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- Trainer : Roxanne
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Ancient Power: Power 4
- Ancient Power: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Ancient Power: Power 4
- Ancient Power: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Ancient Power: Power 4
- Ancient Power: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Ancient Power: Move Gauge Refresh 3
- Move: Ancient Power Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
- Adrenaline 1
- Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
- Defense 20
- Defense 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Ancient Power: Swag Bag 2
- Move: Ancient Power Raises the chance of raising stat values with the additional effects of moves.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 8 Energy, 96 Sync Orb(s)
- Unbending
- Defense cannot be lowered.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 23 | Cost: 8 Energy, 96 Sync Orb(s)
- Stalwart
- Sp. Def cannot be lowered.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
- X Defense All: MP Refresh 3
- Move: X Defense All Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
- X Defense All: Shielded 1
- Move: X Defense All Raises the Defense of all allied sync pairs by 1 stat rank when the user’s move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Endurance
- When the user enters battle with full HP, applies the Enduring effect to it.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 5 Energy, 60 Sync Orb(s)
- Sand Shelter
- Protects the user from damage from a sandstorm.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 8 Energy, 96 Sync Orb(s)
- Sands of Time 1
- Quickly charges the move gauge during a sandstorm.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
- Study Buddies!: MP Refresh 3
- Move: Study Buddies! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 34 | Cost: 10 Energy, 120 Sync Orb(s)
- Soothing Sand 1
- Restores the user’s HP whenever its Pokémon takes an action during a sandstorm.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Survivor Mentality 2
- Reduces damage when the user is hit by a special attack move while in a pinch.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 7 Energy, 84 Sync Orb(s)
- Sp. Def 20
- Sp. Def 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Study Buddies!: Barricade Buddies 1
- Move: Study Buddies! Raises the Sp. Def of all allied sync pairs by 1 stat rank when the user’s move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Ancient Power: Power 4
- Ancient Power: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Ancient Power: Power 4
- Ancient Power: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 10 Energy, 120 Sync Orb(s)
- Block and Charge 1
- Charges the user’s move gauge by 1 when it nullifies an opponent’s move while in a defensive posture.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 5 Energy, 60 Sync Orb(s)
- HP 30
- HP 30
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
- Wide Guard: MP Refresh 2
- Move: Wide Guard Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
- Block and Heal 1
- 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.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Honor Student Power Gem: Power 25
- Honor Student Power Gem: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Honor Student Power Gem: Power 25
- Honor Student Power Gem: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Kahili
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Peck: Power 4
- Peck: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Peck: Power 4
- Peck: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 7 Energy, 84 Sync Orb(s)
- Peck: Move Gauge Refresh 3
- Move: Peck Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
- Peck: Power 4
- Peck: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
- Peck: Defense Crush 4
- 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.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
- Eagle Eye 4
- Has a chance (50%) of raising the user’s critical-hit rate by one stat rank when its Pokémon uses a move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 5 Energy, 60 Sync Orb(s)
- Supersonic Skystrike Drive: Power 25
- Supersonic Skystrike Drive: Power ↑ 25
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 5 Energy, 60 Sync Orb(s)
- Flameproof
- Prevents the user from getting burned.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Beak Blast: Power 4
- Beak Blast: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Beak Blast: Power 4
- Beak Blast: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
- Beak Blast: Move Gauge Refresh 3
- Move: Beak Blast Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
- Burn Synergy 5
- Powers up the user’s moves when the target is burned.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 6 Energy, 72 Sync Orb(s)
- Beak Blast: Inspire Ire
- Move: Beak Blast Makes opponents target the user for a short time when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
- Haymaker
- The more the user’s Attack is raised, the more it powers up the user’s sync moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 5 Energy, 60 Sync Orb(s)
- Supersonic Skystrike Drive: Power 25
- Supersonic Skystrike Drive: Power ↑ 25
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Beak Blast: Power 4
- Beak Blast: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
- Beak Blast: Power 4
- Beak Blast: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
- X Attack: MP Refresh 3
- Move: X Attack Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 3 Energy, 36 Sync Orb(s)
- Beak Blast: Power 4
- Beak Blast: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
- Sterner Stuff 1
- Reduces damage when the user is hit by a physical attack move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
- Sterner Stuff 2
- Reduces damage when the user is hit by a physical attack move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- First Aid 4
- Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 5 Energy, 60 Sync Orb(s)
- Headstrong
- Attack cannot be lowered.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Peck: Power 4
- Peck: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 7 Energy, 84 Sync Orb(s)
- Second Wind!: MP Refresh 3
