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- Trainer : Bianca
- 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. Atk 5
- Sp. Atk 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: 4 Energy, 48 Sync Orb(s)
- Psychic: Power 3
- Psychic: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
- Psychic Terrain: MP Refresh 3
- Move: Psychic Terrain Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- Psychic: Power 3
- Psychic: 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)
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
- Psychic Terrain: Pep Rally 1
- Move: Psychic Terrain Raises the Speed of all allied sync pairs when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
- Precognition 2
- Quickly charges the move gauge when the field is Psychic Terrain.
- 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)
- Psychic Terrain: Team Hit and Heal
- Move: Psychic Terrain Makes all allied sync pairs gradually heal themselves when a 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)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
- Stored Power: Power 1
- Stored Power: Power ↑ 1
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 6 Energy, 72 Sync Orb(s)
- Stored Power: Move Gauge Refresh 2
- Move: Stored Power Has a moderate chance 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 21 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Atk 10
- Sp. Atk 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
- Stored Power: Power 1
- Stored Power: Power ↑ 1
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
- Stored Power: Power 1
- Stored Power: Power ↑ 1
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | 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 25 | Cost: 15 Energy, 180 Sync Orb(s)
- Impervious
- Stats cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
- Weird Shield
- Sp. Def increases 50% when the field is Psychic Terrain.
- 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)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
- You Snooze, You Lose!: MP Refresh 2
- Move: You Snooze, You Lose! Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
- Stored Power: Power 1
- Stored Power: Power ↑ 1
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 10 Energy, 120 Sync Orb(s)
- Weird Recovery 1
- Restores the Pokémon’s HP whenever it takes an action when the field is Psychic Terrain.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 6 Energy, 72 Sync Orb(s)
- Mutually Assured
- 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.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
- Stored Power: Power 1
- Stored Power: Power ↑ 1
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 34 | 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 35 | Cost: 8 Energy, 96 Sync Orb(s)
- Unfortuitous 3
- 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.
- 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)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 37 | 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 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: 4 Energy, 48 Sync Orb(s)
- Psychic: Power 3
- Psychic: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 6 Energy, 72 Sync Orb(s)
- Psychic: Move Gauge Refresh 3
- Move: Psychic Has a moderately good chance 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 41 | Cost: 4 Energy, 48 Sync Orb(s)
- Psychic: Power 3
- Psychic: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
- Psychic: Power 3
- Psychic: Power ↑ 3
- 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)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
- Lucky Entry 2
- Sharply raises the user’s Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness at random when the Pokémon enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | 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 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Brainteaser
- The more the target’s Sp. Def has been lowered, the more it powers up 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)
- Truth-Seeking Future Sight: Power 25
- Truth-Seeking Future Sight: 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)
- Truth-Seeking Future Sight: Power 25
- Truth-Seeking Future Sight: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- 🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬
- Trainer : Blue
- 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)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
- Air Slash: Power 5
- Air Slash: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
- Air Slash: Power 5
- Air Slash: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
- Air Slash: Move Gauge Refresh 3
- Move: Air Slash Has a moderately good chance 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: 4 Energy, 48 Sync Orb(s)
- Air Slash: Accuracy 5
- Air Slash: Accuracy ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Air Slash: Power 5
- Air Slash: Power ↑ 5
- 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)
- Air Slash: Power 5
- Air Slash: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 6 Energy, 72 Sync Orb(s)
- Look Alive 2
- Has a moderate chance of increasing the user’s evasiveness 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 16 | 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 3 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Harry 5
- Powers up moves when the target is flinching.
