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💠 (2.21.0) All New Sync Grids

May 26th, 2022 (edited)
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  1. Trainer : Silver
  2. Cell 49 | Cost: 0 Energy, 5 Sync Orb(s)
  3. Attack 20
  4. Attack 20
  5. Color Grid: 🟦 Blue
  6. 1 or more adjacent tiles must be activated
  7.  
  8. Cell 50 | Cost: 3 Energy, 36 Sync Orb(s)
  9. I’ll Show You!: Berserker 2
  10. Move: I’ll Show You! Raises the user’s Attack by 2 stat ranks when its move is successful.
  11. Color Grid: 🟥 Red
  12. 1 or more adjacent tiles must be activated
  13. Move level must be 2 or higher
  14.  
  15. Cell 51 | Cost: 5 Energy, 60 Sync Orb(s)
  16. Solar Flare 9
  17. Powers up the user’s sync move when the weather is sunny.
  18. Color Grid: 🟨 Yellow
  19. 1 or more adjacent tiles must be activated
  20. Move level must be 3 or higher
  21.  
  22. Cell 52 | Cost: 0 Energy, 5 Sync Orb(s)
  23. Sp. Atk 20
  24. Sp. Atk 20
  25. Color Grid: 🟦 Blue
  26. 1 or more adjacent tiles must be activated
  27.  
  28. Cell 53 | Cost: 3 Energy, 36 Sync Orb(s)
  29. I’ll Show You!: Ramp Up 2
  30. Move: I’ll Show You! Raises the user’s Sp. Atk by 2 stat ranks when its move is successful.
  31. Color Grid: 🟥 Red
  32. 1 or more adjacent tiles must be activated
  33. Move level must be 2 or higher
  34.  
  35. Cell 54 | Cost: 5 Energy, 60 Sync Orb(s)
  36. I’ll Show You!: Super Command 9
  37. Move: I’ll Show You! Applies the Supereffective ↑ Next effect to the user when its Trainer uses a move.
  38. Color Grid: 🟥 Red
  39. 1 or more adjacent tiles must be activated
  40. Move level must be 3 or higher
  41.  
  42. ====================================================
  43. Trainer : Sygna Suit Lyra
  44. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  45. HP 10
  46. HP 10
  47. Color Grid: 🟦 Blue
  48.  
  49. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  50. Attack 5
  51. Attack 5
  52. Color Grid: 🟦 Blue
  53.  
  54. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  55. Defense 5
  56. Defense 5
  57. Color Grid: 🟦 Blue
  58.  
  59. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  60. Sp. Atk 5
  61. Sp. Atk 5
  62. Color Grid: 🟦 Blue
  63.  
  64. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  65. Sp. Def 5
  66. Sp. Def 5
  67. Color Grid: 🟦 Blue
  68.  
  69. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  70. Speed 5
  71. Speed 5
  72. Color Grid: 🟦 Blue
  73.  
  74. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  75. Attack 5
  76. Attack 5
  77. Color Grid: 🟦 Blue
  78. 1 or more adjacent tiles must be activated
  79.  
  80. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  81. HP 10
  82. HP 10
  83. Color Grid: 🟦 Blue
  84. 1 or more adjacent tiles must be activated
  85.  
  86. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  87. Speed 5
  88. Speed 5
  89. Color Grid: 🟦 Blue
  90. 1 or more adjacent tiles must be activated
  91.  
  92. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  93. Attack 5
  94. Attack 5
  95. Color Grid: 🟦 Blue
  96. 1 or more adjacent tiles must be activated
  97.  
  98. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  99. Grassy Glide: Move Gauge Refresh 3
  100. Move: Grassy Glide Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  101. Color Grid: 🟥 Red
  102. 1 or more adjacent tiles must be activated
  103.  
  104. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  105. Grassy Glide: Power 3
  106. Grassy Glide: Power ↑ 3
  107. Color Grid: 🟩 Green
  108. 1 or more adjacent tiles must be activated
  109. Move level must be 2 or higher
  110.  
  111. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  112. Grassy Glide: Power 3
  113. Grassy Glide: Power ↑ 3
  114. Color Grid: 🟩 Green
  115. 1 or more adjacent tiles must be activated
  116.  
  117. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  118. Attack 20
  119. Attack 20
  120. Color Grid: 🟦 Blue
  121. 1 or more adjacent tiles must be activated
  122. Move level must be 2 or higher
  123.  
