Cord (3,-5,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  263. Requirements: 1 or more adjacent tiles must be activated
  264. Requirements: Move level must be 2 or higher
  265. Impish False Surrender: Power 3
  266. Impish False Surrender: Power ↑ 3
  267. Color Grid: 🟩 Green (Move Boost)
  268.  
  269. Cell 40 | 🎯 Cord (2,-5,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  270. Requirements: 1 or more adjacent tiles must be activated
  271. Requirements: Move level must be 2 or higher
  272. Impish False Surrender: Power 3
  273. Impish False Surrender: Power ↑ 3
  274. Color Grid: 🟩 Green (Move Boost)
  275.  
  276. Cell 41 | 🎯 Cord (1,-5,4) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  277. Requirements: 1 or more adjacent tiles must be activated
  278. Requirements: Move level must be 2 or higher
  279. T-Move: Allied Field MG → 9
  280. Applies the Move Gauge Acceleration effect to the allied field of play when the user’s Trainer uses a move.
  281. Color Grid: 🟨 Yellow (Passive)
  282.  
  283. Cell 42 | 🎯 Cord (3,-6,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  284. Requirements: 1 or more adjacent tiles must be activated
  285. Requirements: Move level must be 3 or higher
  286. Haymaker
  287. The more the user’s Attack is raised, the more it powers up the user’s sync move.
  288. Color Grid: 🟨 Yellow (Passive)
  289.  
  290. Cell 43 | 🎯 Cord (2,-6,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  291. Requirements: 1 or more adjacent tiles must be activated
  292. Requirements: Move level must be 3 or higher
  293. Fierce Entry 2
  294. Raises the user’s Attack by two stat ranks when it enters a battle.
  295. Color Grid: 🟨 Yellow (Passive)
  296.  
  297. Cell 44 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  298. Requirements: 1 or more adjacent tiles must be activated
  299. HP 10
  300. HP 10
  301. Color Grid: 🟦 Blue (Stat)
  302.  
  303. Cell 45 | 🎯 Cord (-3,2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  304. Requirements: 1 or more adjacent tiles must be activated
  305. Attack 5
  306. Attack 5
  307. Color Grid: 🟦 Blue (Stat)
  308.  
  309. Cell 46 | 🎯 Cord (-2,2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  310. Requirements: 1 or more adjacent tiles must be activated
  311. Bite: Power 3
  312. Bite: Power ↑ 3
  313. Color Grid: 🟩 Green (Move Boost)
  314.  
  315. Cell 47 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  316. Requirements: 1 or more adjacent tiles must be activated
  317. Bite: Power 3
  318. Bite: Power ↑ 3
  319. Color Grid: 🟩 Green (Move Boost)
  320.  
  321. Cell 48 | 🎯 Cord (-3,3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  322. Requirements: 1 or more adjacent tiles must be activated
  323. Requirements: Move level must be 2 or higher
  324. Bite: Power 3
  325. Bite: Power ↑ 3
  326. Color Grid: 🟩 Green (Move Boost)
  327.  
  328. Cell 49 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  329. Requirements: 1 or more adjacent tiles must be activated
  330. Requirements: Move level must be 2 or higher
  331. Super Effective ↑: MP Refresh 3
  332. Move: Super Effective ↑
  333. Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  334. Color Grid: 🟥 Red (Move Effect)
  335.  
  336. Cell 50 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  337. Requirements: 1 or more adjacent tiles must be activated
  338. Requirements: Move level must be 2 or higher
  339. Umbral Acceleration 2
  340. Quickly charges the move gauge when the zone is a Dark Zone.
  341. Color Grid: 🟨 Yellow (Passive)
  342.  
  343. Cell 51 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  344. Requirements: 1 or more adjacent tiles must be activated
  345. Requirements: Move level must be 3 or higher
  346. Adrenaline 1
  347. Reduces the sync move countdown by one the first time the user’s sync move is used each battle.
  348. Color Grid: 🟨 Yellow (Passive)
  349.  
  350. Cell 52 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  351. Requirements: 1 or more adjacent tiles must be activated
  352. Requirements: Move level must be 3 or higher
  353. Umbral Power 5
  354. Powers up the user’s moves when the zone is a Dark Zone.
  355. Color Grid: 🟨 Yellow (Passive)
  356.  
  357. Cell 53 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  358. Requirements: 1 or more adjacent tiles must be activated
  359. Requirements: Move level must be 3 or higher
  360. Winning with Everyone’s Cheers Dark Impact: Power 25
  361. Winning with Everyone’s Cheers Dark Impact: Power ↑ 25
  362. Color Grid: 🌈 Rainbow (Sync Move)
  363.  
  364. Cell 54 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  365. Requirements: 1 or more adjacent tiles must be activated
  366. Requirements: Move level must be 3 or higher
  367. Winning with Everyone’s Cheers Dark Impact: Power 25
  368. Winning with Everyone’s Cheers Dark Impact: Power ↑ 25
  369. Color Grid: 🌈 Rainbow (Sync Move)
  370.  
  371.  
  372. ================================END================================
  373.  
  374. No. 119 Marnie (Champion) & Moltres (Genderless)
  375. Form: Galarian Form
  376.  
  377. Cell 49 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  378. Requirements: 1 or more adjacent tiles must be activated
  379. Requirements: Move level must be 5 or higher
  380. 1st Hit: Dark Zone & Extension 3
  381. Turns the field of play’s zone into a Dark Zone the first time the user’s attack move is successful each battle. (A Dark Zone powers up Dark-type attacks.) Extends the duration of the Dark Zone when the zone turns into a Dark Zone while the user is on the field.
  382. Color Grid: 🟨 Yellow (Passive)
  383. Grid Expand Unlock: 25/3/2026 06:00:00
  384.  
  385. Cell 50 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  386. Requirements: 1 or more adjacent tiles must be activated
  387. Requirements: Move level must be 4 or higher
  388. S-Move: Special Boost ↑2 9
  389. Increases the user’s Special Moves ↑ Next effect by two ranks after using its sync move.
  390. Color Grid: 🟨 Yellow (Passive)
  391. Grid Expand Unlock: 25/3/2026 06:00:00
  392.  
  393.  
  394. ================================END================================
  395.  
  396. No. 125 Nessa & Drednaw (Male♂️)
  397.  
  398. Cell 49 | 🎯 Cord (-2,2,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  399. Requirements: 1 or more adjacent tiles must be activated
  400. Speed 20
  401. Speed 20
  402. Color Grid: 🟦 Blue (Stat)
  403. Grid Expand Unlock: 25/3/2026 06:00:00
  404.  
  405. Cell 50 | 🎯 Cord (-3,3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  406. Requirements: 1 or more adjacent tiles must be activated
  407. Requirements: Move level must be 2 or higher
  408. Wash ’Em Away!: Berserker 1
  409. Move: Wash ’Em Away!
  410. Raises the user’s Attack by one stat rank when its move is successful.
  411. Color Grid: 🟥 Red (Move Effect)
  412. Grid Expand Unlock: 25/3/2026 06:00:00
  413.  
  414. Cell 51 | 🎯 Cord (-3,2,1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  415. Requirements: 1 or more adjacent tiles must be activated
  416. Requirements: Move level must be 3 or higher
  417. Sharp Entry 1
  418. Raises the user’s critical-hit rate by one stat rank when it enters a battle.
  419. Color Grid: 🟨 Yellow (Passive)
  420. Grid Expand Unlock: 25/3/2026 06:00:00
  421.  
  422. Cell 52 | 🎯 Cord (2,0,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  423. Requirements: 1 or more adjacent tiles must be activated
  424. Attack 20
  425. Attack 20
  426. Color Grid: 🟦 Blue (Stat)
  427. Grid Expand Unlock: 25/3/2026 06:00:00
  428.  
  429. Cell 53 | 🎯 Cord (3,0,-3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  430. Requirements: 1 or more adjacent tiles must be activated
  431. Requirements: Move level must be 2 or higher
  432. Razor Shell: On a Roll 1
  433. Move: Razor Shell
  434. Raises the chance of lowering stat values with the additional effects of the user’s moves.
  435. Color Grid: 🟥 Red (Move Effect)
  436. Grid Expand Unlock: 25/3/2026 06:00:00
  437.  
  438. Cell 54 | 🎯 Cord (3,-1,-2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  439. Requirements: 1 or more adjacent tiles must be activated
  440. Requirements: Move level must be 3 or higher
  441. Razor Shell: Defense Crush 9
  442. Move: Razor Shell
  443. Lowers the target’s Defense by one stat rank when the user’s attack move against it is successful.
  444. Color Grid: 🟥 Red (Move Effect)
  445. Grid Expand Unlock: 25/3/2026 06:00:00
  446.  
  447.  
  448. ================================END================================
  449.  
  450. No. 149 Bede (Alt.) & Rapidash (Male♂️)
  451. Form: Galarian Form
  452. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  453. HP 10
  454. HP 10
  455. Color Grid: 🟦 Blue (Stat)
  456.  
  457. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  458. Sp. Atk 5
  459. Sp. Atk 5
  460. Color Grid: 🟦 Blue (Stat)
  461.  
  462. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  463. Defense 5
  464. Defense 5
  465. Color Grid: 🟦 Blue (Stat)
  466.  
  467. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  468. Sp. Atk 5
  469. Sp. Atk 5
  470. Color Grid: 🟦 Blue (Stat)
  471.  
  472. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  473. Sp. Def 5
  474. Sp. Def 5
  475. Color Grid: 🟦 Blue (Stat)
  476.  
  477. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  478. Speed 5
  479. Speed 5
  480. Color Grid: 🟦 Blue (Stat)
  481.  
  482. Cell 7 | 🎯 Cord (0,2,-2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  483. Requirements: 1 or more adjacent tiles must be activated
  484. Requirements: Move level must be 2 or higher
  485. Fairy Zone: HP Recovery 1
  486. Restores the user’s HP whenever its Pokémon takes an action when the zone is a Fairy Zone.
  487. Color Grid: 🟨 Yellow (Passive)
  488.  
  489. Cell 8 | 🎯 Cord (0,4,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  490. Requirements: 1 or more adjacent tiles must be activated
  491. Requirements: Move level must be 4 or higher
  492. Team Strengthening Status 9
  493. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by one rank when the user’s Pokémon uses a status move.
  494. Color Grid: 🟨 Yellow (Passive)
  495.  
  496. Cell 9 | 🎯 Cord (-2,5,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  497. Requirements: 1 or more adjacent tiles must be activated
  498. Requirements: Move level must be 5 or higher
  499. 1st “Mini Potion All” MP 0: Restore MP 1
  500. Restores one MP of the user’s Mini Potion All the first time the remaining MP for that move is zero each battle.
  501. Color Grid: 🟨 Yellow (Passive)
  502.  
  503. Cell 10 | 🎯 Cord (0,-2,2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  504. Requirements: 1 or more adjacent tiles must be activated
  505. Requirements: Move level must be 2 or higher
  506. Fairy Zone: Attack Move DR 2
  507. Reduces damage when the user is hit by an attack move while the zone is a Fairy Zone.
  508. Color Grid: 🟨 Yellow (Passive)
  509.  
  510. Cell 11 | 🎯 Cord (0,-4,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  511. Requirements: 1 or more adjacent tiles must be activated
  512. Requirements: Move level must be 4 or higher
  513. Endure Again
  514. Except in certain circumstances, when the user’s Enduring effect activates for the first time and the user has 1 HP remaining, applies the Enduring effect to the user again each battle.
  515. Color Grid: 🟨 Yellow (Passive)
  516.  
  517. Cell 12 | 🎯 Cord (-2,-3,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  518. Requirements: 1 or more adjacent tiles must be activated
  519. Requirements: Move level must be 5 or higher
  520. S-Move/Max Move: Team Phys & Spec Boost ↑1 9
  521. Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by one rank after using the user’s sync move or max move.
  522. Color Grid: 🟨 Yellow (Passive)
  523.  
  524. Cell 13 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  525. Requirements: 1 or more adjacent tiles must be activated
  526. Defense 5
  527. Defense 5
  528. Color Grid: 🟦 Blue (Stat)
  529.  
  530. Cell 14 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  531. Requirements: 1 or more adjacent tiles must be activated
  532. HP 10
  533. HP 10
  534. Color Grid: 🟦 Blue (Stat)
  535.  
  536. Cell 15 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  537. Requirements: 1 or more adjacent tiles must be activated
  538. Sp. Def 5
  539. Sp. Def 5
  540. Color Grid: 🟦 Blue (Stat)
  541.  
  542. Cell 16 | 🎯 Cord (3,1,-4) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  543. Requirements: 1 or more adjacent tiles must be activated
  544. Unbending
  545. Defense cannot be lowered.
  546. Color Grid: 🟨 Yellow (Passive)
  547.  
