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Absol-utely

💠 (2.19.0) All New Sync Grids

Mar 29th, 2022
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  1. Trainer : Roxanne
  2. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  3. HP 10
  4. HP 10
  5. Color Grid: 🟦 Blue
  6.  
  7. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  8. Sp. Atk 5
  9. Sp. Atk 5
  10. Color Grid: 🟦 Blue
  11.  
  12. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  13. Defense 5
  14. Defense 5
  15. Color Grid: 🟦 Blue
  16.  
  17. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  18. Sp. Atk 5
  19. Sp. Atk 5
  20. Color Grid: 🟦 Blue
  21.  
  22. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  23. Sp. Def 5
  24. Sp. Def 5
  25. Color Grid: 🟦 Blue
  26.  
  27. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  28. Speed 5
  29. Speed 5
  30. Color Grid: 🟦 Blue
  31.  
  32. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  33. Sp. Atk 5
  34. Sp. Atk 5
  35. Color Grid: 🟦 Blue
  36. 1 or more adjacent tiles must be activated
  37.  
  38. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  39. Sp. Def 5
  40. Sp. Def 5
  41. Color Grid: 🟦 Blue
  42. 1 or more adjacent tiles must be activated
  43.  
  44. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  45. Defense 5
  46. Defense 5
  47. Color Grid: 🟦 Blue
  48. 1 or more adjacent tiles must be activated
  49.  
  50. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  51. Sp. Atk 5
  52. Sp. Atk 5
  53. Color Grid: 🟦 Blue
  54. 1 or more adjacent tiles must be activated
  55.  
  56. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  57. Ancient Power: Power 4
  58. Ancient Power: Power ↑ 4
  59. Color Grid: 🟩 Green
  60. 1 or more adjacent tiles must be activated
  61.  
  62. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  63. Ancient Power: Power 4
  64. Ancient Power: Power ↑ 4
  65. Color Grid: 🟩 Green
  66. 1 or more adjacent tiles must be activated
  67. Move level must be 2 or higher
  68.  
  69. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  70. Ancient Power: Power 4
  71. Ancient Power: Power ↑ 4
  72. Color Grid: 🟩 Green
  73. 1 or more adjacent tiles must be activated
  74.  
  75. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  76. Ancient Power: Move Gauge Refresh 3
  77. Move: Ancient Power Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  78. Color Grid: 🟥 Red
  79. 1 or more adjacent tiles must be activated
  80. Move level must be 2 or higher
  81.  
  82. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  83. Adrenaline 1
  84. Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
  85. Color Grid: 🟨 Yellow
  86. 1 or more adjacent tiles must be activated
  87. Move level must be 3 or higher
  88.  
  89. Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
  90. Defense 20
  91. Defense 20
  92. Color Grid: 🟦 Blue
  93. 1 or more adjacent tiles must be activated
  94. Move level must be 2 or higher
  95.  
  96. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  97. Ancient Power: Swag Bag 2
  98. Move: Ancient Power Raises the chance of raising stat values with the additional effects of moves.
  99. Color Grid: 🟥 Red
  100. 1 or more adjacent tiles must be activated
  101. Move level must be 3 or higher
  102.  
  103. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  104. Sp. Def 5
  105. Sp. Def 5
  106. Color Grid: 🟦 Blue
  107. 1 or more adjacent tiles must be activated
  108.  
  109. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  110. Speed 5
  111. Speed 5
  112. Color Grid: 🟦 Blue
  113. 1 or more adjacent tiles must be activated
  114.  
  115. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  116. HP 10
  117. HP 10
  118. Color Grid: 🟦 Blue
  119. 1 or more adjacent tiles must be activated
  120.  
  121. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  122. Sp. Atk 5
  123. Sp. Atk 5
  124. Color Grid: 🟦 Blue
  125. 1 or more adjacent tiles must be activated
  126.  
  127. Cell 22 | Cost: 8 Energy, 96 Sync Orb(s)
  128. Unbending
  129. Defense cannot be lowered.
  130. Color Grid: 🟨 Yellow
  131. 1 or more adjacent tiles must be activated
  132. Move level must be 2 or higher
  133.  
  134. Cell 23 | Cost: 8 Energy, 96 Sync Orb(s)
  135. Stalwart
  136. Sp. Def cannot be lowered.
  137. Color Grid: 🟨 Yellow
  138. 1 or more adjacent tiles must be activated
  139. Move level must be 2 or higher
  140.  
  141. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  142. X Defense All: MP Refresh 3
  143. Move: X Defense All Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  144. Color Grid: 🟥 Red
  145. 1 or more adjacent tiles must be activated
  146. Move level must be 2 or higher
  147.  
  148. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  149. X Defense All: Shielded 1
  150. Move: X Defense All Raises the Defense of all allied sync pairs by 1 stat rank when the user’s move is successful.
  151. Color Grid: 🟥 Red
  152. 1 or more adjacent tiles must be activated
  153. Move level must be 3 or higher
  154.  
  155. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  156. Endurance
  157. When the user enters battle with full HP, applies the Enduring effect to it.
  158. Color Grid: 🟨 Yellow
  159. 1 or more adjacent tiles must be activated
  160. Move level must be 3 or higher
  161.  
  162. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  163. Sp. Def 5
  164. Sp. Def 5
  165. Color Grid: 🟦 Blue
  166. 1 or more adjacent tiles must be activated
  167.  
  168. Cell 28 | Cost: 5 Energy, 60 Sync Orb(s)
  169. Sand Shelter
  170. Protects the user from damage from a sandstorm.
  171. Color Grid: 🟨 Yellow
  172. 1 or more adjacent tiles must be activated
  173.  
  174. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  175. Defense 5
  176. Defense 5
  177. Color Grid: 🟦 Blue
  178. 1 or more adjacent tiles must be activated
  179.  
  180. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  181. Speed 5
  182. Speed 5
  183. Color Grid: 🟦 Blue
  184. 1 or more adjacent tiles must be activated
  185.  
  186. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  187. Sp. Atk 5
  188. Sp. Atk 5
  189. Color Grid: 🟦 Blue
  190. 1 or more adjacent tiles must be activated
  191.  
  192. Cell 32 | Cost: 8 Energy, 96 Sync Orb(s)
  193. Sands of Time 1
  194. Quickly charges the move gauge during a sandstorm.
  195. Color Grid: 🟨 Yellow
  196. 1 or more adjacent tiles must be activated
  197. Move level must be 2 or higher
  198.  
  199. Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
  200. Study Buddies!: MP Refresh 3
  201. Move: Study Buddies! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  202. Color Grid: 🟥 Red
  203. 1 or more adjacent tiles must be activated
  204.  
  205. Cell 34 | Cost: 10 Energy, 120 Sync Orb(s)
  206. Soothing Sand 1
  207. Restores the user’s HP whenever its Pokémon takes an action during a sandstorm.
  208. Color Grid: 🟨 Yellow
  209. 1 or more adjacent tiles must be activated
  210. Move level must be 2 or higher
  211.  
  212. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  213. Survivor Mentality 2
  214. Reduces damage when the user is hit by a special attack move while in a pinch.
  215. Color Grid: 🟨 Yellow
  216. 1 or more adjacent tiles must be activated
  217. Move level must be 3 or higher
  218.  
  219. Cell 36 | Cost: 7 Energy, 84 Sync Orb(s)
  220. Sp. Def 20
  221. Sp. Def 20
  222. Color Grid: 🟦 Blue
  223. 1 or more adjacent tiles must be activated
  224. Move level must be 2 or higher
  225.  
  226. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  227. Study Buddies!: Barricade Buddies 1
  228. Move: Study Buddies! Raises the Sp. Def of all allied sync pairs by 1 stat rank when the user’s move is successful.
  229. Color Grid: 🟥 Red
  230. 1 or more adjacent tiles must be activated
  231. Move level must be 3 or higher
  232.  
  233. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  234. HP 10
  235. HP 10
  236. Color Grid: 🟦 Blue
  237. 1 or more adjacent tiles must be activated
  238.  
  239. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  240. Defense 5
  241. Defense 5
  242. Color Grid: 🟦 Blue
  243. 1 or more adjacent tiles must be activated
  244.  
  245. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  246. Speed 5
  247. Speed 5
  248. Color Grid: 🟦 Blue
  249. 1 or more adjacent tiles must be activated
  250.  
  251. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  252. Ancient Power: Power 4
  253. Ancient Power: Power ↑ 4
  254. Color Grid: 🟩 Green
  255. 1 or more adjacent tiles must be activated
  256.  
  257. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  258. Ancient Power: Power 4
  259. Ancient Power: Power ↑ 4
  260. Color Grid: 🟩 Green
  261. 1 or more adjacent tiles must be activated
  262. Move level must be 2 or higher
  263.  
  264. Cell 43 | Cost: 10 Energy, 120 Sync Orb(s)
  265. Block and Charge 1
  266. Charges the user’s move gauge by 1 when it nullifies an opponent’s move while in a defensive posture.
  267. Color Grid: 🟨 Yellow
  268. 1 or more adjacent tiles must be activated
  269. Move level must be 2 or higher
  270.  
  271. Cell 44 | Cost: 5 Energy, 60 Sync Orb(s)
  272. HP 30
  273. HP 30
  274. Color Grid: 🟦 Blue
  275. 1 or more adjacent tiles must be activated
  276. Move level must be 2 or higher
  277.  