  124. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  125. Stationary Target 3
  126. Powers up the user’s moves when the target is trapped.
  127. Color Grid: 🟨 Yellow
  128. 1 or more adjacent tiles must be activated
  129. Move level must be 3 or higher
  130.  
  131. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  132. Fierce Entry 2
  133. Raises the user’s Attack by 2 stat ranks when it enters a battle.
  134. Color Grid: 🟨 Yellow
  135. 1 or more adjacent tiles must be activated
  136. Move level must be 2 or higher
  137.  
  138. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  139. Adrenaline 1
  140. Reduces the sync move countdown by 1 the first time the user’s sync move is used each battle.
  141. Color Grid: 🟨 Yellow
  142. 1 or more adjacent tiles must be activated
  143. Move level must be 3 or higher
  144.  
  145. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  146. HP 10
  147. HP 10
  148. Color Grid: 🟦 Blue
  149. 1 or more adjacent tiles must be activated
  150.  
  151. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  152. Speed 5
  153. Speed 5
  154. Color Grid: 🟦 Blue
  155. 1 or more adjacent tiles must be activated
  156.  
  157. Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
  158. Dire Hit All +: MP Refresh 2
  159. Move: Dire Hit All + Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  160. Color Grid: 🟥 Red
  161. 1 or more adjacent tiles must be activated
  162.  
  163. Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
  164. Quick Cure
  165. Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
  166. Color Grid: 🟨 Yellow
  167. 1 or more adjacent tiles must be activated
  168. Move level must be 2 or higher
  169.  
  170. Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
  171. Attack 5
  172. Attack 5
  173. Color Grid: 🟦 Blue
  174. 1 or more adjacent tiles must be activated
  175.  
  176. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  177. Speed 20
  178. Speed 20
  179. Color Grid: 🟦 Blue
  180. 1 or more adjacent tiles must be activated
  181. Move level must be 2 or higher
  182.  
  183. Cell 24 | Cost: 7 Energy, 84 Sync Orb(s)
  184. Voice of the Forest!: MP Refresh 2
  185. Move: Voice of the Forest! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  186. Color Grid: 🟥 Red
  187. 1 or more adjacent tiles must be activated
  188. Move level must be 2 or higher
  189.  
  190. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  191. Voice of the Forest!: Mighty Friend 9
  192. Move: Voice of the Forest! When the user’s move targeting an allied sync pair (excluding field effects) is successful, increases the Physical Moves ↑ Next effect of the allied sync pair affected by the move by one rank.
  193. Color Grid: 🟥 Red
  194. 1 or more adjacent tiles must be activated
  195. Move level must be 3 or higher
  196.  
  197. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  198. Defense Crush 4
  199. Has a chance (50%) of lowering the target’s Defense by one stat rank when the user’s attack move against it is successful.
  200. Color Grid: 🟨 Yellow
  201. 1 or more adjacent tiles must be activated
  202. Move level must be 3 or higher
  203.  
  204. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  205. Speed 5
  206. Speed 5
  207. Color Grid: 🟦 Blue
  208. 1 or more adjacent tiles must be activated
  209.  
  210. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  211. HP 10
  212. HP 10
  213. Color Grid: 🟦 Blue
  214. 1 or more adjacent tiles must be activated
  215.  
  216. Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
  217. Grassy Terrain: Move Gauge Refresh 3
  218. Move: Grassy Terrain Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  219. Color Grid: 🟥 Red
  220. 1 or more adjacent tiles must be activated
  221.  
  222. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  223. Sp. Atk 5
  224. Sp. Atk 5
  225. Color Grid: 🟦 Blue
  226. 1 or more adjacent tiles must be activated
  227.  
  228. Cell 31 | Cost: 8 Energy, 96 Sync Orb(s)
  229. Verdant Immunity
  230. Status conditions cannot be inflicted on the user when the terrain is Grassy Terrain.
  231. Color Grid: 🟨 Yellow
  232. 1 or more adjacent tiles must be activated
  233. Move level must be 2 or higher
  234.  
  235. Cell 32 | Cost: 5 Energy, 60 Sync Orb(s)
  236. HP 30
  237. HP 30
  238. Color Grid: 🟦 Blue
  239. 1 or more adjacent tiles must be activated
  240. Move level must be 2 or higher
  241.  