- 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: 4 Energy, 48 Sync Orb(s)
- Hurricane: Power 3
- Hurricane: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
- Smell Ya Later!: MP Refresh 3
- Move: Smell Ya Later! Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
- Hurricane: Move Gauge Refresh 3
- Move: Hurricane Has a moderately good chance 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 23 | Cost: 6 Energy, 72 Sync Orb(s)
- Hurricane: Accuracy 10
- Hurricane: Accuracy ↑ 10
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
- Mind Swell 2
- Has a moderate chance of raising the user’s Sp. Atk when the user’s Pokémon uses a move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 4 Energy, 48 Sync Orb(s)
- Hurricane: Power 3
- Hurricane: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
- Sp. Atk 20
- Sp. Atk 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 4 Energy, 48 Sync Orb(s)
- Hurricane: Power 3
- Hurricane: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
- Air Cutter: Critical Strike 3
- Move: Air Cutter Powers up attacks if they become critical hits.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 29 | Cost: 4 Energy, 48 Sync Orb(s)
- Air Slash: Power 5
- Air Slash: Power ↑ 5
- Color Grid: Green
- 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: 7 Energy, 84 Sync Orb(s)
- Smell Ya Later!: MP Refresh 3
- Move: Smell Ya Later! Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
- Air Cutter: Power 4
- Air Cutter: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
- Air Slash: Aggravation 1
- Move: Air Slash 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 2 or higher
- Cell 34 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
- Brutal Clarity
- The more the user’s accuracy has been raised, the more it powers up moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 6 Energy, 72 Sync Orb(s)
- Hurricane: Accuracy 10
- Hurricane: Accuracy ↑ 10
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 37 | Cost: 5 Energy, 60 Sync Orb(s)
- World-Swallowing Hurricane: Power 25
- World-Swallowing Hurricane: Power ↑ 25
- Color Grid: Green
- 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)
- Air Cutter: Power 4
- Air Cutter: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 6 Energy, 72 Sync Orb(s)
- Air Cutter: Move Gauge Refresh 3
- Move: Air Cutter Has a moderately good chance 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 41 | Cost: 4 Energy, 48 Sync Orb(s)
- Air Slash: Accuracy 5
- Air Slash: Accuracy ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
- Pinpoint Entry 1
- Raises the user’s accuracy when the Pokémon enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 2 Energy, 24 Sync Orb(s)
- Air Cutter: Power 4
- Air Cutter: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 2 Energy, 24 Sync Orb(s)
- Air Cutter: Power 4
- Air Cutter: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | 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 3 or higher
- Cell 46 | Cost: 5 Energy, 60 Sync Orb(s)
- World-Swallowing Hurricane: Power 25
- World-Swallowing Hurricane: Power ↑ 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- World-Swallowing Hurricane: Power 25
- World-Swallowing Hurricane: 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)
- World-Swallowing Hurricane: Power 25
- World-Swallowing Hurricane: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- 🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬
- Trainer : Lisia
- 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)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
- Twister: Power 4
- Twister: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
- Twister: Power 4
- Twister: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
- Twister: Move Gauge Refresh 3
- Move: Twister Has a moderately good chance 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: 8 Energy, 96 Sync Orb(s)
- Harry 3
- Powers up moves when the target is flinching.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
- Dragon Pulse: Power 5
- Dragon Pulse: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 14 | 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 15 | Cost: 8 Energy, 96 Sync Orb(s)
- Wide Open
- The more the target’s evasiveness has been lowered, the more it powers up moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- 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)
- HP Trade-Off 4
- The less HP the user has remaining, the more it powers up moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 3 Energy, 36 Sync Orb(s)
- Snow Shelter
- Protects the Pokémon from damage from a hailstorm.
- Color Grid: Yellow
- 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: 7 Energy, 84 Sync Orb(s)
- Defog: MP Refresh 3
- Move: Defog Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Moonblast: Power 3
- Moonblast: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 6 Energy, 72 Sync Orb(s)
- Defog: Clear View 1
- Move: Defog Lowers the evasiveness of the currently targeted opponent when Defog is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
- Moonblast: Power 3
- Moonblast: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
- Twister: Aggravation 1
- Move: Twister 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 26 | Cost: 8 Energy, 96 Sync Orb(s)
- Double Down 2
- Powers up sync moves that are super effective.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 27 | Cost: 3 Energy, 36 Sync Orb(s)
- Sand Shelter
