Absol-utely

New Grid v2.2.0

Oct 28th, 2020
3,371
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  1. Trainer : Bianca
  2.  
  3. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  4. HP 10
  5. HP 10
  6. Color Grid: Blue
  7.  
  8. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  9. Sp. Atk 5
  10. Sp. Atk 5
  11. Color Grid: Blue
  12.  
  13. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  14. Defense 5
  15. Defense 5
  16. Color Grid: Blue
  17.  
  18. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  19. Sp. Atk 5
  20. Sp. Atk 5
  21. Color Grid: Blue
  22.  
  23. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  24. Sp. Def 5
  25. Sp. Def 5
  26. Color Grid: Blue
  27.  
  28. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  29. Speed 5
  30. Speed 5
  31. Color Grid: Blue
  32.  
  33. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  34. Sp. Atk 5
  35. Sp. Atk 5
  36. Color Grid: Blue
  37. 1 or more adjacent tiles must be activated
  38.  
  39. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  40. Sp. Atk 5
  41. Sp. Atk 5
  42. Color Grid: Blue
  43. 1 or more adjacent tiles must be activated
  44.  
  45. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  46. Sp. Atk 5
  47. Sp. Atk 5
  48. Color Grid: Blue
  49. 1 or more adjacent tiles must be activated
  50.  
  51. Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
  52. Psychic: Power 3
  53. Psychic: Power ↑ 3
  54. Color Grid: Green
  55. 1 or more adjacent tiles must be activated
  56.  
  57. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  58. Psychic Terrain: MP Refresh 3
  59. Move: Psychic Terrain Has a moderately good chance of restoring one MP of the move used if the move is successful.
  60. Color Grid: Red
  61. 1 or more adjacent tiles must be activated
  62.  
  63. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  64. Psychic: Power 3
  65. Psychic: Power ↑ 3
  66. Color Grid: Green
  67. 1 or more adjacent tiles must be activated
  68. Move level must be 2 or higher
  69.  
  70. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  71. HP 20
  72. HP 20
  73. Color Grid: Blue
  74. 1 or more adjacent tiles must be activated
  75.  
  76. Cell 14 | Cost: 4 Energy, 48 Sync Orb(s)
  77. Defense 10
  78. Defense 10
  79. Color Grid: Blue
  80. 1 or more adjacent tiles must be activated
  81. Move level must be 2 or higher
  82.  
  83. Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
  84. Psychic Terrain: Pep Rally 1
  85. Move: Psychic Terrain Raises the Speed of all allied sync pairs when a move is successful.
  86. Color Grid: Red
  87. 1 or more adjacent tiles must be activated
  88. Move level must be 3 or higher
  89.  
  90. Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
  91. Precognition 2
  92. Quickly charges the move gauge when the field is Psychic Terrain.
  93. Color Grid: Yellow
  94. 1 or more adjacent tiles must be activated
  95. Move level must be 2 or higher
  96.  
  97. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  98. Psychic Terrain: Team Hit and Heal
  99. Move: Psychic Terrain Makes all allied sync pairs gradually heal themselves when a move is successful.
  100. Color Grid: Red
  101. 1 or more adjacent tiles must be activated
  102. Move level must be 3 or higher
  103.  
  104. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  105. Speed 5
  106. Speed 5
  107. Color Grid: Blue
  108. 1 or more adjacent tiles must be activated
  109.  
  110. Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
  111. Stored Power: Power 1
  112. Stored Power: Power ↑ 1
  113. Color Grid: Green
  114. 1 or more adjacent tiles must be activated
  115.  
  116. Cell 20 | Cost: 6 Energy, 72 Sync Orb(s)
  117. Stored Power: Move Gauge Refresh 2
  118. Move: Stored Power Has a moderate chance of charging the user’s move gauge by one when a move is successful.
  119. Color Grid: Red
  120. 1 or more adjacent tiles must be activated
  121.  
  122. Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
  123. Sp. Atk 10
  124. Sp. Atk 10
  125. Color Grid: Blue
  126. 1 or more adjacent tiles must be activated
  127. Move level must be 2 or higher
  128.  
  129. Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  130. Stored Power: Power 1
  131. Stored Power: Power ↑ 1
  132. Color Grid: Green
  133. 1 or more adjacent tiles must be activated
  134.  
  135. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  136. Stored Power: Power 1
  137. Stored Power: Power ↑ 1
  138. Color Grid: Green
  139. 1 or more adjacent tiles must be activated
  140. Move level must be 2 or higher
  141.  
  142. Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  143. HP 20
  144. HP 20
  145. Color Grid: Blue
  146. 1 or more adjacent tiles must be activated
  147. Move level must be 2 or higher
  148.  
  149. Cell 25 | Cost: 15 Energy, 180 Sync Orb(s)
  150. Impervious
  151. Stats cannot be lowered.
  152. Color Grid: Yellow
  153. 1 or more adjacent tiles must be activated
  154. Move level must be 3 or higher
  155.  
  156. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  157. Weird Shield
  158. Sp. Def increases 50% when the field is Psychic Terrain.
  159. Color Grid: Yellow
  160. 1 or more adjacent tiles must be activated
  161. Move level must be 3 or higher
  162.  
  163. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  164. Speed 5
  165. Speed 5
  166. Color Grid: Blue
  167. 1 or more adjacent tiles must be activated
  168.  
  169. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  170. Defense 5
  171. Defense 5
  172. Color Grid: Blue
  173. 1 or more adjacent tiles must be activated
  174.  
  175. Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
  176. You Snooze, You Lose!: MP Refresh 2
  177. Move: You Snooze, You Lose! Has a moderate chance of restoring one MP of the move used if the move is successful.
  178. Color Grid: Red
  179. 1 or more adjacent tiles must be activated
  180.  
  181. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  182. Stored Power: Power 1
  183. Stored Power: Power ↑ 1
  184. Color Grid: Green
  185. 1 or more adjacent tiles must be activated
  186.  
  187. Cell 31 | Cost: 10 Energy, 120 Sync Orb(s)
  188. Weird Recovery 1
  189. Restores the Pokémon’s HP whenever it takes an action when the field is Psychic Terrain.
  190. Color Grid: Yellow
  191. 1 or more adjacent tiles must be activated
  192. Move level must be 2 or higher
  193.  
  194. Cell 32 | Cost: 6 Energy, 72 Sync Orb(s)
  195. Mutually Assured
  196. Whenever the user becomes poisoned, badly poisoned, paralyzed, or burned from an opponent’s move, the same status condition is also applied to that opponent.
  197. Color Grid: Yellow
  198. 1 or more adjacent tiles must be activated
  199. Move level must be 2 or higher
  200.  
  201. Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
  202. Stored Power: Power 1
  203. Stored Power: Power ↑ 1
  204. Color Grid: Green
  205. 1 or more adjacent tiles must be activated
  206. Move level must be 3 or higher
  207.  
  208. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  209. Sp. Def 20
  210. Sp. Def 20
  211. Color Grid: Blue
  212. 1 or more adjacent tiles must be activated
  213. Move level must be 2 or higher
  214.  
  215. Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
  216. Unfortuitous 3
  217. Has a moderately good chance of lowering the target’s Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy or evasiveness at random when an attack is successful.
  218. Color Grid: Yellow
  219. 1 or more adjacent tiles must be activated
  220. Move level must be 3 or higher
  221.  
  222. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  223. Sp. Def 5
  224. Sp. Def 5
  225. Color Grid: Blue
  226. 1 or more adjacent tiles must be activated
  227.  