  242. Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
  243. Grassy Terrain: MP Refresh 2
  244. Move: Grassy Terrain Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  245. Color Grid: 🟥 Red
  246. 1 or more adjacent tiles must be activated
  247. Move level must be 3 or higher
  248.  
  249. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  250. Verdant Recovery 1
  251. Restores the user’s HP whenever its Pokémon takes an action when the terrain is Grassy Terrain.
  252. Color Grid: 🟨 Yellow
  253. 1 or more adjacent tiles must be activated
  254. Move level must be 2 or higher
  255.  
  256. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  257. Mind Games 4
  258. Has a chance (50%) of lowering the target’s Sp. Def by one stat rank when the user’s attack move against it is successful.
  259. Color Grid: 🟨 Yellow
  260. 1 or more adjacent tiles must be activated
  261. Move level must be 3 or higher
  262.  
  263. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  264. Sp. Atk 5
  265. Sp. Atk 5
  266. Color Grid: 🟦 Blue
  267. 1 or more adjacent tiles must be activated
  268.  
  269. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  270. Defense 5
  271. Defense 5
  272. Color Grid: 🟦 Blue
  273. 1 or more adjacent tiles must be activated
  274.  
  275. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  276. Sp. Def 5
  277. Sp. Def 5
  278. Color Grid: 🟦 Blue
  279. 1 or more adjacent tiles must be activated
  280.  
  281. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  282. Sp. Atk 5
  283. Sp. Atk 5
  284. Color Grid: 🟦 Blue
  285. 1 or more adjacent tiles must be activated
  286.  
  287. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  288. Grassy Glide: Power 3
  289. Grassy Glide: Power ↑ 3
  290. Color Grid: 🟩 Green
  291. 1 or more adjacent tiles must be activated
  292.  
  293. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  294. Grassy Glide: Power 3
  295. Grassy Glide: Power ↑ 3
  296. Color Grid: 🟩 Green
  297. 1 or more adjacent tiles must be activated
  298.  
  299. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  300. Grassy Glide: Power 3
  301. Grassy Glide: Power ↑ 3
  302. Color Grid: 🟩 Green
  303. 1 or more adjacent tiles must be activated
  304. Move level must be 2 or higher
  305.  
  306. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  307. Sp. Atk 20
  308. Sp. Atk 20
  309. Color Grid: 🟦 Blue
  310. 1 or more adjacent tiles must be activated
  311. Move level must be 2 or higher
  312.  
  313. Cell 44 | Cost: 10 Energy, 120 Sync Orb(s)
  314. Grand Entry 2
  315. Raises the user’s Sp. Atk by 2 stat ranks when it enters a battle.
  316. Color Grid: 🟨 Yellow
  317. 1 or more adjacent tiles must be activated
  318. Move level must be 2 or higher
  319.  
  320. Cell 45 | Cost: 8 Energy, 96 Sync Orb(s)
  321. Confusion Synergy 3
  322. Powers up the user’s moves when the target is confused.
  323. Color Grid: 🟨 Yellow
  324. 1 or more adjacent tiles must be activated
  325. Move level must be 3 or higher
  326.  
  327. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  328. Power Play
  329. The more the target’s stats are lowered, the more it powers up the user’s sync move.
  330. Color Grid: 🟨 Yellow
  331. 1 or more adjacent tiles must be activated
  332. Move level must be 3 or higher
  333.  
  334. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  335. Time-Transcending Magical Leaf: Power 25
  336. Time-Transcending Magical Leaf: Power ↑ 25
  337. Color Grid: 🟪 Purple
  338. 1 or more adjacent tiles must be activated
  339. Move level must be 3 or higher
  340.  
  341. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  342. Time-Transcending Magical Leaf: Power 25
  343. Time-Transcending Magical Leaf: Power ↑ 25
  344. Color Grid: 🟪 Purple
  345. 1 or more adjacent tiles must be activated
  346. Move level must be 3 or higher
  347.  
  348.  
  349. ====================================================
  350. ====================================================
  351. Trainer : Sygna Suit Kris
  352. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  353. HP 10
  354. HP 10
  355. Color Grid: 🟦 Blue
  356.  
  357. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  358. Sp. Atk 5
  359. Sp. Atk 5
  360. Color Grid: 🟦 Blue
  361.  
  362. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  363. Defense 5
  364. Defense 5
  365. Color Grid: 🟦 Blue
  366.  
  367. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  368. Sp. Atk 5
  369. Sp. Atk 5
  370. Color Grid: 🟦 Blue
  371.  