  278. Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
  279. Wide Guard: MP Refresh 2
  280. Move: Wide Guard Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  281. Color Grid: 🟥 Red
  282. 1 or more adjacent tiles must be activated
  283. Move level must be 3 or higher
  284.  
  285. Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
  286. Block and Heal 1
  287. Has a chance (20%) of restoring the user’s HP by approximately 20% of its maximum HP when the user nullifies an opponent’s move while in a defensive posture.
  288. Color Grid: 🟨 Yellow
  289. 1 or more adjacent tiles must be activated
  290. Move level must be 3 or higher
  291.  
  292. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  293. Honor Student Power Gem: Power 25
  294. Honor Student Power Gem: Power ↑ 25
  295. Color Grid: 🟪 Purple
  296. 1 or more adjacent tiles must be activated
  297. Move level must be 3 or higher
  298.  
  299. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  300. Honor Student Power Gem: Power 25
  301. Honor Student Power Gem: Power ↑ 25
  302. Color Grid: 🟪 Purple
  303. 1 or more adjacent tiles must be activated
  304. Move level must be 3 or higher
  305.  
  306.  
  307. ====================================================
  308.  
  309. Trainer : Kahili
  310. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  311. HP 10
  312. HP 10
  313. Color Grid: 🟦 Blue
  314.  
  315. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  316. Attack 5
  317. Attack 5
  318. Color Grid: 🟦 Blue
  319.  
  320. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  321. Defense 5
  322. Defense 5
  323. Color Grid: 🟦 Blue
  324.  
  325. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  326. Attack 5
  327. Attack 5
  328. Color Grid: 🟦 Blue
  329.  
  330. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  331. Sp. Def 5
  332. Sp. Def 5
  333. Color Grid: 🟦 Blue
  334.  
  335. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  336. Speed 5
  337. Speed 5
  338. Color Grid: 🟦 Blue
  339.  
  340. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  341. Attack 5
  342. Attack 5
  343. Color Grid: 🟦 Blue
  344. 1 or more adjacent tiles must be activated
  345.  
  346. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  347. Defense 5
  348. Defense 5
  349. Color Grid: 🟦 Blue
  350. 1 or more adjacent tiles must be activated
  351.  
  352. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  353. Speed 5
  354. Speed 5
  355. Color Grid: 🟦 Blue
  356. 1 or more adjacent tiles must be activated
  357.  
  358. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  359. Sp. Def 5
  360. Sp. Def 5
  361. Color Grid: 🟦 Blue
  362. 1 or more adjacent tiles must be activated
  363.  
  364. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  365. Peck: Power 4
  366. Peck: Power ↑ 4
  367. Color Grid: 🟩 Green
  368. 1 or more adjacent tiles must be activated
  369.  
  370. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  371. Peck: Power 4
  372. Peck: Power ↑ 4
  373. Color Grid: 🟩 Green
  374. 1 or more adjacent tiles must be activated
  375.  
  376. Cell 13 | Cost: 7 Energy, 84 Sync Orb(s)
  377. Peck: Move Gauge Refresh 3
  378. Move: Peck Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  379. Color Grid: 🟥 Red
  380. 1 or more adjacent tiles must be activated
  381. Move level must be 2 or higher
  382.  
  383. Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
  384. Peck: Power 4
  385. Peck: Power ↑ 4
  386. Color Grid: 🟩 Green
  387. 1 or more adjacent tiles must be activated
  388. Move level must be 2 or higher
  389.  
  390. Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  391. Peck: Defense Crush 4
  392. Move: Peck Has a chance (50%) of lowering the target’s Defense by one stat rank when the user’s attack move against it is successful.
  393. Color Grid: 🟥 Red
  394. 1 or more adjacent tiles must be activated
  395. Move level must be 2 or higher
  396.  
  397. Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
  398. Eagle Eye 4
  399. Has a chance (50%) of raising the user’s critical-hit rate by one stat rank when its Pokémon uses a move.
  400. Color Grid: 🟨 Yellow
  401. 1 or more adjacent tiles must be activated
  402. Move level must be 3 or higher
  403.  
  404. Cell 17 | Cost: 5 Energy, 60 Sync Orb(s)
  405. Supersonic Skystrike Drive: Power 25
  406. Supersonic Skystrike Drive: Power ↑ 25
  407. Color Grid: 🟩 Green
  408. 1 or more adjacent tiles must be activated
  409. Move level must be 3 or higher
  410.  
  411. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  412. HP 10
  413. HP 10
  414. Color Grid: 🟦 Blue
  415. 1 or more adjacent tiles must be activated
  416.  
  417. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  418. Attack 5
  419. Attack 5
  420. Color Grid: 🟦 Blue
  421. 1 or more adjacent tiles must be activated
  422.  
  423. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  424. Speed 5
  425. Speed 5
  426. Color Grid: 🟦 Blue
  427. 1 or more adjacent tiles must be activated
  428.  
  429. Cell 21 | Cost: 5 Energy, 60 Sync Orb(s)
  430. Flameproof
  431. Prevents the user from getting burned.
  432. Color Grid: 🟨 Yellow
  433. 1 or more adjacent tiles must be activated
  434.  
  435. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  436. Beak Blast: Power 4
  437. Beak Blast: Power ↑ 4
  438. Color Grid: 🟩 Green
  439. 1 or more adjacent tiles must be activated
  440.  
  441. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  442. Beak Blast: Power 4
  443. Beak Blast: Power ↑ 4
  444. Color Grid: 🟩 Green
  445. 1 or more adjacent tiles must be activated
  446.  
  447. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  448. Beak Blast: Move Gauge Refresh 3
  449. Move: Beak Blast Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  450. Color Grid: 🟥 Red
  451. 1 or more adjacent tiles must be activated
  452. Move level must be 2 or higher
  453.  
  454. Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
  455. Burn Synergy 5
  456. Powers up the user’s moves when the target is burned.
  457. Color Grid: 🟨 Yellow
  458. 1 or more adjacent tiles must be activated
  459. Move level must be 2 or higher
  460.  
  461. Cell 26 | Cost: 6 Energy, 72 Sync Orb(s)
  462. Beak Blast: Inspire Ire
  463. Move: Beak Blast Makes opponents target the user for a short time when a move is successful.
  464. Color Grid: 🟥 Red
  465. 1 or more adjacent tiles must be activated
  466. Move level must be 2 or higher
  467.  
  468. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  469. Haymaker
  470. The more the user’s Attack is raised, the more it powers up the user’s sync moves.
  471. Color Grid: 🟨 Yellow
  472. 1 or more adjacent tiles must be activated
  473. Move level must be 3 or higher
  474.  
  475. Cell 28 | Cost: 5 Energy, 60 Sync Orb(s)
  476. Supersonic Skystrike Drive: Power 25
  477. Supersonic Skystrike Drive: Power ↑ 25
  478. Color Grid: 🟩 Green
  479. 1 or more adjacent tiles must be activated
  480. Move level must be 3 or higher
  481.  
  482. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  483. Defense 5
  484. Defense 5
  485. Color Grid: 🟦 Blue
  486. 1 or more adjacent tiles must be activated
  487.  
  488. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  489. Attack 5
  490. Attack 5
  491. Color Grid: 🟦 Blue
  492. 1 or more adjacent tiles must be activated
  493.  
  494. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  495. Beak Blast: Power 4
  496. Beak Blast: Power ↑ 4
  497. Color Grid: 🟩 Green
  498. 1 or more adjacent tiles must be activated
  499.  
  500. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  501. Beak Blast: Power 4
  502. Beak Blast: Power ↑ 4
  503. Color Grid: 🟩 Green
  504. 1 or more adjacent tiles must be activated
  505.  
  506. Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
  507. X Attack: MP Refresh 3
  508. Move: X Attack Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  509. Color Grid: 🟥 Red
  510. 1 or more adjacent tiles must be activated
  511. Move level must be 2 or higher
  512.  
  513. Cell 34 | Cost: 3 Energy, 36 Sync Orb(s)
  514. Beak Blast: Power 4
  515. Beak Blast: Power ↑ 4
  516. Color Grid: 🟩 Green
  517. 1 or more adjacent tiles must be activated
  518. Move level must be 2 or higher
  519.  
  520. Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
  521. Sterner Stuff 1
  522. Reduces damage when the user is hit by a physical attack move.
  523. Color Grid: 🟨 Yellow
  524. 1 or more adjacent tiles must be activated
  525. Move level must be 2 or higher
  526.  
  527. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  528. Sterner Stuff 2
  529. Reduces damage when the user is hit by a physical attack move.
  530. Color Grid: 🟨 Yellow
  531. 1 or more adjacent tiles must be activated
  532. Move level must be 3 or higher
  533.  
  534. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  535. First Aid 4
  536. Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
  537. Color Grid: 🟨 Yellow
  538. 1 or more adjacent tiles must be activated
  539. Move level must be 3 or higher
  540.  
  541. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  542. Sp. Def 5
  543. Sp. Def 5
  544. Color Grid: 🟦 Blue
  545. 1 or more adjacent tiles must be activated
  546.  
  547. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  548. HP 10
  549. HP 10
  550. Color Grid: 🟦 Blue
  551. 1 or more adjacent tiles must be activated
  552.  
  553. Cell 40 | Cost: 5 Energy, 60 Sync Orb(s)
  554. Headstrong
  555. Attack cannot be lowered.
  556. Color Grid: 🟨 Yellow
  557. 1 or more adjacent tiles must be activated
  558.  