  548. Cell 17 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  549. Requirements: 1 or more adjacent tiles must be activated
  550. Dazzling Gleam: Power 3
  551. Dazzling Gleam: Power ↑ 3
  552. Color Grid: 🟩 Green (Move Boost)
  553.  
  554. Cell 18 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  555. Requirements: 1 or more adjacent tiles must be activated
  556. Requirements: Move level must be 2 or higher
  557. Dazzling Gleam: Power 3
  558. Dazzling Gleam: Power ↑ 3
  559. Color Grid: 🟩 Green (Move Boost)
  560.  
  561. Cell 19 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  562. Requirements: 1 or more adjacent tiles must be activated
  563. Dazzling Gleam: Power 3
  564. Dazzling Gleam: Power ↑ 3
  565. Color Grid: 🟩 Green (Move Boost)
  566.  
  567. Cell 20 | 🎯 Cord (2,3,-5) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  568. Requirements: 1 or more adjacent tiles must be activated
  569. Requirements: Move level must be 2 or higher
  570. Whimsical Acceleration 2
  571. Quickly charges the move gauge when the zone is a Fairy Zone.
  572. Color Grid: 🟨 Yellow (Passive)
  573.  
  574. Cell 21 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  575. Requirements: 1 or more adjacent tiles must be activated
  576. Requirements: Move level must be 3 or higher
  577. MAX Healer 4
  578. Restores the user’s HP by approximately 40% of its maximum HP after using its max move.
  579. Color Grid: 🟨 Yellow (Passive)
  580.  
  581. Cell 22 | 🎯 Cord (3,3,-6) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  582. Requirements: 1 or more adjacent tiles must be activated
  583. Requirements: Move level must be 2 or higher
  584. HP 10
  585. HP 10
  586. Color Grid: 🟦 Blue (Stat)
  587.  
  588. Cell 23 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  589. Requirements: 1 or more adjacent tiles must be activated
  590. Requirements: Move level must be 3 or higher
  591. Fairy Zone Extension 3
  592. Extends the duration of the Fairy Zone when the zone turns into a Fairy Zone while the user is on the field.
  593. Color Grid: 🟨 Yellow (Passive)
  594.  
  595. Cell 24 | 🎯 Cord (-2,0,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  596. Requirements: 1 or more adjacent tiles must be activated
  597. Defense 5
  598. Defense 5
  599. Color Grid: 🟦 Blue (Stat)
  600.  
  601. Cell 25 | 🎯 Cord (-3,0,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  602. Requirements: 1 or more adjacent tiles must be activated
  603. Stalwart
  604. Sp. Def cannot be lowered.
  605. Color Grid: 🟨 Yellow (Passive)
  606.  
  607. Cell 26 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  608. Requirements: 1 or more adjacent tiles must be activated
  609. HP 10
  610. HP 10
  611. Color Grid: 🟦 Blue (Stat)
  612.  
  613. Cell 27 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  614. Requirements: 1 or more adjacent tiles must be activated
  615. Sp. Def 5
  616. Sp. Def 5
  617. Color Grid: 🟦 Blue (Stat)
  618.  
  619. Cell 28 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  620. Requirements: 1 or more adjacent tiles must be activated
  621. Requirements: Move level must be 2 or higher
  622. Idyllic Calm Mind: Move Gauge Refresh 3
  623. Move: Idyllic Calm Mind
  624. Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  625. Color Grid: 🟥 Red (Move Effect)
  626.  
  627. Cell 29 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  628. Requirements: 1 or more adjacent tiles must be activated
  629. Requirements: Move level must be 2 or higher
  630. Catalytic Infliction
  631. Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s Pokémon uses a status move each battle.
  632. Color Grid: 🟨 Yellow (Passive)
  633.  
  634. Cell 30 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  635. Requirements: 1 or more adjacent tiles must be activated
  636. Requirements: Move level must be 2 or higher
  637. Defense 10
  638. Defense 10
  639. Color Grid: 🟦 Blue (Stat)
  640.  
  641. Cell 31 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  642. Requirements: 1 or more adjacent tiles must be activated
  643. Requirements: Move level must be 3 or higher
  644. Hit: Defense ↓ & Sp. Def ↓ 9
  645. Lowers the target’s Defense and Sp. Def by one stat rank when the user’s attack move is successful.
  646. Color Grid: 🟨 Yellow (Passive)
  647.  
  648. Cell 32 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  649. Requirements: 1 or more adjacent tiles must be activated
  650. Requirements: Move level must be 3 or higher
  651. Vigilance
  652. Protects the user against critical hits.
  653. Color Grid: 🟨 Yellow (Passive)
  654.  
  655. Cell 33 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  656. Requirements: 1 or more adjacent tiles must be activated
  657. Sp. Def 5
  658. Sp. Def 5
  659. Color Grid: 🟦 Blue (Stat)
  660.  
  661. Cell 34 | 🎯 Cord (2,-3,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  662. Requirements: 1 or more adjacent tiles must be activated
  663. Speed 5
  664. Speed 5
  665. Color Grid: 🟦 Blue (Stat)
  666.  
  667. Cell 35 | 🎯 Cord (1,-3,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  668. Requirements: 1 or more adjacent tiles must be activated
  669. Defense 5
  670. Defense 5
  671. Color Grid: 🟦 Blue (Stat)
  672.  
  673. Cell 36 | 🎯 Cord (3,-4,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  674. Requirements: 1 or more adjacent tiles must be activated
  675. HP 10
  676. HP 10
  677. Color Grid: 🟦 Blue (Stat)
  678.  
  679. Cell 37 | 🎯 Cord (2,-4,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  680. Requirements: 1 or more adjacent tiles must be activated
  681. Dazzling Gleam: Power 3
  682. Dazzling Gleam: Power ↑ 3
  683. Color Grid: 🟩 Green (Move Boost)
  684.  
  685. Cell 38 | 🎯 Cord (1,-4,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  686. Requirements: 1 or more adjacent tiles must be activated
  687. Requirements: Move level must be 2 or higher
  688. Mini Potion All: MP Refresh 2
  689. Move: Mini Potion All
  690. Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  691. Color Grid: 🟥 Red (Move Effect)
  692.  
  693. Cell 39 | 🎯 Cord (3,-5,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  694. Requirements: 1 or more adjacent tiles must be activated
  695. Dazzling Gleam: Power 3
  696. Dazzling Gleam: Power ↑ 3
  697. Color Grid: 🟩 Green (Move Boost)
  698.  
  699. Cell 40 | 🎯 Cord (2,-5,3) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  700. Requirements: 1 or more adjacent tiles must be activated
  701. Requirements: Move level must be 2 or higher
  702. Gobsmack 9
  703. Leaves the target confused when the user’s attack move against it is successful.
  704. Color Grid: 🟨 Yellow (Passive)
  705.  
  706. Cell 41 | 🎯 Cord (1,-5,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  707. Requirements: 1 or more adjacent tiles must be activated
  708. Requirements: Move level must be 3 or higher
  709. A Truly Great Pink!: Move: Team Free Move Next 9
  710. Move: A Truly Great Pink!
  711. Applies the Free Move Next effect to all allied sync pairs when the user’s move is successful.
  712. Color Grid: 🟥 Red (Move Effect)
  713.  
  714. Cell 42 | 🎯 Cord (3,-6,3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  715. Requirements: 1 or more adjacent tiles must be activated
  716. Requirements: Move level must be 2 or higher
  717. Max Starfall: Power 100
  718. Max Starfall: Power ↑ 100
  719. Color Grid: 🎀 Pink (Passive)
  720.  
  721. Cell 43 | 🎯 Cord (2,-6,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  722. Requirements: 1 or more adjacent tiles must be activated
  723. Requirements: Move level must be 3 or higher
  724. Team Sharp Entry 1
  725. Raises the critical-hit rate of all allied sync pairs by one stat rank when the user enters a battle.
  726. Color Grid: 🟨 Yellow (Passive)
  727.  
  728. Cell 44 | 🎯 Cord (-2,2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  729. Requirements: 1 or more adjacent tiles must be activated
  730. HP 10
  731. HP 10
  732. Color Grid: 🟦 Blue (Stat)
  733.  
  734. Cell 45 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  735. Requirements: 1 or more adjacent tiles must be activated
  736. Speed 5
  737. Speed 5
  738. Color Grid: 🟦 Blue (Stat)
  739.  
  740. Cell 46 | 🎯 Cord (-3,3,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  741. Requirements: 1 or more adjacent tiles must be activated
  742. Speed 5
  743. Speed 5
  744. Color Grid: 🟦 Blue (Stat)
  745.  
  746. Cell 47 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  747. Requirements: 1 or more adjacent tiles must be activated
  748. Sp. Atk 5
  749. Sp. Atk 5
  750. Color Grid: 🟦 Blue (Stat)
  751.  
  752. Cell 48 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  753. Requirements: 1 or more adjacent tiles must be activated
  754. Requirements: Move level must be 2 or higher
  755. Dazzling Gleam: Move Gauge Refresh 9
  756. Move: Dazzling Gleam
  757. Charges the user’s move gauge by one when its move is successful.
  758. Color Grid: 🟥 Red (Move Effect)
  759.  
  760. Cell 49 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  761. Requirements: 1 or more adjacent tiles must be activated
  762. Requirements: Move level must be 2 or higher
  763. Dazzling Gleam: Move Gauge Refresh 2
  764. Move: Dazzling Gleam
  765. Has a chance (30%) of charging the user’s move gauge by one when its move is successful.
  766. Color Grid: 🟥 Red (Move Effect)
  767.  
  768. Cell 50 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  769. Requirements: 1 or more adjacent tiles must be activated
  770. Requirements: Move level must be 2 or higher
  771. A Truly Great Pink!: Team Hit and Heal
  772. Move: A Truly Great Pink!
  773. Applies the Gradual Healing effect to all allied sync pairs when the user’s move is successful.
  774. Color Grid: 🟥 Red (Move Effect)
  775.  
  776. Cell 51 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  777. Requirements: 1 or more adjacent tiles must be activated
  778. Requirements: Move level must be 3 or higher
  779. 1st S-Move: Fairy Zone
  780. Turns the field of play’s zone into a Fairy Zone the first time the user’s sync move is used each battle. (A Fairy Zone powers up Fairy-type attacks.)
  781. Color Grid: 🟨 Yellow (Passive)
  782.  
  783. Cell 52 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  784. Requirements: 1 or more adjacent tiles must be activated
  785. Requirements: Move level must be 3 or higher
  786. Debut: Team Defense ↑ & Sp. Def ↑ 2
  787. Raises the Defense and Sp. Def of all allied sync pairs by two stat ranks the first time the user enters a battle each battle.
  788. Color Grid: 🟨 Yellow (Passive)
  789.  
  790. Cell 53 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  791. Requirements: 1 or more adjacent tiles must be activated
  792. Requirements: Move level must be 3 or higher
  793. Pink Legacy Fairy Beam: Power 25
  794. Pink Legacy Fairy Beam: Power ↑ 25
  795. Color Grid: 🌈 Rainbow (Sync Move)
  796.  
  797. Cell 54 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  798. Requirements: 1 or more adjacent tiles must be activated
  799. Requirements: Move level must be 3 or higher
  800. Pink Legacy Fairy Beam: Power 25
  801. Pink Legacy Fairy Beam: Power ↑ 25
  802. Color Grid: 🌈 Rainbow (Sync Move)
  803.  
  804.  
  805. ================================END================================
  806.  
  807. No. 224 Juliana (Anniversary 2026) & Terapagos (Male♂️)
  808. Form: Normal Form
  809. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  810. HP 10
  811. HP 10
  812. Color Grid: 🟦 Blue (Stat)
  813.  
  814. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  815. Sp. Atk 5
  816. Sp. Atk 5
  817. Color Grid: 🟦 Blue (Stat)
  818.  
  819. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  820. Defense 5
  821. Defense 5
  822. Color Grid: 🟦 Blue (Stat)
  823.  
  824. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  825. Sp. Atk 5
  826. Sp. Atk 5
  827. Color Grid: 🟦 Blue (Stat)
  828.  
  829. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  830. Sp. Def 5
  831. Sp. Def 5
  832. Color Grid: 🟦 Blue (Stat)
  833.  
  834. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  835. Speed 5
  836. Speed 5
  837. Color Grid: 🟦 Blue (Stat)
  838.  