  372. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  373. Sp. Def 5
  374. Sp. Def 5
  375. Color Grid: 🟦 Blue
  376.  
  377. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  378. Speed 5
  379. Speed 5
  380. Color Grid: 🟦 Blue
  381.  
  382. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  383. Speed 5
  384. Speed 5
  385. Color Grid: 🟦 Blue
  386. 1 or more adjacent tiles must be activated
  387.  
  388. Cell 8 | Cost: 3 Energy, 36 Sync Orb(s)
  389. Brine: Power 4
  390. Brine: Power ↑ 4
  391. Color Grid: 🟩 Green
  392. 1 or more adjacent tiles must be activated
  393.  
  394. Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
  395. Brine: Power 4
  396. Brine: Power ↑ 4
  397. Color Grid: 🟩 Green
  398. 1 or more adjacent tiles must be activated
  399.  
  400. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  401. Sp. Atk 5
  402. Sp. Atk 5
  403. Color Grid: 🟦 Blue
  404. 1 or more adjacent tiles must be activated
  405.  
  406. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  407. Brine: Move Gauge Refresh 3
  408. Move: Brine Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  409. Color Grid: 🟥 Red
  410. 1 or more adjacent tiles must be activated
  411.  
  412. Cell 12 | Cost: 8 Energy, 96 Sync Orb(s)
  413. Staggering 2
  414. Has a chance (30%) of making the target flinch when the user’s attack move against it is successful.
  415. Color Grid: 🟨 Yellow
  416. 1 or more adjacent tiles must be activated
  417. Move level must be 2 or higher
  418.  
  419. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  420. Brine: Power 4
  421. Brine: Power ↑ 4
  422. Color Grid: 🟩 Green
  423. 1 or more adjacent tiles must be activated
  424.  
  425. Cell 14 | Cost: 8 Energy, 96 Sync Orb(s)
  426. Team Swift Reaction 4
  427. Has a chance (50%) of raising the Speed of all allied sync pairs by one stat rank when the user is hit by an attack move.
  428. Color Grid: 🟨 Yellow
  429. 1 or more adjacent tiles must be activated
  430. Move level must be 2 or higher
  431.  
  432. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  433. Brine: Team Stoic 4
  434. Move: Brine Has a chance (50%) of raising the Defense of all allied sync pairs by one stat rank when the user’s Pokémon uses a move.
  435. Color Grid: 🟥 Red
  436. 1 or more adjacent tiles must be activated
  437. Move level must be 3 or higher
  438.  
  439. Cell 16 | Cost: 7 Energy, 84 Sync Orb(s)
  440. Sp. Def 20
  441. Sp. Def 20
  442. Color Grid: 🟦 Blue
  443. 1 or more adjacent tiles must be activated
  444. Move level must be 2 or higher
  445.  
  446. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  447. Team Sync Think 9
  448. Once per battle, increases the Special Moves ↑ Next effect of all allied sync pairs by one rank after using the user’s sync move.
  449. Color Grid: 🟨 Yellow
  450. 1 or more adjacent tiles must be activated
  451. Move level must be 3 or higher
  452.  
  453. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  454. Defense 5
  455. Defense 5
  456. Color Grid: 🟦 Blue
  457. 1 or more adjacent tiles must be activated
  458.  
  459. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  460. HP 10
  461. HP 10
  462. Color Grid: 🟦 Blue
  463. 1 or more adjacent tiles must be activated
  464.  
  465. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  466. Speed 5
  467. Speed 5
  468. Color Grid: 🟦 Blue
  469. 1 or more adjacent tiles must be activated
  470.  
  471. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  472. Brine: Power 4
  473. Brine: Power ↑ 4
  474. Color Grid: 🟩 Green
  475. 1 or more adjacent tiles must be activated
  476.  
  477. Cell 22 | Cost: 8 Energy, 96 Sync Orb(s)
  478. Mini Potion All: Lockstep 9
  479. Move: Mini Potion All Charges the user’s move gauge by one for each allied sync pair on the field when the user’s move is successful. When used in a co-op battle, charges the move gauges of all allied players by one instead when the user’s move is successful.
  480. Color Grid: 🟥 Red
  481. 1 or more adjacent tiles must be activated
  482. Move level must be 2 or higher
  483.  
  484. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  485. Brine: Power 4
  486. Brine: Power ↑ 4
  487. Color Grid: 🟩 Green
  488. 1 or more adjacent tiles must be activated
  489. Move level must be 2 or higher
  490.  