  228. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  229. Sp. Def 5
  230. Sp. Def 5
  231. Color Grid: Blue
  232. 1 or more adjacent tiles must be activated
  233.  
  234. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  235. Sp. Def 5
  236. Sp. Def 5
  237. Color Grid: Blue
  238. 1 or more adjacent tiles must be activated
  239.  
  240. Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
  241. Psychic: Power 3
  242. Psychic: Power ↑ 3
  243. Color Grid: Green
  244. 1 or more adjacent tiles must be activated
  245.  
  246. Cell 40 | Cost: 6 Energy, 72 Sync Orb(s)
  247. Psychic: Move Gauge Refresh 3
  248. Move: Psychic Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  249. Color Grid: Red
  250. 1 or more adjacent tiles must be activated
  251.  
  252. Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
  253. Psychic: Power 3
  254. Psychic: Power ↑ 3
  255. Color Grid: Green
  256. 1 or more adjacent tiles must be activated
  257.  
  258. Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  259. Psychic: Power 3
  260. Psychic: Power ↑ 3
  261. Color Grid: Green
  262. 1 or more adjacent tiles must be activated
  263. Move level must be 2 or higher
  264.  
  265. Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  266. Defense 10
  267. Defense 10
  268. Color Grid: Blue
  269. 1 or more adjacent tiles must be activated
  270. Move level must be 2 or higher
  271.  
  272. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  273. Lucky Entry 2
  274. Sharply raises the user’s Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness at random when the Pokémon enters a battle.
  275. Color Grid: Yellow
  276. 1 or more adjacent tiles must be activated
  277. Move level must be 2 or higher
  278.  
  279. Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
  280. Speed 20
  281. Speed 20
  282. Color Grid: Blue
  283. 1 or more adjacent tiles must be activated
  284. Move level must be 3 or higher
  285.  
  286. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  287. Brainteaser
  288. The more the target’s Sp. Def has been lowered, the more it powers up moves.
  289. Color Grid: Yellow
  290. 1 or more adjacent tiles must be activated
  291. Move level must be 3 or higher
  292.  
  293. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  294. Truth-Seeking Future Sight: Power 25
  295. Truth-Seeking Future Sight: Power ↑ 25
  296. Color Grid: Purple
  297. 1 or more adjacent tiles must be activated
  298. Move level must be 3 or higher
  299.  
  300. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  301. Truth-Seeking Future Sight: Power 25
  302. Truth-Seeking Future Sight: Power ↑ 25
  303. Color Grid: Purple
  304. 1 or more adjacent tiles must be activated
  305. Move level must be 3 or higher
  306.  
  307. 🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬
  308.  
  309. Trainer : Blue
  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. Sp. Atk 5
  317. Sp. Atk 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. Sp. Atk 5
  327. Sp. Atk 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. Sp. Atk 5
  342. Sp. Atk 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. Speed 5
  348. Speed 5
  349. Color Grid: Blue
  350. 1 or more adjacent tiles must be activated
  351.  
  352. Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
  353. Air Slash: Power 5
  354. Air Slash: Power ↑ 5
  355. Color Grid: Green
  356. 1 or more adjacent tiles must be activated
  357.  
  358. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  359. Air Slash: Power 5
  360. Air Slash: Power ↑ 5
  361. Color Grid: Green
  362. 1 or more adjacent tiles must be activated
  363.  
  364. Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
  365. Air Slash: Move Gauge Refresh 3
  366. Move: Air Slash Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  367. Color Grid: Red
  368. 1 or more adjacent tiles must be activated
  369.  
  370. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  371. Air Slash: Accuracy 5
  372. Air Slash: Accuracy ↑ 5
  373. Color Grid: Green
  374. 1 or more adjacent tiles must be activated
  375.  
  376. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  377. Air Slash: Power 5
  378. Air Slash: Power ↑ 5
  379. Color Grid: Green
  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. Air Slash: Power 5
  385. Air Slash: Power ↑ 5
  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: 6 Energy, 72 Sync Orb(s)
  391. Look Alive 2
  392. Has a moderate chance of increasing the user’s evasiveness when the user is hit by an attack move.
  393. Color Grid: Yellow
  394. 1 or more adjacent tiles must be activated
  395. Move level must be 2 or higher
  396.  
  397. Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
  398. HP 20
  399. HP 20
  400. Color Grid: Blue
  401. 1 or more adjacent tiles must be activated
  402. Move level must be 3 or higher
  403.  
  404. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  405. Harry 5
  406. Powers up moves when the target is flinching.
  407. Color Grid: Yellow
  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. Sp. Def 5
  413. Sp. Def 5
  414. Color Grid: Blue
  415. 1 or more adjacent tiles must be activated
  416.  
  417. Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
  418. Hurricane: Power 3
  419. Hurricane: Power ↑ 3
  420. Color Grid: Green
  421. 1 or more adjacent tiles must be activated
  422.  
  423. Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
  424. Smell Ya Later!: MP Refresh 3
  425. Move: Smell Ya Later! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  426. Color Grid: Red
  427. 1 or more adjacent tiles must be activated
  428.  
  429. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  430. Defense 5
  431. Defense 5
  432. Color Grid: Blue
  433. 1 or more adjacent tiles must be activated
  434.  
  435. Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
  436. Hurricane: Move Gauge Refresh 3
  437. Move: Hurricane Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  438. Color Grid: Red
  439. 1 or more adjacent tiles must be activated
  440.  
  441. Cell 23 | Cost: 6 Energy, 72 Sync Orb(s)
  442. Hurricane: Accuracy 10
  443. Hurricane: Accuracy ↑ 10
  444. Color Grid: Green
  445. 1 or more adjacent tiles must be activated
  446.  
  447. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  448. Mind Swell 2
  449. Has a moderate chance of raising the user’s Sp. Atk when the user’s Pokémon uses a move.
  450. Color Grid: Yellow
  451. 1 or more adjacent tiles must be activated
  452. Move level must be 2 or higher
  453.  
  454. Cell 25 | Cost: 4 Energy, 48 Sync Orb(s)
  455. Hurricane: Power 3
  456. Hurricane: Power ↑ 3
  457. Color Grid: Green
  458. 1 or more adjacent tiles must be activated
  459. Move level must be 2 or higher
  460.  
  461. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  462. Sp. Atk 20
  463. Sp. Atk 20
  464. Color Grid: Blue
  465. 1 or more adjacent tiles must be activated
  466. Move level must be 2 or higher
  467.  
  468. Cell 27 | Cost: 4 Energy, 48 Sync Orb(s)
  469. Hurricane: Power 3
  470. Hurricane: Power ↑ 3
  471. Color Grid: Green
  472. 1 or more adjacent tiles must be activated
  473. Move level must be 3 or higher
  474.  
  475. Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  476. Air Cutter: Critical Strike 3
  477. Move: Air Cutter Powers up attacks if they become critical hits.
  478. Color Grid: Red
  479. 1 or more adjacent tiles must be activated
  480. Move level must be 3 or higher
  481.  
  482. Cell 29 | Cost: 4 Energy, 48 Sync Orb(s)
  483. Air Slash: Power 5
  484. Air Slash: Power ↑ 5
  485. Color Grid: Green
  486. 1 or more adjacent tiles must be activated
  487.  
  488. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  489. HP 10
  490. HP 10
  491. Color Grid: Blue
  492. 1 or more adjacent tiles must be activated
  493.  