  559. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  560. Peck: Power 4
  561. Peck: Power ↑ 4
  562. Color Grid: 🟩 Green
  563. 1 or more adjacent tiles must be activated
  564.  
  565. Cell 42 | Cost: 7 Energy, 84 Sync Orb(s)
  566. Second Wind!: MP Refresh 3
  567. Move: Second Wind! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  568. Color Grid: 🟥 Red
  569. 1 or more adjacent tiles must be activated
  570. Move level must be 2 or higher
  571.  
  572. Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
  573. Peck: Power 4
  574. Peck: Power ↑ 4
  575. Color Grid: 🟩 Green
  576. 1 or more adjacent tiles must be activated
  577. Move level must be 2 or higher
  578.  
  579. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  580. Attack 20
  581. Attack 20
  582. Color Grid: 🟦 Blue
  583. 1 or more adjacent tiles must be activated
  584. Move level must be 2 or higher
  585.  
  586. Cell 45 | Cost: 9 Energy, 108 Sync Orb(s)
  587. Second Wind!: Shielding Strikes 2
  588. Move: Second Wind! Raises the user’s Defense by 2 stat ranks when its move is successful.
  589. Color Grid: 🟥 Red
  590. 1 or more adjacent tiles must be activated
  591. Move level must be 3 or higher
  592.  
  593. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  594. Second Wind!: Super Preparation 4
  595. Move: Second Wind! Has a chance (50%) of applying the Supereffective ↑ Next effect to the user when its move is successful.
  596. Color Grid: 🟥 Red
  597. 1 or more adjacent tiles must be activated
  598. Move level must be 3 or higher
  599.  
  600. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  601. Supersonic Skystrike Drive: Power 25
  602. Supersonic Skystrike Drive: Power ↑ 25
  603. Color Grid: 🟪 Purple
  604. 1 or more adjacent tiles must be activated
  605. Move level must be 3 or higher
  606.  
  607. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  608. Supersonic Skystrike Drive: Power 25
  609. Supersonic Skystrike Drive: Power ↑ 25
  610. Color Grid: 🟪 Purple
  611. 1 or more adjacent tiles must be activated
  612. Move level must be 3 or higher
  613.  
  614.  
  615. ====================================================
  616. Trainer : Marley
  617. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  618. HP 10
  619. HP 10
  620. Color Grid: 🟦 Blue
  621.  
  622. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  623. Attack 5
  624. Attack 5
  625. Color Grid: 🟦 Blue
  626.  
  627. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  628. Defense 5
  629. Defense 5
  630. Color Grid: 🟦 Blue
  631.  
  632. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  633. Sp. Atk 5
  634. Sp. Atk 5
  635. Color Grid: 🟦 Blue
  636.  
  637. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  638. Sp. Def 5
  639. Sp. Def 5
  640. Color Grid: 🟦 Blue
  641.  
  642. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  643. Speed 5
  644. Speed 5
  645. Color Grid: 🟦 Blue
  646.  
  647. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  648. Sp. Atk 5
  649. Sp. Atk 5
  650. Color Grid: 🟦 Blue
  651. 1 or more adjacent tiles must be activated
  652.  
  653. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  654. Defense 5
  655. Defense 5
  656. Color Grid: 🟦 Blue
  657. 1 or more adjacent tiles must be activated
  658.  
  659. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  660. Sp. Def 5
  661. Sp. Def 5
  662. Color Grid: 🟦 Blue
  663. 1 or more adjacent tiles must be activated
  664.  
  665. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  666. HP 10
  667. HP 10
  668. Color Grid: 🟦 Blue
  669. 1 or more adjacent tiles must be activated
  670.  
  671. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  672. Flame Wheel: Power 4
  673. Flame Wheel: Power ↑ 4
  674. Color Grid: 🟩 Green
  675. 1 or more adjacent tiles must be activated
  676.  
  677. Cell 12 | Cost: 7 Energy, 84 Sync Orb(s)
  678. Flame Wheel: Move Gauge Refresh 3
  679. Move: Flame Wheel Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  680. Color Grid: 🟥 Red
  681. 1 or more adjacent tiles must be activated
  682. Move level must be 2 or higher
  683.  
  684. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  685. Flame Wheel: Power 4
  686. Flame Wheel: Power ↑ 4
  687. Color Grid: 🟩 Green
  688. 1 or more adjacent tiles must be activated
  689.  
  690. Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
  691. Flame Wheel: Power 4
  692. Flame Wheel: Power ↑ 4
  693. Color Grid: 🟩 Green
  694. 1 or more adjacent tiles must be activated
  695. Move level must be 2 or higher
  696.  
  697. Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
  698. Scorcher 2
  699. Increases the amount of damage an opponent takes from being burned.
  700. Color Grid: 🟨 Yellow
  701. 1 or more adjacent tiles must be activated
  702. Move level must be 3 or higher
  703.  
  704. Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
  705. Flame Wheel: Flag Bearer 3
  706. Move: Flame Wheel Has a chance (40%) of raising the Attack of all allied sync pairs by one stat rank when the user’s Pokémon uses a move.
  707. Color Grid: 🟥 Red
  708. 1 or more adjacent tiles must be activated
  709. Move level must be 2 or higher
  710.  
  711. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  712. Hostile Environment 4
  713. Raises the chance of inflicting status conditions with the additional effects of moves.
  714. Color Grid: 🟨 Yellow
  715. 1 or more adjacent tiles must be activated
  716. Move level must be 3 or higher
  717.  
  718. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  719. Sp. Def 5
  720. Sp. Def 5
  721. Color Grid: 🟦 Blue
  722. 1 or more adjacent tiles must be activated
  723.  
  724. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  725. Flamethrower: Power 4
  726. Flamethrower: Power ↑ 4
  727. Color Grid: 🟩 Green
  728. 1 or more adjacent tiles must be activated
  729.  
  730. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  731. Speed 5
  732. Speed 5
  733. Color Grid: 🟦 Blue
  734. 1 or more adjacent tiles must be activated
  735.  
  736. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  737. Flamethrower: Power 4
  738. Flamethrower: Power ↑ 4
  739. Color Grid: 🟩 Green
  740. 1 or more adjacent tiles must be activated
  741.  
  742. Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
  743. X Speed All: MP Refresh 3
  744. Move: X Speed All Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  745. Color Grid: 🟥 Red
  746. 1 or more adjacent tiles must be activated
  747. Move level must be 2 or higher
  748.  
  749. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  750. X Speed All: Pep Rally 1
  751. Move: X Speed All Raises the Speed of all allied sync pairs by 1 stat rank when the user’s move is successful.
  752. Color Grid: 🟥 Red
  753. 1 or more adjacent tiles must be activated
  754. Move level must be 2 or higher
  755.  
  756. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  757. Healing Sun 1
  758. Restores the user’s HP whenever its Pokémon takes an action while the weather is sunny.
  759. Color Grid: 🟨 Yellow
  760. 1 or more adjacent tiles must be activated
  761. Move level must be 2 or higher
  762.  
  763. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  764. Speeding Sun 1
  765. Quickly charges the move gauge when the weather is sunny.
  766. Color Grid: 🟨 Yellow
  767. 1 or more adjacent tiles must be activated
  768. Move level must be 3 or higher
  769.  
  770. Cell 26 | Cost: 9 Energy, 108 Sync Orb(s)
  771. Sunny Disposition
  772. Stats cannot be lowered when the weather is sunny.
  773. Color Grid: 🟨 Yellow
  774. 1 or more adjacent tiles must be activated
  775. Move level must be 3 or higher
  776.  
  777. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  778. Defense 5
  779. Defense 5
  780. Color Grid: 🟦 Blue
  781. 1 or more adjacent tiles must be activated
  782.  
  783. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  784. Sp. Atk 5
  785. Sp. Atk 5
  786. Color Grid: 🟦 Blue
  787. 1 or more adjacent tiles must be activated
  788.  
  789. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  790. Attack 5
  791. Attack 5
  792. Color Grid: 🟦 Blue
  793. 1 or more adjacent tiles must be activated
  794.  
  795. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  796. Sp. Def 5
  797. Sp. Def 5
  798. Color Grid: 🟦 Blue
  799. 1 or more adjacent tiles must be activated
  800.  
  801. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  802. Flamethrower: Power 4
  803. Flamethrower: Power ↑ 4
  804. Color Grid: 🟩 Green
  805. 1 or more adjacent tiles must be activated
  806.  
  807. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  808. Flamethrower: Power 4
  809. Flamethrower: Power ↑ 4
  810. Color Grid: 🟩 Green
  811. 1 or more adjacent tiles must be activated
  812. Move level must be 2 or higher
  813.  
  814. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  815. Flamethrower: Power 4
  816. Flamethrower: Power ↑ 4
  817. Color Grid: 🟩 Green
  818. 1 or more adjacent tiles must be activated
  819.  
  820. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  821. Flamethrower: Move Gauge Refresh 3
  822. Move: Flamethrower Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  823. Color Grid: 🟥 Red
  824. 1 or more adjacent tiles must be activated
  825. Move level must be 2 or higher
  826.  
  827. Cell 35 | Cost: 5 Energy, 60 Sync Orb(s)
  828. HP 30
  829. HP 30
  830. Color Grid: 🟦 Blue
  831. 1 or more adjacent tiles must be activated
  832. Move level must be 3 or higher
  833.  