  491. Cell 24 | Cost: 10 Energy, 120 Sync Orb(s)
  492. Mini Potion All: Master Healer 1
  493. Move: Mini Potion All Increases the amount of HP restored by the user’s healing moves.
  494. Color Grid: 🟥 Red
  495. 1 or more adjacent tiles must be activated
  496. Move level must be 2 or higher
  497.  
  498. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  499. Mini Potion All: Master Healer 1
  500. Move: Mini Potion All Increases the amount of HP restored by the user’s healing moves.
  501. Color Grid: 🟥 Red
  502. 1 or more adjacent tiles must be activated
  503. Move level must be 3 or higher
  504.  
  505. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  506. Mini Potion All: MP Refresh 3
  507. Move: Mini Potion All Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  508. Color Grid: 🟥 Red
  509. 1 or more adjacent tiles must be activated
  510. Move level must be 3 or higher
  511.  
  512. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  513. Sp. Def 5
  514. Sp. Def 5
  515. Color Grid: 🟦 Blue
  516. 1 or more adjacent tiles must be activated
  517.  
  518. Cell 28 | Cost: 5 Energy, 60 Sync Orb(s)
  519. Flameproof
  520. Prevents the user from getting burned.
  521. Color Grid: 🟨 Yellow
  522. 1 or more adjacent tiles must be activated
  523.  
  524. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  525. HP 10
  526. HP 10
  527. Color Grid: 🟦 Blue
  528. 1 or more adjacent tiles must be activated
  529.  
  530. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  531. Defense 5
  532. Defense 5
  533. Color Grid: 🟦 Blue
  534. 1 or more adjacent tiles must be activated
  535.  
  536. Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  537. Speed 5
  538. Speed 5
  539. Color Grid: 🟦 Blue
  540. 1 or more adjacent tiles must be activated
  541.  
  542. Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  543. HP 20
  544. HP 20
  545. Color Grid: 🟦 Blue
  546. 1 or more adjacent tiles must be activated
  547. Move level must be 2 or higher
  548.  
  549. Cell 33 | Cost: 2 Energy, 24 Sync Orb(s)
  550. Sp. Atk 5
  551. Sp. Atk 5
  552. Color Grid: 🟦 Blue
  553. 1 or more adjacent tiles must be activated
  554.  
  555. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  556. Racing Rain 1
  557. Quickly charges the move gauge when the weather is rainy.
  558. Color Grid: 🟨 Yellow
  559. 1 or more adjacent tiles must be activated
  560. Move level must be 2 or higher
  561.  
  562. Cell 35 | Cost: 9 Energy, 108 Sync Orb(s)
  563. Rain Dance: Catalyzing Infliction
  564. Move: Rain Dance Applies the Move Gauge Acceleration effect to the allied field of play when the user’s Pokémon uses a status move.
  565. Color Grid: 🟥 Red
  566. 1 or more adjacent tiles must be activated
  567. Move level must be 3 or higher
  568.  
  569. Cell 36 | Cost: 8 Energy, 96 Sync Orb(s)
  570. Refreshing Rain 1
  571. Restores the user’s HP whenever its Pokémon takes an action while the weather is rainy.
  572. Color Grid: 🟨 Yellow
  573. 1 or more adjacent tiles must be activated
  574. Move level must be 2 or higher
  575.  
  576. Cell 37 | Cost: 7 Energy, 84 Sync Orb(s)
  577. Rain Dance: MP Refresh 2
  578. Move: Rain Dance Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  579. Color Grid: 🟥 Red
  580. 1 or more adjacent tiles must be activated
  581. Move level must be 3 or higher
  582.  
  583. Cell 38 | Cost: 5 Energy, 60 Sync Orb(s)
  584. Unflappable
  585. Prevents the user from flinching.
  586. Color Grid: 🟨 Yellow
  587. 1 or more adjacent tiles must be activated
  588.  
  589. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  590. Defense 5
  591. Defense 5
  592. Color Grid: 🟦 Blue
  593. 1 or more adjacent tiles must be activated
  594.  
  595. Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  596. Speed 5
  597. Speed 5
  598. Color Grid: 🟦 Blue
  599. 1 or more adjacent tiles must be activated
  600.  
  601. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  602. Sp. Atk 5
  603. Sp. Atk 5
  604. Color Grid: 🟦 Blue
  605. 1 or more adjacent tiles must be activated
  606.  
