========================================= 1. No. 10 Sygna Suit Kris & Suicune (Genderless) Cell 49 - 50 2. No. 113 May & Mudkip (Female♀️) Cell 49 - 54 3. No. 183 Akari & Mime Jr. (Male♂️) Cell 48 4. No. 246 Raifort & Gengar (Male♂️) - Tera Type Ghost Cell 54 5. No. 247 Sabi & Rhyperior (Female♀️) Cell 54 6. No. 66 Lyra (Champion) & Entei (Genderless) Cell 50 7. No. 71 Calem (Champion) & Greninja ✨(Male♂️) - Sync Move Dark Cell 49 - 50 8. No. 75 Ethan (Champion) & Raikou (Genderless) Cell 50 9. No. 75 Sygna Suit Ethan & Lugia (Genderless) Cell 49 - 50 ========================================= No. 10 Sygna Suit Kris & Suicune (Genderless) Cell 49 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher Purifying Rain of the North Winds Reduces the user’s sync move countdown by one when it uses Rain Dance. Extends the duration of rainy weather when the weather turns rainy while the user is on the field. Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 4/6/2026 06:00:00 Cell 50 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher User Sets Rain: Team Special Boost ↑2 9 Increases the Special Moves ↑ Next effect of all allied sync pairs by two ranks when the user makes the weather rainy. Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 4/6/2026 06:00:00 ================================END================================ No. 113 May & Mudkip/Marshtomp/Swampert (Female♀️) Cell 49 | 🎯 Cord (-2,2,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Atk 20 Sp. Atk 20 Color Grid: 🟦 Blue (Stat) Grid Expand Unlock: 25/6/2026 06:00:00 Cell 50 | 🎯 Cord (-3,3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Pinpoint Entry 2 Raises the user’s accuracy by two stat ranks when it enters a battle. Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 25/6/2026 06:00:00 Cell 51 | 🎯 Cord (-3,2,1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Sharp Entry 3 Raises the user’s critical-hit rate by three stat ranks when it enters a battle. Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 25/6/2026 06:00:00 Cell 52 | 🎯 Cord (2,0,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 20 Speed 20 Color Grid: 🟦 Blue (Stat) Grid Expand Unlock: 25/6/2026 06:00:00 Cell 53 | 🎯 Cord (3,0,-3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Grand Entry 2 Raises the user’s Sp. Atk by two stat ranks when it enters a battle. Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 25/6/2026 06:00:00 Cell 54 | 🎯 Cord (3,-1,-2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Shower Power 5 Powers up the user’s sync move when the weather is rainy. Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 25/6/2026 06:00:00 ================================END================================ No. 183 Akari & Mime Jr. (Male♂️) Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 7 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 8 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 9 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 10 | 🎯 Cord (3,1,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 11 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Confusion: Power 4 Confusion: Power ↑ 4 Color Grid: 🟩 Green (Move Boost) Cell 12 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Confusion: Power 4 Confusion: Power ↑ 4 Color Grid: 🟩 Green (Move Boost) Cell 13 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Confusion: Power 4 Confusion: Power ↑ 4 Color Grid: 🟩 Green (Move Boost) Cell 14 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Confusion: Move Gauge Refresh 3 Move: Confusion Has a chance (40%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 15 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Satisfied Snicker 9 Lowers the target’s Sp. Atk by one stat rank when the user’s attack move against it is successful. Color Grid: 🟨 Yellow (Passive) Cell 16 | 🎯 Cord (3,3,-6) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher HP 20 HP 20 Color Grid: 🟦 Blue (Stat) Cell 17 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Staggering 1 Has a chance (20%) of making the target flinch when the user’s attack move against it is successful. Color Grid: 🟨 Yellow (Passive) Cell 18 | 🎯 Cord (-2,0,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 19 | 🎯 Cord (-3,0,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 20 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 21 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 22 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 23 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher On the Run 1 Raises the user’s evasiveness by one stat rank the first time it is in a pinch each battle. Color Grid: 🟨 Yellow (Passive) Cell 24 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher It’s My Responsibility!: MP Refresh 2 Move: It’s My Responsibility! Has a chance (30%) of restoring one MP of the user’s move when that move is successful. Color Grid: 🟥 Red (Move Effect) Cell 25 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Endurance Applies the Enduring effect to the user if its HP is full when it enters a battle. Color Grid: 🟨 Yellow (Passive) Cell 26 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Force