  839. Cell 7 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  840. Requirements: 1 or more adjacent tiles must be activated
  841. Requirements: Move level must be 5 or higher
  842. The Hidden Treasure of Area Zero’s Light
  843. Turns the field of play’s zone into a Normal Zone the first time the user enters a battle each battle. Turns the field of play’s zone into a Normal Zone the first time the user’s Rainbow Jewel Tera Blast is successful each battle. (A Normal Zone powers up Normal-type attacks.) Extends the duration of the Normal Zone when the zone turns into a Normal Zone while the user is on the field.
  844. Color Grid: 🟨 Yellow (Passive)
  845.  
  846. Cell 8 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  847. Requirements: 1 or more adjacent tiles must be activated
  848. Requirements: Move level must be 4 or higher
  849. S-Tera & Hit: Free Move Next 9
  850. Applies the Free Move Next effect to the user when its attack move is successful while it is Sync Terastallized.
  851. Color Grid: 🟨 Yellow (Passive)
  852.  
  853. Cell 9 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  854. Requirements: 1 or more adjacent tiles must be activated
  855. Sp. Atk 5
  856. Sp. Atk 5
  857. Color Grid: 🟦 Blue (Stat)
  858.  
  859. Cell 10 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  860. Requirements: 1 or more adjacent tiles must be activated
  861. HP 10
  862. HP 10
  863. Color Grid: 🟦 Blue (Stat)
  864.  
  865. Cell 11 | 🎯 Cord (3,1,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  866. Requirements: 1 or more adjacent tiles must be activated
  867. Sp. Def 5
  868. Sp. Def 5
  869. Color Grid: 🟦 Blue (Stat)
  870.  
  871. Cell 12 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  872. Requirements: 1 or more adjacent tiles must be activated
  873. Speed 5
  874. Speed 5
  875. Color Grid: 🟦 Blue (Stat)
  876.  
  877. Cell 13 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  878. Requirements: 1 or more adjacent tiles must be activated
  879. Tera Starstorm: Power 2
  880. Tera Starstorm: Power ↑ 2
  881. Color Grid: 🟩 Green (Move Boost)
  882.  
  883. Cell 14 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  884. Requirements: 1 or more adjacent tiles must be activated
  885. Tera Starstorm: Power 2
  886. Tera Starstorm: Power ↑ 2
  887. Color Grid: 🟩 Green (Move Boost)
  888.  
  889. Cell 15 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  890. Requirements: 1 or more adjacent tiles must be activated
  891. Requirements: Move level must be 2 or higher
  892. Tera Starstorm: Power 2
  893. Tera Starstorm: Power ↑ 2
  894. Color Grid: 🟩 Green (Move Boost)
  895.  
  896. Cell 16 | 🎯 Cord (2,3,-5) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  897. Requirements: 1 or more adjacent tiles must be activated
  898. Requirements: Move level must be 2 or higher
  899. Normal Zone: MG → 2
  900. Quickly charges the move gauge when the zone is a Normal Zone.
  901. Color Grid: 🟨 Yellow (Passive)
  902.  
  903. Cell 17 | 🎯 Cord (3,3,-6) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  904. Requirements: 1 or more adjacent tiles must be activated
  905. Requirements: Move level must be 2 or higher
  906. Potion: MP Refresh 1
  907. Move: Potion
  908. Has a chance (20%) of restoring one MP of the user’s move when that move is successful.
  909. Color Grid: 🟥 Red (Move Effect)
  910.  
  911. Cell 18 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  912. Requirements: 1 or more adjacent tiles must be activated
  913. Requirements: Move level must be 3 or higher
  914. Tera Starstorm: Hit: Sp. Atk ↓ & Sp. Def ↓ 9
  915. Move: Tera Starstorm
  916. Lowers the target’s Sp. Atk and Sp. Def by one stat rank when the user’s attack move is successful.
  917. Color Grid: 🟥 Red (Move Effect)
  918.  
  919. Cell 19 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  920. Requirements: 1 or more adjacent tiles must be activated
  921. Requirements: Move level must be 3 or higher
  922. Soften Up 1
  923. Critical hits land more easily when the user attacks with a sync move.
  924. Color Grid: 🟨 Yellow (Passive)
  925.  
  926. Cell 20 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  927. Requirements: 1 or more adjacent tiles must be activated
  928. Speed 5
  929. Speed 5
  930. Color Grid: 🟦 Blue (Stat)
  931.  
  932. Cell 21 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  933. Requirements: 1 or more adjacent tiles must be activated
  934. Defense 5
  935. Defense 5
  936. Color Grid: 🟦 Blue (Stat)
  937.  
  938. Cell 22 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  939. Requirements: 1 or more adjacent tiles must be activated
  940. Sp. Def 5
  941. Sp. Def 5
  942. Color Grid: 🟦 Blue (Stat)
  943.  
  944. Cell 23 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  945. Requirements: 1 or more adjacent tiles must be activated
  946. Sp. Atk 5
  947. Sp. Atk 5
  948. Color Grid: 🟦 Blue (Stat)
  949.  
  950. Cell 24 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  951. Requirements: 1 or more adjacent tiles must be activated
  952. Kaleidoscopic Tera Starstorm: Power 2
  953. Kaleidoscopic Tera Starstorm: Power ↑ 2
  954. Color Grid: 🟩 Green (Move Boost)
  955.  
  956. Cell 25 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  957. Requirements: 1 or more adjacent tiles must be activated
  958. Kaleidoscopic Tera Starstorm: Power 2
  959. Kaleidoscopic Tera Starstorm: Power ↑ 2
  960. Color Grid: 🟩 Green (Move Boost)
  961.  
  962. Cell 26 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  963. Requirements: 1 or more adjacent tiles must be activated
  964. Requirements: Move level must be 2 or higher
  965. Kaleidoscopic Tera Starstorm: Power 2
  966. Kaleidoscopic Tera Starstorm: Power ↑ 2
  967. Color Grid: 🟩 Green (Move Boost)
  968.  
  969. Cell 27 | 🎯 Cord (-2,-3,5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  970. Requirements: 1 or more adjacent tiles must be activated
  971. Requirements: Move level must be 2 or higher
  972. Kaleidoscopic Tera Starstorm: Move Gauge Refresh 3
  973. Move: Kaleidoscopic Tera Starstorm
  974. Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  975. Color Grid: 🟥 Red (Move Effect)
  976.  
  977. Cell 28 | 🎯 Cord (-3,-3,6) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  978. Requirements: 1 or more adjacent tiles must be activated
  979. Requirements: Move level must be 2 or higher
  980. Normal Zone: HP Recovery 1
  981. Restores the user’s HP whenever its Pokémon takes an action when the zone is a Normal Zone.
  982. Color Grid: 🟨 Yellow (Passive)
  983.  
  984. Cell 29 | 🎯 Cord (-1,-4,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  985. Requirements: 1 or more adjacent tiles must be activated
  986. Requirements: Move level must be 3 or higher
  987. Kaleidoscopic Tera Starstorm: Move: Special Boost ↑2 9
  988. Move: Kaleidoscopic Tera Starstorm
  989. Increases the user’s Special Moves ↑ Next effect by two ranks when its move is successful.
  990. Color Grid: 🟥 Red (Move Effect)
  991.  
  992. Cell 30 | 🎯 Cord (-2,-4,6) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  993. Requirements: 1 or more adjacent tiles must be activated
  994. Requirements: Move level must be 3 or higher
  995. Rainbow Jewel Tera Blast: Power 100
  996. Rainbow Jewel Tera Blast: Power ↑ 100
  997. Color Grid: 🟩 Green (Move Boost)
  998.  
  999. Cell 31 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1000. Requirements: 1 or more adjacent tiles must be activated
  1001. Defense 5
  1002. Defense 5
  1003. Color Grid: 🟦 Blue (Stat)
  1004.  
  1005. Cell 32 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1006. Requirements: 1 or more adjacent tiles must be activated
  1007. Dauntless
  1008. Sp. Atk cannot be lowered.
  1009. Color Grid: 🟨 Yellow (Passive)
  1010.  
  1011. Cell 33 | 🎯 Cord (2,-2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1012. Requirements: 1 or more adjacent tiles must be activated
  1013. Speed 5
  1014. Speed 5
  1015. Color Grid: 🟦 Blue (Stat)
  1016.  
  1017. Cell 34 | 🎯 Cord (1,-2,1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1018. Requirements: 1 or more adjacent tiles must be activated
  1019. Tera Starstorm: Power 2
  1020. Tera Starstorm: Power ↑ 2
  1021. Color Grid: 🟩 Green (Move Boost)
  1022.  
  1023. Cell 35 | 🎯 Cord (3,-3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1024. Requirements: 1 or more adjacent tiles must be activated
  1025. Requirements: Move level must be 2 or higher
  1026. Kaleidoscopic Tera Starstorm: Power 2
  1027. Kaleidoscopic Tera Starstorm: Power ↑ 2
  1028. Color Grid: 🟩 Green (Move Boost)
  1029.  
  1030. Cell 36 | 🎯 Cord (2,-3,1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1031. Requirements: 1 or more adjacent tiles must be activated
  1032. Requirements: Move level must be 2 or higher
  1033. Rainbow Jewel Tera Blast: Power 2
  1034. Rainbow Jewel Tera Blast: Power ↑ 2
  1035. Color Grid: 🟩 Green (Move Boost)
  1036.  
  1037. Cell 37 | 🎯 Cord (1,-3,2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  1038. Requirements: 1 or more adjacent tiles must be activated
  1039. Requirements: Move level must be 2 or higher
  1040. T-Move: Allied Field MG → 9
  1041. Applies the Move Gauge Acceleration effect to the allied field of play when the user’s Trainer uses a move.
  1042. Color Grid: 🟨 Yellow (Passive)
  1043.  
  1044. Cell 38 | 🎯 Cord (3,-4,1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1045. Requirements: 1 or more adjacent tiles must be activated
  1046. Requirements: Move level must be 3 or higher
  1047. S-Move: Special Boost ↑2 9
  1048. Increases the user’s Special Moves ↑ Next effect by two ranks after using its sync move.
  1049. Color Grid: 🟨 Yellow (Passive)
  1050.  
  1051. Cell 39 | 🎯 Cord (2,-4,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1052. Requirements: 1 or more adjacent tiles must be activated
  1053. Requirements: Move level must be 3 or higher
  1054. Brainpower
  1055. The more the user’s Sp. Atk is raised, the more it powers up its sync move.
  1056. Color Grid: 🟨 Yellow (Passive)
  1057.  
  1058. Cell 40 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1059. Requirements: 1 or more adjacent tiles must be activated
  1060. HP 10
  1061. HP 10
  1062. Color Grid: 🟦 Blue (Stat)
  1063.  
  1064. Cell 41 | 🎯 Cord (-3,2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1065. Requirements: 1 or more adjacent tiles must be activated
  1066. Speed 5
  1067. Speed 5
  1068. Color Grid: 🟦 Blue (Stat)
  1069.  
  1070. Cell 42 | 🎯 Cord (-2,2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1071. Requirements: 1 or more adjacent tiles must be activated
  1072. Rainbow Jewel Tera Blast: Power 2
  1073. Rainbow Jewel Tera Blast: Power ↑ 2
  1074. Color Grid: 🟩 Green (Move Boost)
  1075.  
  1076. Cell 43 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1077. Requirements: 1 or more adjacent tiles must be activated
  1078. Rainbow Jewel Tera Blast: Power 2
  1079. Rainbow Jewel Tera Blast: Power ↑ 2
  1080. Color Grid: 🟩 Green (Move Boost)
  1081.  
  1082. Cell 44 | 🎯 Cord (-3,3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1083. Requirements: 1 or more adjacent tiles must be activated
  1084. Requirements: Move level must be 2 or higher
  1085. Rainbow Jewel Tera Blast: Power 2
  1086. Rainbow Jewel Tera Blast: Power ↑ 2
  1087. Color Grid: 🟩 Green (Move Boost)
  1088.  
  1089. Cell 45 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1090. Requirements: 1 or more adjacent tiles must be activated
  1091. Requirements: Move level must be 2 or higher
  1092. Rainbow Jewel Tera Blast: Move Gauge Refresh 3
  1093. Move: Rainbow Jewel Tera Blast
  1094. Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  1095. Color Grid: 🟥 Red (Move Effect)
  1096.  
  1097. Cell 46 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1098. Requirements: 1 or more adjacent tiles must be activated
  1099. Requirements: Move level must be 2 or higher
  1100. Sp. Atk 10
  1101. Sp. Atk 10
  1102. Color Grid: 🟦 Blue (Stat)
  1103.  
  1104. Cell 47 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1105. Requirements: 1 or more adjacent tiles must be activated
  1106. Requirements: Move level must be 3 or higher
  1107. Endurance
  1108. Applies the Enduring effect to the user if its HP is full when it enters a battle.
  1109. Color Grid: 🟨 Yellow (Passive)
  1110.  