  607. Cell 42 | Cost: 7 Energy, 84 Sync Orb(s)
  608. Spring of Knowledge!: MP Refresh 2
  609. Move: Spring of Knowledge! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  610. Color Grid: 🟥 Red
  611. 1 or more adjacent tiles must be activated
  612. Move level must be 2 or higher
  613.  
  614. Cell 43 | Cost: 9 Energy, 108 Sync Orb(s)
  615. Endurance
  616. When the user enters battle with full HP, applies the Enduring effect to it.
  617. Color Grid: 🟨 Yellow
  618. 1 or more adjacent tiles must be activated
  619. Move level must be 2 or higher
  620.  
  621. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  622. Natural Remedy
  623. Removes all status conditions from the user the first time it is inflicted by any status condition each battle.
  624. Color Grid: 🟨 Yellow
  625. 1 or more adjacent tiles must be activated
  626. Move level must be 2 or higher
  627.  
  628. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  629. Spring of Knowledge!: Barricade Buddies 1
  630. Move: Spring of Knowledge! Raises the Sp. Def of all allied sync pairs by 1 stat rank when the user’s move is successful.
  631. Color Grid: 🟥 Red
  632. 1 or more adjacent tiles must be activated
  633. Move level must be 3 or higher
  634.  
  635. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  636. Team Limited Special Boost 2
  637. Has a chance (30%) of increasing the Special Moves ↑ Next effect of all allied sync pairs by one rank when the user uses a move with a limited number of uses.
  638. Color Grid: 🟨 Yellow
  639. 1 or more adjacent tiles must be activated
  640. Move level must be 3 or higher
  641.  
  642. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  643. Crystal Clear Surf: Power 25
  644. Crystal Clear Surf: Power ↑ 25
  645. Color Grid: 🟪 Purple
  646. 1 or more adjacent tiles must be activated
  647. Move level must be 3 or higher
  648.  
  649. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  650. Crystal Clear Surf: Power 25
  651. Crystal Clear Surf: Power ↑ 25
  652. Color Grid: 🟪 Purple
  653. 1 or more adjacent tiles must be activated
  654. Move level must be 3 or higher
  655.  
  656.  
  657. ====================================================
  658. Trainer : Mina
  659. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  660. HP 10
  661. HP 10
  662. Color Grid: 🟦 Blue
  663.  
  664. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  665. Attack 5
  666. Attack 5
  667. Color Grid: 🟦 Blue
  668.  
  669. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  670. Defense 5
  671. Defense 5
  672. Color Grid: 🟦 Blue
  673.  
  674. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  675. Sp. Atk 5
  676. Sp. Atk 5
  677. Color Grid: 🟦 Blue
  678.  
  679. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  680. Sp. Def 5
  681. Sp. Def 5
  682. Color Grid: 🟦 Blue
  683.  
  684. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  685. Speed 5
  686. Speed 5
  687. Color Grid: 🟦 Blue
  688.  
  689. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  690. Attack 5
  691. Attack 5
  692. Color Grid: 🟦 Blue
  693. 1 or more adjacent tiles must be activated
  694.  
  695. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  696. Sp. Def 5
  697. Sp. Def 5
  698. Color Grid: 🟦 Blue
  699. 1 or more adjacent tiles must be activated
  700.  
  701. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  702. Defense 5
  703. Defense 5
  704. Color Grid: 🟦 Blue
  705. 1 or more adjacent tiles must be activated
  706.  
  707. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  708. Play Rough: Accuracy 5
  709. Play Rough: Accuracy ↑ 5
  710. Color Grid: 🟩 Green
  711. 1 or more adjacent tiles must be activated
  712.  
  713. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  714. Play Rough: Power 3
  715. Play Rough: Power ↑ 3
  716. Color Grid: 🟩 Green
  717. 1 or more adjacent tiles must be activated
  718.  
  719. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  720. Play Rough: Power 3
  721. Play Rough: Power ↑ 3
  722. Color Grid: 🟩 Green
  723. 1 or more adjacent tiles must be activated
  724. Move level must be 2 or higher
  725.  
  726. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  727. Play Rough: Accuracy 5
  728. Play Rough: Accuracy ↑ 5
  729. Color Grid: 🟩 Green
  730. 1 or more adjacent tiles must be activated
  731.  