  834. Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
  835. Flamethrower: Hype Up 3
  836. Move: Flamethrower Has a chance (40%) of raising the Sp. Atk of all allied sync pairs by one stat rank when the user’s Pokémon uses a move.
  837. Color Grid: 🟥 Red
  838. 1 or more adjacent tiles must be activated
  839. Move level must be 2 or higher
  840.  
  841. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  842. Group Fire Guard
  843. Reduces the damage all allied sync pairs take when attacked by Fire-type moves.
  844. Color Grid: 🟨 Yellow
  845. 1 or more adjacent tiles must be activated
  846. Move level must be 3 or higher
  847.  
  848. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  849. Attack 5
  850. Attack 5
  851. Color Grid: 🟦 Blue
  852. 1 or more adjacent tiles must be activated
  853.  
  854. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  855. Defense 5
  856. Defense 5
  857. Color Grid: 🟦 Blue
  858. 1 or more adjacent tiles must be activated
  859.  
  860. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  861. Flame Wheel: Power 4
  862. Flame Wheel: Power ↑ 4
  863. Color Grid: 🟩 Green
  864. 1 or more adjacent tiles must be activated
  865.  
  866. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  867. Flame Wheel: Power 4
  868. Flame Wheel: Power ↑ 4
  869. Color Grid: 🟩 Green
  870. 1 or more adjacent tiles must be activated
  871.  
  872. Cell 42 | Cost: 7 Energy, 84 Sync Orb(s)
  873. We’re Standing Strong!: MP Refresh 3
  874. Move: We’re Standing Strong! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  875. Color Grid: 🟥 Red
  876. 1 or more adjacent tiles must be activated
  877. Move level must be 2 or higher
  878.  
  879. Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
  880. We’re Standing Strong!: Team Hit and Heal
  881. Move: We’re Standing Strong! Applies the Gradual Healing effect to all allied sync pairs when the user’s move is successful.
  882. Color Grid: 🟥 Red
  883. 1 or more adjacent tiles must be activated
  884. Move level must be 2 or higher
  885.  
  886. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  887. Terrify 1
  888. Lowers the Attack of all opposing sync pairs by 1 stat rank when the user enters a battle.
  889. Color Grid: 🟨 Yellow
  890. 1 or more adjacent tiles must be activated
  891. Move level must be 2 or higher
  892.  
  893. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  894. We’re Standing Strong!: Shielded 1
  895. Move: We’re Standing Strong! Raises the Defense of all allied sync pairs by 1 stat rank when the user’s move is successful.
  896. Color Grid: 🟥 Red
  897. 1 or more adjacent tiles must be activated
  898. Move level must be 3 or higher
  899.  
  900. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  901. Team Sharp Entry 1
  902. Raises the critical-hit rate of all allied sync pairs by 1 stat rank when the user enters a battle.
  903. Color Grid: 🟨 Yellow
  904. 1 or more adjacent tiles must be activated
  905. Move level must be 3 or higher
  906.  
  907. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  908. Grateful Friend Flare Blitz: Power 25
  909. Grateful Friend Flare Blitz: Power ↑ 25
  910. Color Grid: 🟪 Purple
  911. 1 or more adjacent tiles must be activated
  912. Move level must be 3 or higher
  913.  
  914. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  915. Grateful Friend Flare Blitz: Power 25
  916. Grateful Friend Flare Blitz: Power ↑ 25
  917. Color Grid: 🟪 Purple
  918. 1 or more adjacent tiles must be activated
  919. Move level must be 3 or higher
  920.  
  921.  
  922. ====================================================
  923. Trainer : Ingo (Special Costume)
  924. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  925. HP 10
  926. HP 10
  927. Color Grid: 🟦 Blue
  928.  
  929. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  930. Attack 5
  931. Attack 5
  932. Color Grid: 🟦 Blue
  933.  
  934. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  935. Defense 5
  936. Defense 5
  937. Color Grid: 🟦 Blue
  938.  
  939. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  940. Sp. Atk 5
  941. Sp. Atk 5
  942. Color Grid: 🟦 Blue
  943.  
  944. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  945. Sp. Def 5
  946. Sp. Def 5
  947. Color Grid: 🟦 Blue
  948.  
  949. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  950. Speed 5
  951. Speed 5
  952. Color Grid: 🟦 Blue
  953.  
  954. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  955. Sp. Def 5
  956. Sp. Def 5
  957. Color Grid: 🟦 Blue
  958. 1 or more adjacent tiles must be activated
  959.  
  960. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  961. Defense 5
  962. Defense 5
  963. Color Grid: 🟦 Blue
  964. 1 or more adjacent tiles must be activated
  965.  
  966. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  967. Sp. Atk 5
  968. Sp. Atk 5
  969. Color Grid: 🟦 Blue
  970. 1 or more adjacent tiles must be activated
  971.  
  972. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  973. Quick Attack: Power 3
  974. Quick Attack: Power ↑ 3
  975. Color Grid: 🟩 Green
  976. 1 or more adjacent tiles must be activated
  977.  
  978. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  979. Quick Attack: Power 3
  980. Quick Attack: Power ↑ 3
  981. Color Grid: 🟩 Green
  982. 1 or more adjacent tiles must be activated
  983.  
  984. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  985. Quick Attack: Power 3
  986. Quick Attack: Power ↑ 3
  987. Color Grid: 🟩 Green
  988. 1 or more adjacent tiles must be activated
  989. Move level must be 2 or higher
  990.  
  991. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  992. Attack 10
  993. Attack 10
  994. Color Grid: 🟦 Blue
  995. 1 or more adjacent tiles must be activated
  996.  
  997. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  998. Quick Attack: MP Refresh 3
  999. Move: Quick Attack Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1000. Color Grid: 🟥 Red
  1001. 1 or more adjacent tiles must be activated
  1002. Move level must be 2 or higher
  1003.  
  1004. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  1005. Quick Attack: Defense Crush 9
  1006. Move: Quick Attack Lowers the target’s Defense by one stat rank when the user’s attack move against it is successful.
  1007. Color Grid: 🟥 Red
  1008. 1 or more adjacent tiles must be activated
  1009. Move level must be 3 or higher
  1010.  
  1011. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  1012. Burst In
  1013. Applies the Critical Hit Next effect to the user when it enters a battle.
  1014. Color Grid: 🟨 Yellow
  1015. 1 or more adjacent tiles must be activated
  1016. Move level must be 2 or higher
  1017.  
  1018. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1019. Quick Attack: Follow-Through 9
  1020. Move: Quick Attack Applies the Critical Hit Next effect to the user when its move is successful.
  1021. Color Grid: 🟥 Red
  1022. 1 or more adjacent tiles must be activated
  1023. Move level must be 3 or higher
  1024.  
  1025. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1026. Attack 5
  1027. Attack 5
  1028. Color Grid: 🟦 Blue
  1029. 1 or more adjacent tiles must be activated
  1030.  
  1031. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1032. Speed 5
  1033. Speed 5
  1034. Color Grid: 🟦 Blue
  1035. 1 or more adjacent tiles must be activated
  1036.  
  1037. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  1038. Infestation: Power 4
  1039. Infestation: Power ↑ 4
  1040. Color Grid: 🟩 Green
  1041. 1 or more adjacent tiles must be activated
  1042.  
  1043. Cell 21 | Cost: 10 Energy, 120 Sync Orb(s)
  1044. Insect Acceleration 2
  1045. Quickly charges the move gauge when the zone is Bug Zone.
  1046. Color Grid: 🟨 Yellow
  1047. 1 or more adjacent tiles must be activated
  1048. Move level must be 2 or higher
  1049.  
  1050. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  1051. Infestation: Power 4
  1052. Infestation: Power ↑ 4
  1053. Color Grid: 🟩 Green
  1054. 1 or more adjacent tiles must be activated
  1055.  
  1056. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  1057. Infestation: Power 4
  1058. Infestation: Power ↑ 4
  1059. Color Grid: 🟩 Green
  1060. 1 or more adjacent tiles must be activated
  1061. Move level must be 2 or higher
  1062.  
  1063. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  1064. Bug Wish: Move Gauge Refresh 3
  1065. Move: Bug Wish Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1066. Color Grid: 🟥 Red
  1067. 1 or more adjacent tiles must be activated
  1068. Move level must be 2 or higher
  1069.  
  1070. Cell 25 | Cost: 9 Energy, 108 Sync Orb(s)
  1071. Relentless
  1072. The more the target’s Defense is lowered, the more it powers up the user’s sync moves.
  1073. Color Grid: 🟨 Yellow
  1074. 1 or more adjacent tiles must be activated
  1075. Move level must be 3 or higher
  1076.  
  1077. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  1078. Bug Wish: MP Refresh 2
  1079. Move: Bug Wish Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1080. Color Grid: 🟥 Red
  1081. 1 or more adjacent tiles must be activated
  1082. Move level must be 3 or higher
  1083.  
  1084. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1085. Sp. Def 5
  1086. Sp. Def 5
  1087. Color Grid: 🟦 Blue
  1088. 1 or more adjacent tiles must be activated
  1089.  
  1090. Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
  1091. Infestation: Power 4
  1092. Infestation: Power ↑ 4
  1093. Color Grid: 🟩 Green
  1094. 1 or more adjacent tiles must be activated
  1095.  
  1096. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1097. Sp. Atk 5
  1098. Sp. Atk 5
  1099. Color Grid: 🟦 Blue
  1100. 1 or more adjacent tiles must be activated
  1101.  