  1111. Cell 48 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1112. Requirements: 1 or more adjacent tiles must be activated
  1113. Requirements: Move level must be 3 or higher
  1114. Normal Zone: Team Moves ↑ 3
  1115. Powers up the moves of all allied sync pairs when the zone is a Normal Zone.
  1116. Color Grid: 🟨 Yellow (Passive)
  1117.  
  1118. Cell 49 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1119. Requirements: 1 or more adjacent tiles must be activated
  1120. Requirements: Move level must be 3 or higher
  1121. Ancient Indigo Disk Tera Blast: Power 25
  1122. Ancient Indigo Disk Tera Blast: Power ↑ 25
  1123. Color Grid: 🟩 Green (Move Boost)
  1124.  
  1125. Cell 50 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1126. Requirements: 1 or more adjacent tiles must be activated
  1127. Requirements: Move level must be 3 or higher
  1128. Ancient Indigo Disk Tera Blast: Power 25
  1129. Ancient Indigo Disk Tera Blast: Power ↑ 25
  1130. Color Grid: 🟩 Green (Move Boost)
  1131.  
  1132.  
  1133. ================================END================================
  1134.  
  1135. No. 225 Florian (Anniversary 2026) & Ogerpon (Female♀️)
  1136. Form: Teal Mask
  1137. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1138. HP 10
  1139. HP 10
  1140. Color Grid: 🟦 Blue (Stat)
  1141.  
  1142. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1143. Attack 5
  1144. Attack 5
  1145. Color Grid: 🟦 Blue (Stat)
  1146.  
  1147. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1148. Defense 5
  1149. Defense 5
  1150. Color Grid: 🟦 Blue (Stat)
  1151.  
  1152. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1153. Attack 5
  1154. Attack 5
  1155. Color Grid: 🟦 Blue (Stat)
  1156.  
  1157. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1158. Sp. Def 5
  1159. Sp. Def 5
  1160. Color Grid: 🟦 Blue (Stat)
  1161.  
  1162. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1163. Speed 5
  1164. Speed 5
  1165. Color Grid: 🟦 Blue (Stat)
  1166.  
  1167. Cell 7 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1168. Requirements: 1 or more adjacent tiles must be activated
  1169. Requirements: Move level must be 5 or higher
  1170. Green Jasper Tera Blast: 1st Move: Restore MP 1
  1171. Move: Green Jasper Tera Blast
  1172. Restores one MP of the user’s move the first time that move is successful each battle.
  1173. Color Grid: 🟥 Red (Move Effect)
  1174.  
  1175. Cell 8 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1176. Requirements: 1 or more adjacent tiles must be activated
  1177. Requirements: Move level must be 4 or higher
  1178. The Teal Mask’s Hidden Power
  1179. Increases the user’s Sync Move ↑ Next effect by five ranks the first time it enters a battle each battle. Raises the user’s Grass Type Rebuff by one rank the first time it enters a battle each battle.
  1180. Color Grid: 🟨 Yellow (Passive)
  1181.  
  1182. Cell 9 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1183. Requirements: 1 or more adjacent tiles must be activated
  1184. Attack 5
  1185. Attack 5
  1186. Color Grid: 🟦 Blue (Stat)
  1187.  
  1188. Cell 10 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1189. Requirements: 1 or more adjacent tiles must be activated
  1190. Defense 5
  1191. Defense 5
  1192. Color Grid: 🟦 Blue (Stat)
  1193.  
  1194. Cell 11 | 🎯 Cord (3,1,-4) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1195. Requirements: 1 or more adjacent tiles must be activated
  1196. Headstrong
  1197. Attack cannot be lowered.
  1198. Color Grid: 🟨 Yellow (Passive)
  1199.  
  1200. Cell 12 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1201. Requirements: 1 or more adjacent tiles must be activated
  1202. Sp. Def 5
  1203. Sp. Def 5
  1204. Color Grid: 🟦 Blue (Stat)
  1205.  
  1206. Cell 13 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1207. Requirements: 1 or more adjacent tiles must be activated
  1208. Ivy Cudgel: Power 2
  1209. Ivy Cudgel: Power ↑ 2
  1210. Color Grid: 🟩 Green (Move Boost)
  1211.  
  1212. Cell 14 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1213. Requirements: 1 or more adjacent tiles must be activated
  1214. Ivy Cudgel: Power 2
  1215. Ivy Cudgel: Power ↑ 2
  1216. Color Grid: 🟩 Green (Move Boost)
  1217.  
  1218. Cell 15 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1219. Requirements: 1 or more adjacent tiles must be activated
  1220. Requirements: Move level must be 2 or higher
  1221. Ivy Cudgel: Power 2
  1222. Ivy Cudgel: Power ↑ 2
  1223. Color Grid: 🟩 Green (Move Boost)
  1224.  
  1225. Cell 16 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1226. Requirements: 1 or more adjacent tiles must be activated
  1227. Requirements: Move level must be 2 or higher
  1228. Ivy Cudgel: Move Gauge Refresh 3
  1229. Move: Ivy Cudgel
  1230. Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  1231. Color Grid: 🟥 Red (Move Effect)
  1232.  
  1233. Cell 17 | 🎯 Cord (3,3,-6) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  1234. Requirements: 1 or more adjacent tiles must be activated
  1235. Requirements: Move level must be 2 or higher
  1236. Ivy Cudgel: Gobsmack 9
  1237. Move: Ivy Cudgel
  1238. Leaves the target confused when the user’s attack move against it is successful.
  1239. Color Grid: 🟥 Red (Move Effect)
  1240.  
  1241. Cell 18 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1242. Requirements: 1 or more adjacent tiles must be activated
  1243. Requirements: Move level must be 3 or higher
  1244. Ivy Cudgel: Hit: Stat ↓2 9
  1245. Move: Ivy Cudgel
  1246. Lowers one of the target’s following stats by two stat ranks at random when the user’s attack move against it is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.
  1247. Color Grid: 🟥 Red (Move Effect)
  1248.  
  1249. Cell 19 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1250. Requirements: 1 or more adjacent tiles must be activated
  1251. Requirements: Move level must be 3 or higher
  1252. Haymaker
  1253. The more the user’s Attack is raised, the more it powers up the user’s sync move.
  1254. Color Grid: 🟨 Yellow (Passive)
  1255.  
  1256. Cell 20 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1257. Requirements: 1 or more adjacent tiles must be activated
  1258. HP 10
  1259. HP 10
  1260. Color Grid: 🟦 Blue (Stat)
  1261.  
  1262. Cell 21 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1263. Requirements: 1 or more adjacent tiles must be activated
  1264. Speed 5
  1265. Speed 5
  1266. Color Grid: 🟦 Blue (Stat)
  1267.  
  1268. Cell 22 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1269. Requirements: 1 or more adjacent tiles must be activated
  1270. HP 10
  1271. HP 10
  1272. Color Grid: 🟦 Blue (Stat)
  1273.  
  1274. Cell 23 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1275. Requirements: 1 or more adjacent tiles must be activated
  1276. Attack 5
  1277. Attack 5
  1278. Color Grid: 🟦 Blue (Stat)
  1279.  
  1280. Cell 24 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1281. Requirements: 1 or more adjacent tiles must be activated
  1282. Lush Ivy Cudgel: Power 2
  1283. Lush Ivy Cudgel: Power ↑ 2
  1284. Color Grid: 🟩 Green (Move Boost)
  1285.  
  1286. Cell 25 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1287. Requirements: 1 or more adjacent tiles must be activated
  1288. Lush Ivy Cudgel: Power 2
  1289. Lush Ivy Cudgel: Power ↑ 2
  1290. Color Grid: 🟩 Green (Move Boost)
  1291.  
  1292. Cell 26 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1293. Requirements: 1 or more adjacent tiles must be activated
  1294. Requirements: Move level must be 2 or higher
  1295. Lush Ivy Cudgel: Power 2
  1296. Lush Ivy Cudgel: Power ↑ 2
  1297. Color Grid: 🟩 Green (Move Boost)
  1298.  
  1299. Cell 27 | 🎯 Cord (-2,-3,5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1300. Requirements: 1 or more adjacent tiles must be activated
  1301. Requirements: Move level must be 2 or higher
  1302. Lush Ivy Cudgel: Move Gauge Refresh 3
  1303. Move: Lush Ivy Cudgel
  1304. Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  1305. Color Grid: 🟥 Red (Move Effect)
  1306.  
  1307. Cell 28 | 🎯 Cord (-3,-3,6) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  1308. Requirements: 1 or more adjacent tiles must be activated
  1309. Requirements: Move level must be 2 or higher
  1310. Grassy Terrain Hit: Free Move Next 4
  1311. Has a chance (50%) of applying the Free Move Next effect to the user when its attack move is successful while the terrain is Grassy Terrain.
  1312. Color Grid: 🟨 Yellow (Passive)
  1313.  
  1314. Cell 29 | 🎯 Cord (-1,-4,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1315. Requirements: 1 or more adjacent tiles must be activated
  1316. Requirements: Move level must be 3 or higher
  1317. Empowering Overgrowth 5
  1318. Powers up the user’s moves when the terrain is Grassy Terrain.
  1319. Color Grid: 🟨 Yellow (Passive)
  1320.  
  1321. Cell 30 | 🎯 Cord (-2,-4,6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1322. Requirements: 1 or more adjacent tiles must be activated
  1323. Requirements: Move level must be 3 or higher
  1324. User Sets Grassy Terrain: Supereffective ↑ Next
  1325. Applies the Supereffective ↑ Next effect to the user when it turns the field of play’s terrain into Grassy Terrain.
  1326. Color Grid: 🟨 Yellow (Passive)
  1327.  
  1328. Cell 31 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1329. Requirements: 1 or more adjacent tiles must be activated
  1330. Speed 5
  1331. Speed 5
  1332. Color Grid: 🟦 Blue (Stat)
  1333.  
  1334. Cell 32 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1335. Requirements: 1 or more adjacent tiles must be activated
  1336. Sp. Def 5
  1337. Sp. Def 5
  1338. Color Grid: 🟦 Blue (Stat)
  1339.  
  1340. Cell 33 | 🎯 Cord (2,-2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1341. Requirements: 1 or more adjacent tiles must be activated
  1342. Green Jasper Tera Blast: Power 2
  1343. Green Jasper Tera Blast: Power ↑ 2
  1344. Color Grid: 🟩 Green (Move Boost)
  1345.  
  1346. Cell 34 | 🎯 Cord (1,-2,1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1347. Requirements: 1 or more adjacent tiles must be activated
  1348. Green Jasper Tera Blast: Power 2
  1349. Green Jasper Tera Blast: Power ↑ 2
  1350. Color Grid: 🟩 Green (Move Boost)
  1351.  
  1352. Cell 35 | 🎯 Cord (3,-3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1353. Requirements: 1 or more adjacent tiles must be activated
  1354. Requirements: Move level must be 2 or higher
  1355. Green Jasper Tera Blast: Power 2
  1356. Green Jasper Tera Blast: Power ↑ 2
  1357. Color Grid: 🟩 Green (Move Boost)
  1358.  
  1359. Cell 36 | 🎯 Cord (2,-3,1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1360. Requirements: 1 or more adjacent tiles must be activated
  1361. Requirements: Move level must be 2 or higher
  1362. Green Jasper Tera Blast: Move Gauge Refresh 3
  1363. Move: Green Jasper Tera Blast
  1364. Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  1365. Color Grid: 🟥 Red (Move Effect)
  1366.  
  1367. Cell 37 | 🎯 Cord (1,-3,2) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  1368. Requirements: 1 or more adjacent tiles must be activated
  1369. Requirements: Move level must be 2 or higher
  1370. Turbo Turf 2
  1371. Quickly charges the move gauge when the terrain is Grassy Terrain.
  1372. Color Grid: 🟨 Yellow (Passive)
  1373.  
  1374. Cell 38 | 🎯 Cord (3,-4,1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1375. Requirements: 1 or more adjacent tiles must be activated
  1376. Requirements: Move level must be 3 or higher
  1377. Impervious
  1378. The user’s stats cannot be lowered.
  1379. Color Grid: 🟨 Yellow (Passive)
  1380.  
  1381. Cell 39 | 🎯 Cord (2,-4,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1382. Requirements: 1 or more adjacent tiles must be activated
  1383. Requirements: Move level must be 3 or higher
  1384. Shine, Teal Mask!: 1st Move: Restore MP 1
  1385. Move: Shine, Teal Mask!
  1386. Restores one MP of the user’s move the first time that move is successful each battle.
  1387. Color Grid: 🟥 Red (Move Effect)
  1388.  