- Move: Second Wind! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
- Peck: Power 4
- Peck: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- Attack 20
- Attack 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 9 Energy, 108 Sync Orb(s)
- Second Wind!: Shielding Strikes 2
- Move: Second Wind! Raises the user’s Defense by 2 stat ranks when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Second Wind!: Super Preparation 4
- Move: Second Wind! Has a chance (50%) of applying the Supereffective ↑ Next effect to the user when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Supersonic Skystrike Drive: Power 25
- Supersonic Skystrike Drive: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Supersonic Skystrike Drive: Power 25
- Supersonic Skystrike Drive: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Marley
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Flame Wheel: Power 4
- Flame Wheel: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 7 Energy, 84 Sync Orb(s)
- Flame Wheel: Move Gauge Refresh 3
- Move: Flame Wheel Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Flame Wheel: Power 4
- Flame Wheel: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
- Flame Wheel: Power 4
- Flame Wheel: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
- Scorcher 2
- Increases the amount of damage an opponent takes from being burned.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
- Flame Wheel: Flag Bearer 3
- 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.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Hostile Environment 4
- Raises the chance of inflicting status conditions with the additional effects of moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
- Flamethrower: Power 4
- Flamethrower: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Flamethrower: Power 4
- Flamethrower: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
- X Speed All: MP Refresh 3
- Move: X Speed All Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
- X Speed All: Pep Rally 1
- Move: X Speed All Raises the Speed of all allied sync pairs by 1 stat rank when the user’s move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
- Healing Sun 1
- Restores the user’s HP whenever its Pokémon takes an action while the weather is sunny.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
- Speeding Sun 1
- Quickly charges the move gauge when the weather is sunny.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 9 Energy, 108 Sync Orb(s)
- Sunny Disposition
- Stats cannot be lowered when the weather is sunny.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Flamethrower: Power 4
- Flamethrower: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
- Flamethrower: Power 4
- Flamethrower: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
- Flamethrower: Power 4
- Flamethrower: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Flamethrower: Move Gauge Refresh 3
- Move: Flamethrower Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 5 Energy, 60 Sync Orb(s)
- HP 30
- HP 30
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
- Flamethrower: Hype Up 3
- 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.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Group Fire Guard
- Reduces the damage all allied sync pairs take when attacked by Fire-type moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Flame Wheel: Power 4
- Flame Wheel: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Flame Wheel: Power 4
- Flame Wheel: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 7 Energy, 84 Sync Orb(s)
- We’re Standing Strong!: MP Refresh 3
- Move: We’re Standing Strong! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
- We’re Standing Strong!: Team Hit and Heal
- Move: We’re Standing Strong! Applies the Gradual Healing effect to all allied sync pairs when the user’s move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
- Terrify 1
- Lowers the Attack of all opposing sync pairs by 1 stat rank when the user enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- We’re Standing Strong!: Shielded 1
- Move: We’re Standing Strong! Raises the Defense of all allied sync pairs by 1 stat rank when the user’s move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Team Sharp Entry 1
- Raises the critical-hit rate of all allied sync pairs by 1 stat rank when the user enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Grateful Friend Flare Blitz: Power 25
- Grateful Friend Flare Blitz: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Grateful Friend Flare Blitz: Power 25
- Grateful Friend Flare Blitz: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Ingo (Special Costume)
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
- Quick Attack: Power 3
- Quick Attack: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Quick Attack: Power 3
- Quick Attack: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Quick Attack: Power 3
- Quick Attack: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Quick Attack: MP Refresh 3
- Move: Quick Attack Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
- Quick Attack: Defense Crush 9
- Move: Quick Attack Lowers the target’s Defense by one stat rank when the user’s attack move against it is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
- Burst In
- Applies the Critical Hit Next effect to the user when it enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Quick Attack: Follow-Through 9
- Move: Quick Attack Applies the Critical Hit Next effect to the user when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
- Infestation: Power 4
- Infestation: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 10 Energy, 120 Sync Orb(s)
- Insect Acceleration 2
- Quickly charges the move gauge when the zone is Bug Zone.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Infestation: Power 4
- Infestation: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Infestation: Power 4
- Infestation: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
- Bug Wish: Move Gauge Refresh 3
- Move: Bug Wish Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 9 Energy, 108 Sync Orb(s)
- Relentless
- The more the target’s Defense is lowered, the more it powers up the user’s sync moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
- Bug Wish: MP Refresh 2
- Move: Bug Wish Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 3 Energy, 36 Sync Orb(s)