  1102. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  1103. Infestation: Power 4
  1104. Infestation: Power ↑ 4
  1105. Color Grid: 🟩 Green
  1106. 1 or more adjacent tiles must be activated
  1107.  
  1108. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  1109. Infestation: Move Gauge Refresh 3
  1110. Move: Infestation Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1111. Color Grid: 🟥 Red
  1112. 1 or more adjacent tiles must be activated
  1113. Move level must be 2 or higher
  1114.  
  1115. Cell 32 | Cost: 10 Energy, 120 Sync Orb(s)
  1116. Stationary Target 3
  1117. Powers up the user’s moves when the target is trapped.
  1118. Color Grid: 🟨 Yellow
  1119. 1 or more adjacent tiles must be activated
  1120. Move level must be 2 or higher
  1121.  
  1122. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  1123. Coming Through!: Super Preparation 9
  1124. Move: Coming Through! Applies the Supereffective ↑ Next effect to the user when its move is successful.
  1125. Color Grid: 🟥 Red
  1126. 1 or more adjacent tiles must be activated
  1127. Move level must be 3 or higher
  1128.  
  1129. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  1130. Pokey Trap 2
  1131. Increases the amount of damage an opponent takes from being trapped.
  1132. Color Grid: 🟨 Yellow
  1133. 1 or more adjacent tiles must be activated
  1134. Move level must be 2 or higher
  1135.  
  1136. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  1137. Mad Strength 9
  1138. Raises the user’s Attack by one stat rank when one of its attack moves is successful.
  1139. Color Grid: 🟨 Yellow
  1140. 1 or more adjacent tiles must be activated
  1141. Move level must be 3 or higher
  1142.  
  1143. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  1144. HP 10
  1145. HP 10
  1146. Color Grid: 🟦 Blue
  1147. 1 or more adjacent tiles must be activated
  1148.  
  1149. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  1150. Defense 5
  1151. Defense 5
  1152. Color Grid: 🟦 Blue
  1153. 1 or more adjacent tiles must be activated
  1154.  
  1155. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1156. Sp. Atk 5
  1157. Sp. Atk 5
  1158. Color Grid: 🟦 Blue
  1159. 1 or more adjacent tiles must be activated
  1160.  
  1161. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1162. HP 10
  1163. HP 10
  1164. Color Grid: 🟦 Blue
  1165. 1 or more adjacent tiles must be activated
  1166.  
  1167. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  1168. Quick Attack: Power 3
  1169. Quick Attack: Power ↑ 3
  1170. Color Grid: 🟩 Green
  1171. 1 or more adjacent tiles must be activated
  1172.  
  1173. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  1174. Quick Attack: Power 3
  1175. Quick Attack: Power ↑ 3
  1176. Color Grid: 🟩 Green
  1177. 1 or more adjacent tiles must be activated
  1178.  
  1179. Cell 42 | Cost: 7 Energy, 84 Sync Orb(s)
  1180. Coming Through!: MP Refresh 3
  1181. Move: Coming Through! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1182. Color Grid: 🟥 Red
  1183. 1 or more adjacent tiles must be activated
  1184. Move level must be 2 or higher
  1185.  
  1186. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  1187. Speed 20
  1188. Speed 20
  1189. Color Grid: 🟦 Blue
  1190. 1 or more adjacent tiles must be activated
  1191. Move level must be 2 or higher
  1192.  
  1193. Cell 44 | Cost: 5 Energy, 60 Sync Orb(s)
  1194. Fast Runner
  1195. Evasiveness cannot be lowered.
  1196. Color Grid: 🟨 Yellow
  1197. 1 or more adjacent tiles must be activated
  1198. Move level must be 2 or higher
  1199.  
  1200. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1201. Blind Spot
  1202. The more the user’s evasiveness is raised, the more it powers up the user’s sync moves.
  1203. Color Grid: 🟨 Yellow
  1204. 1 or more adjacent tiles must be activated
  1205. Move level must be 3 or higher
  1206.  
  1207. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1208. Bob and Weave
  1209. The more the user’s evasiveness is raised, the more it powers up the user’s moves.
  1210. Color Grid: 🟨 Yellow
  1211. 1 or more adjacent tiles must be activated
  1212. Move level must be 3 or higher
  1213.  
  1214. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1215. Express Line Bug Impact: Power 25
  1216. Express Line Bug Impact: Power ↑ 25
  1217. Color Grid: 🟪 Purple
  1218. 1 or more adjacent tiles must be activated
  1219. Move level must be 3 or higher
  1220.  
  1221. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1222. Express Line Bug Impact: Power 25
  1223. Express Line Bug Impact: Power ↑ 25
  1224. Color Grid: 🟪 Purple
  1225. 1 or more adjacent tiles must be activated
  1226. Move level must be 3 or higher
  1227.  
  1228.  
  1229. ====================================================
  1230. Trainer : Emmet (Special Costume)
  1231. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1232. HP 10
  1233. HP 10
  1234. Color Grid: 🟦 Blue
  1235.  
  1236. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1237. Attack 5
  1238. Attack 5
  1239. Color Grid: 🟦 Blue
  1240.  
  1241. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1242. Defense 5
  1243. Defense 5
  1244. Color Grid: 🟦 Blue
  1245.  
  1246. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1247. Attack 5
  1248. Attack 5
  1249. Color Grid: 🟦 Blue
  1250.  
  1251. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1252. Sp. Def 5
  1253. Sp. Def 5
  1254. Color Grid: 🟦 Blue
  1255.  
  1256. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1257. Speed 5
  1258. Speed 5
  1259. Color Grid: 🟦 Blue
  1260.  
  1261. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1262. Attack 5
  1263. Attack 5
  1264. Color Grid: 🟦 Blue
  1265. 1 or more adjacent tiles must be activated
  1266.  
  1267. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1268. Sp. Def 5
  1269. Sp. Def 5
  1270. Color Grid: 🟦 Blue
  1271. 1 or more adjacent tiles must be activated
  1272.  
  1273. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1274. Speed 5
  1275. Speed 5
  1276. Color Grid: 🟦 Blue
  1277. 1 or more adjacent tiles must be activated
  1278.  
  1279. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  1280. Megahorn: Accuracy 5
  1281. Megahorn: Accuracy ↑ 5
  1282. Color Grid: 🟩 Green
  1283. 1 or more adjacent tiles must be activated
  1284.  
  1285. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  1286. Megahorn: Power 2
  1287. Megahorn: Power ↑ 2
  1288. Color Grid: 🟩 Green
  1289. 1 or more adjacent tiles must be activated
  1290.  
  1291. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  1292. Megahorn: Power 2
  1293. Megahorn: Power ↑ 2
  1294. Color Grid: 🟩 Green
  1295. 1 or more adjacent tiles must be activated
  1296.  
  1297. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  1298. Megahorn: Power 2
  1299. Megahorn: Power ↑ 2
  1300. Color Grid: 🟩 Green
  1301. 1 or more adjacent tiles must be activated
  1302. Move level must be 2 or higher
  1303.  
  1304. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1305. Safety First!: MP Refresh 2
  1306. Move: Safety First! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1307. Color Grid: 🟥 Red
  1308. 1 or more adjacent tiles must be activated
  1309. Move level must be 2 or higher
  1310.  
  1311. Cell 15 | Cost: 5 Energy, 60 Sync Orb(s)
  1312. Megahorn: Accuracy 10
  1313. Megahorn: Accuracy ↑ 10
  1314. Color Grid: 🟩 Green
  1315. 1 or more adjacent tiles must be activated
  1316. Move level must be 2 or higher
  1317.  
  1318. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  1319. Attack 30
  1320. Attack 30
  1321. Color Grid: 🟦 Blue
  1322. 1 or more adjacent tiles must be activated
  1323. Move level must be 3 or higher
  1324.  
  1325. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1326. Charging Infliction 1
  1327. Charges the user’s move gauge by 1 when its Pokémon uses a status move.
  1328. Color Grid: 🟨 Yellow
  1329. 1 or more adjacent tiles must be activated
  1330. Move level must be 3 or higher
  1331.  
  1332. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1333. Defense 5
  1334. Defense 5
  1335. Color Grid: 🟦 Blue
  1336. 1 or more adjacent tiles must be activated
  1337.  
  1338. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1339. HP 10
  1340. HP 10
  1341. Color Grid: 🟦 Blue
  1342. 1 or more adjacent tiles must be activated
  1343.  
  1344. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1345. Attack 5
  1346. Attack 5
  1347. Color Grid: 🟦 Blue
  1348. 1 or more adjacent tiles must be activated
  1349.  
  1350. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  1351. Speed 5
  1352. Speed 5
  1353. Color Grid: 🟦 Blue
  1354. 1 or more adjacent tiles must be activated
  1355.  
  1356. Cell 22 | Cost: 5 Energy, 60 Sync Orb(s)
  1357. Headstrong
  1358. Attack cannot be lowered.
  1359. Color Grid: 🟨 Yellow
  1360. 1 or more adjacent tiles must be activated
  1361.  
  1362. Cell 23 | Cost: 5 Energy, 60 Sync Orb(s)
  1363. Sand Shelter
  1364. Protects the user from damage from a sandstorm.
  1365. Color Grid: 🟨 Yellow
  1366. 1 or more adjacent tiles must be activated
  1367.  