  1389. Cell 40 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1390. Requirements: 1 or more adjacent tiles must be activated
  1391. Defense 5
  1392. Defense 5
  1393. Color Grid: 🟦 Blue (Stat)
  1394.  
  1395. Cell 41 | 🎯 Cord (-3,2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1396. Requirements: 1 or more adjacent tiles must be activated
  1397. Speed 5
  1398. Speed 5
  1399. Color Grid: 🟦 Blue (Stat)
  1400.  
  1401. Cell 42 | 🎯 Cord (-2,2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1402. Requirements: 1 or more adjacent tiles must be activated
  1403. Ivy Cudgel: Power 2
  1404. Ivy Cudgel: Power ↑ 2
  1405. Color Grid: 🟩 Green (Move Boost)
  1406.  
  1407. Cell 43 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1408. Requirements: 1 or more adjacent tiles must be activated
  1409. Green Jasper Tera Blast: Power 2
  1410. Green Jasper Tera Blast: Power ↑ 2
  1411. Color Grid: 🟩 Green (Move Boost)
  1412.  
  1413. Cell 44 | 🎯 Cord (-3,3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1414. Requirements: 1 or more adjacent tiles must be activated
  1415. Requirements: Move level must be 2 or higher
  1416. Lush Ivy Cudgel: Power 2
  1417. Lush Ivy Cudgel: Power ↑ 2
  1418. Color Grid: 🟩 Green (Move Boost)
  1419.  
  1420. Cell 45 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  1421. Requirements: 1 or more adjacent tiles must be activated
  1422. Requirements: Move level must be 2 or higher
  1423. Shine, Teal Mask!: Brawn Gain 9
  1424. Move: Shine, Teal Mask!
  1425. Increases the user’s Physical Moves ↑ Next effect by one rank when its move is successful.
  1426. Color Grid: 🟥 Red (Move Effect)
  1427.  
  1428. Cell 46 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s)
  1429. Requirements: 1 or more adjacent tiles must be activated
  1430. Requirements: Move level must be 2 or higher
  1431. Grassy Cushion 2
  1432. Reduces damage when the user is hit by an attack move while the terrain is Grassy Terrain.
  1433. Color Grid: 🟨 Yellow (Passive)
  1434.  
  1435. Cell 47 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1436. Requirements: 1 or more adjacent tiles must be activated
  1437. Requirements: Move level must be 3 or higher
  1438. Team S-Move: Physical Boost ↑1 9
  1439. Increases the user’s Physical Moves ↑ Next effect by one rank after your team’s sync pair uses their sync move.
  1440. Color Grid: 🟨 Yellow (Passive)
  1441.  
  1442. Cell 48 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1443. Requirements: 1 or more adjacent tiles must be activated
  1444. Requirements: Move level must be 3 or higher
  1445. Shine, Teal Mask!: Durable 9
  1446. Move: Shine, Teal Mask!
  1447. Applies the Enduring effect to the user when its move is successful.
  1448. Color Grid: 🟥 Red (Move Effect)
  1449.  
  1450. Cell 49 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1451. Requirements: 1 or more adjacent tiles must be activated
  1452. Requirements: Move level must be 3 or higher
  1453. Village Teal Mask Tera Blast: Power 25
  1454. Village Teal Mask Tera Blast: Power ↑ 25
  1455. Color Grid: 🟩 Green (Move Boost)
  1456.  
  1457. Cell 50 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1458. Requirements: 1 or more adjacent tiles must be activated
  1459. Requirements: Move level must be 3 or higher
  1460. Village Teal Mask Tera Blast: Power 25
  1461. Village Teal Mask Tera Blast: Power ↑ 25
  1462. Color Grid: 🟩 Green (Move Boost)
  1463.  
  1464.  
  1465. ================================END================================
  1466.  
  1467. No. 3 Misty & Golduck (Female♀️)
  1468.  
  1469. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1470. HP 10
  1471. HP 10
  1472. Color Grid: 🟦 Blue (Stat)
  1473.  
  1474. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1475. Sp. Atk 5
  1476. Sp. Atk 5
  1477. Color Grid: 🟦 Blue (Stat)
  1478.  
  1479. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1480. Defense 5
  1481. Defense 5
  1482. Color Grid: 🟦 Blue (Stat)
  1483.  
  1484. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1485. Sp. Atk 5
  1486. Sp. Atk 5
  1487. Color Grid: 🟦 Blue (Stat)
  1488.  
  1489. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1490. Sp. Def 5
  1491. Sp. Def 5
  1492. Color Grid: 🟦 Blue (Stat)
  1493.  
  1494. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1495. Speed 5
  1496. Speed 5
  1497. Color Grid: 🟦 Blue (Stat)
  1498.  
  1499. Cell 7 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1500. Requirements: 1 or more adjacent tiles must be activated
  1501. Defense 5
  1502. Defense 5
  1503. Color Grid: 🟦 Blue (Stat)
  1504.  
  1505. Cell 8 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1506. Requirements: 1 or more adjacent tiles must be activated
  1507. Sp. Def 5
  1508. Sp. Def 5
  1509. Color Grid: 🟦 Blue (Stat)
  1510.  
  1511. Cell 9 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1512. Requirements: 1 or more adjacent tiles must be activated
  1513. Speed 5
  1514. Speed 5
  1515. Color Grid: 🟦 Blue (Stat)
  1516.  
  1517. Cell 10 | 🎯 Cord (3,1,-4) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1518. Requirements: 1 or more adjacent tiles must be activated
  1519. Dauntless
  1520. Sp. Atk cannot be lowered.
  1521. Color Grid: 🟨 Yellow (Passive)
  1522.  
  1523. Cell 11 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1524. Requirements: 1 or more adjacent tiles must be activated
  1525. Water Gun: Power 4
  1526. Water Gun: Power ↑ 4
  1527. Color Grid: 🟩 Green (Move Boost)
  1528.  
  1529. Cell 12 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1530. Requirements: 1 or more adjacent tiles must be activated
  1531. Requirements: Move level must be 2 or higher
  1532. Water Gun: Power 4
  1533. Water Gun: Power ↑ 4
  1534. Color Grid: 🟩 Green (Move Boost)
  1535.  
  1536. Cell 13 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1537. Requirements: 1 or more adjacent tiles must be activated
  1538. Water Gun: Power 4
  1539. Water Gun: Power ↑ 4
  1540. Color Grid: 🟩 Green (Move Boost)
  1541.  
  1542. Cell 14 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1543. Requirements: 1 or more adjacent tiles must be activated
  1544. Requirements: Move level must be 2 or higher
  1545. All-Out Offensive!: MP Refresh 2
  1546. Move: All-Out Offensive!
  1547. Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1548. Color Grid: 🟥 Red (Move Effect)
  1549.  
  1550. Cell 15 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1551. Requirements: 1 or more adjacent tiles must be activated
  1552. Requirements: Move level must be 3 or higher
  1553. Brainpower
  1554. The more the user’s Sp. Atk is raised, the more it powers up its sync move.
  1555. Color Grid: 🟨 Yellow (Passive)
  1556.  
  1557. Cell 16 | 🎯 Cord (3,3,-6) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1558. Requirements: 1 or more adjacent tiles must be activated
  1559. Requirements: Move level must be 2 or higher
  1560. Hypnosis: Accuracy 10
  1561. Hypnosis: Accuracy ↑ 10
  1562. Color Grid: 🟩 Green (Move Boost)
  1563.  
  1564. Cell 17 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1565. Requirements: 1 or more adjacent tiles must be activated
  1566. Requirements: Move level must be 3 or higher
  1567. All-Out Offensive!: Ramp Up 2
  1568. Move: All-Out Offensive!
  1569. Raises the user’s Sp. Atk by two stat ranks when its move is successful.
  1570. Color Grid: 🟥 Red (Move Effect)
  1571.  
  1572. Cell 18 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1573. Requirements: 1 or more adjacent tiles must be activated
  1574. HP 10
  1575. HP 10
  1576. Color Grid: 🟦 Blue (Stat)
  1577.  
  1578. Cell 19 | 🎯 Cord (-3,1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1579. Requirements: 1 or more adjacent tiles must be activated
  1580. Sp. Atk 5
  1581. Sp. Atk 5
  1582. Color Grid: 🟦 Blue (Stat)
  1583.  
  1584. Cell 20 | 🎯 Cord (-2,0,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1585. Requirements: 1 or more adjacent tiles must be activated
  1586. Speed 5
  1587. Speed 5
  1588. Color Grid: 🟦 Blue (Stat)
  1589.  
  1590. Cell 21 | 🎯 Cord (-3,0,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1591. Requirements: 1 or more adjacent tiles must be activated
  1592. Requirements: Move level must be 2 or higher
  1593. Water Gun: Power 4
  1594. Water Gun: Power ↑ 4
  1595. Color Grid: 🟩 Green (Move Boost)
  1596.  
  1597. Cell 22 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1598. Requirements: 1 or more adjacent tiles must be activated
  1599. Water Gun: Power 4
  1600. Water Gun: Power ↑ 4
  1601. Color Grid: 🟩 Green (Move Boost)
  1602.  
  1603. Cell 23 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1604. Requirements: 1 or more adjacent tiles must be activated
  1605. Requirements: Move level must be 2 or higher
  1606. Water Gun: Move Gauge Refresh 2
  1607. Move: Water Gun
  1608. Has a chance (30%) of charging the user’s move gauge by one when its move is successful.
  1609. Color Grid: 🟥 Red (Move Effect)
  1610.  
  1611. Cell 24 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1612. Requirements: 1 or more adjacent tiles must be activated
  1613. Requirements: Move level must be 2 or higher
  1614. Hypnosis: Move Gauge Refresh 2
  1615. Move: Hypnosis
  1616. Has a chance (30%) of charging the user’s move gauge by one when its move is successful.
  1617. Color Grid: 🟥 Red (Move Effect)
  1618.  
  1619. Cell 25 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1620. Requirements: 1 or more adjacent tiles must be activated
  1621. Requirements: Move level must be 3 or higher
  1622. Charging Infliction 1
  1623. Charges the user’s move gauge by one when its Pokémon uses a status move.
  1624. Color Grid: 🟨 Yellow (Passive)
  1625.  
  1626. Cell 26 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1627. Requirements: 1 or more adjacent tiles must be activated
  1628. Requirements: Move level must be 3 or higher
  1629. 1st Use Status P-Move: Team Free Move Next
  1630. Applies the Free Move Next effect to all allied sync pairs the first time the user’s Pokémon uses a status move each battle.
  1631. Color Grid: 🟨 Yellow (Passive)
  1632.  
  1633. Cell 27 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1634. Requirements: 1 or more adjacent tiles must be activated
  1635. Defense 5
  1636. Defense 5
  1637. Color Grid: 🟦 Blue (Stat)
  1638.  
  1639. Cell 28 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1640. Requirements: 1 or more adjacent tiles must be activated
  1641. Sp. Def 5
  1642. Sp. Def 5
  1643. Color Grid: 🟦 Blue (Stat)
  1644.  
  1645. Cell 29 | 🎯 Cord (2,-2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1646. Requirements: 1 or more adjacent tiles must be activated
  1647. Speed 5
  1648. Speed 5
  1649. Color Grid: 🟦 Blue (Stat)
  1650.  
  1651. Cell 30 | 🎯 Cord (1,-2,1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1652. Requirements: 1 or more adjacent tiles must be activated
  1653. Muddy Water: Power 3
  1654. Muddy Water: Power ↑ 3
  1655. Color Grid: 🟩 Green (Move Boost)
  1656.  
  1657. Cell 31 | 🎯 Cord (3,-3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1658. Requirements: 1 or more adjacent tiles must be activated
  1659. Requirements: Move level must be 2 or higher
  1660. Muddy Water: Power 3
  1661. Muddy Water: Power ↑ 3
  1662. Color Grid: 🟩 Green (Move Boost)
  1663.  
  1664. Cell 32 | 🎯 Cord (2,-3,1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  1665. Requirements: 1 or more adjacent tiles must be activated
  1666. Requirements: Move level must be 2 or higher
  1667. Muddy Water: Move Gauge Refresh 2
  1668. Move: Muddy Water
  1669. Has a chance (30%) of charging the user’s move gauge by one when its move is successful.
  1670. Color Grid: 🟥 Red (Move Effect)
  1671.  
  1672. Cell 33 | 🎯 Cord (1,-3,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1673. Requirements: 1 or more adjacent tiles must be activated
  1674. Requirements: Move level must be 3 or higher
  1675. First Aid 4
  1676. Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
  1677. Color Grid: 🟨 Yellow (Passive)
  1678.  