- Protects the Pokémon from damage from a sandstorm.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 3 Energy, 36 Sync Orb(s)
- Moonblast: Power 3
- Moonblast: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
- Moonblast: Power 3
- Moonblast: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
- Moonblast: On a Roll 1
- Move: Moonblast Raises the chance of lowering stat values with the additional effects of moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 32 | Cost: 6 Energy, 72 Sync Orb(s)
- Moonblast: Move Gauge Refresh 3
- Move: Moonblast Has a moderately good chance 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 33 | Cost: 7 Energy, 84 Sync Orb(s)
- Dragon Pulse: Acumen 9
- Move: Dragon Pulse Raises the user’s Sp. Def when the user’s Pokémon uses a move.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 34 | 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 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Spotlight, Please!: Durable 9
- 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.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | 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 37 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 38 | Cost: 3 Energy, 36 Sync Orb(s)
- Twister: Power 4
- Twister: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
- Natural Remedy
- Once per battle, removes all status conditions from the user when the user is inflicted by any status condition.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 6 Energy, 72 Sync Orb(s)
- Dragon Pulse: Move Gauge Refresh 3
- Move: Dragon Pulse Has a moderately good chance 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 41 | Cost: 4 Energy, 48 Sync Orb(s)
- Dragon Pulse: Power 5
- Dragon Pulse: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Twister: Power 4
- Twister: 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)
- Dragon Pulse: Power 5
- Dragon Pulse: Power ↑ 5
- 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)
- Witty Comeback 3
- Once per battle, drastically raises the user’s Sp. Def in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
- On the Ropes 3
- Reduces damage when the Pokémon is in a pinch and 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 46 | 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 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Miracle Idol Draco Meteor: Power 25
- Miracle Idol Draco Meteor: 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)
- Miracle Idol Draco Meteor: Power 25
- Miracle Idol Draco Meteor: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- 🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬
- Trainer : Nate
- 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)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 4 Energy, 48 Sync Orb(s)
- Fly: Power 2
- Fly: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- Fly: Power 2
- Fly: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 10 Energy, 120 Sync Orb(s)
- Aerial Ace: Brutal Clarity
- Move: Aerial Ace The more the user’s accuracy has been raised, the more it powers up moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 4 Energy, 48 Sync Orb(s)
- Fly: Power 2
- Fly: 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)
- 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 16 | Cost: 5 Energy, 60 Sync Orb(s)
- Bravest Brave Bird: Power 25
- Bravest Brave Bird: Power ↑ 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Power Flux 2
- The fuller the move gauge, the more this powers up 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)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 8 Energy, 96 Sync Orb(s)
- Aerial Ace: Fast-Track 4
- Move: Aerial Ace Has a good chance of raising the Pokémon’s Speed after it uses a move.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
- Aerial Ace: Power 5
- Aerial Ace: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 6 Energy, 72 Sync Orb(s)
- Aerial Ace: Move Gauge Refresh 3
- Move: Aerial Ace Has a moderately good chance 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 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Aerial Ace: Power 5
- Aerial Ace: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 10 Energy, 120 Sync Orb(s)
- Evasive Rush 3
- Drastically raises the user’s evasiveness after using a sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | 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 27 | Cost: 5 Energy, 60 Sync Orb(s)
- Bravest Brave Bird: Power 25
- Bravest Brave Bird: Power ↑ 25
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 8 Energy, 96 Sync Orb(s)
- Inertia
- The higher the user’s Speed, the more it powers up sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- 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: 3 Energy, 36 Sync Orb(s)
- Aerial Ace: Power 5
- Aerial Ace: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
- Be Brave!: MP Refresh 3
- Move: Be Brave! Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
- Aerial Ace: Power 5
- Aerial Ace: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
- Aerial Ace: Power 5
- Aerial Ace: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
- Pinpoint Entry 1
- Raises the user’s accuracy when the Pokémon enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 4 Energy, 48 Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | 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 3 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Aerial Ace: Critical Strike 2
- Move: Aerial Ace Powers up attacks if they become critical hits.