  1368. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  1369. Swords Dance: Move Gauge Refresh 3
  1370. Move: Swords Dance Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1371. Color Grid: 🟥 Red
  1372. 1 or more adjacent tiles must be activated
  1373. Move level must be 2 or higher
  1374.  
  1375. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  1376. Sharp Entry 1
  1377. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  1378. Color Grid: 🟨 Yellow
  1379. 1 or more adjacent tiles must be activated
  1380. Move level must be 2 or higher
  1381.  
  1382. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  1383. Defense 20
  1384. Defense 20
  1385. Color Grid: 🟦 Blue
  1386. 1 or more adjacent tiles must be activated
  1387. Move level must be 2 or higher
  1388.  
  1389. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  1390. Swords Dance: Berserker 1
  1391. Move: Swords Dance Raises the user’s Attack by 1 stat rank when its move is successful.
  1392. Color Grid: 🟥 Red
  1393. 1 or more adjacent tiles must be activated
  1394. Move level must be 3 or higher
  1395.  
  1396. Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  1397. Swords Dance: Charging Infliction 2
  1398. Move: Swords Dance Charges the user’s move gauge by 2 when its Pokémon uses a status move.
  1399. Color Grid: 🟥 Red
  1400. 1 or more adjacent tiles must be activated
  1401. Move level must be 3 or higher
  1402.  
  1403. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1404. Defense 5
  1405. Defense 5
  1406. Color Grid: 🟦 Blue
  1407. 1 or more adjacent tiles must be activated
  1408.  
  1409. Cell 30 | Cost: 5 Energy, 60 Sync Orb(s)
  1410. Snow Shelter
  1411. Protects the user from damage from a hailstorm.
  1412. Color Grid: 🟨 Yellow
  1413. 1 or more adjacent tiles must be activated
  1414.  
  1415. Cell 31 | Cost: 5 Energy, 60 Sync Orb(s)
  1416. Unbending
  1417. Defense cannot be lowered.
  1418. Color Grid: 🟨 Yellow
  1419. 1 or more adjacent tiles must be activated
  1420.  
  1421. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  1422. Sp. Def 5
  1423. Sp. Def 5
  1424. Color Grid: 🟦 Blue
  1425. 1 or more adjacent tiles must be activated
  1426.  
  1427. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  1428. Vigilance
  1429. Protects the user against critical hits.
  1430. Color Grid: 🟨 Yellow
  1431. 1 or more adjacent tiles must be activated
  1432. Move level must be 2 or higher
  1433.  
  1434. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  1435. Iron Defense: Move Gauge Refresh 3
  1436. Move: Iron Defense Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1437. Color Grid: 🟥 Red
  1438. 1 or more adjacent tiles must be activated
  1439. Move level must be 2 or higher
  1440.  
  1441. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  1442. Iron Defense: Shielding Strikes 1
  1443. Move: Iron Defense Raises the user’s Defense by 1 stat rank when its move is successful.
  1444. Color Grid: 🟥 Red
  1445. 1 or more adjacent tiles must be activated
  1446. Move level must be 2 or higher
  1447.  
  1448. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  1449. Tough Cookie
  1450. The more the user’s Defense is raised, the more it powers up the user’s moves.
  1451. Color Grid: 🟨 Yellow
  1452. 1 or more adjacent tiles must be activated
  1453. Move level must be 3 or higher
  1454.  
  1455. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1456. Iron Defense: Charging Infliction 2
  1457. Move: Iron Defense Charges the user’s move gauge by 2 when its Pokémon uses a status move.
  1458. Color Grid: 🟥 Red
  1459. 1 or more adjacent tiles must be activated
  1460. Move level must be 3 or higher
  1461.  
  1462. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1463. Speed 5
  1464. Speed 5
  1465. Color Grid: 🟦 Blue
  1466. 1 or more adjacent tiles must be activated
  1467.  
  1468. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1469. Defense 5
  1470. Defense 5
  1471. Color Grid: 🟦 Blue
  1472. 1 or more adjacent tiles must be activated
  1473.  
  1474. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  1475. Sp. Def 5
  1476. Sp. Def 5
  1477. Color Grid: 🟦 Blue
  1478. 1 or more adjacent tiles must be activated
  1479.  
  1480. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  1481. Megahorn: Power 2
  1482. Megahorn: Power ↑ 2
  1483. Color Grid: 🟩 Green
  1484. 1 or more adjacent tiles must be activated
  1485.  
  1486. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  1487. Megahorn: Power 2
  1488. Megahorn: Power ↑ 2
  1489. Color Grid: 🟩 Green
  1490. 1 or more adjacent tiles must be activated
  1491. Move level must be 2 or higher
  1492.  
  1493. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  1494. Megahorn: Move Gauge Refresh 3
  1495. Move: Megahorn Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1496. Color Grid: 🟥 Red
  1497. 1 or more adjacent tiles must be activated
  1498. Move level must be 2 or higher
  1499.  
  1500. Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
  1501. Brawn Sync 2
  1502. Powers up the user’s sync move when its Attack is raised.
  1503. Color Grid: 🟨 Yellow
  1504. 1 or more adjacent tiles must be activated
  1505. Move level must be 2 or higher
  1506.  
  1507. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1508. Tough Sync 3
  1509. Powers up the user’s sync move when its Defense is raised.
  1510. Color Grid: 🟨 Yellow
  1511. 1 or more adjacent tiles must be activated
  1512. Move level must be 3 or higher
  1513.  
  1514. Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
  1515. Sync Freebie
  1516. Applies the Free Move Next effect to the user after using its sync move.
  1517. Color Grid: 🟨 Yellow
  1518. 1 or more adjacent tiles must be activated
  1519. Move level must be 3 or higher
  1520.  
  1521. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1522. Victory Joust Bug Impact: Power 25
  1523. Victory Joust Bug Impact: Power ↑ 25
  1524. Color Grid: 🟪 Purple
  1525. 1 or more adjacent tiles must be activated
  1526. Move level must be 3 or higher
  1527.  
  1528. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1529. Victory Joust Bug Impact: Power 25
  1530. Victory Joust Bug Impact: Power ↑ 25
  1531. Color Grid: 🟪 Purple
  1532. 1 or more adjacent tiles must be activated
  1533. Move level must be 3 or higher
  1534.  
  1535.  
  1536. ====================================================
  1537. Trainer : Lillie (Special Costume)
  1538. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1539. HP 10
  1540. HP 10
  1541. Color Grid: 🟦 Blue
  1542.  
  1543. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1544. Attack 5
  1545. Attack 5
  1546. Color Grid: 🟦 Blue
  1547.  
  1548. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1549. Defense 5
  1550. Defense 5
  1551. Color Grid: 🟦 Blue
  1552.  
  1553. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1554. Attack 5
  1555. Attack 5
  1556. Color Grid: 🟦 Blue
  1557.  
  1558. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1559. Sp. Def 5
  1560. Sp. Def 5
  1561. Color Grid: 🟦 Blue
  1562.  
  1563. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1564. Speed 5
  1565. Speed 5
  1566. Color Grid: 🟦 Blue
  1567.  
  1568. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1569. Sp. Def 5
  1570. Sp. Def 5
  1571. Color Grid: 🟦 Blue
  1572. 1 or more adjacent tiles must be activated
  1573.  
  1574. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1575. Defense 5
  1576. Defense 5
  1577. Color Grid: 🟦 Blue
  1578. 1 or more adjacent tiles must be activated
  1579.  
  1580. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1581. Speed 5
  1582. Speed 5
  1583. Color Grid: 🟦 Blue
  1584. 1 or more adjacent tiles must be activated
  1585.  
  1586. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  1587. HP 10
  1588. HP 10
  1589. Color Grid: 🟦 Blue
  1590. 1 or more adjacent tiles must be activated
  1591.  
  1592. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  1593. Astonish: Move Gauge Refresh 3
  1594. Move: Astonish Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1595. Color Grid: 🟥 Red
  1596. 1 or more adjacent tiles must be activated
  1597.  
  1598. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  1599. Astonish: Power 4
  1600. Astonish: Power ↑ 4
  1601. Color Grid: 🟩 Green
  1602. 1 or more adjacent tiles must be activated
  1603. Move level must be 2 or higher
  1604.  
  1605. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  1606. Astonish: Power 4
  1607. Astonish: Power ↑ 4
  1608. Color Grid: 🟩 Green
  1609. 1 or more adjacent tiles must be activated
  1610.  
  1611. Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
  1612. Astonish: Power 4
  1613. Astonish: Power ↑ 4
  1614. Color Grid: 🟩 Green
  1615. 1 or more adjacent tiles must be activated
  1616. Move level must be 2 or higher
  1617.  
  1618. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  1619. It’s Teatime!: Critical Squad 1
  1620. Move: It’s Teatime! Raises the critical-hit rate of all allied sync pairs by 1 stat rank when the user’s move is successful.
  1621. Color Grid: 🟥 Red
  1622. 1 or more adjacent tiles must be activated
  1623. Move level must be 3 or higher
  1624.  
  1625. Cell 16 | Cost: 12 Energy, 144 Sync Orb(s)
  1626. Interference Immunity
  1627. Prevents the user from flinching, becoming confused, or becoming trapped.
  1628. Color Grid: 🟨 Yellow
  1629. 1 or more adjacent tiles must be activated
  1630. Move level must be 2 or higher
  1631.  