  1679. Cell 34 | 🎯 Cord (3,-4,1) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  1680. Requirements: 1 or more adjacent tiles must be activated
  1681. Requirements: Move level must be 2 or higher
  1682. Muddy Water: On a Roll 2
  1683. Move: Muddy Water
  1684. Raises the chance of lowering stat values with the additional effects of the user’s moves.
  1685. Color Grid: 🟥 Red (Move Effect)
  1686.  
  1687. Cell 35 | 🎯 Cord (2,-4,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1688. Requirements: 1 or more adjacent tiles must be activated
  1689. Requirements: Move level must be 3 or higher
  1690. Wide Open
  1691. The more the target’s evasiveness is lowered, the more it powers up the user’s moves.
  1692. Color Grid: 🟨 Yellow (Passive)
  1693.  
  1694. Cell 36 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1695. Requirements: 1 or more adjacent tiles must be activated
  1696. Defense 5
  1697. Defense 5
  1698. Color Grid: 🟦 Blue (Stat)
  1699.  
  1700. Cell 37 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1701. Requirements: 1 or more adjacent tiles must be activated
  1702. Sp. Def 5
  1703. Sp. Def 5
  1704. Color Grid: 🟦 Blue (Stat)
  1705.  
  1706. Cell 38 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1707. Requirements: 1 or more adjacent tiles must be activated
  1708. Sp. Atk 5
  1709. Sp. Atk 5
  1710. Color Grid: 🟦 Blue (Stat)
  1711.  
  1712. Cell 39 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1713. Requirements: 1 or more adjacent tiles must be activated
  1714. Acuity
  1715. Accuracy cannot be lowered.
  1716. Color Grid: 🟨 Yellow (Passive)
  1717.  
  1718. Cell 40 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1719. Requirements: 1 or more adjacent tiles must be activated
  1720. HP 10
  1721. HP 10
  1722. Color Grid: 🟦 Blue (Stat)
  1723.  
  1724. Cell 41 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1725. Requirements: 1 or more adjacent tiles must be activated
  1726. Muddy Water: Power 3
  1727. Muddy Water: Power ↑ 3
  1728. Color Grid: 🟩 Green (Move Boost)
  1729.  
  1730. Cell 42 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  1731. Requirements: 1 or more adjacent tiles must be activated
  1732. Requirements: Move level must be 2 or higher
  1733. Muddy Water: Power 3
  1734. Muddy Water: Power ↑ 3
  1735. Color Grid: 🟩 Green (Move Boost)
  1736.  
  1737. Cell 43 | 🎯 Cord (-2,5,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1738. Requirements: 1 or more adjacent tiles must be activated
  1739. Requirements: Move level must be 2 or higher
  1740. Muddy Water: Accuracy 15
  1741. Muddy Water: Accuracy ↑ 15
  1742. Color Grid: 🟩 Green (Move Boost)
  1743.  
  1744. Cell 44 | 🎯 Cord (-3,6,-3) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s)
  1745. Requirements: 1 or more adjacent tiles must be activated
  1746. Requirements: Move level must be 2 or higher
  1747. Attack Trap 4
  1748. Has a chance (50%) of leaving the target trapped when the user’s attack move against it is successful.
  1749. Color Grid: 🟨 Yellow (Passive)
  1750.  
  1751. Cell 45 | 🎯 Cord (-1,5,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1752. Requirements: 1 or more adjacent tiles must be activated
  1753. Requirements: Move level must be 3 or higher
  1754. Stationary Target 3
  1755. Powers up the user’s moves when the target is trapped.
  1756. Color Grid: 🟨 Yellow (Passive)
  1757.  
  1758. Cell 46 | 🎯 Cord (-2,6,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s)
  1759. Requirements: 1 or more adjacent tiles must be activated
  1760. Requirements: Move level must be 3 or higher
  1761. Hit Trapped Opp: Sp. Def ↓ 9
  1762. Lowers the target’s Sp. Def by one stat rank when the user’s attack move is successful against targets that are trapped.
  1763. Color Grid: 🟨 Yellow (Passive)
  1764.  
  1765. Cell 47 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1766. Requirements: 1 or more adjacent tiles must be activated
  1767. Requirements: Move level must be 3 or higher
  1768. Open Ocean Dive Water Beam: Power 25
  1769. Open Ocean Dive Water Beam: Power ↑ 25
  1770. Color Grid: 🌈 Rainbow (Sync Move)
  1771.  
  1772. Cell 48 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1773. Requirements: 1 or more adjacent tiles must be activated
  1774. Requirements: Move level must be 3 or higher
  1775. Open Ocean Dive Water Beam: Power 25
  1776. Open Ocean Dive Water Beam: Power ↑ 25
  1777. Color Grid: 🌈 Rainbow (Sync Move)
  1778.  
  1779.  
  1780. ================================END================================
  1781.  
  1782. No. 65 Blue (Champion) & Zapdos (Genderless)
  1783.  
  1784. Cell 49 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1785. Requirements: 1 or more adjacent tiles must be activated
  1786. Requirements: Move level must be 5 or higher
  1787. Team Safe Start
  1788. Applies the Enduring effect to all allied sync pairs the first time the user enters a battle each battle.
  1789. Color Grid: 🟨 Yellow (Passive)
  1790. Grid Expand Unlock: 28/2/2026 06:00:00
  1791.  
  1792. Cell 50 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1793. Requirements: 1 or more adjacent tiles must be activated
  1794. Requirements: Move level must be 4 or higher
  1795. Adrenaline 3
  1796. Reduces the sync move countdown by three the first time the user’s sync move is used each battle.
  1797. Color Grid: 🟨 Yellow (Passive)
  1798. Grid Expand Unlock: 28/2/2026 06:00:00
  1799.  
  1800.  
  1801. ================================END================================
  1802.  
  1803. No. 76 Leaf (Champion) & Moltres (Genderless)
  1804.  
  1805. Cell 49 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1806. Requirements: 1 or more adjacent tiles must be activated
  1807. Requirements: Move level must be 5 or higher
  1808. Scenes of Mt. Ember
  1809. Powers up the moves and sync moves of all allied sync pairs when the weather is sunny. Makes the target flinch when the user’s attack move against it is successful while the weather is sunny.
  1810. Color Grid: 🟨 Yellow (Passive)
  1811. Grid Expand Unlock: 7/3/2026 06:00:00
  1812.  
  1813. Cell 50 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1814. Requirements: 1 or more adjacent tiles must be activated
  1815. Requirements: Move level must be 4 or higher
  1816. Adrenaline 3
  1817. Reduces the sync move countdown by three the first time the user’s sync move is used each battle.
  1818. Color Grid: 🟨 Yellow (Passive)
  1819. Grid Expand Unlock: 7/3/2026 06:00:00
  1820.  
  1821.  
  1822. ================================END================================
  1823.  
  1824. No. 84 Red (1996) & Pikachu (Male♂️)
  1825. Form: Before “The Original Thunder”
  1826. Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1827. HP 10
  1828. HP 10
  1829. Color Grid: 🟦 Blue (Stat)
  1830.  
  1831. Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1832. Sp. Atk 5
  1833. Sp. Atk 5
  1834. Color Grid: 🟦 Blue (Stat)
  1835.  
  1836. Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1837. Defense 5
  1838. Defense 5
  1839. Color Grid: 🟦 Blue (Stat)
  1840.  
  1841. Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1842. Sp. Atk 5
  1843. Sp. Atk 5
  1844. Color Grid: 🟦 Blue (Stat)
  1845.  
  1846. Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1847. Sp. Def 5
  1848. Sp. Def 5
  1849. Color Grid: 🟦 Blue (Stat)
  1850.  
  1851. Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1852. Speed 5
  1853. Speed 5
  1854. Color Grid: 🟦 Blue (Stat)
  1855.  
  1856. Cell 7 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1857. Requirements: 1 or more adjacent tiles must be activated
  1858. Defense 5
  1859. Defense 5
  1860. Color Grid: 🟦 Blue (Stat)
  1861.  
  1862. Cell 8 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1863. Requirements: 1 or more adjacent tiles must be activated
  1864. HP 10
  1865. HP 10
  1866. Color Grid: 🟦 Blue (Stat)
  1867.  
  1868. Cell 9 | 🎯 Cord (1,1,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  1869. Requirements: 1 or more adjacent tiles must be activated
  1870. Sp. Def 5
  1871. Sp. Def 5
  1872. Color Grid: 🟦 Blue (Stat)
  1873.  
  1874. Cell 10 | 🎯 Cord (-2,2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1875. Requirements: 1 or more adjacent tiles must be activated
  1876. The Original Thunder: Power 5
  1877. The Original Thunder: Power ↑ 5
  1878. Color Grid: 🟩 Green (Move Boost)
  1879.  
  1880. Cell 11 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1881. Requirements: 1 or more adjacent tiles must be activated
  1882. The Original Thunder: Power 5
  1883. The Original Thunder: Power ↑ 5
  1884. Color Grid: 🟩 Green (Move Boost)
  1885.  
  1886. Cell 12 | 🎯 Cord (-2,0,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1887. Requirements: 1 or more adjacent tiles must be activated
  1888. Speed 5
  1889. Speed 5
  1890. Color Grid: 🟦 Blue (Stat)
  1891.  
  1892. Cell 13 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1893. Requirements: 1 or more adjacent tiles must be activated
  1894. Escape Artist
  1895. Prevents the user from becoming trapped.
  1896. Color Grid: 🟨 Yellow (Passive)
  1897.  
  1898. Cell 14 | 🎯 Cord (-3,3,0) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1899. Requirements: 1 or more adjacent tiles must be activated
  1900. Requirements: Move level must be 2 or higher
  1901. Move Gauge Refresh 3
  1902. Has a chance (40%) of charging the user’s move gauge by one when its move is successful.
  1903. Color Grid: 🟨 Yellow (Passive)
  1904.  
  1905. Cell 15 | 🎯 Cord (-3,2,1) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1906. Requirements: 1 or more adjacent tiles must be activated
  1907. Requirements: Move level must be 2 or higher
  1908. Sp. Atk 10
  1909. Sp. Atk 10
  1910. Color Grid: 🟦 Blue (Stat)
  1911.  
  1912. Cell 16 | 🎯 Cord (-3,1,2) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1913. Requirements: 1 or more adjacent tiles must be activated
  1914. Requirements: Move level must be 2 or higher
  1915. Unfortuitous 4
  1916. Has a chance (50%) of lowering one of the target’s following stats by one stat rank at random when the user’s attack move against it is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.
  1917. Color Grid: 🟨 Yellow (Passive)
  1918.  
  1919. Cell 17 | 🎯 Cord (-3,0,3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1920. Requirements: 1 or more adjacent tiles must be activated
  1921. Requirements: Move level must be 2 or higher
  1922. Circle: Attack Move DR 2
  1923. Reduces damage when the user is hit by an attack move while a circle applies to the allied field of play.
  1924. Color Grid: 🟨 Yellow (Passive)
  1925.  
  1926. Cell 18 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1927. Requirements: 1 or more adjacent tiles must be activated
  1928. Requirements: Move level must be 2 or higher
  1929. Defense 10
  1930. Defense 10
  1931. Color Grid: 🟦 Blue (Stat)
  1932.  
  1933. Cell 19 | 🎯 Cord (-4,4,0) | Cost: ⚡ 6 Energy | 🔮 72 Sync Orb(s)
  1934. Requirements: 1 or more adjacent tiles must be activated
  1935. Requirements: Move level must be 3 or higher
  1936. Circle: S-Moves ↑ 5
  1937. Powers up the user’s sync move when a circle applies to the allied field of play.
  1938. Color Grid: 🟨 Yellow (Passive)
  1939.  
  1940. Cell 20 | 🎯 Cord (-4,3,1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1941. Requirements: 1 or more adjacent tiles must be activated
  1942. Requirements: Move level must be 3 or higher
  1943. Debut: Kanto C (Spec) on Field
  1944. Applies Kanto Circle (Special) to the allied field of play the first time the user enters a battle each battle.
  1945. Color Grid: 🟨 Yellow (Passive)
  1946.  
  1947. Cell 21 | 🎯 Cord (-4,2,2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1948. Requirements: 1 or more adjacent tiles must be activated
  1949. Requirements: Move level must be 3 or higher
  1950. Debut: Kanto C (Phys) on Field
  1951. Applies Kanto Circle (Physical) to the allied field of play the first time the user enters a battle each battle.
  1952. Color Grid: 🟨 Yellow (Passive)
  1953.  
  1954. Cell 22 | 🎯 Cord (-4,1,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  1955. Requirements: 1 or more adjacent tiles must be activated
  1956. Requirements: Move level must be 3 or higher
  1957. Debut: Kanto C (Def) on Field
  1958. Applies Kanto Circle (Defensive) to the allied field of play the first time the user enters a battle each battle.
  1959. Color Grid: 🟨 Yellow (Passive)
  1960.  