Field 9 Raises the Sp. Def of all allied sync pairs by one stat rank when the user’s Pokémon uses a move. Color Grid: 🟨 Yellow (Passive) Cell 27 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 28 | 🎯 Cord (2,-3,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 29 | 🎯 Cord (1,-3,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 30 | 🎯 Cord (3,-4,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 31 | 🎯 Cord (2,-4,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 32 | 🎯 Cord (1,-4,3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Mini Potion All: Move Gauge Refresh 9 Move: Mini Potion All Charges the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 33 | 🎯 Cord (3,-5,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 34 | 🎯 Cord (2,-5,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Natural Remedy Removes all status conditions from the user the first time it is inflicted by any status condition each battle. Color Grid: 🟨 Yellow (Passive) Cell 35 | 🎯 Cord (1,-5,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Mini Potion All: MP Refresh 2 Move: Mini Potion All Has a chance (30%) of restoring one MP of the user’s move when that move is successful. Color Grid: 🟥 Red (Move Effect) Cell 36 | 🎯 Cord (3,-6,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Speedy Entry 1 Raises the user’s Speed by one stat rank when it enters a battle. Color Grid: 🟨 Yellow (Passive) Cell 37 | 🎯 Cord (2,-6,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Mini Potion All: Master Healer 1 Move: Mini Potion All Increases the amount of HP restored by the user’s healing moves. Color Grid: 🟥 Red (Move Effect) Cell 38 | 🎯 Cord (-2,2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 39 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Wide Awake Prevents the user from falling asleep. Color Grid: 🟨 Yellow (Passive) Cell 40 | 🎯 Cord (-3,3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Confusion: Power 4 Confusion: Power ↑ 4 Color Grid: 🟩 Green (Move Boost) Cell 41 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Confusion: Power 4 Confusion: Power ↑ 4 Color Grid: 🟩 Green (Move Boost) Cell 42 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Stalwart Sp. Def cannot be lowered. Color Grid: 🟨 Yellow (Passive) Cell 43 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Quick Cure Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. Color Grid: 🟨 Yellow (Passive) Cell 44 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Light Screen: MP Refresh 2 Move: Light Screen Has a chance (30%) of restoring one MP of the user’s move when that move is successful. Color Grid: 🟥 Red (Move Effect) Cell 45 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher S-Move: HP Recovery (M) 1 Restores the user’s HP by approximately 20% of its maximum HP after using its sync move. Color Grid: 🟨 Yellow (Passive) Cell 46 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Persisting Barrier 3 Extends the duration of the Special Damage Reduction effect when the Special Damage Reduction effect is applied to the allied field of play. Color Grid: 🟨 Yellow (Passive) Cell 47 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Reliable Mentor Psychic Beam: Power 25 Reliable Mentor Psychic Beam: Power ↑ 25 Color Grid: 🌈 Rainbow (Sync Move) Cell 48 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Reliable Mentor Psychic Beam: Power 25 Reliable Mentor Psychic Beam: Power ↑ 25 Color Grid: 🌈 Rainbow (Sync Move) ================================END================================ No. 246 Raifort & Gengar (Male♂️) Form: Tera Type: Ghost Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 7 | 🎯 Cord (0,2,-2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Natural Remedy Removes all status conditions from the user the first time it is inflicted by any status condition each battle. Color Grid: 🟨 Yellow (Passive) Cell 8 | 🎯 Cord (0,4,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher Endurance Applies the Enduring effect to the user if its HP is full when it enters a battle. Color Grid: 🟨 Yellow (Passive) Cell 9 | 🎯 Cord (-2,5,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher Scintillating Souls Confuse Ray: 1st Move: Restore MP 1 Move: Scintillating Souls Confuse Ray Restores one MP of the user’s move the first time that move is successful each battle. Color Grid: 🟥 Red (Move Effect) Cell 10 | 🎯 Cord (0,-2,2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Quick Cure Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. Color Grid: 🟨 Yellow (Passive) Cell 11 | 🎯 Cord (0,-4,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher Ghost Zone: Team Condition Nullification Prevents all allied sync pairs from being inflicted with status conditions, flinching, becoming confused, or becoming trapped when the zone is a Ghost Zone. Color Grid: 🟨 Yellow (Passive) Cell 12 | 🎯 Cord (-2,-3,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher 1st B-Move: Team Physical & Special Boost 2 Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by two ranks the first time the user’s buddy move is used each battle. Color Grid: 🟨 Yellow (Passive) Cell 