  1632. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1633. Astonish: Aggravation 1
  1634. Move: Astonish Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  1635. Color Grid: 🟥 Red
  1636. 1 or more adjacent tiles must be activated
  1637. Move level must be 3 or higher
  1638.  
  1639. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1640. Sp. Def 5
  1641. Sp. Def 5
  1642. Color Grid: 🟦 Blue
  1643. 1 or more adjacent tiles must be activated
  1644.  
  1645. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1646. Speed 5
  1647. Speed 5
  1648. Color Grid: 🟦 Blue
  1649. 1 or more adjacent tiles must be activated
  1650.  
  1651. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1652. HP 10
  1653. HP 10
  1654. Color Grid: 🟦 Blue
  1655. 1 or more adjacent tiles must be activated
  1656.  
  1657. Cell 21 | Cost: 5 Energy, 60 Sync Orb(s)
  1658. Lithe
  1659. Prevents the user from getting paralyzed.
  1660. Color Grid: 🟨 Yellow
  1661. 1 or more adjacent tiles must be activated
  1662.  
  1663. Cell 22 | Cost: 5 Energy, 60 Sync Orb(s)
  1664. Stalwart
  1665. Sp. Def cannot be lowered.
  1666. Color Grid: 🟨 Yellow
  1667. 1 or more adjacent tiles must be activated
  1668. Move level must be 2 or higher
  1669.  
  1670. Cell 23 | Cost: 2 Energy, 24 Sync Orb(s)
  1671. Defense 5
  1672. Defense 5
  1673. Color Grid: 🟦 Blue
  1674. 1 or more adjacent tiles must be activated
  1675. Move level must be 2 or higher
  1676.  
  1677. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  1678. X Sp. Def All: MP Refresh 3
  1679. Move: X Sp. Def All Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1680. Color Grid: 🟥 Red
  1681. 1 or more adjacent tiles must be activated
  1682. Move level must be 2 or higher
  1683.  
  1684. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  1685. X Sp. Def All: Barricade Buddies 1
  1686. Move: X Sp. Def All Raises the Sp. Def of all allied sync pairs by 1 stat rank when the user’s move is successful.
  1687. Color Grid: 🟥 Red
  1688. 1 or more adjacent tiles must be activated
  1689. Move level must be 3 or higher
  1690.  
  1691. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  1692. Potion: MP Refresh 2
  1693. Move: Potion Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1694. Color Grid: 🟥 Red
  1695. 1 or more adjacent tiles must be activated
  1696. Move level must be 3 or higher
  1697.  
  1698. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1699. HP 10
  1700. HP 10
  1701. Color Grid: 🟦 Blue
  1702. 1 or more adjacent tiles must be activated
  1703.  
  1704. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  1705. Sp. Def 5
  1706. Sp. Def 5
  1707. Color Grid: 🟦 Blue
  1708. 1 or more adjacent tiles must be activated
  1709.  
  1710. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1711. Attack 5
  1712. Attack 5
  1713. Color Grid: 🟦 Blue
  1714. 1 or more adjacent tiles must be activated
  1715.  
  1716. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  1717. Speed 5
  1718. Speed 5
  1719. Color Grid: 🟦 Blue
  1720. 1 or more adjacent tiles must be activated
  1721.  
  1722. Cell 31 | Cost: 5 Energy, 60 Sync Orb(s)
  1723. Posthaste 4
  1724. Has a chance (50%) of raising the user’s Speed by two stat ranks when it is hit by an attack move.
  1725. Color Grid: 🟨 Yellow
  1726. 1 or more adjacent tiles must be activated
  1727.  
  1728. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  1729. Static Cling 2
  1730. Has a chance (30%) of leaving an opponent that attacked the user paralyzed when the user is hit by an attack move.
  1731. Color Grid: 🟨 Yellow
  1732. 1 or more adjacent tiles must be activated
  1733. Move level must be 2 or higher
  1734.  
  1735. Cell 33 | Cost: 2 Energy, 24 Sync Orb(s)
  1736. HP 10
  1737. HP 10
  1738. Color Grid: 🟦 Blue
  1739. 1 or more adjacent tiles must be activated
  1740.  
  1741. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  1742. Potion: MP Refresh 2
  1743. Move: Potion Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1744. Color Grid: 🟥 Red
  1745. 1 or more adjacent tiles must be activated
  1746. Move level must be 2 or higher
  1747.  
  1748. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  1749. Revenge Boost 9
  1750. Charges the user’s move gauge by one when it is hit by an attack move.
  1751. Color Grid: 🟨 Yellow
  1752. 1 or more adjacent tiles must be activated
  1753. Move level must be 3 or higher
  1754.  
  1755. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  1756. Potion: Master Healer 1
  1757. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  1758. Color Grid: 🟥 Red
  1759. 1 or more adjacent tiles must be activated
  1760. Move level must be 2 or higher
  1761.  
  1762. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1763. Potion: Master Healer 1
  1764. Move: Potion Increases the amount of HP restored by the user’s healing moves.
  1765. Color Grid: 🟥 Red
  1766. 1 or more adjacent tiles must be activated
  1767. Move level must be 3 or higher
  1768.  
  1769. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1770. Defense 10
  1771. Defense 10
  1772. Color Grid: 🟦 Blue
  1773. 1 or more adjacent tiles must be activated
  1774.  
  1775. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1776. Attack 5
  1777. Attack 5
  1778. Color Grid: 🟦 Blue
  1779. 1 or more adjacent tiles must be activated
  1780.  
  1781. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  1782. Sp. Def 5
  1783. Sp. Def 5
  1784. Color Grid: 🟦 Blue
  1785. 1 or more adjacent tiles must be activated
  1786.  
  1787. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  1788. Astonish: Power 4
  1789. Astonish: Power ↑ 4
  1790. Color Grid: 🟩 Green
  1791. 1 or more adjacent tiles must be activated
  1792.  
  1793. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  1794. Astonish: Power 4
  1795. Astonish: Power ↑ 4
  1796. Color Grid: 🟩 Green
  1797. 1 or more adjacent tiles must be activated
  1798. Move level must be 2 or higher
  1799.  
  1800. Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  1801. HP 20
  1802. HP 20
  1803. Color Grid: 🟦 Blue
  1804. 1 or more adjacent tiles must be activated
  1805. Move level must be 2 or higher
  1806.  
  1807. Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
  1808. It’s Teatime!: MP Refresh 2
  1809. Move: It’s Teatime! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1810. Color Grid: 🟥 Red
  1811. 1 or more adjacent tiles must be activated
  1812. Move level must be 2 or higher
  1813.  
  1814. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1815. It’s Teatime!: All Ramped Up 1
  1816. Move: It’s Teatime! Raises the Sp. Atk of all allied sync pairs by 1 stat rank when the user’s move is successful.
  1817. Color Grid: 🟥 Red
  1818. 1 or more adjacent tiles must be activated
  1819. Move level must be 3 or higher
  1820.  
  1821. Cell 46 | Cost: 12 Energy, 144 Sync Orb(s)
  1822. It’s Teatime!: Propulsion 4
  1823. Move: It’s Teatime! Has a chance (50%) of reducing the user’s sync move countdown by one when the user’s move is successful.
  1824. Color Grid: 🟥 Red
  1825. 1 or more adjacent tiles must be activated
  1826. Move level must be 3 or higher
  1827.  
  1828. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1829. Curious Flavor Ghost Beam: Power 25
  1830. Curious Flavor Ghost Beam: Power ↑ 25
  1831. Color Grid: 🟪 Purple
  1832. 1 or more adjacent tiles must be activated
  1833. Move level must be 3 or higher
  1834.  
  1835. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1836. Curious Flavor Ghost Beam: Power 25
  1837. Curious Flavor Ghost Beam: Power ↑ 25
  1838. Color Grid: 🟪 Purple
  1839. 1 or more adjacent tiles must be activated
  1840. Move level must be 3 or higher
  1841.  
  1842.  
  1843. ====================================================
  1844. Trainer : Sonia (Special Costume)
  1845. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1846. HP 10
  1847. HP 10
  1848. Color Grid: 🟦 Blue
  1849.  
  1850. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1851. Attack 5
  1852. Attack 5
  1853. Color Grid: 🟦 Blue
  1854.  
  1855. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1856. Defense 5
  1857. Defense 5
  1858. Color Grid: 🟦 Blue
  1859.  
  1860. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1861. Attack 5
  1862. Attack 5
  1863. Color Grid: 🟦 Blue
  1864.  
  1865. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1866. Sp. Def 5
  1867. Sp. Def 5
  1868. Color Grid: 🟦 Blue
  1869.  
  1870. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1871. Speed 5
  1872. Speed 5
  1873. Color Grid: 🟦 Blue
  1874.  
  1875. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1876. Attack 5
  1877. Attack 5
  1878. Color Grid: 🟦 Blue
  1879. 1 or more adjacent tiles must be activated
  1880.  
  1881. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1882. Defense 5
  1883. Defense 5
  1884. Color Grid: 🟦 Blue
  1885. 1 or more adjacent tiles must be activated
  1886.  
  1887. Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
  1888. Power Whip: Power 2
  1889. Power Whip: Power ↑ 2
  1890. Color Grid: 🟩 Green
  1891. 1 or more adjacent tiles must be activated
  1892.  
  1893. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  1894. HP 10
  1895. HP 10
  1896. Color Grid: 🟦 Blue
  1897. 1 or more adjacent tiles must be activated
  1898.  