  494. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  495. Smell Ya Later!: MP Refresh 3
  496. Move: Smell Ya Later! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  497. Color Grid: Red
  498. 1 or more adjacent tiles must be activated
  499.  
  500. Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  501. Air Cutter: Power 4
  502. Air Cutter: Power ↑ 4
  503. Color Grid: Green
  504. 1 or more adjacent tiles must be activated
  505.  
  506. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  507. Air Slash: Aggravation 1
  508. Move: Air Slash Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  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: 4 Energy, 48 Sync Orb(s)
  514. Defense 10
  515. Defense 10
  516. Color Grid: Blue
  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. Brutal Clarity
  522. The more the user’s accuracy has been raised, the more it powers up moves.
  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: 6 Energy, 72 Sync Orb(s)
  528. Hurricane: Accuracy 10
  529. Hurricane: Accuracy ↑ 10
  530. Color Grid: Green
  531. 1 or more adjacent tiles must be activated
  532. Move level must be 3 or higher
  533.  
  534. Cell 37 | Cost: 5 Energy, 60 Sync Orb(s)
  535. World-Swallowing Hurricane: Power 25
  536. World-Swallowing Hurricane: Power ↑ 25
  537. Color Grid: Green
  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. Speed 5
  543. Speed 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. Air Cutter: Power 4
  549. Air Cutter: Power ↑ 4
  550. Color Grid: Green
  551. 1 or more adjacent tiles must be activated
  552.  
  553. Cell 40 | Cost: 6 Energy, 72 Sync Orb(s)
  554. Air Cutter: Move Gauge Refresh 3
  555. Move: Air Cutter Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  556. Color Grid: Red
  557. 1 or more adjacent tiles must be activated
  558.  
  559. Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
  560. Air Slash: Accuracy 5
  561. Air Slash: Accuracy ↑ 5
  562. Color Grid: Green
  563. 1 or more adjacent tiles must be activated
  564.  
  565. Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
  566. Pinpoint Entry 1
  567. Raises the user’s accuracy when the Pokémon enters a battle.
  568. Color Grid: Yellow
  569. 1 or more adjacent tiles must be activated
  570. Move level must be 2 or higher
  571.  
  572. Cell 43 | Cost: 2 Energy, 24 Sync Orb(s)
  573. Air Cutter: Power 4
  574. Air Cutter: 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: 2 Energy, 24 Sync Orb(s)
  580. Air Cutter: Power 4
  581. Air Cutter: Power ↑ 4
  582. Color Grid: Green
  583. 1 or more adjacent tiles must be activated
  584. Move level must be 2 or higher
  585.  
  586. Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
  587. Sp. Def 20
  588. Sp. Def 20
  589. Color Grid: Blue
  590. 1 or more adjacent tiles must be activated
  591. Move level must be 3 or higher
  592.  
  593. Cell 46 | Cost: 5 Energy, 60 Sync Orb(s)
  594. World-Swallowing Hurricane: Power 25
  595. World-Swallowing Hurricane: Power ↑ 25
  596. Color Grid: Green
  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. World-Swallowing Hurricane: Power 25
  602. World-Swallowing Hurricane: 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. World-Swallowing Hurricane: Power 25
  609. World-Swallowing Hurricane: 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 : Lisia
  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. Sp. Atk 5
  624. Sp. Atk 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: 3 Energy, 36 Sync Orb(s)
  660. Twister: Power 4
  661. Twister: Power ↑ 4
  662. Color Grid: Green
  663. 1 or more adjacent tiles must be activated
  664.  
  665. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  666. Twister: Power 4
  667. Twister: Power ↑ 4
  668. Color Grid: Green
  669. 1 or more adjacent tiles must be activated
  670.  
  671. Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
  672. Twister: Move Gauge Refresh 3
  673. Move: Twister Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  674. Color Grid: Red
  675. 1 or more adjacent tiles must be activated
  676.  
  677. Cell 12 | Cost: 8 Energy, 96 Sync Orb(s)
  678. Harry 3
  679. Powers up moves when the target is flinching.
  680. Color Grid: Yellow
  681. 1 or more adjacent tiles must be activated
  682. Move level must be 2 or higher
  683.  
  684. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  685. Dragon Pulse: Power 5
  686. Dragon Pulse: Power ↑ 5
  687. Color Grid: Green
  688. 1 or more adjacent tiles must be activated
  689.  
  690. Cell 14 | Cost: 4 Energy, 48 Sync Orb(s)
  691. HP 20
  692. HP 20
  693. Color Grid: Blue
  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. Wide Open
  699. The more the target’s evasiveness has been lowered, the more it powers up moves.
  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: 4 Energy, 48 Sync Orb(s)
  705. Sp. Def 10
  706. Sp. Def 10
  707. Color Grid: Blue
  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. HP Trade-Off 4
  713. The less HP the user has remaining, the more it powers up 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: 3 Energy, 36 Sync Orb(s)
  719. Snow Shelter
  720. Protects the Pokémon from damage from a hailstorm.
  721. Color Grid: Yellow
  722. 1 or more adjacent tiles must be activated
  723.  
  724. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  725. Speed 5
  726. Speed 5
  727. Color Grid: Blue
  728. 1 or more adjacent tiles must be activated
  729.  
  730. Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
  731. Defog: MP Refresh 3
  732. Move: Defog Has a moderately good chance of restoring one MP of the move used if the move is successful.
  733. Color Grid: Red
  734. 1 or more adjacent tiles must be activated
  735.  
  736. Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
  737. Defense 10
  738. Defense 10
  739. Color Grid: Blue
  740. 1 or more adjacent tiles must be activated
  741. Move level must be 2 or higher
  742.  
  743. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  744. Moonblast: Power 3
  745. Moonblast: Power ↑ 3
  746. Color Grid: Green
  747. 1 or more adjacent tiles must be activated
  748.  
  749. Cell 23 | Cost: 6 Energy, 72 Sync Orb(s)
  750. Defog: Clear View 1
  751. Move: Defog Lowers the evasiveness of the currently targeted opponent when Defog 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: 3 Energy, 36 Sync Orb(s)
  757. Moonblast: Power 3
  758. Moonblast: Power ↑ 3
  759. Color Grid: Green
  760. 1 or more adjacent tiles must be activated
  761. Move level must be 2 or higher
  762.  
  763. Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
  764. Twister: Aggravation 1
  765. Move: Twister Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  766. Color Grid: Red
  767. 1 or more adjacent tiles must be activated
  768. Move level must be 3 or higher
  769.  
  770. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  771. Double Down 2
  772. Powers up sync moves that are super effective.
  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: 3 Energy, 36 Sync Orb(s)
  778. Sand Shelter
  779. Protects the Pokémon from damage from a sandstorm.
  780. Color Grid: Yellow
  781. 1 or more adjacent tiles must be activated
  782.  
  783. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  784. Speed 5
  785. Speed 5
  786. Color Grid: Blue
  787. 1 or more adjacent tiles must be activated
  788.  
  789. Cell 29 | Cost: 3 Energy, 36 Sync Orb(s)
  790. Moonblast: Power 3
  791. Moonblast: Power ↑ 3
  792. Color Grid: Green
  793. 1 or more adjacent tiles must be activated
  794.  
  795. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  796. Moonblast: Power 3
  797. Moonblast: Power ↑ 3
  798. Color Grid: Green
  799. 1 or more adjacent tiles must be activated
  800.  