13 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 14 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 15 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 16 | 🎯 Cord (3,1,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Tanzanite Tera Blast: Power 2 Tanzanite Tera Blast: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 17 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Tanzanite Tera Blast: Power 2 Tanzanite Tera Blast: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 18 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Tanzanite Tera Blast: Power 2 Tanzanite Tera Blast: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 19 | 🎯 Cord (3,2,-5) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 20 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Quick Tempo Applies the Move Gauge Acceleration effect to the allied field of play the first time the user enters a battle each battle. Color Grid: 🟨 Yellow (Passive) Cell 21 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Defense Crush 9 Lowers the target’s Defense by one stat rank when the user’s attack move against it is successful. Color Grid: 🟨 Yellow (Passive) Cell 22 | 🎯 Cord (3,3,-6) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Speed 10 Speed 10 Color Grid: 🟦 Blue (Stat) Cell 23 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Mind Games 9 Lowers the target’s Sp. Def by one stat rank when the user’s attack move against it is successful. Color Grid: 🟨 Yellow (Passive) Cell 24 | 🎯 Cord (-2,0,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 25 | 🎯 Cord (-3,0,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 26 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 27 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 28 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Toxic: Move Gauge Refresh 3 Move: Toxic Has a chance (40%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 29 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Toxic: Accuracy 10 Toxic: Accuracy ↑ 10 Color Grid: 🟩 Green (Move Boost) Cell 30 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Toxic Hit (Speed ↑) 9 Raises the user’s Speed by one stat rank when its attack move is successful against a poisoned or badly poisoned opponent. Color Grid: 🟨 Yellow (Passive) Cell 31 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Hit Poisoned Opp: Team HP Recovery 9 Restores the HP of all allied sync pairs when the user’s attack move is successful against a poisoned or badly poisoned opponent. Color Grid: 🟨 Yellow (Passive) Cell 32 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Vigilance Protects the user against critical hits. Color Grid: 🟨 Yellow (Passive) Cell 33 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 34 | 🎯 Cord (2,-3,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 35 | 🎯 Cord (1,-3,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 36 | 🎯 Cord (3,-4,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 37 | 🎯 Cord (2,-4,2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Antitoxin Prevents the user from getting poisoned or badly poisoned. Color Grid: 🟨 Yellow (Passive) Cell 38 | 🎯 Cord (1,-4,3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher HP 20 HP 20 Color Grid: 🟦 Blue (Stat) Cell 39 | 🎯 Cord (3,-5,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 40 | 🎯 Cord (2,-5,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Potion: Friend Mend 9 Move: Potion When a move targeting an allied sync pair (excluding field effects) is successful, removes all status conditions from the allied sync pair affected by the move. Color Grid: 🟥 Red (Move Effect) Cell 41 | 🎯 Cord (1,-5,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Potion: Master Healer 1 Move: Potion Increases the amount of HP restored by the user’s healing moves. Color Grid: 🟥 Red (Move Effect) Cell 42 | 🎯 Cord (3,-6,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Potion: Master Healer 1 Move: Potion Increases the amount of HP restored by the user’s healing moves. Color Grid: 🟥 Red (Move Effect) Cell 43 | 🎯 Cord (2,-6,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Potion: MP Refresh 3 Move: Potion Has a chance (40%) of restoring one MP of the user’s move when that move is successful. Color Grid: 🟥 Red (Move Effect) Cell 44 | 🎯 Cord (-2,2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 45 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 46 | 🎯 Cord (-3,3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Tanzanite Tera Blast: Power 2 Tanzanite Tera Blast: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 47 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Tanzanite Tera Blast: Power 2 Tanzanite Tera Blast: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 48 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Tanzanite Tera Blast: Move Gauge Refresh 3 Move: Tanzanite Tera Blast Has a chance (40%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 49 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Team Sync Regen Applies the Gradual Healing effect to all allied sync pairs after the user uses a sync move. Color Grid: 🟨 Yellow (Passive) Cell 50 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Scintillating Souls Confuse Ray: Move Gauge Refresh 3 Move: Scintillating Souls Confuse Ray Has a chance (40%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 51 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher S-Move: Team Free Move Next 9 Applies the Free Move Next effect to all allied sync pairs after using the user’s sync move. Color Grid: 🟨 Yellow (Passive) Cell 52 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Debut: Team Defense ↑ & Sp. Def ↑ 2 Raises the Defense and Sp. Def of all allied sync pairs by two stat ranks the first time the user enters a battle each battle. Color Grid: 🟨 Yellow (Passive) Cell 53 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Imparting Past Knowledge Tera Blast: Power 25 Imparting Past Knowledge Tera Blast: Power ↑ 25 Color Grid: 🟩 Green (Move Boost) Cell 54 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Imparting Past Knowledge Tera Blast: Power 25 Imparting Past Knowledge Tera Blast: Power ↑ 25 Color Grid: 🟩 Green (Move Boost) ================================END================================ No. 247 Sabi & Rhyperior (Female♀️) Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 7 | 🎯 Cord (0,2,-2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Poison Guard Reduces damage when the user is attacked by Poison-type moves. Color Grid: 🟨 Yellow (Passive) Cell 8 | 🎯 Cord (0,4,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher Sinnoh C (Phys) Extension 3 Extends the duration of Sinnoh Circle (Physical) when Sinnoh Circle (Physical) is applied to the allied field of play. Color Grid: 🟨 Yellow (Passive) Cell 9 | 🎯 Cord (0,5,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher User Sets Sinnoh C (Phys): Sync CD ↓ 1 Reduces the user’s sync move countdown by one when it applies Sinnoh Circle (Physical) to the allied field of play. Color Grid: 🟨 Yellow (Passive) Cell 10 | 🎯 Cord (0,-2,2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Electric Guard Reduces damage when the user is attacked by Electric-type moves. Color Grid: 🟨 Yellow (Passive) Cell 11 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher Hit: Physical Boost ↑1 9 Increases the user’s Physical Moves ↑ Next effect by one rank when its attack move is successful. Color Grid: 🟨 Yellow (Passive) Cell 12 | 🎯 Cord (1,-4,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher 1st Use S-Move: S-Moves ×2 The power of the user’s sync move is doubled the first time its sync move is used each battle. Color Grid: 🟨 Yellow (Passive) Cell 13 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 14 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 15 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 16 | 🎯 Cord (3,1,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 17 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Earthquake: Power 3 Earthquake: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 18 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Earthquake: Power 3 Earthquake: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 19 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Earthquake: Power 3 Earthquake: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 20 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Earthquake: Move Gauge Refresh 3 Move: Earthquake Has a chance (40%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 21 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Sharpened Body 3 Powers up the user’s moves when its Attack is raised. Color Grid: 🟨 Yellow (Passive) Cell 22 | 🎯 Cord (3,3,-6) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Earthquake: Superduper Effective 5 Move: Earthquake Powers up moves that are super effective. Color Grid: 🟥 Red (Move Effect) Cell 23 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Earthquake: Unfortuitous 9 Move: Earthquake Lowers one of the target’s following stats by one stat rank at random when the user’s attack move against it is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. Color Grid: 🟥 Red (Move Effect) Cell 24 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 25 | 🎯 Cord (-3,1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 26 | 🎯 Cord (-2,0,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Earth-Smashing Drill Run: Power 2 Earth-Smashing Drill Run: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 27 | 🎯 Cord (-3,0,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Earth-Smashing Drill Run: Power 2 Earth-Smashing Drill Run: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 28 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Earth-Smashing Drill Run: Power 2 Earth-Smashing Drill Run: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 29 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Attack 10 Attack 10 Color Grid: 🟦 Blue (Stat) Cell 30 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Quick Cure Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. Color Grid: 🟨 Yellow (Passive) Cell 31 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Entry: Physical Boost 1 Increases the user’s Physical Moves ↑ Next effect by one