  732. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  733. Play Rough: Move Gauge Refresh 3
  734. Move: Play Rough Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  735. Color Grid: 🟥 Red
  736. 1 or more adjacent tiles must be activated
  737. Move level must be 2 or higher
  738.  
  739. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  740. Play Rough: Berserker 1
  741. Move: Play Rough Raises the user’s Attack by 1 stat rank when its move is successful.
  742. Color Grid: 🟥 Red
  743. 1 or more adjacent tiles must be activated
  744. Move level must be 3 or higher
  745.  
  746. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  747. Play Rough: On a Roll 3
  748. Move: Play Rough Raises the chance of lowering stat values with the additional effects of moves.
  749. Color Grid: 🟥 Red
  750. 1 or more adjacent tiles must be activated
  751. Move level must be 2 or higher
  752.  
  753. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  754. Power Posture
  755. The more the target’s Attack is lowered, the more it powers up the user’s moves.
  756. Color Grid: 🟨 Yellow
  757. 1 or more adjacent tiles must be activated
  758. Move level must be 3 or higher
  759.  
  760. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  761. Defense 5
  762. Defense 5
  763. Color Grid: 🟦 Blue
  764. 1 or more adjacent tiles must be activated
  765.  
  766. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  767. Dazzling Gleam: Power 4
  768. Dazzling Gleam: Power ↑ 4
  769. Color Grid: 🟩 Green
  770. 1 or more adjacent tiles must be activated
  771.  
  772. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  773. Dazzling Gleam: Power 4
  774. Dazzling Gleam: Power ↑ 4
  775. Color Grid: 🟩 Green
  776. 1 or more adjacent tiles must be activated
  777.  
  778. Cell 21 | Cost: 8 Energy, 96 Sync Orb(s)
  779. Outrun 1
  780. Quickly charges the move gauge when the user is affected by a status condition.
  781. Color Grid: 🟨 Yellow
  782. 1 or more adjacent tiles must be activated
  783. Move level must be 2 or higher
  784.  
  785. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  786. Dazzling Gleam: Power 4
  787. Dazzling Gleam: Power ↑ 4
  788. Color Grid: 🟩 Green
  789. 1 or more adjacent tiles must be activated
  790.  
  791. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  792. Dazzling Gleam: Move Gauge Refresh 3
  793. Move: Dazzling Gleam Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  794. Color Grid: 🟥 Red
  795. 1 or more adjacent tiles must be activated
  796. Move level must be 2 or higher
  797.  
  798. Cell 24 | Cost: 10 Energy, 120 Sync Orb(s)
  799. Sharp Entry 1
  800. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  801. Color Grid: 🟨 Yellow
  802. 1 or more adjacent tiles must be activated
  803. Move level must be 2 or higher
  804.  
  805. Cell 25 | Cost: 8 Energy, 96 Sync Orb(s)
  806. Superduper Effective 2
  807. Powers up moves that are super effective.
  808. Color Grid: 🟨 Yellow
  809. 1 or more adjacent tiles must be activated
  810. Move level must be 3 or higher
  811.  
  812. Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  813. Dragon Guard
  814. Reduces damage when the user is attacked by Dragon-type moves.
  815. Color Grid: 🟨 Yellow
  816. 1 or more adjacent tiles must be activated
  817. Move level must be 3 or higher
  818.  
  819. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  820. Speed 5
  821. Speed 5
  822. Color Grid: 🟦 Blue
  823. 1 or more adjacent tiles must be activated
  824.  
  825. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  826. Attack 5
  827. Attack 5
  828. Color Grid: 🟦 Blue
  829. 1 or more adjacent tiles must be activated
  830.  
  831. Cell 29 | Cost: 3 Energy, 36 Sync Orb(s)
  832. Play Rough: Power 3
  833. Play Rough: Power ↑ 3
  834. Color Grid: 🟩 Green
  835. 1 or more adjacent tiles must be activated
  836.  
  837. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  838. Play Rough: Power 3
  839. Play Rough: Power ↑ 3
  840. Color Grid: 🟩 Green
  841. 1 or more adjacent tiles must be activated
  842.  
  843. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  844. Play Rough: Power 3
  845. Play Rough: Power ↑ 3
  846. Color Grid: 🟩 Green
  847. 1 or more adjacent tiles must be activated
  848. Move level must be 2 or higher
  849.  