  801. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  802. Moonblast: On a Roll 1
  803. Move: Moonblast Raises the chance of lowering stat values with the additional effects of moves.
  804. Color Grid: Red
  805. 1 or more adjacent tiles must be activated
  806. Move level must be 2 or higher
  807.  
  808. Cell 32 | Cost: 6 Energy, 72 Sync Orb(s)
  809. Moonblast: Move Gauge Refresh 3
  810. Move: Moonblast Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  811. Color Grid: Red
  812. 1 or more adjacent tiles must be activated
  813. Move level must be 2 or higher
  814.  
  815. Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
  816. Dragon Pulse: Acumen 9
  817. Move: Dragon Pulse Raises the user’s Sp. Def when the user’s Pokémon uses a move.
  818. Color Grid: Red
  819. 1 or more adjacent tiles must be activated
  820. Move level must be 3 or higher
  821.  
  822. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  823. Defense 20
  824. Defense 20
  825. Color Grid: Blue
  826. 1 or more adjacent tiles must be activated
  827. Move level must be 2 or higher
  828.  
  829. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  830. Spotlight, Please!: Durable 9
  831. Move: Spotlight, Please! Makes the user able to endure the next hit it takes that would reduce it to 0 HP when a move is successful.
  832. Color Grid: Red
  833. 1 or more adjacent tiles must be activated
  834. Move level must be 3 or higher
  835.  
  836. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  837. Sp. Atk 5
  838. Sp. Atk 5
  839. Color Grid: Blue
  840. 1 or more adjacent tiles must be activated
  841.  
  842. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  843. Speed 5
  844. Speed 5
  845. Color Grid: Blue
  846. 1 or more adjacent tiles must be activated
  847.  
  848. Cell 38 | Cost: 3 Energy, 36 Sync Orb(s)
  849. Twister: Power 4
  850. Twister: Power ↑ 4
  851. Color Grid: Green
  852. 1 or more adjacent tiles must be activated
  853.  
  854. Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
  855. Natural Remedy
  856. Once per battle, removes all status conditions from the user when the user is inflicted by any status condition.
  857. Color Grid: Yellow
  858. 1 or more adjacent tiles must be activated
  859.  
  860. Cell 40 | Cost: 6 Energy, 72 Sync Orb(s)
  861. Dragon Pulse: Move Gauge Refresh 3
  862. Move: Dragon Pulse Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  863. Color Grid: Red
  864. 1 or more adjacent tiles must be activated
  865.  
  866. Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
  867. Dragon Pulse: Power 5
  868. Dragon Pulse: Power ↑ 5
  869. Color Grid: Green
  870. 1 or more adjacent tiles must be activated
  871.  
  872. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  873. Twister: Power 4
  874. Twister: Power ↑ 4
  875. Color Grid: Green
  876. 1 or more adjacent tiles must be activated
  877. Move level must be 2 or higher
  878.  
  879. Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  880. Dragon Pulse: Power 5
  881. Dragon Pulse: Power ↑ 5
  882. Color Grid: Green
  883. 1 or more adjacent tiles must be activated
  884. Move level must be 2 or higher
  885.  
  886. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  887. Witty Comeback 3
  888. Once per battle, drastically raises the user’s Sp. Def in a pinch.
  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: 7 Energy, 84 Sync Orb(s)
  894. On the Ropes 3
  895. Reduces damage when the Pokémon is in a pinch and is hit by a physical attack move.
  896. Color Grid: Yellow
  897. 1 or more adjacent tiles must be activated
  898. Move level must be 3 or higher
  899.  
  900. Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
  901. Sp. Def 20
  902. Sp. Def 20
  903. Color Grid: Blue
  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. Miracle Idol Draco Meteor: Power 25
  909. Miracle Idol Draco Meteor: 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. Miracle Idol Draco Meteor: Power 25
  916. Miracle Idol Draco Meteor: 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 : Nate
  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. Attack 5
  941. Attack 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. HP 10
  956. HP 10
  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. Attack 5
  962. Attack 5
  963. Color Grid: Blue
  964. 1 or more adjacent tiles must be activated
  965.  
  966. Cell 9 | Cost: 4 Energy, 48 Sync Orb(s)
  967. Fly: Power 2
  968. Fly: Power ↑ 2
  969. Color Grid: Green
  970. 1 or more adjacent tiles must be activated
  971.  
  972. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  973. Defense 5
  974. Defense 5
  975. Color Grid: Blue
  976. 1 or more adjacent tiles must be activated
  977.  
  978. Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
  979. Sp. Def 10
  980. Sp. Def 10
  981. Color Grid: Blue
  982. 1 or more adjacent tiles must be activated
  983.  
  984. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  985. Fly: Power 2
  986. Fly: Power ↑ 2
  987. Color Grid: Green
  988. 1 or more adjacent tiles must be activated
  989.  
  990. Cell 13 | Cost: 10 Energy, 120 Sync Orb(s)
  991. Aerial Ace: Brutal Clarity
  992. Move: Aerial Ace The more the user’s accuracy has been raised, the more it powers up moves.
  993. Color Grid: Red
  994. 1 or more adjacent tiles must be activated
  995. Move level must be 2 or higher
  996.  
  997. Cell 14 | Cost: 4 Energy, 48 Sync Orb(s)
  998. Fly: Power 2
  999. Fly: Power ↑ 2
  1000. Color Grid: Green
  1001. 1 or more adjacent tiles must be activated
  1002. Move level must be 2 or higher
  1003.  
  1004. Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  1005. Sp. Def 20
  1006. Sp. Def 20
  1007. Color Grid: Blue
  1008. 1 or more adjacent tiles must be activated
  1009. Move level must be 2 or higher
  1010.  
  1011. Cell 16 | Cost: 5 Energy, 60 Sync Orb(s)
  1012. Bravest Brave Bird: Power 25
  1013. Bravest Brave Bird: Power ↑ 25
  1014. Color Grid: Green
  1015. 1 or more adjacent tiles must be activated
  1016. Move level must be 3 or higher
  1017.  
  1018. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1019. Power Flux 2
  1020. The fuller the move gauge, the more this powers up moves.
  1021. Color Grid: Yellow
  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. Speed 5
  1027. Speed 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. Defense 5
  1033. Defense 5
  1034. Color Grid: Blue
  1035. 1 or more adjacent tiles must be activated
  1036.  
  1037. Cell 20 | Cost: 8 Energy, 96 Sync Orb(s)
  1038. Aerial Ace: Fast-Track 4
  1039. Move: Aerial Ace Has a good chance of raising the Pokémon’s Speed after it uses a move.
  1040. Color Grid: Red
  1041. 1 or more adjacent tiles must be activated
  1042.  
  1043. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  1044. Aerial Ace: Power 5
  1045. Aerial Ace: Power ↑ 5
  1046. Color Grid: Green
  1047. 1 or more adjacent tiles must be activated
  1048.  
  1049. Cell 22 | Cost: 6 Energy, 72 Sync Orb(s)
  1050. Aerial Ace: Move Gauge Refresh 3
  1051. Move: Aerial Ace Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1052. Color Grid: Red
  1053. 1 or more adjacent tiles must be activated
  1054.  
  1055. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  1056. Aerial Ace: Power 5
  1057. Aerial Ace: Power ↑ 5
  1058. Color Grid: Green
  1059. 1 or more adjacent tiles must be activated
  1060.  