rank when it enters a battle. Color Grid: 🟨 Yellow (Passive) Cell 32 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Enfeeble 2 Lowers the Defense of all opposing sync pairs by two stat ranks when the user enters a battle. Color Grid: 🟨 Yellow (Passive) Cell 33 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 34 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 35 | 🎯 Cord (2,-2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Earth-Smashing Drill Run: Power 2 Earth-Smashing Drill Run: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 36 | 🎯 Cord (1,-2,1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Earth-Smashing Drill Run: Power 2 Earth-Smashing Drill Run: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 37 | 🎯 Cord (3,-3,0) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Earth-Smashing Drill Run: Move Gauge Refresh 3 Move: Earth-Smashing Drill Run Has a chance (40%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 38 | 🎯 Cord (2,-3,1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher The Real Question!: MP Refresh 2 Move: The Real Question! Has a chance (30%) of restoring one MP of the user’s move when that move is successful. Color Grid: 🟥 Red (Move Effect) Cell 39 | 🎯 Cord (1,-3,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Adrenaline 1 Reduces the sync move countdown by one the first time the user’s sync move is used each battle. Color Grid: 🟨 Yellow (Passive) Cell 40 | 🎯 Cord (3,-4,1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Sinnoh Passion: Hit and Heal 9 Move: Sinnoh Passion Applies the Gradual Healing effect to the user when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 41 | 🎯 Cord (2,-4,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Vigilance Protects the user against critical hits. Color Grid: 🟨 Yellow (Passive) Cell 42 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 43 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Lithe Prevents the user from getting paralyzed. Color Grid: 🟨 Yellow (Passive) Cell 44 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 45 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 46 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Earthquake: Power 3 Earthquake: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 47 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Earthquake: Power 3 Earthquake: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 48 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Sinnoh Passion: MP Refresh 2 Move: Sinnoh Passion Has a chance (30%) of restoring one MP of the user’s move when that move is successful. Color Grid: 🟥 Red (Move Effect) Cell 49 | 🎯 Cord (-2,5,-3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Gobsmack 4 Has a chance (50%) of leaving the target confused when the user’s attack move against it is successful. Color Grid: 🟨 Yellow (Passive) Cell 50 | 🎯 Cord (-3,6,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Natural Remedy Removes all status conditions from the user the first time it is inflicted by any status condition each battle. Color Grid: 🟨 Yellow (Passive) Cell 51 | 🎯 Cord (-1,5,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Haymaker The more the user’s Attack is raised, the more it powers up the user’s sync move. Color Grid: 🟨 Yellow (Passive) Cell 52 | 🎯 Cord (-2,6,-4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher 1st Hit: Supereffective ↑ Next Applies the Supereffective ↑ Next effect to the user the first time its attack move is successful each battle. Color Grid: 🟨 Yellow (Passive) Cell 53 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Clairvoyant Drill Run: Power 25 Clairvoyant Drill Run: Power ↑ 25 Color Grid: 🌈 Rainbow (Sync Move) Cell 54 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Clairvoyant Drill Run: Power 25 Clairvoyant Drill Run: Power ↑ 25 Color Grid: 🌈 Rainbow (Sync Move) ================================END================================ No. 66 Lyra (Champion) & Entei (Genderless) Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 7 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher Youthful Eruption Sacred Fire: Power 150 Youthful Eruption Sacred Fire: Power ↑ 150 Color Grid: 🌈 Rainbow (Sync Move) Cell 8 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher Trainer Sync Redemption 1 Restores one MP for the user’s Trainer the first time its sync move is used each battle. Color Grid: 🟨 Yellow (Passive) Cell 9 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 10 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 11 | 🎯 Cord (3,1,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 12 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 13 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Reigning Sacred Fire: Power 2 Reigning Sacred Fire: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 14 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Reigning Sacred Fire: Power 2 Reigning Sacred Fire: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 15 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Reigning Sacred Fire: Power 2 Reigning Sacred Fire: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 