- 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 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 4 Energy, 48 Sync Orb(s)
- Fly: Power 2
- Fly: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
- Dire Hit +: MP Refresh 3
- Move: Dire Hit + Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
- Acuity
- Accuracy cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
- Fly: Power 2
- Fly: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Aerial Ace: Ramming Speed
- Move: Aerial Ace The more the user’s Speed has been raised, the more it powers up moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 4 Energy, 48 Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Bravest Brave Bird: Power 25
- Bravest Brave Bird: 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)
- Bravest Brave Bird: Power 25
- Bravest Brave Bird: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- 🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬
- Trainer : Olivia
- 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: 3 Energy, 36 Sync Orb(s)
- Rock Throw: Power 5
- Rock Throw: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 4 Energy, 48 Sync Orb(s)
- Rock Throw: Accuracy 5
- Rock Throw: Accuracy ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
- Wide Awake
- Prevents the Pokémon from falling asleep.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
- Rock Throw: Move Gauge Refresh 3
- Move: Rock Throw Has a moderately good chance 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)
- Rock Throw: Power 5
- Rock Throw: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
- Rock Throw: Accuracy 5
- Rock Throw: Accuracy ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 6 Energy, 72 Sync Orb(s)
- Rock Throw: Move Gauge Refresh 3
- Move: Rock Throw Has a moderately good chance 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: 8 Energy, 96 Sync Orb(s)
- Inertia
- The higher the user’s Speed, the more it powers up sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 16 | 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 3 or higher
- Cell 17 | Cost: 7 Energy, 84 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 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)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | 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 21 | Cost: 4 Energy, 48 Sync Orb(s)
- Acuity
- Accuracy cannot be lowered.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 6 Energy, 72 Sync Orb(s)
- Stone Edge: Move Gauge Refresh 3
- Move: Stone Edge Has a moderately good chance 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 23 | Cost: 4 Energy, 48 Sync Orb(s)
- Stone Edge: Power 2
- Stone Edge: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 5 Energy, 60 Sync Orb(s)
- Stone Edge: Power 3
- Stone Edge: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
- Stone Edge: Accuracy 5
- Stone Edge: Accuracy ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 5 Energy, 60 Sync Orb(s)
- Stone Edge: Power 3
- Stone Edge: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 27 | 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 3 or higher
- Cell 28 | Cost: 7 Energy, 84 Sync Orb(s)
- Stone Edge: Accuracy 5
- Stone Edge: Accuracy ↑ 5
- 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)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
- Stone Edge: Power 2
- Stone Edge: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
- X Attack: MP Refresh 2
- Move: X Attack Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
- Stone Edge: Power 2
- Stone Edge: Power ↑ 2
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
- Sands of Time 3
- Quickly charges the move gauge in a sandstorm.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 11 Energy, 132 Sync Orb(s)
- Sand Blaster 5
- Powers up sync moves in a sandstorm.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | 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 3 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Surging Sand 3
- Powers up moves in a sandstorm.
- 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: 3 Energy, 36 Sync Orb(s)
- Rock Throw: Power 5
- Rock Throw: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
- Hard as Diamonds!: MP Refresh 3
- Move: Hard as Diamonds! Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Sand Shelter
- Protects the Pokémon from damage from a sandstorm.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 6 Energy, 72 Sync Orb(s)
- Stone Edge: Amped Up 2
- Move: Stone Edge Raises the Pokémon’s Speed when it lands a critical hit.
- 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)
- Rock Throw: Power 5
- Rock Throw: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 3 Energy, 36 Sync Orb(s)
- Rock Throw: Power 5
- Rock Throw: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | 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 3 or higher
- Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
- Witty Comeback 3
- Once per battle, drastically raises the user’s Sp. Def in a pinch.
- 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)
- Shining Gem Continental Crush: Power 25
- Shining Gem Continental Crush: 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)
- Shining Gem Continental Crush: Power 25
- Shining Gem Continental Crush: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- 🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬
- Trainer : Rosa (Holiday 2019)
- 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)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 4 Energy, 48 Sync Orb(s)
- Drill Peck: Power 3
- Drill Peck: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
- Drill Peck: Move Gauge Refresh 3
- Move: Drill Peck Has a moderately good chance 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: 4 Energy, 48 Sync Orb(s)
- Drill Peck: Power 3
- Drill Peck: 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)
- Drill Peck: Power 3
- Drill Peck: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 4 Energy, 48 Sync Orb(s)
- Attack 10
- Attack 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
- Hail Rally 1
- 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.
- 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)
- Stoic 4
- Has a good chance of raising the Pokémon’s Defense after it uses a move.