  1061. Cell 24 | Cost: 10 Energy, 120 Sync Orb(s)
  1062. Evasive Rush 3
  1063. Drastically raises the user’s evasiveness after using a sync move.
  1064. Color Grid: Yellow
  1065. 1 or more adjacent tiles must be activated
  1066. Move level must be 2 or higher
  1067.  
  1068. Cell 25 | Cost: 4 Energy, 48 Sync Orb(s)
  1069. Speed 10
  1070. Speed 10
  1071. Color Grid: Blue
  1072. 1 or more adjacent tiles must be activated
  1073. Move level must be 2 or higher
  1074.  
  1075. Cell 26 | Cost: 4 Energy, 48 Sync Orb(s)
  1076. HP 20
  1077. HP 20
  1078. Color Grid: Blue
  1079. 1 or more adjacent tiles must be activated
  1080. Move level must be 2 or higher
  1081.  
  1082. Cell 27 | Cost: 5 Energy, 60 Sync Orb(s)
  1083. Bravest Brave Bird: Power 25
  1084. Bravest Brave Bird: Power ↑ 25
  1085. Color Grid: Green
  1086. 1 or more adjacent tiles must be activated
  1087. Move level must be 3 or higher
  1088.  
  1089. Cell 28 | Cost: 8 Energy, 96 Sync Orb(s)
  1090. Inertia
  1091. The higher the user’s Speed, the more it powers up sync moves.
  1092. Color Grid: Yellow
  1093. 1 or more adjacent tiles must be activated
  1094. Move level must be 3 or higher
  1095.  
  1096. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1097. Attack 5
  1098. Attack 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. Aerial Ace: Power 5
  1104. Aerial Ace: Power ↑ 5
  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. Be Brave!: MP Refresh 3
  1110. Move: Be Brave! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  1111. Color Grid: Red
  1112. 1 or more adjacent tiles must be activated
  1113.  
  1114. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  1115. Aerial Ace: Power 5
  1116. Aerial Ace: Power ↑ 5
  1117. Color Grid: Green
  1118. 1 or more adjacent tiles must be activated
  1119.  
  1120. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  1121. Aerial Ace: Power 5
  1122. Aerial Ace: Power ↑ 5
  1123. Color Grid: Green
  1124. 1 or more adjacent tiles must be activated
  1125. Move level must be 2 or higher
  1126.  
  1127. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  1128. Pinpoint Entry 1
  1129. Raises the user’s accuracy when the Pokémon enters a battle.
  1130. Color Grid: Yellow
  1131. 1 or more adjacent tiles must be activated
  1132. Move level must be 2 or higher
  1133.  
  1134. Cell 35 | Cost: 4 Energy, 48 Sync Orb(s)
  1135. Attack 10
  1136. Attack 10
  1137. Color Grid: Blue
  1138. 1 or more adjacent tiles must be activated
  1139. Move level must be 2 or higher
  1140.  
  1141. Cell 36 | Cost: 7 Energy, 84 Sync Orb(s)
  1142. Speed 20
  1143. Speed 20
  1144. Color Grid: Blue
  1145. 1 or more adjacent tiles must be activated
  1146. Move level must be 3 or higher
  1147.  
  1148. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1149. Aerial Ace: Critical Strike 2
  1150. Move: Aerial Ace Powers up attacks if they become critical hits.
  1151. Color Grid: Red
  1152. 1 or more adjacent tiles must be activated
  1153. Move level must be 3 or higher
  1154.  
  1155. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1156. Defense 5
  1157. Defense 5
  1158. Color Grid: Blue
  1159. 1 or more adjacent tiles must be activated
  1160.  
  1161. Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
  1162. Fly: Power 2
  1163. Fly: Power ↑ 2
  1164. Color Grid: Green
  1165. 1 or more adjacent tiles must be activated
  1166.  
  1167. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  1168. Dire Hit +: MP Refresh 3
  1169. Move: Dire Hit + Has a moderately good chance of restoring one MP of the move used if the move is successful.
  1170. Color Grid: Red
  1171. 1 or more adjacent tiles must be activated
  1172.  
  1173. Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
  1174. Acuity
  1175. Accuracy cannot be lowered.
  1176. Color Grid: Yellow
  1177. 1 or more adjacent tiles must be activated
  1178.  
  1179. Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  1180. Speed 10
  1181. Speed 10
  1182. Color Grid: Blue
  1183. 1 or more adjacent tiles must be activated
  1184. Move level must be 2 or higher
  1185.  
  1186. Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  1187. Fly: Power 2
  1188. Fly: Power ↑ 2
  1189. Color Grid: Green
  1190. 1 or more adjacent tiles must be activated
  1191. Move level must be 2 or higher
  1192.  
  1193. Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  1194. Defense 10
  1195. Defense 10
  1196. Color Grid: Blue
  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. Aerial Ace: Ramming Speed
  1202. Move: Aerial Ace The more the user’s Speed has been raised, the more it powers up moves.
  1203. Color Grid: Red
  1204. 1 or more adjacent tiles must be activated
  1205. Move level must be 3 or higher
  1206.  
  1207. Cell 46 | Cost: 4 Energy, 48 Sync Orb(s)
  1208. Attack 10
  1209. Attack 10
  1210. Color Grid: Blue
  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. Bravest Brave Bird: Power 25
  1216. Bravest Brave Bird: 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. Bravest Brave Bird: Power 25
  1223. Bravest Brave Bird: 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 : Olivia
  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: 3 Energy, 36 Sync Orb(s)
  1268. Rock Throw: Power 5
  1269. Rock Throw: Power ↑ 5
  1270. Color Grid: Green
  1271. 1 or more adjacent tiles must be activated
  1272.  
  1273. Cell 9 | Cost: 4 Energy, 48 Sync Orb(s)
  1274. Rock Throw: Accuracy 5
  1275. Rock Throw: Accuracy ↑ 5
  1276. Color Grid: Green
  1277. 1 or more adjacent tiles must be activated
  1278.  
  1279. Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
  1280. Wide Awake
  1281. Prevents the Pokémon from falling asleep.
  1282. Color Grid: Yellow
  1283. 1 or more adjacent tiles must be activated
  1284.  
  1285. Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
  1286. Rock Throw: Move Gauge Refresh 3
  1287. Move: Rock Throw Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1288. Color Grid: Red
  1289. 1 or more adjacent tiles must be activated
  1290.  
  1291. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  1292. Rock Throw: Power 5
  1293. Rock Throw: Power ↑ 5
  1294. Color Grid: Green
  1295. 1 or more adjacent tiles must be activated
  1296.  
  1297. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  1298. Rock Throw: Accuracy 5
  1299. Rock Throw: Accuracy ↑ 5
  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: 6 Energy, 72 Sync Orb(s)
  1305. Rock Throw: Move Gauge Refresh 3
  1306. Move: Rock Throw Has a moderately good chance of charging the user’s move gauge by one when a 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: 8 Energy, 96 Sync Orb(s)
  1312. Inertia
  1313. The higher the user’s Speed, the more it powers up sync moves.
  1314. Color Grid: Yellow
  1315. 1 or more adjacent tiles must be activated
  1316. Move level must be 2 or higher
  1317.  
  1318. Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
  1319. Attack 20
  1320. Attack 20
  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: 7 Energy, 84 Sync Orb(s)
  1326. HP 30
  1327. HP 30
  1328. Color Grid: Blue
  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. HP 10
  1334. HP 10
  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. Defense 5
  1340. Defense 5
  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. Sp. Def 5
  1346. Sp. Def 5
  1347. Color Grid: Blue
  1348. 1 or more adjacent tiles must be activated
  1349.  