16 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Natural Remedy Removes all status conditions from the user the first time it is inflicted by any status condition each battle. Color Grid: 🟨 Yellow (Passive) Cell 17 | 🎯 Cord (3,3,-6) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Superduper Effective 1 Powers up moves that are super effective. Color Grid: 🟨 Yellow (Passive) Cell 18 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Hit Burned Opp: Team-Synced Stat ↓2 9 Lowers one of the target’s following stats by two stat ranks at random when the user’s attack move is successful against a burned opponent: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. (The same stat is lowered for all opponents.) Color Grid: 🟨 Yellow (Passive) Cell 19 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Burn Synergy 3 Powers up the user’s moves when the target is burned. Color Grid: 🟨 Yellow (Passive) Cell 20 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 21 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 22 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 23 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 24 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Entrapping Blaze Flare Blitz: Power 2 Entrapping Blaze Flare Blitz: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 25 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Entrapping Blaze Flare Blitz: Power 2 Entrapping Blaze Flare Blitz: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 26 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Entrapping Blaze Flare Blitz: Power 2 Entrapping Blaze Flare Blitz: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 27 | 🎯 Cord (-2,-3,5) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Attack 10 Attack 10 Color Grid: 🟦 Blue (Stat) Cell 28 | 🎯 Cord (-3,-3,6) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Super Effective ↑: MP Refresh 2 Move: Super Effective ↑ Has a chance (30%) of restoring one MP of the user’s move when that move is successful. Color Grid: 🟥 Red (Move Effect) Cell 29 | 🎯 Cord (-1,-4,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Haymaker The more the user’s Attack is raised, the more it powers up the user’s sync move. Color Grid: 🟨 Yellow (Passive) Cell 30 | 🎯 Cord (-2,-4,6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Hit Burned Opp: Sync Move Boost ↑3 9 Increases the user’s Sync Move ↑ Next effect by three ranks when its attack move is successful against a burned opponent. Color Grid: 🟨 Yellow (Passive) Cell 31 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 32 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 33 | 🎯 Cord (2,-2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Entrapping Blaze Flare Blitz: Power 2 Entrapping Blaze Flare Blitz: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 34 | 🎯 Cord (1,-2,1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Entrapping Blaze Flare Blitz: Power 2 Entrapping Blaze Flare Blitz: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 35 | 🎯 Cord (3,-3,0) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Entrapping Blaze Flare Blitz: Move Gauge Refresh 3 Move: Entrapping Blaze Flare Blitz Has a chance (40%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 36 | 🎯 Cord (2,-3,1) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Healing Sun 1 Restores the user’s HP whenever its Pokémon takes an action while the weather is sunny. Color Grid: 🟨 Yellow (Passive) Cell 37 | 🎯 Cord (1,-3,2) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Speeding Sun 2 Quickly charges the move gauge when the weather is sunny. Color Grid: 🟨 Yellow (Passive) Cell 38 | 🎯 Cord (3,-4,1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Vigilance Protects the user against critical hits. Color Grid: 🟨 Yellow (Passive) Cell 39 | 🎯 Cord (2,-4,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Entrapping Blaze Flare Blitz: Staggering 9 Move: Entrapping Blaze Flare Blitz Makes the target flinch when the user’s attack move against it is successful. Color Grid: 🟥 Red (Move Effect) Cell 40 | 🎯 Cord (-2,1,1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Unflappable Prevents the user from flinching. Color Grid: 🟨 Yellow (Passive) Cell 41 | 🎯 Cord (-3,2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 42 | 🎯 Cord (-2,2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Reigning Sacred Fire: Power 2 Reigning Sacred Fire: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 43 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Reigning Sacred Fire: Power 2 Reigning Sacred Fire: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 44 | 🎯 Cord (-3,3,0) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Reigning Sacred Fire: Move Gauge Refresh 3 Move: Reigning Sacred Fire Has a chance (40%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 45 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Erupting Glory!: Hit and Heal 9 Move: Erupting Glory! Applies the Gradual Healing effect to the user when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 46 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Erupting Glory!: Catalytic Kick 9 Move: Erupting Glory! Applies the Move Gauge Acceleration effect to the allied field of play when the user’s move is successful. Color Grid: 🟥 Red (Move Effect) Cell 47 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Drought Alert 3 Extends the duration of sunny weather when the weather turns sunny while the user is on the field. Color Grid: 🟨 Yellow (Passive) Cell 48 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Team S-Move: Physical Boost ↑1 9 Increases the user’s Physical Moves ↑ Next effect by one rank after your team’s sync pair uses their sync move. Color Grid: 🟨 Yellow (Passive) Cell 49 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Youthful Eruption Sacred Fire: Power 25 Youthful Eruption Sacred Fire: Power ↑ 25 Color Grid: 🌈 Rainbow (Sync Move) Cell 50 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Youthful Eruption Sacred Fire: Power 25 Youthful Eruption Sacred Fire: Power ↑ 25 Color Grid: 🌈 Rainbow (Sync Move) ================================END================================ No. 71 Calem (Champion) & Greninja ✨(Male♂️) Form: Sync Move: Dark Cell 49 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher Elusive Dark Shadow Grants all of the following effects the first time the user’s sync move is used each battle: Reduces the user’s sync move countdown by three. Makes the weather rainy. Turns the field of play’s zone into a Dark Zone. (A Dark Zone powers up Dark-type attacks.) Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 25/6/2026 06:00:00 Cell 50 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher Rain & Dark Zone Extension 5 Extends the duration of rainy weather when the weather turns rainy while the user is on the field. Extends the duration of the Dark Zone when the zone turns into a Dark Zone while the user is on the field. Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 25/6/2026 06:00:00 ================================END================================ No. 75 Ethan (Champion) & Raikou (Genderless) Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 7 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher Johto C (Phys & Spec) Extension 5 Extends the duration of Johto Circle (Physical) when Johto Circle (Physical) is applied to the allied field of play. Extends the duration of Johto Circle (Special) when Johto Circle (Special) is applied to the allied field of play. Color Grid: 🟨 Yellow (Passive) Cell 8 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher 1st S-Move: Restore B-Move MP 1 Restores one MP of the user’s buddy move the first time its sync move is used each battle. Color Grid: 🟨 Yellow (Passive) Cell 9 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 10 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 11 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 12 | 🎯 Cord (3,1,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 13 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Reigning Thunder Fang: Power 2 Reigning Thunder Fang: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 14 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Reigning Thunder Fang: Power 2 Reigning Thunder Fang: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 15 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Reigning Thunder Fang: Power 2 Reigning Thunder Fang: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 16 | 🎯 Cord (2,3,-5) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher HP 20 HP 20 Color Grid: 🟦 Blue (Stat) Cell 17 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Hit: Team Defense ↑ & Sp. Def ↑ 9 Raises the Defense and Sp. Def of all allied sync pairs by one stat rank when the user’s attack move is successful. Color Grid: 🟨 Yellow (Passive) Cell 18 | 🎯 Cord (3,3,-6) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Natural Remedy Removes all status conditions from the user the first time it is inflicted by any status condition each battle. Color Grid: 🟨 Yellow (Passive) Cell 19 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Head Start 2 Reduces the user’s sync move countdown by two the first time it enters a battle each battle. Color Grid: 🟨 Yellow (Passive) Cell 20 | 🎯 Cord (-2,0,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 21 | 🎯 Cord (-3,0,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 22 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Thunderous Roar Wild Charge: Power 2 Thunderous Roar Wild Charge: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 23 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Thunderous Roar Wild Charge: Power 2 Thunderous Roar Wild Charge: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 24 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Thunderous Roar Wild Charge: Power 2 Thunderous Roar Wild Charge: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 25 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Shock Recovery 1 Restores the user’s HP whenever its Pokémon takes an action when the terrain is Electric Terrain. Color Grid: 🟨 Yellow (Passive) Cell 26 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Turbo Charge 2 Quickly charges the move gauge when the