- 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)
- HP 50
- HP 50
- Color Grid: Blue
- 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: 3 Energy, 36 Sync Orb(s)
- Aerial Ace: Power 4
- Aerial Ace: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
- Aerial Ace: Power 4
- Aerial Ace: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 6 Energy, 72 Sync Orb(s)
- Aerial Ace: Move Gauge Refresh 3
- Move: Aerial Ace Has a moderately good chance 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 22 | Cost: 8 Energy, 96 Sync Orb(s)
- Power Flux 3
- The fuller the move gauge, the more this powers up moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Aerial Ace: Power 4
- Aerial Ace: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
- All the Presents!: Shared Fortune 2
- 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.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
- Aerial Ace: Mad Strength 4
- Move: Aerial Ace Has a good chance of raising the Pokémon’s Attack when one of its attacks 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)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- 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: 3 Energy, 36 Sync Orb(s)
- Aerial Ace: Power 4
- Aerial Ace: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
- X Attack All: MP Refresh 3
- Move: X Attack All Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 8 Energy, 96 Sync Orb(s)
- Ice Shell
- Defense increases 50% in a hailstorm.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
- Aerial Ace: Power 4
- Aerial Ace: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 34 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | 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 3 or higher
- Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
- Team Speedy Entry 1
- Raises the Speed of all allied sync pairs when the Pokémon enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 37 | Cost: 15 Energy, 180 Sync Orb(s)
- Cold Front
- Causes a hailstorm when the Pokémon enters the battle for the first time.
- 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)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 4 Energy, 48 Sync Orb(s)
- Drill Peck: Power 3
- Drill Peck: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
- All the Presents!: MP Refresh 3
- Move: All the Presents! Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 7 Energy, 84 Sync Orb(s)
- Hasty Hail 2
- Quickly charges the move gauge in a hailstorm.
- Color Grid: Yellow
- 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: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Revenge Boost 4
- Has a good chance of charging the user’s move gauge by one when the user 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 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Special Delivery Drill Peck: Power 25
- Special Delivery Drill Peck: 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)
- Special Delivery Drill Peck: Power 25
- Special Delivery Drill Peck: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- 🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬🎬
- Trainer : Siebold (Holiday 2019)
- 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)
- Speed 5
- Speed 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: 3 Energy, 36 Sync Orb(s)
- Octazooka: Power 4
- Octazooka: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
- Octazooka: Move Gauge Refresh 3
- Move: Octazooka Has a moderately good chance 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)
- Octazooka: Power 4
- Octazooka: 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)
- Octazooka: Power 4
- Octazooka: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 14 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
- Fortuitous 4
- 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.
- 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)
- Focus Rush 1
- Raises the user’s critical-hit rate after using a sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
- Rising Tide
- The more the user’s stats have been raised, the more it powers up sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 3 Energy, 36 Sync Orb(s)
- Steady Aim
- Critical-hit rate cannot be lowered.
- Color Grid: Yellow
- 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: 6 Energy, 72 Sync Orb(s)
- Scald: Move Gauge Refresh 3
- Move: Scald Has a moderately good chance 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 21 | Cost: 8 Energy, 96 Sync Orb(s)
- Burn Synergy 3
- Powers up 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 22 | Cost: 4 Energy, 48 Sync Orb(s)
- Scald: Power 3
- Scald: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
- Scald: Power 3
- Scald: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | 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 3 or higher
- Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
- Dizzying Power
- The more the target’s accuracy is lowered, the more it powers up moves.
- 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)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 28 | Cost: 4 Energy, 48 Sync Orb(s)
- Scald: Power 3
- Scald: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
- X Sp. Def: MP Refresh 3
- Move: X Sp. Def Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
- Scald: Power 3
- Scald: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 8 Energy, 96 Sync Orb(s)
- Octazooka: Eagle Eye 4
- Move: Octazooka Has a good chance of raising the user’s critical-hit rate 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 32 | Cost: 4 Energy, 48 Sync Orb(s)
- Scald: Power 3
- Scald: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 33 | Cost: 7 Energy, 84 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 34 | Cost: 8 Energy, 96 Sync Orb(s)
- On the Ropes 3
- Reduces damage when the Pokémon is in a pinch and 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 35 | Cost: 8 Energy, 96 Sync Orb(s)
- Octazooka: Discombobulate 4
- Move: Octazooka Has a good chance of lowering the target’s accuracy when an attack is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 36 | 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 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)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
- Octazooka: Power 4
- Octazooka: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
- Only the Best!: MP Refresh 3
- Move: Only the Best! Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Octazooka: Power 4
- Octazooka: Power ↑ 4
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Octazooka: Power 4
- Octazooka: 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)
- Sp. Atk 10
- Sp. Atk 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- Scorcher 2
- Increases the amount of damage the target takes from being burned.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | 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 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Critical Strike 3
- Powers up attacks if they become critical hits.
- 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)
- Gourmet Octazooka: Power 25
- Gourmet Octazooka: 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)
- Gourmet Octazooka: Power 25
- Gourmet Octazooka: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- /Finished/ Thanks for watching
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