  1350. Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
  1351. Acuity
  1352. Accuracy cannot be lowered.
  1353. Color Grid: Yellow
  1354. 1 or more adjacent tiles must be activated
  1355.  
  1356. Cell 22 | Cost: 6 Energy, 72 Sync Orb(s)
  1357. Stone Edge: Move Gauge Refresh 3
  1358. Move: Stone Edge Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1359. Color Grid: Red
  1360. 1 or more adjacent tiles must be activated
  1361.  
  1362. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  1363. Stone Edge: Power 2
  1364. Stone Edge: Power ↑ 2
  1365. Color Grid: Green
  1366. 1 or more adjacent tiles must be activated
  1367.  
  1368. Cell 24 | Cost: 5 Energy, 60 Sync Orb(s)
  1369. Stone Edge: Power 3
  1370. Stone Edge: Power ↑ 3
  1371. Color Grid: Green
  1372. 1 or more adjacent tiles must be activated
  1373. Move level must be 2 or higher
  1374.  
  1375. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  1376. Stone Edge: Accuracy 5
  1377. Stone Edge: Accuracy ↑ 5
  1378. Color Grid: Green
  1379. 1 or more adjacent tiles must be activated
  1380. Move level must be 2 or higher
  1381.  
  1382. Cell 26 | Cost: 5 Energy, 60 Sync Orb(s)
  1383. Stone Edge: Power 3
  1384. Stone Edge: Power ↑ 3
  1385. Color Grid: Green
  1386. 1 or more adjacent tiles must be activated
  1387. Move level must be 2 or higher
  1388.  
  1389. Cell 27 | Cost: 7 Energy, 84 Sync Orb(s)
  1390. Speed 20
  1391. Speed 20
  1392. Color Grid: Blue
  1393. 1 or more adjacent tiles must be activated
  1394. Move level must be 3 or higher
  1395.  
  1396. Cell 28 | Cost: 7 Energy, 84 Sync Orb(s)
  1397. Stone Edge: Accuracy 5
  1398. Stone Edge: Accuracy ↑ 5
  1399. Color Grid: Green
  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. Attack 5
  1405. Attack 5
  1406. Color Grid: Blue
  1407. 1 or more adjacent tiles must be activated
  1408.  
  1409. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  1410. Stone Edge: Power 2
  1411. Stone Edge: Power ↑ 2
  1412. Color Grid: Green
  1413. 1 or more adjacent tiles must be activated
  1414.  
  1415. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  1416. X Attack: MP Refresh 2
  1417. Move: X Attack Has a moderate chance of restoring one MP of the move used if the move is successful.
  1418. Color Grid: Red
  1419. 1 or more adjacent tiles must be activated
  1420.  
  1421. Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  1422. Stone Edge: Power 2
  1423. Stone Edge: Power ↑ 2
  1424. Color Grid: Green
  1425. 1 or more adjacent tiles must be activated
  1426.  
  1427. Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
  1428. Sands of Time 3
  1429. Quickly charges the move gauge in a sandstorm.
  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: 4 Energy, 48 Sync Orb(s)
  1435. Defense 10
  1436. Defense 10
  1437. Color Grid: Blue
  1438. 1 or more adjacent tiles must be activated
  1439. Move level must be 2 or higher
  1440.  
  1441. Cell 35 | Cost: 11 Energy, 132 Sync Orb(s)
  1442. Sand Blaster 5
  1443. Powers up sync moves in a sandstorm.
  1444. Color Grid: Yellow
  1445. 1 or more adjacent tiles must be activated
  1446. Move level must be 2 or higher
  1447.  
  1448. Cell 36 | Cost: 4 Energy, 48 Sync Orb(s)
  1449. HP 20
  1450. HP 20
  1451. Color Grid: Blue
  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. Surging Sand 3
  1457. Powers up moves in a sandstorm.
  1458. Color Grid: Yellow
  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: 3 Energy, 36 Sync Orb(s)
  1469. Rock Throw: Power 5
  1470. Rock Throw: Power ↑ 5
  1471. Color Grid: Green
  1472. 1 or more adjacent tiles must be activated
  1473.  
  1474. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  1475. Hard as Diamonds!: MP Refresh 3
  1476. Move: Hard as Diamonds! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  1477. Color Grid: Red
  1478. 1 or more adjacent tiles must be activated
  1479.  
  1480. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  1481. Sand Shelter
  1482. Protects the Pokémon from damage from a sandstorm.
  1483. Color Grid: Yellow
  1484. 1 or more adjacent tiles must be activated
  1485.  
  1486. Cell 42 | Cost: 6 Energy, 72 Sync Orb(s)
  1487. Stone Edge: Amped Up 2
  1488. Move: Stone Edge Raises the Pokémon’s Speed when it lands a critical hit.
  1489. Color Grid: Red
  1490. 1 or more adjacent tiles must be activated
  1491. Move level must be 2 or higher
  1492.  
  1493. Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
  1494. Rock Throw: Power 5
  1495. Rock Throw: Power ↑ 5
  1496. Color Grid: Green
  1497. 1 or more adjacent tiles must be activated
  1498. Move level must be 2 or higher
  1499.  
  1500. Cell 44 | Cost: 3 Energy, 36 Sync Orb(s)
  1501. Rock Throw: Power 5
  1502. Rock Throw: Power ↑ 5
  1503. Color Grid: Green
  1504. 1 or more adjacent tiles must be activated
  1505. Move level must be 2 or higher
  1506.  
  1507. Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
  1508. Sp. Def 20
  1509. Sp. Def 20
  1510. Color Grid: Blue
  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. Witty Comeback 3
  1516. Once per battle, drastically raises the user’s Sp. Def in a pinch.
  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. Shining Gem Continental Crush: Power 25
  1523. Shining Gem Continental Crush: 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. Shining Gem Continental Crush: Power 25
  1530. Shining Gem Continental Crush: 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 : Rosa (Holiday 2019)
  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. HP 10
  1570. HP 10
  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. Attack 5
  1576. Attack 5
  1577. Color Grid: Blue
  1578. 1 or more adjacent tiles must be activated
  1579.  
  1580. Cell 9 | Cost: 4 Energy, 48 Sync Orb(s)
  1581. Drill Peck: Power 3
  1582. Drill Peck: Power ↑ 3
  1583. Color Grid: Green
  1584. 1 or more adjacent tiles must be activated
  1585.  
  1586. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  1587. Speed 5
  1588. Speed 5
  1589. Color Grid: Blue
  1590. 1 or more adjacent tiles must be activated
  1591.  
  1592. Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
  1593. Drill Peck: Move Gauge Refresh 3
  1594. Move: Drill Peck Has a moderately good chance 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: 4 Energy, 48 Sync Orb(s)
  1599. Drill Peck: Power 3
  1600. Drill Peck: Power ↑ 3
  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: 4 Energy, 48 Sync Orb(s)
  1606. Drill Peck: Power 3
  1607. Drill Peck: Power ↑ 3
  1608. Color Grid: Green
  1609. 1 or more adjacent tiles must be activated
  1610.  
  1611. Cell 14 | Cost: 4 Energy, 48 Sync Orb(s)
  1612. Attack 10
  1613. Attack 10
  1614. Color Grid: Blue
  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. Hail Rally 1
  1620. Has a small chance of raising the critical-hit rate of all allied sync pairs when the user’s Pokémon uses a move in a hailstorm.