terrain is Electric Terrain. Color Grid: 🟨 Yellow (Passive) Cell 27 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Hit: Team Attack ↑ & Sp. Atk ↑ 9 Raises the Attack and Sp. Atk of all allied sync pairs by one stat rank when the user’s attack move is successful. Color Grid: 🟨 Yellow (Passive) Cell 28 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Electric Terrain: Team Condition Nullification Prevents all allied sync pairs from being inflicted with status conditions, flinching, becoming confused, or becoming trapped when the terrain is Electric Terrain. Color Grid: 🟨 Yellow (Passive) Cell 29 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 30 | 🎯 Cord (2,-3,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 31 | 🎯 Cord (1,-3,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 32 | 🎯 Cord (3,-4,1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Thunderous Roar Wild Charge: Power 2 Thunderous Roar Wild Charge: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 33 | 🎯 Cord (2,-4,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Thunderous Roar Wild Charge: Power 2 Thunderous Roar Wild Charge: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 34 | 🎯 Cord (1,-4,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Thunderous Roar Wild Charge: Move Gauge Refresh 3 Move: Thunderous Roar Wild Charge Has a chance (40%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 35 | 🎯 Cord (3,-5,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 36 | 🎯 Cord (2,-5,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Quick Cure Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. Color Grid: 🟨 Yellow (Passive) Cell 37 | 🎯 Cord (1,-5,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher T-Move: Team Physical Boost ↑1 9 Increases the Physical Moves ↑ Next effect of all allied sync pairs by one rank when the user’s Trainer uses a move. Color Grid: 🟨 Yellow (Passive) Cell 38 | 🎯 Cord (3,-6,3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Defense 10 Defense 10 Color Grid: 🟦 Blue (Stat) Cell 39 | 🎯 Cord (2,-6,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Vigilance Protects the user against critical hits. Color Grid: 🟨 Yellow (Passive) Cell 40 | 🎯 Cord (-2,2,0) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Unflappable Prevents the user from flinching. Color Grid: 🟨 Yellow (Passive) Cell 41 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 42 | 🎯 Cord (-3,3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Reigning Thunder Fang: Power 2 Reigning Thunder Fang: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 43 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Reigning Thunder Fang: Power 2 Reigning Thunder Fang: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 44 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Reigning Thunder Fang: Move Gauge Refresh 3 Move: Reigning Thunder Fang Has a chance (40%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 45 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Thundering Glory!: Catalytic Kick 9 Move: Thundering Glory! Applies the Move Gauge Acceleration effect to the allied field of play when the user’s move is successful. Color Grid: 🟥 Red (Move Effect) Cell 46 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Thundering Glory!: MP Refresh 2 Move: Thundering Glory! Has a chance (30%) of restoring one MP of the user’s move when that move is successful. Color Grid: 🟥 Red (Move Effect) Cell 47 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Team Sharp Entry 3 Raises the critical-hit rate of all allied sync pairs by three stat ranks when the user enters a battle. Color Grid: 🟨 Yellow (Passive) Cell 48 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher 1st S-Move: Team Physical Boost 2 Increases the Physical Moves ↑ Next effect of all allied sync pairs by two ranks the first time the user’s sync move is used each battle. Color Grid: 🟨 Yellow (Passive) Cell 49 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Lightning Dasher Wild Charge: Power 25 Lightning Dasher Wild Charge: Power ↑ 25 Color Grid: 🌈 Rainbow (Sync Move) Cell 50 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Lightning Dasher Wild Charge: Power 25 Lightning Dasher Wild Charge: Power ↑ 25 Color Grid: 🌈 Rainbow (Sync Move) ================================END================================ No. 75 Sygna Suit Ethan & Lugia (Genderless) Cell 49 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher Debut: Sync CD ↓3 & Sp. Atk ↑4 Reduces the user’s sync move countdown by three the first time it enters a battle each battle. Raises the user’s Sp. Atk by four stat ranks the first time it enters a battle each battle. Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 25/6/2026 06:00:00 Cell 50 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher Apex Explosion Increases the user’s Special Moves ↑ Next effect by three ranks when its Trainer uses a move. Increases the user’s Sync Move ↑ Next effect by five ranks when its Trainer uses a move. Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 25/6/2026 06:00:00 ================================END================================