  1961. Cell 23 | 🎯 Cord (2,0,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1962. Requirements: 1 or more adjacent tiles must be activated
  1963. Glorious Thunder: Power 5
  1964. Glorious Thunder: Power ↑ 5
  1965. Color Grid: 🟩 Green (Move Boost)
  1966.  
  1967. Cell 24 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1968. Requirements: 1 or more adjacent tiles must be activated
  1969. Glorious Thunder: Power 5
  1970. Glorious Thunder: Power ↑ 5
  1971. Color Grid: 🟩 Green (Move Boost)
  1972.  
  1973. Cell 25 | 🎯 Cord (2,-2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1974. Requirements: 1 or more adjacent tiles must be activated
  1975. Speed 5
  1976. Speed 5
  1977. Color Grid: 🟦 Blue (Stat)
  1978.  
  1979. Cell 26 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  1980. Requirements: 1 or more adjacent tiles must be activated
  1981. Clearheaded
  1982. Prevents the user from becoming confused.
  1983. Color Grid: 🟨 Yellow (Passive)
  1984.  
  1985. Cell 27 | 🎯 Cord (3,0,-3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1986. Requirements: 1 or more adjacent tiles must be activated
  1987. Requirements: Move level must be 2 or higher
  1988. Turbo Charge 2
  1989. Quickly charges the move gauge when the terrain is Electric Terrain.
  1990. Color Grid: 🟨 Yellow (Passive)
  1991.  
  1992. Cell 28 | 🎯 Cord (3,-1,-2) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  1993. Requirements: 1 or more adjacent tiles must be activated
  1994. Requirements: Move level must be 2 or higher
  1995. Sp. Atk 10
  1996. Sp. Atk 10
  1997. Color Grid: 🟦 Blue (Stat)
  1998.  
  1999. Cell 29 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  2000. Requirements: 1 or more adjacent tiles must be activated
  2001. Requirements: Move level must be 2 or higher
  2002. Shock Recovery 1
  2003. Restores the user’s HP whenever its Pokémon takes an action when the terrain is Electric Terrain.
  2004. Color Grid: 🟨 Yellow (Passive)
  2005.  
  2006. Cell 30 | 🎯 Cord (3,-3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2007. Requirements: 1 or more adjacent tiles must be activated
  2008. Requirements: Move level must be 2 or higher
  2009. Power Induction 1
  2010. Powers up the user’s moves when the terrain is Electric Terrain.
  2011. Color Grid: 🟨 Yellow (Passive)
  2012.  
  2013. Cell 31 | 🎯 Cord (2,-3,1) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  2014. Requirements: 1 or more adjacent tiles must be activated
  2015. Requirements: Move level must be 2 or higher
  2016. Sp. Def 10
  2017. Sp. Def 10
  2018. Color Grid: 🟦 Blue (Stat)
  2019.  
  2020. Cell 32 | 🎯 Cord (4,0,-4) | Cost: ⚡ 6 Energy | 🔮 72 Sync Orb(s)
  2021. Requirements: 1 or more adjacent tiles must be activated
  2022. Requirements: Move level must be 3 or higher
  2023. Electric Terrain Extension 3
  2024. Extends the duration of Electric Terrain when the terrain turns into Electric Terrain while the user is on the field.
  2025. Color Grid: 🟨 Yellow (Passive)
  2026.  
  2027. Cell 33 | 🎯 Cord (4,-1,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2028. Requirements: 1 or more adjacent tiles must be activated
  2029. Requirements: Move level must be 3 or higher
  2030. Charged Immunity
  2031. Status conditions cannot be inflicted on the user when the terrain is Electric Terrain.
  2032. Color Grid: 🟨 Yellow (Passive)
  2033.  
  2034. Cell 34 | 🎯 Cord (4,-2,-2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2035. Requirements: 1 or more adjacent tiles must be activated
  2036. Requirements: Move level must be 3 or higher
  2037. Electric Terrain Hit: Stat ↓ 9
  2038. Lowers one of the target’s following stats by one stat rank at random when the user’s attack move is successful while the terrain is Electric Terrain: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.
  2039. Color Grid: 🟨 Yellow (Passive)
  2040.  
  2041. Cell 35 | 🎯 Cord (4,-3,-1) | Cost: ⚡ 6 Energy | 🔮 72 Sync Orb(s)
  2042. Requirements: 1 or more adjacent tiles must be activated
  2043. Requirements: Move level must be 3 or higher
  2044. Everlasting Thunderbolt: 1st Hit: Electric Terrain
  2045. Move: Everlasting Thunderbolt
  2046. Turns the field of play’s terrain into Electric Terrain the first time the user’s attack move is successful each battle.
  2047. Color Grid: 🟥 Red (Move Effect)
  2048.  
  2049. Cell 36 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2050. Requirements: 1 or more adjacent tiles must be activated
  2051. Sp. Atk 5
  2052. Sp. Atk 5
  2053. Color Grid: 🟦 Blue (Stat)
  2054.  
  2055. Cell 37 | 🎯 Cord (0,3,-3) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2056. Requirements: 1 or more adjacent tiles must be activated
  2057. Speed 5
  2058. Speed 5
  2059. Color Grid: 🟦 Blue (Stat)
  2060.  
  2061. Cell 38 | 🎯 Cord (1,2,-3) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2062. Requirements: 1 or more adjacent tiles must be activated
  2063. Sp. Atk 5
  2064. Sp. Atk 5
  2065. Color Grid: 🟦 Blue (Stat)
  2066.  
  2067. Cell 39 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2068. Requirements: 1 or more adjacent tiles must be activated
  2069. Defense 5
  2070. Defense 5
  2071. Color Grid: 🟦 Blue (Stat)
  2072.  
  2073. Cell 40 | 🎯 Cord (0,4,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2074. Requirements: 1 or more adjacent tiles must be activated
  2075. HP 10
  2076. HP 10
  2077. Color Grid: 🟦 Blue (Stat)
  2078.  
  2079. Cell 41 | 🎯 Cord (1,3,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2080. Requirements: 1 or more adjacent tiles must be activated
  2081. Sp. Def 5
  2082. Sp. Def 5
  2083. Color Grid: 🟦 Blue (Stat)
  2084.  
  2085. Cell 42 | 🎯 Cord (-1,5,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2086. Requirements: 1 or more adjacent tiles must be activated
  2087. Speed 5
  2088. Speed 5
  2089. Color Grid: 🟦 Blue (Stat)
  2090.  
  2091. Cell 43 | 🎯 Cord (0,5,-5) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  2092. Requirements: 1 or more adjacent tiles must be activated
  2093. Everlasting Thunderbolt: Move Gauge Refresh 5
  2094. Move: Everlasting Thunderbolt
  2095. Has a chance (60%) of charging the user’s move gauge by one when its move is successful.
  2096. Color Grid: 🟥 Red (Move Effect)
  2097.  
  2098. Cell 44 | 🎯 Cord (1,4,-5) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2099. Requirements: 1 or more adjacent tiles must be activated
  2100. Speed 5
  2101. Speed 5
  2102. Color Grid: 🟦 Blue (Stat)
  2103.  
  2104. Cell 45 | 🎯 Cord (-2,7,-5) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2105. Requirements: 1 or more adjacent tiles must be activated
  2106. Unflappable
  2107. Prevents the user from flinching.
  2108. Color Grid: 🟨 Yellow (Passive)
  2109.  
  2110. Cell 46 | 🎯 Cord (-2,6,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2111. Requirements: 1 or more adjacent tiles must be activated
  2112. Everlasting Thunderbolt: Power 4
  2113. Everlasting Thunderbolt: Power ↑ 4
  2114. Color Grid: 🟩 Green (Move Boost)
  2115.  
  2116. Cell 47 | 🎯 Cord (-2,5,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2117. Requirements: 1 or more adjacent tiles must be activated
  2118. HP 10
  2119. HP 10
  2120. Color Grid: 🟦 Blue (Stat)
  2121.  
  2122. Cell 48 | 🎯 Cord (-3,8,-5) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2123. Requirements: 1 or more adjacent tiles must be activated
  2124. Antitoxin
  2125. Prevents the user from getting poisoned or badly poisoned.
  2126. Color Grid: 🟨 Yellow (Passive)
  2127.  
  2128. Cell 49 | 🎯 Cord (-3,7,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2129. Requirements: 1 or more adjacent tiles must be activated
  2130. Everlasting Thunderbolt: Power 4
  2131. Everlasting Thunderbolt: Power ↑ 4
  2132. Color Grid: 🟩 Green (Move Boost)
  2133.  
  2134. Cell 50 | 🎯 Cord (-3,6,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2135. Requirements: 1 or more adjacent tiles must be activated
  2136. Speed 5
  2137. Speed 5
  2138. Color Grid: 🟦 Blue (Stat)
  2139.  
  2140. Cell 51 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2141. Requirements: 1 or more adjacent tiles must be activated
  2142. The Original Thunder: Power 5
  2143. The Original Thunder: Power ↑ 5
  2144. Color Grid: 🟩 Green (Move Boost)
  2145.  
  2146. Cell 52 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2147. Requirements: 1 or more adjacent tiles must be activated
  2148. The Original Thunder: Power 5
  2149. The Original Thunder: Power ↑ 5
  2150. Color Grid: 🟩 Green (Move Boost)
  2151.  
  2152. Cell 53 | 🎯 Cord (-4,9,-5) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2153. Requirements: 1 or more adjacent tiles must be activated
  2154. Flameproof
  2155. Prevents the user from getting burned.
  2156. Color Grid: 🟨 Yellow (Passive)
  2157.  
  2158. Cell 54 | 🎯 Cord (-4,8,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2159. Requirements: 1 or more adjacent tiles must be activated
  2160. Everlasting Thunderbolt: Power 4
  2161. Everlasting Thunderbolt: Power ↑ 4
  2162. Color Grid: 🟩 Green (Move Boost)
  2163.  
  2164. Cell 55 | 🎯 Cord (-5,11,-6) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2165. Requirements: 1 or more adjacent tiles must be activated
  2166. Requirements: Move level must be 2 or higher
  2167. Natural Remedy
  2168. Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
  2169. Color Grid: 🟨 Yellow (Passive)
  2170.  
  2171. Cell 56 | 🎯 Cord (-5,10,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2172. Requirements: 1 or more adjacent tiles must be activated
  2173. Requirements: Move level must be 2 or higher
  2174. Trip Up 9
  2175. Lowers the target’s Speed by one stat rank when the user’s attack move against it is successful.
  2176. Color Grid: 🟨 Yellow (Passive)
  2177.  
  2178. Cell 57 | 🎯 Cord (-5,9,-4) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  2179. Requirements: 1 or more adjacent tiles must be activated
  2180. Requirements: Move level must be 2 or higher
  2181. Circle: HP Recovery 1
  2182. Restores the user’s HP whenever its Pokémon takes an action when a circle applies to the allied field of play.
  2183. Color Grid: 🟨 Yellow (Passive)
  2184.  
  2185. Cell 58 | 🎯 Cord (-5,8,-3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  2186. Requirements: 1 or more adjacent tiles must be activated
  2187. Requirements: Move level must be 2 or higher
  2188. Speed 10
  2189. Speed 10
  2190. Color Grid: 🟦 Blue (Stat)
  2191.  
  2192. Cell 59 | 🎯 Cord (-4,7,-3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  2193. Requirements: 1 or more adjacent tiles must be activated
  2194. Requirements: Move level must be 2 or higher
  2195. Sp. Atk 10
  2196. Sp. Atk 10
  2197. Color Grid: 🟦 Blue (Stat)
  2198.  
  2199. Cell 60 | 🎯 Cord (-4,6,-2) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  2200. Requirements: 1 or more adjacent tiles must be activated
  2201. Requirements: Move level must be 2 or higher
  2202. HP 20
  2203. HP 20
  2204. Color Grid: 🟦 Blue (Stat)
  2205.  
  2206. Cell 61 | 🎯 Cord (-6,12,-6) | Cost: ⚡ 6 Energy | 🔮 72 Sync Orb(s)
  2207. Requirements: 1 or more adjacent tiles must be activated
  2208. Requirements: Move level must be 3 or higher
  2209. I Better Go!: 1st Move: Restore MP 1
  2210. Move: I Better Go!
  2211. Restores one MP of the user’s move the first time that move is successful each battle.
  2212. Color Grid: 🟥 Red (Move Effect)
  2213.  