  1621. Color Grid: Yellow
  1622. 1 or more adjacent tiles must be activated
  1623. Move level must be 3 or higher
  1624.  
  1625. Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
  1626. Stoic 4
  1627. Has a good chance of raising the Pokémon’s Defense after it uses a move.
  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. HP 50
  1634. HP 50
  1635. Color Grid: Blue
  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. Defense 5
  1641. Defense 5
  1642. Color Grid: Blue
  1643. 1 or more adjacent tiles must be activated
  1644.  
  1645. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  1646. Aerial Ace: Power 4
  1647. Aerial Ace: Power ↑ 4
  1648. Color Grid: Green
  1649. 1 or more adjacent tiles must be activated
  1650.  
  1651. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  1652. Aerial Ace: Power 4
  1653. Aerial Ace: Power ↑ 4
  1654. Color Grid: Green
  1655. 1 or more adjacent tiles must be activated
  1656.  
  1657. Cell 21 | Cost: 6 Energy, 72 Sync Orb(s)
  1658. Aerial Ace: Move Gauge Refresh 3
  1659. Move: Aerial Ace Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1660. Color Grid: Red
  1661. 1 or more adjacent tiles must be activated
  1662.  
  1663. Cell 22 | Cost: 8 Energy, 96 Sync Orb(s)
  1664. Power Flux 3
  1665. The fuller the move gauge, the more this powers up moves.
  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: 3 Energy, 36 Sync Orb(s)
  1671. Aerial Ace: Power 4
  1672. Aerial Ace: Power ↑ 4
  1673. Color Grid: Green
  1674. 1 or more adjacent tiles must be activated
  1675. Move level must be 2 or higher
  1676.  
  1677. Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  1678. Sp. Def 10
  1679. Sp. Def 10
  1680. Color Grid: Blue
  1681. 1 or more adjacent tiles must be activated
  1682. Move level must be 2 or higher
  1683.  
  1684. Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
  1685. All the Presents!: Shared Fortune 2
  1686. Move: All the Presents! Sharply raises the Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness of all allied sync pairs at random when a 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: 8 Energy, 96 Sync Orb(s)
  1692. Aerial Ace: Mad Strength 4
  1693. Move: Aerial Ace Has a good chance of raising the Pokémon’s Attack when one of its attacks 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. Speed 5
  1700. Speed 5
  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. HP 10
  1706. HP 10
  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: 3 Energy, 36 Sync Orb(s)
  1717. Aerial Ace: Power 4
  1718. Aerial Ace: Power ↑ 4
  1719. Color Grid: Green
  1720. 1 or more adjacent tiles must be activated
  1721.  
  1722. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  1723. X Attack All: MP Refresh 3
  1724. Move: X Attack All Has a moderately good chance of restoring one MP of the move used if the move is successful.
  1725. Color Grid: Red
  1726. 1 or more adjacent tiles must be activated
  1727.  
  1728. Cell 32 | Cost: 8 Energy, 96 Sync Orb(s)
  1729. Ice Shell
  1730. Defense increases 50% in a hailstorm.
  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: 3 Energy, 36 Sync Orb(s)
  1736. Aerial Ace: Power 4
  1737. Aerial Ace: Power ↑ 4
  1738. Color Grid: Green
  1739. 1 or more adjacent tiles must be activated
  1740.  
  1741. Cell 34 | Cost: 4 Energy, 48 Sync Orb(s)
  1742. Defense 10
  1743. Defense 10
  1744. Color Grid: Blue
  1745. 1 or more adjacent tiles must be activated
  1746. Move level must be 2 or higher
  1747.  
  1748. Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
  1749. Speed 20
  1750. Speed 20
  1751. Color Grid: Blue
  1752. 1 or more adjacent tiles must be activated
  1753. Move level must be 3 or higher
  1754.  
  1755. Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
  1756. Team Speedy Entry 1
  1757. Raises the Speed of all allied sync pairs when the Pokémon enters a battle.
  1758. Color Grid: Yellow
  1759. 1 or more adjacent tiles must be activated
  1760. Move level must be 2 or higher
  1761.  
  1762. Cell 37 | Cost: 15 Energy, 180 Sync Orb(s)
  1763. Cold Front
  1764. Causes a hailstorm when the Pokémon enters the battle for the first time.
  1765. Color Grid: Yellow
  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. Speed 5
  1771. Speed 5
  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. Sp. Def 5
  1777. Sp. Def 5
  1778. Color Grid: Blue
  1779. 1 or more adjacent tiles must be activated
  1780.  
  1781. Cell 40 | Cost: 4 Energy, 48 Sync Orb(s)
  1782. Drill Peck: Power 3
  1783. Drill Peck: Power ↑ 3
  1784. Color Grid: Green
  1785. 1 or more adjacent tiles must be activated
  1786.  
  1787. Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
  1788. All the Presents!: MP Refresh 3
  1789. Move: All the Presents! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  1790. Color Grid: Red
  1791. 1 or more adjacent tiles must be activated
  1792.  
  1793. Cell 42 | Cost: 7 Energy, 84 Sync Orb(s)
  1794. Hasty Hail 2
  1795. Quickly charges the move gauge in a hailstorm.
  1796. Color Grid: Yellow
  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: 4 Energy, 48 Sync Orb(s)
  1808. Defense 10
  1809. Defense 10
  1810. Color Grid: Blue
  1811. 1 or more adjacent tiles must be activated
  1812. Move level must be 2 or higher
  1813.  
  1814. Cell 45 | Cost: 4 Energy, 48 Sync Orb(s)
  1815. Sp. Def 10
  1816. Sp. Def 10
  1817. Color Grid: Blue
  1818. 1 or more adjacent tiles must be activated
  1819. Move level must be 3 or higher
  1820.  
  1821. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1822. Revenge Boost 4
  1823. Has a good chance of charging the user’s move gauge by one when the user is hit by an attack move.
  1824. Color Grid: Yellow
  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. Special Delivery Drill Peck: Power 25
  1830. Special Delivery Drill Peck: 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. Special Delivery Drill Peck: Power 25
  1837. Special Delivery Drill Peck: 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 : Siebold (Holiday 2019)
  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. Sp. Atk 5
  1852. Sp. Atk 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. Sp. Atk 5
  1862. Sp. Atk 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. Sp. Atk 5
  1877. Sp. Atk 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. Speed 5
  1883. Speed 5
  1884. Color Grid: Blue
  1885. 1 or more adjacent tiles must be activated
  1886.  
  1887. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1888. Defense 5
  1889. Defense 5
  1890. Color Grid: Blue
  1891. 1 or more adjacent tiles must be activated
  1892.  
  1893. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  1894. Octazooka: Power 4
  1895. Octazooka: Power ↑ 4
  1896. Color Grid: Green
  1897. 1 or more adjacent tiles must be activated
  1898.  
  1899. Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
  1900. Octazooka: Move Gauge Refresh 3
  1901. Move: Octazooka Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1902. Color Grid: Red
  1903. 1 or more adjacent tiles must be activated
  1904.  
  1905. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  1906. Octazooka: Power 4
  1907. Octazooka: Power ↑ 4
  1908. Color Grid: Green
  1909. 1 or more adjacent tiles must be activated
  1910. Move level must be 2 or higher
  1911.  
  1912. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  1913. Octazooka: Power 4
  1914. Octazooka: Power ↑ 4
  1915. Color Grid: Green
  1916. 1 or more adjacent tiles must be activated
  1917.  