- Infestation: Power 4
- Infestation: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
- Infestation: Power 4
- Infestation: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
- Infestation: Move Gauge Refresh 3
- Move: Infestation Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 10 Energy, 120 Sync Orb(s)
- Stationary Target 3
- Powers up the user’s moves when the target is trapped.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
- Coming Through!: Super Preparation 9
- Move: Coming Through! Applies the Supereffective ↑ Next effect to the user when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
- Pokey Trap 2
- Increases the amount of damage an opponent takes from being trapped.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Mad Strength 9
- Raises the user’s Attack by one stat rank when one of its attack moves is successful.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Quick Attack: Power 3
- Quick Attack: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Quick Attack: Power 3
- Quick Attack: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 7 Energy, 84 Sync Orb(s)
- Coming Through!: MP Refresh 3
- Move: Coming Through! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- Speed 20
- Speed 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 5 Energy, 60 Sync Orb(s)
- Fast Runner
- Evasiveness cannot be lowered.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Blind Spot
- The more the user’s evasiveness is raised, the more it powers up the user’s sync moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Bob and Weave
- The more the user’s evasiveness is raised, the more it powers up the user’s moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Express Line Bug Impact: Power 25
- Express Line Bug Impact: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Express Line Bug Impact: Power 25
- Express Line Bug Impact: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Emmet (Special Costume)
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
- Megahorn: Accuracy 5
- Megahorn: Accuracy ↑ 5
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
- Megahorn: Power 2
- Megahorn: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Megahorn: Power 2
- Megahorn: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Megahorn: Power 2
- Megahorn: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Safety First!: MP Refresh 2
- Move: Safety First! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 5 Energy, 60 Sync Orb(s)
- Megahorn: Accuracy 10
- Megahorn: Accuracy ↑ 10
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
- Attack 30
- Attack 30
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Charging Infliction 1
- Charges the user’s move gauge by 1 when its Pokémon uses a status move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 5 Energy, 60 Sync Orb(s)
- Headstrong
- Attack cannot be lowered.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 5 Energy, 60 Sync Orb(s)
- Sand Shelter
- Protects the user from damage from a sandstorm.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
- Swords Dance: Move Gauge Refresh 3
- Move: Swords Dance Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
- Sharp Entry 1
- Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
- Defense 20
- Defense 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
- Swords Dance: Berserker 1
- Move: Swords Dance Raises the user’s Attack by 1 stat rank when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
- Swords Dance: Charging Infliction 2
- Move: Swords Dance Charges the user’s move gauge by 2 when its Pokémon uses a status move.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 5 Energy, 60 Sync Orb(s)
- Snow Shelter
- Protects the user from damage from a hailstorm.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 5 Energy, 60 Sync Orb(s)
- Unbending
- Defense cannot be lowered.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
- Vigilance
- Protects the user against critical hits.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Iron Defense: Move Gauge Refresh 3
- Move: Iron Defense Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Iron Defense: Shielding Strikes 1
- Move: Iron Defense Raises the user’s Defense by 1 stat rank when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
- Tough Cookie
- The more the user’s Defense is raised, the more it powers up the user’s moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Iron Defense: Charging Infliction 2
- Move: Iron Defense Charges the user’s move gauge by 2 when its Pokémon uses a status move.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Megahorn: Power 2
- Megahorn: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Megahorn: Power 2
- Megahorn: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- Megahorn: Move Gauge Refresh 3
- Move: Megahorn Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
- Brawn Sync 2
- Powers up the user’s sync move when its Attack is raised.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Tough Sync 3
- Powers up the user’s sync move when its Defense is raised.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
- Sync Freebie
- Applies the Free Move Next effect to the user after using its sync move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Victory Joust Bug Impact: Power 25
- Victory Joust Bug Impact: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Victory Joust Bug Impact: Power 25
- Victory Joust Bug Impact: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Lillie (Special Costume)
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
- Astonish: Move Gauge Refresh 3
- Move: Astonish Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Astonish: Power 4
- Astonish: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Astonish: Power 4
- Astonish: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
- Astonish: Power 4
- Astonish: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
- It’s Teatime!: Critical Squad 1
- 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.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 12 Energy, 144 Sync Orb(s)
- Interference Immunity
- Prevents the user from flinching, becoming confused, or becoming trapped.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Astonish: Aggravation 1
- Move: Astonish Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 5 Energy, 60 Sync Orb(s)