  2214. Cell 62 | 🎯 Cord (-6,11,-5) | Cost: ⚡ 6 Energy | 🔮 72 Sync Orb(s)
  2215. Requirements: 1 or more adjacent tiles must be activated
  2216. Requirements: Move level must be 3 or higher
  2217. Brainpower
  2218. The more the user’s Sp. Atk is raised, the more it powers up its sync move.
  2219. Color Grid: 🟨 Yellow (Passive)
  2220.  
  2221. Cell 63 | 🎯 Cord (-6,10,-4) | Cost: ⚡ 6 Energy | 🔮 72 Sync Orb(s)
  2222. Requirements: 1 or more adjacent tiles must be activated
  2223. Requirements: Move level must be 3 or higher
  2224. Everlasting Thunderbolt: Chase Down 3
  2225. Move: Everlasting Thunderbolt
  2226. Powers up the user’s moves when the target’s Speed is lowered.
  2227. Color Grid: 🟥 Red (Move Effect)
  2228.  
  2229. Cell 64 | 🎯 Cord (-6,9,-3) | Cost: ⚡ 6 Energy | 🔮 72 Sync Orb(s)
  2230. Requirements: 1 or more adjacent tiles must be activated
  2231. Requirements: Move level must be 3 or higher
  2232. Circle: Team S-Moves ↑ 2
  2233. Powers up the sync moves of all allied sync pairs when a circle applies to the allied field of play.
  2234. Color Grid: 🟨 Yellow (Passive)
  2235.  
  2236. Cell 65 | 🎯 Cord (2,5,-7) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2237. Requirements: 1 or more adjacent tiles must be activated
  2238. Lithe
  2239. Prevents the user from getting paralyzed.
  2240. Color Grid: 🟨 Yellow (Passive)
  2241.  
  2242. Cell 66 | 🎯 Cord (2,4,-6) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2243. Requirements: 1 or more adjacent tiles must be activated
  2244. Everlasting Thunderbolt: Power 4
  2245. Everlasting Thunderbolt: Power ↑ 4
  2246. Color Grid: 🟩 Green (Move Boost)
  2247.  
  2248. Cell 67 | 🎯 Cord (2,3,-5) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2249. Requirements: 1 or more adjacent tiles must be activated
  2250. HP 10
  2251. HP 10
  2252. Color Grid: 🟦 Blue (Stat)
  2253.  
  2254. Cell 68 | 🎯 Cord (3,5,-8) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2255. Requirements: 1 or more adjacent tiles must be activated
  2256. Wide Awake
  2257. Prevents the user from falling asleep.
  2258. Color Grid: 🟨 Yellow (Passive)
  2259.  
  2260. Cell 69 | 🎯 Cord (3,4,-7) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2261. Requirements: 1 or more adjacent tiles must be activated
  2262. Everlasting Thunderbolt: Power 4
  2263. Everlasting Thunderbolt: Power ↑ 4
  2264. Color Grid: 🟩 Green (Move Boost)
  2265.  
  2266. Cell 70 | 🎯 Cord (3,3,-6) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2267. Requirements: 1 or more adjacent tiles must be activated
  2268. Speed 5
  2269. Speed 5
  2270. Color Grid: 🟦 Blue (Stat)
  2271.  
  2272. Cell 71 | 🎯 Cord (3,2,-5) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2273. Requirements: 1 or more adjacent tiles must be activated
  2274. Glorious Thunder: Power 5
  2275. Glorious Thunder: Power ↑ 5
  2276. Color Grid: 🟩 Green (Move Boost)
  2277.  
  2278. Cell 72 | 🎯 Cord (3,1,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2279. Requirements: 1 or more adjacent tiles must be activated
  2280. Glorious Thunder: Power 5
  2281. Glorious Thunder: Power ↑ 5
  2282. Color Grid: 🟩 Green (Move Boost)
  2283.  
  2284. Cell 73 | 🎯 Cord (4,5,-9) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2285. Requirements: 1 or more adjacent tiles must be activated
  2286. Antifreeze
  2287. Prevents the user from becoming frozen.
  2288. Color Grid: 🟨 Yellow (Passive)
  2289.  
  2290. Cell 74 | 🎯 Cord (4,4,-8) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s)
  2291. Requirements: 1 or more adjacent tiles must be activated
  2292. Everlasting Thunderbolt: Power 4
  2293. Everlasting Thunderbolt: Power ↑ 4
  2294. Color Grid: 🟩 Green (Move Boost)
  2295.  
  2296. Cell 75 | 🎯 Cord (5,6,-11) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2297. Requirements: 1 or more adjacent tiles must be activated
  2298. Requirements: Move level must be 2 or higher
  2299. Quick Cure
  2300. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  2301. Color Grid: 🟨 Yellow (Passive)
  2302.  
  2303. Cell 76 | 🎯 Cord (5,5,-10) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  2304. Requirements: 1 or more adjacent tiles must be activated
  2305. Requirements: Move level must be 2 or higher
  2306. Speed 10
  2307. Speed 10
  2308. Color Grid: 🟦 Blue (Stat)
  2309.  
  2310. Cell 77 | 🎯 Cord (5,4,-9) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s)
  2311. Requirements: 1 or more adjacent tiles must be activated
  2312. Requirements: Move level must be 2 or higher
  2313. Debut Regen
  2314. Applies the Gradual Healing effect to the user the first time the user enters a battle each battle.
  2315. Color Grid: 🟨 Yellow (Passive)
  2316.  
  2317. Cell 78 | 🎯 Cord (5,3,-8) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  2318. Requirements: 1 or more adjacent tiles must be activated
  2319. Requirements: Move level must be 2 or higher
  2320. Debut: Special Boost 1
  2321. Increases the user’s Special Moves ↑ Next effect by one rank the first time it enters a battle each battle.
  2322. Color Grid: 🟨 Yellow (Passive)
  2323.  
  2324. Cell 79 | 🎯 Cord (4,3,-7) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  2325. Requirements: 1 or more adjacent tiles must be activated
  2326. Requirements: Move level must be 2 or higher
  2327. Sp. Atk 10
  2328. Sp. Atk 10
  2329. Color Grid: 🟦 Blue (Stat)
  2330.  
  2331. Cell 80 | 🎯 Cord (4,2,-6) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s)
  2332. Requirements: 1 or more adjacent tiles must be activated
  2333. Requirements: Move level must be 2 or higher
  2334. HP 20
  2335. HP 20
  2336. Color Grid: 🟦 Blue (Stat)
  2337.  
  2338. Cell 81 | 🎯 Cord (6,6,-12) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s)
  2339. Requirements: 1 or more adjacent tiles must be activated
  2340. Requirements: Move level must be 3 or higher
  2341. Head Start 2
  2342. Reduces the user’s sync move countdown by two the first time it enters a battle each battle.
  2343. Color Grid: 🟨 Yellow (Passive)
  2344.  
  2345. Cell 82 | 🎯 Cord (6,5,-11) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2346. Requirements: 1 or more adjacent tiles must be activated
  2347. Requirements: Move level must be 3 or higher
  2348. Head Start 1
  2349. Reduces the user’s sync move countdown by one the first time it enters a battle each battle.
  2350. Color Grid: 🟨 Yellow (Passive)
  2351.  
  2352. Cell 83 | 🎯 Cord (6,4,-10) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2353. Requirements: 1 or more adjacent tiles must be activated
  2354. Requirements: Move level must be 3 or higher
  2355. First Aid 4
  2356. Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
  2357. Color Grid: 🟨 Yellow (Passive)
  2358.  
  2359. Cell 84 | 🎯 Cord (6,3,-9) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2360. Requirements: 1 or more adjacent tiles must be activated
  2361. Requirements: Move level must be 3 or higher
  2362. Sync Thinker 9
  2363. Increases the user’s Special Moves ↑ Next effect by one rank after using its sync move.
  2364. Color Grid: 🟨 Yellow (Passive)
  2365.  
  2366. Cell 85 | 🎯 Cord (-4,5,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2367. Requirements: 1 or more adjacent tiles must be activated
  2368. Requirements: Move level must be 5 or higher
  2369. 1st S-Move: Kanto C (3 Kinds) on Field & Extension 3
  2370. Applies Kanto Circle (Physical), Kanto Circle (Special), and Kanto Circle (Defensive) to the allied field of play the first time the user’s sync move is used each battle. Extends the duration of the following field effects when they are applied to the allied field of play: - Kanto Circle (Physical) - Kanto Circle (Special) - Kanto Circle (Defensive)
  2371. Color Grid: 🟨 Yellow (Passive)
  2372.  
  2373. Cell 86 | 🎯 Cord (4,1,-5) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2374. Requirements: 1 or more adjacent tiles must be activated
  2375. Requirements: Move level must be 4 or higher
  2376. Glorious Thunder: Power 500
  2377. Glorious Thunder: Power ↑ 500
  2378. Color Grid: 🟩 Green (Move Boost)
  2379.  
  2380. Cell 87 | 🎯 Cord (-1,6,-5) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2381. Requirements: 1 or more adjacent tiles must be activated
  2382. Requirements: Move level must be 2 or higher
  2383. Grown Up So Much Thunderbolt: Power 25
  2384. Grown Up So Much Thunderbolt: Power ↑ 25
  2385. Color Grid: 🌈 Rainbow (Sync Move)
  2386.  
  2387. Cell 88 | 🎯 Cord (0,6,-6) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2388. Requirements: 1 or more adjacent tiles must be activated
  2389. Requirements: Move level must be 3 or higher
  2390. Grown Up So Much Thunderbolt: Power 25
  2391. Grown Up So Much Thunderbolt: Power ↑ 25
  2392. Color Grid: 🌈 Rainbow (Sync Move)
  2393.  
  2394. Cell 89 | 🎯 Cord (1,5,-6) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2395. Requirements: 1 or more adjacent tiles must be activated
  2396. Requirements: Move level must be 2 or higher
  2397. Grown Up So Much Thunderbolt: Power 25
  2398. Grown Up So Much Thunderbolt: Power ↑ 25
  2399. Color Grid: 🌈 Rainbow (Sync Move)
  2400.  
  2401. Cell 90 | 🎯 Cord (0,-2,2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s)
  2402. Requirements: 1 or more adjacent tiles must be activated
  2403. Requirements: Move level must be 3 or higher
  2404. Grown Up So Much Thunderbolt: Power 25
  2405. Grown Up So Much Thunderbolt: Power ↑ 25
  2406. Color Grid: 🌈 Rainbow (Sync Move)
  2407.  
  2408.  
  2409. ================================END================================
  2410.  
  2411. No. 84 Red (Champion) & Articuno (Genderless)
  2412.  
  2413. Cell 49 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2414. Requirements: 1 or more adjacent tiles must be activated
  2415. Requirements: Move level must be 5 or higher
  2416. Scenes of Seafoam Islands
  2417. Turns the field of play’s zone into an Ice Zone the first time the user’s attack move is successful each battle. (An Ice Zone powers up Ice-type attacks.) Extends the duration of the Ice Zone when the zone turns into an Ice Zone while the user is on the field.
  2418. Color Grid: 🟨 Yellow (Passive)
  2419. Grid Expand Unlock: 14/3/2026 06:00:00
  2420.  
  2421. Cell 50 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2422. Requirements: 1 or more adjacent tiles must be activated
  2423. Requirements: Move level must be 4 or higher
  2424. Adrenaline 3
  2425. Reduces the sync move countdown by three the first time the user’s sync move is used each battle.
  2426. Color Grid: 🟨 Yellow (Passive)
  2427. Grid Expand Unlock: 14/3/2026 06:00:00
  2428.  
  2429.  
  2430. ================================END================================
  2431.  
  2432. No. 96 Sygna Suit Serena & Zygarde (Genderless)
  2433. Form: 50% Forme
  2434.  
  2435. Cell 49 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2436. Requirements: 1 or more adjacent tiles must be activated
  2437. Requirements: Move level must be 5 or higher
  2438. Entry: Physical & Special Boost 3
  2439. Increases the user’s Physical Moves ↑ Next effect and Special Moves ↑ Next effect by three ranks when it enters a battle.
  2440. Color Grid: 🟨 Yellow (Passive)
  2441. Grid Expand Unlock: 25/3/2026 06:00:00
  2442.  
  2443. Cell 50 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s)
  2444. Requirements: 1 or more adjacent tiles must be activated
  2445. Requirements: Move level must be 4 or higher
  2446. Debut: Sync CD ↓3 & Crit Rate ↑3
  2447. Reduces the user’s sync move countdown by three the first time it enters a battle each battle. Raises the user’s critical-hit rate by three stat ranks the first time it enters a battle each battle.
  2448. Color Grid: 🟨 Yellow (Passive)
  2449. Grid Expand Unlock: 25/3/2026 06:00:00
  2450.  
  2451.  
  2452. ================================END================================
  2453.  
  2454.  
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