  1918. Cell 14 | Cost: 2 Energy, 24 Sync Orb(s)
  1919. HP 10
  1920. HP 10
  1921. Color Grid: Blue
  1922. 1 or more adjacent tiles must be activated
  1923. Move level must be 2 or higher
  1924.  
  1925. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  1926. Fortuitous 4
  1927. Has a good chance of raising the user’s Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness at random when an attack is successful.
  1928. Color Grid: Yellow
  1929. 1 or more adjacent tiles must be activated
  1930. Move level must be 3 or higher
  1931.  
  1932. Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
  1933. Focus Rush 1
  1934. Raises the user’s critical-hit rate after using a sync move.
  1935. Color Grid: Yellow
  1936. 1 or more adjacent tiles must be activated
  1937. Move level must be 2 or higher
  1938.  
  1939. Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
  1940. Rising Tide
  1941. The more the user’s stats have been raised, the more it powers up sync moves.
  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: 3 Energy, 36 Sync Orb(s)
  1947. Steady Aim
  1948. Critical-hit rate cannot be lowered.
  1949. Color Grid: Yellow
  1950. 1 or more adjacent tiles must be activated
  1951.  
  1952. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1953. Speed 5
  1954. Speed 5
  1955. Color Grid: Blue
  1956. 1 or more adjacent tiles must be activated
  1957.  
  1958. Cell 20 | Cost: 6 Energy, 72 Sync Orb(s)
  1959. Scald: Move Gauge Refresh 3
  1960. Move: Scald Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1961. Color Grid: Red
  1962. 1 or more adjacent tiles must be activated
  1963.  
  1964. Cell 21 | Cost: 8 Energy, 96 Sync Orb(s)
  1965. Burn Synergy 3
  1966. Powers up moves when the target is burned.
  1967. Color Grid: Yellow
  1968. 1 or more adjacent tiles must be activated
  1969. Move level must be 2 or higher
  1970.  
  1971. Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  1972. Scald: Power 3
  1973. Scald: Power ↑ 3
  1974. Color Grid: Green
  1975. 1 or more adjacent tiles must be activated
  1976.  
  1977. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  1978. Scald: Power 3
  1979. Scald: Power ↑ 3
  1980. Color Grid: Green
  1981. 1 or more adjacent tiles must be activated
  1982. Move level must be 2 or higher
  1983.  
  1984. Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  1985. Sp. Def 10
  1986. Sp. Def 10
  1987. Color Grid: Blue
  1988. 1 or more adjacent tiles must be activated
  1989. Move level must be 2 or higher
  1990.  
  1991. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  1992. Defense 20
  1993. Defense 20
  1994. Color Grid: Blue
  1995. 1 or more adjacent tiles must be activated
  1996. Move level must be 3 or higher
  1997.  
  1998. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  1999. Dizzying Power
  2000. The more the target’s accuracy is lowered, the more it powers up moves.
  2001. Color Grid: Yellow
  2002. 1 or more adjacent tiles must be activated
  2003. Move level must be 3 or higher
  2004.  
  2005. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  2006. Speed 5
  2007. Speed 5
  2008. Color Grid: Blue
  2009. 1 or more adjacent tiles must be activated
  2010.  
  2011. Cell 28 | Cost: 4 Energy, 48 Sync Orb(s)
  2012. Scald: Power 3
  2013. Scald: Power ↑ 3
  2014. Color Grid: Green
  2015. 1 or more adjacent tiles must be activated
  2016.  
  2017. Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
  2018. X Sp. Def: MP Refresh 3
  2019. Move: X Sp. Def Has a moderately good chance of restoring one MP of the move used if the move is successful.
  2020. Color Grid: Red
  2021. 1 or more adjacent tiles must be activated
  2022.  
  2023. Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  2024. Scald: Power 3
  2025. Scald: Power ↑ 3
  2026. Color Grid: Green
  2027. 1 or more adjacent tiles must be activated
  2028.  
  2029. Cell 31 | Cost: 8 Energy, 96 Sync Orb(s)
  2030. Octazooka: Eagle Eye 4
  2031. Move: Octazooka Has a good chance of raising the user’s critical-hit rate when the user’s Pokémon uses a move.
  2032. Color Grid: Red
  2033. 1 or more adjacent tiles must be activated
  2034. Move level must be 2 or higher
  2035.  
  2036. Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  2037. Scald: Power 3
  2038. Scald: Power ↑ 3
  2039. Color Grid: Green
  2040. 1 or more adjacent tiles must be activated
  2041. Move level must be 2 or higher
  2042.  
  2043. Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
  2044. HP 30
  2045. HP 30
  2046. Color Grid: Blue
  2047. 1 or more adjacent tiles must be activated
  2048. Move level must be 3 or higher
  2049.  
  2050. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  2051. On the Ropes 3
  2052. Reduces damage when the Pokémon is in a pinch and is hit by a physical attack move.
  2053. Color Grid: Yellow
  2054. 1 or more adjacent tiles must be activated
  2055. Move level must be 2 or higher
  2056.  
  2057. Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
  2058. Octazooka: Discombobulate 4
  2059. Move: Octazooka Has a good chance of lowering the target’s accuracy when an attack is successful.
  2060. Color Grid: Red
  2061. 1 or more adjacent tiles must be activated
  2062. Move level must be 3 or higher
  2063.  
  2064. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  2065. Sp. Atk 5
  2066. Sp. Atk 5
  2067. Color Grid: Blue
  2068. 1 or more adjacent tiles must be activated
  2069.  
  2070. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  2071. Defense 5
  2072. Defense 5
  2073. Color Grid: Blue
  2074. 1 or more adjacent tiles must be activated
  2075.  
  2076. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  2077. HP 10
  2078. HP 10
  2079. Color Grid: Blue
  2080. 1 or more adjacent tiles must be activated
  2081.  
  2082. Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
  2083. Octazooka: Power 4
  2084. Octazooka: Power ↑ 4
  2085. Color Grid: Green
  2086. 1 or more adjacent tiles must be activated
  2087.  
  2088. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  2089. Only the Best!: MP Refresh 3
  2090. Move: Only the Best! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  2091. Color Grid: Red
  2092. 1 or more adjacent tiles must be activated
  2093.  
  2094. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  2095. Octazooka: Power 4
  2096. Octazooka: Power ↑ 4
  2097. Color Grid: Green
  2098. 1 or more adjacent tiles must be activated
  2099.  
  2100. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  2101. Octazooka: Power 4
  2102. Octazooka: Power ↑ 4
  2103. Color Grid: Green
  2104. 1 or more adjacent tiles must be activated
  2105. Move level must be 2 or higher
  2106.  
  2107. Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  2108. Sp. Atk 10
  2109. Sp. Atk 10
  2110. Color Grid: Blue
  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. Scorcher 2
  2116. Increases the amount of damage the target takes from being burned.
  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: 7 Energy, 84 Sync Orb(s)
  2122. Speed 20
  2123. Speed 20
  2124. Color Grid: Blue
  2125. 1 or more adjacent tiles must be activated
  2126. Move level must be 3 or higher
  2127.  
  2128. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  2129. Critical Strike 3
  2130. Powers up attacks if they become critical hits.
  2131. Color Grid: Yellow
  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. Gourmet Octazooka: Power 25
  2137. Gourmet Octazooka: 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. Gourmet Octazooka: Power 25
  2144. Gourmet Octazooka: 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. /Finished/ Thanks for watching
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