- Lithe
- Prevents the user from getting paralyzed.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 5 Energy, 60 Sync Orb(s)
- Stalwart
- Sp. Def cannot be lowered.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 23 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
- X Sp. Def All: MP Refresh 3
- Move: X Sp. Def All Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
- X Sp. Def All: Barricade Buddies 1
- 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.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
- Potion: MP Refresh 2
- Move: Potion Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 5 Energy, 60 Sync Orb(s)
- Posthaste 4
- Has a chance (50%) of raising the user’s Speed by two stat ranks when it is hit by an attack move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
- Static Cling 2
- Has a chance (30%) of leaving an opponent that attacked the user paralyzed when the user is hit by an attack move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Potion: MP Refresh 2
- Move: Potion Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Revenge Boost 9
- Charges the user’s move gauge by one when it is hit by an attack move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
- Potion: Master Healer 1
- Move: Potion Increases the amount of HP restored by the user’s healing moves.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Potion: Master Healer 1
- Move: Potion Increases the amount of HP restored by the user’s healing moves.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Astonish: Power 4
- Astonish: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Astonish: Power 4
- Astonish: Power ↑ 4
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
- It’s Teatime!: MP Refresh 2
- Move: It’s Teatime! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- It’s Teatime!: All Ramped Up 1
- Move: It’s Teatime! Raises the Sp. Atk of all allied sync pairs by 1 stat rank when the user’s move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 12 Energy, 144 Sync Orb(s)
- It’s Teatime!: Propulsion 4
- 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.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Curious Flavor Ghost Beam: Power 25
- Curious Flavor Ghost Beam: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Curious Flavor Ghost Beam: Power 25
- Curious Flavor Ghost Beam: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
- Trainer : Sonia (Special Costume)
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
- Power Whip: Power 2
- Power Whip: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Power Whip: Accuracy 5
- Power Whip: Accuracy ↑ 5
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Power Whip: Power 2
- Power Whip: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
- Power Whip: Power 2
- Power Whip: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
- Power Whip: Move Gauge Refresh 3
- Move: Power Whip Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
- Furious Brawn
- The more the user’s Attack is raised, the more it powers up the user’s moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
- Twofer 2
- Has a chance (30%) of applying the Free Move Next effect to the user when its Pokémon uses a move.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 5 Energy, 60 Sync Orb(s)
- Wide Awake
- Prevents the user from falling asleep.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Razor Leaf: Accuracy 5
- Razor Leaf: Accuracy ↑ 5
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Razor Leaf: Power 3
- Razor Leaf: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
- Ohohoho!: MP Refresh 3
- Move: Ohohoho! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 3 Energy, 36 Sync Orb(s)
- Razor Leaf: Power 3
- Razor Leaf: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Insult to Injury
- The more the target’s Defense is lowered, the more it powers up the user’s moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
- Defense Crush 9
- Lowers the target’s Defense by one stat rank when the user’s attack move against it is successful.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
- Attack 30
- Attack 30
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
- Razor Leaf: Power 3
- Razor Leaf: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
- Razor Leaf: Power 3
- Razor Leaf: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
- Razor Leaf: Power 3
- Razor Leaf: Power ↑ 3
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Razor Leaf: Move Gauge Refresh 3
- Move: Razor Leaf Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
- Speeding Sun 3
- Quickly charges the move gauge when the weather is sunny.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
- Charging Sun 3
- Powers up the user’s moves when the weather is sunny.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Solar Flare 5
- Powers up the user’s sync moves when the weather is sunny.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: 🟦 Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Power Whip: Power 2
- Power Whip: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Power Whip: Power 2
- Power Whip: Power ↑ 2
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 7 Energy, 84 Sync Orb(s)
- X Attack: MP Refresh 3
- Move: X Attack Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 5 Energy, 60 Sync Orb(s)
- Power Whip: Accuracy 10
- Power Whip: Accuracy ↑ 10
- Color Grid: 🟩 Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- Locked-On Sync 3
- Powers up the user’s sync move when its accuracy is raised.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Haymaker
- The more the user’s Attack is raised, the more it powers up the user’s sync moves.
- Color Grid: 🟨 Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
- X Attack: Berserker 1
- Move: X Attack Raises the user’s Attack by 1 stat rank when its move is successful.
- Color Grid: 🟥 Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Haughty Laugh Grass Impact: Power 25
- Haughty Laugh Grass Impact: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Haughty Laugh Grass Impact: Power 25
- Haughty Laugh Grass Impact: Power ↑ 25
- Color Grid: 🟪 Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ====================================================
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