  1899. Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
  1900. Sp. Def 5
  1901. Sp. Def 5
  1902. Color Grid: 🟦 Blue
  1903. 1 or more adjacent tiles must be activated
  1904.  
  1905. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  1906. Power Whip: Accuracy 5
  1907. Power Whip: Accuracy ↑ 5
  1908. Color Grid: 🟩 Green
  1909. 1 or more adjacent tiles must be activated
  1910.  
  1911. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  1912. Power Whip: Power 2
  1913. Power Whip: Power ↑ 2
  1914. Color Grid: 🟩 Green
  1915. 1 or more adjacent tiles must be activated
  1916. Move level must be 2 or higher
  1917.  
  1918. Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
  1919. Power Whip: Power 2
  1920. Power Whip: Power ↑ 2
  1921. Color Grid: 🟩 Green
  1922. 1 or more adjacent tiles must be activated
  1923. Move level must be 2 or higher
  1924.  
  1925. Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  1926. Power Whip: Move Gauge Refresh 3
  1927. Move: Power Whip Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1928. Color Grid: 🟥 Red
  1929. 1 or more adjacent tiles must be activated
  1930. Move level must be 2 or higher
  1931.  
  1932. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  1933. Furious Brawn
  1934. The more the user’s Attack is raised, the more it powers up the user’s moves.
  1935. Color Grid: 🟨 Yellow
  1936. 1 or more adjacent tiles must be activated
  1937. Move level must be 3 or higher
  1938.  
  1939. Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
  1940. Twofer 2
  1941. Has a chance (30%) of applying the Free Move Next effect to the user when its Pokémon uses a move.
  1942. Color Grid: 🟨 Yellow
  1943. 1 or more adjacent tiles must be activated
  1944. Move level must be 3 or higher
  1945.  
  1946. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1947. HP 10
  1948. HP 10
  1949. Color Grid: 🟦 Blue
  1950. 1 or more adjacent tiles must be activated
  1951.  
  1952. Cell 19 | Cost: 5 Energy, 60 Sync Orb(s)
  1953. Wide Awake
  1954. Prevents the user from falling asleep.
  1955. Color Grid: 🟨 Yellow
  1956. 1 or more adjacent tiles must be activated
  1957.  
  1958. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1959. Defense 5
  1960. Defense 5
  1961. Color Grid: 🟦 Blue
  1962. 1 or more adjacent tiles must be activated
  1963.  
  1964. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  1965. Speed 5
  1966. Speed 5
  1967. Color Grid: 🟦 Blue
  1968. 1 or more adjacent tiles must be activated
  1969.  
  1970. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  1971. Razor Leaf: Accuracy 5
  1972. Razor Leaf: Accuracy ↑ 5
  1973. Color Grid: 🟩 Green
  1974. 1 or more adjacent tiles must be activated
  1975.  
  1976. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  1977. Razor Leaf: Power 3
  1978. Razor Leaf: Power ↑ 3
  1979. Color Grid: 🟩 Green
  1980. 1 or more adjacent tiles must be activated
  1981.  
  1982. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  1983. Ohohoho!: MP Refresh 3
  1984. Move: Ohohoho! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1985. Color Grid: 🟥 Red
  1986. 1 or more adjacent tiles must be activated
  1987. Move level must be 2 or higher
  1988.  
  1989. Cell 25 | Cost: 3 Energy, 36 Sync Orb(s)
  1990. Razor Leaf: Power 3
  1991. Razor Leaf: Power ↑ 3
  1992. Color Grid: 🟩 Green
  1993. 1 or more adjacent tiles must be activated
  1994. Move level must be 2 or higher
  1995.  
  1996. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  1997. Insult to Injury
  1998. The more the target’s Defense is lowered, the more it powers up the user’s moves.
  1999. Color Grid: 🟨 Yellow
  2000. 1 or more adjacent tiles must be activated
  2001. Move level must be 2 or higher
  2002.  
  2003. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  2004. Defense Crush 9
  2005. Lowers the target’s Defense by one stat rank when the user’s attack move against it is successful.
  2006. Color Grid: 🟨 Yellow
  2007. 1 or more adjacent tiles must be activated
  2008. Move level must be 3 or higher
  2009.  
  2010. Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  2011. Attack 30
  2012. Attack 30
  2013. Color Grid: 🟦 Blue
  2014. 1 or more adjacent tiles must be activated
  2015. Move level must be 3 or higher
  2016.  
  2017. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  2018. Sp. Def 5
  2019. Sp. Def 5
  2020. Color Grid: 🟦 Blue
  2021. 1 or more adjacent tiles must be activated
  2022.  
  2023. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  2024. HP 10
  2025. HP 10
  2026. Color Grid: 🟦 Blue
  2027. 1 or more adjacent tiles must be activated
  2028.  
  2029. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  2030. Razor Leaf: Power 3
  2031. Razor Leaf: Power ↑ 3
  2032. Color Grid: 🟩 Green
  2033. 1 or more adjacent tiles must be activated
  2034.  
  2035. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  2036. Razor Leaf: Power 3
  2037. Razor Leaf: Power ↑ 3
  2038. Color Grid: 🟩 Green
  2039. 1 or more adjacent tiles must be activated
  2040.  
  2041. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  2042. Razor Leaf: Power 3
  2043. Razor Leaf: Power ↑ 3
  2044. Color Grid: 🟩 Green
  2045. 1 or more adjacent tiles must be activated
  2046. Move level must be 2 or higher
  2047.  
  2048. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  2049. Razor Leaf: Move Gauge Refresh 3
  2050. Move: Razor Leaf Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  2051. Color Grid: 🟥 Red
  2052. 1 or more adjacent tiles must be activated
  2053. Move level must be 2 or higher
  2054.  
  2055. Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
  2056. Speeding Sun 3
  2057. Quickly charges the move gauge when the weather is sunny.
  2058. Color Grid: 🟨 Yellow
  2059. 1 or more adjacent tiles must be activated
  2060. Move level must be 2 or higher
  2061.  
  2062. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  2063. Charging Sun 3
  2064. Powers up the user’s moves when the weather is sunny.
  2065. Color Grid: 🟨 Yellow
  2066. 1 or more adjacent tiles must be activated
  2067. Move level must be 3 or higher
  2068.  
  2069. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  2070. Solar Flare 5
  2071. Powers up the user’s sync moves when the weather is sunny.
  2072. Color Grid: 🟨 Yellow
  2073. 1 or more adjacent tiles must be activated
  2074. Move level must be 3 or higher
  2075.  
  2076. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  2077. Speed 5
  2078. Speed 5
  2079. Color Grid: 🟦 Blue
  2080. 1 or more adjacent tiles must be activated
  2081.  
  2082. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  2083. Attack 5
  2084. Attack 5
  2085. Color Grid: 🟦 Blue
  2086. 1 or more adjacent tiles must be activated
  2087.  
  2088. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  2089. Power Whip: Power 2
  2090. Power Whip: Power ↑ 2
  2091. Color Grid: 🟩 Green
  2092. 1 or more adjacent tiles must be activated
  2093.  
  2094. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  2095. Power Whip: Power 2
  2096. Power Whip: Power ↑ 2
  2097. Color Grid: 🟩 Green
  2098. 1 or more adjacent tiles must be activated
  2099.  
  2100. Cell 42 | Cost: 7 Energy, 84 Sync Orb(s)
  2101. X Attack: MP Refresh 3
  2102. Move: X Attack Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  2103. Color Grid: 🟥 Red
  2104. 1 or more adjacent tiles must be activated
  2105. Move level must be 2 or higher
  2106.  
  2107. Cell 43 | Cost: 5 Energy, 60 Sync Orb(s)
  2108. Power Whip: Accuracy 10
  2109. Power Whip: Accuracy ↑ 10
  2110. Color Grid: 🟩 Green
  2111. 1 or more adjacent tiles must be activated
  2112. Move level must be 2 or higher
  2113.  
  2114. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  2115. Locked-On Sync 3
  2116. Powers up the user’s sync move when its accuracy is raised.
  2117. Color Grid: 🟨 Yellow
  2118. 1 or more adjacent tiles must be activated
  2119. Move level must be 2 or higher
  2120.  
  2121. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  2122. Haymaker
  2123. The more the user’s Attack is raised, the more it powers up the user’s sync moves.
  2124. Color Grid: 🟨 Yellow
  2125. 1 or more adjacent tiles must be activated
  2126. Move level must be 3 or higher
  2127.  
  2128. Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
  2129. X Attack: Berserker 1
  2130. Move: X Attack Raises the user’s Attack by 1 stat rank when its move is successful.
  2131. Color Grid: 🟥 Red
  2132. 1 or more adjacent tiles must be activated
  2133. Move level must be 3 or higher
  2134.  
  2135. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  2136. Haughty Laugh Grass Impact: Power 25
  2137. Haughty Laugh Grass Impact: Power ↑ 25
  2138. Color Grid: 🟪 Purple
  2139. 1 or more adjacent tiles must be activated
  2140. Move level must be 3 or higher
  2141.  
  2142. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  2143. Haughty Laugh Grass Impact: Power 25
  2144. Haughty Laugh Grass Impact: Power ↑ 25
  2145. Color Grid: 🟪 Purple
  2146. 1 or more adjacent tiles must be activated
  2147. Move level must be 3 or higher
  2148.  
  2149.  
  2150. ====================================================
  2151.  
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