  850. Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  851. Fierce Entry 1
  852. Raises the user’s Attack by 1 stat rank when it enters a battle.
  853. Color Grid: 🟨 Yellow
  854. 1 or more adjacent tiles must be activated
  855. Move level must be 2 or higher
  856.  
  857. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  858. What Great Composition!: Critical Eye 1
  859. Move: What Great Composition! Raises the user’s critical-hit rate by 1 stat rank when its move is successful.
  860. Color Grid: 🟥 Red
  861. 1 or more adjacent tiles must be activated
  862. Move level must be 3 or higher
  863.  
  864. Cell 34 | Cost: 4 Energy, 48 Sync Orb(s)
  865. Attack 10
  866. Attack 10
  867. Color Grid: 🟦 Blue
  868. 1 or more adjacent tiles must be activated
  869. Move level must be 2 or higher
  870.  
  871. Cell 35 | Cost: 7 Energy, 84 Sync Orb(s)
  872. What Great Composition!: MP Refresh 3
  873. Move: What Great Composition! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  874. Color Grid: 🟥 Red
  875. 1 or more adjacent tiles must be activated
  876. Move level must be 3 or higher
  877.  
  878. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  879. Sp. Def 5
  880. Sp. Def 5
  881. Color Grid: 🟦 Blue
  882. 1 or more adjacent tiles must be activated
  883.  
  884. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  885. Speed 5
  886. Speed 5
  887. Color Grid: 🟦 Blue
  888. 1 or more adjacent tiles must be activated
  889.  
  890. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  891. HP 10
  892. HP 10
  893. Color Grid: 🟦 Blue
  894. 1 or more adjacent tiles must be activated
  895.  
  896. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  897. Sp. Atk 5
  898. Sp. Atk 5
  899. Color Grid: 🟦 Blue
  900. 1 or more adjacent tiles must be activated
  901.  
  902. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  903. Charm: Move Gauge Refresh 3
  904. Move: Charm Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  905. Color Grid: 🟥 Red
  906. 1 or more adjacent tiles must be activated
  907.  
  908. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  909. Dazzling Gleam: Power 4
  910. Dazzling Gleam: Power ↑ 4
  911. Color Grid: 🟩 Green
  912. 1 or more adjacent tiles must be activated
  913.  
  914. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  915. Dazzling Gleam: Power 4
  916. Dazzling Gleam: Power ↑ 4
  917. Color Grid: 🟩 Green
  918. 1 or more adjacent tiles must be activated
  919. Move level must be 2 or higher
  920.  
  921. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  922. Charm: Move Gauge Refresh 3
  923. Move: Charm Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  924. Color Grid: 🟥 Red
  925. 1 or more adjacent tiles must be activated
  926. Move level must be 2 or higher
  927.  
  928. Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  929. HP 20
  930. HP 20
  931. Color Grid: 🟦 Blue
  932. 1 or more adjacent tiles must be activated
  933. Move level must be 2 or higher
  934.  
  935. Cell 45 | Cost: 8 Energy, 96 Sync Orb(s)
  936. Terrify 1
  937. Lowers the Attack of all opposing sync pairs by 1 stat rank when the user enters a battle.
  938. Color Grid: 🟨 Yellow
  939. 1 or more adjacent tiles must be activated
  940. Move level must be 3 or higher
  941.  
  942. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  943. Pecking Order
  944. The more the target’s Attack is lowered, the more it powers up the user’s sync move.
  945. Color Grid: 🟨 Yellow
  946. 1 or more adjacent tiles must be activated
  947. Move level must be 3 or higher
  948.  
  949. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  950. Wandering Artist Twinkle Tackle: Power 25
  951. Wandering Artist Twinkle Tackle: Power ↑ 25
  952. Color Grid: 🟪 Purple
  953. 1 or more adjacent tiles must be activated
  954. Move level must be 3 or higher
  955.  
  956. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  957. Wandering Artist Twinkle Tackle: Power 25
  958. Wandering Artist Twinkle Tackle: Power ↑ 25
  959. Color Grid: 🟪 Purple
  960. 1 or more adjacent tiles must be activated
  961. Move level must be 3 or higher
  962.  
  963.  
  964. ====================================================
  965. Trainer : Winona
  966. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  967. HP 10
  968. HP 10
  969. Color Grid: 🟦 Blue
  970.  
  971. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  972. Sp. Atk 5
  973. Sp. Atk 5
  974. Color Grid: 🟦 Blue
  975.  
  976. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  977. Defense 5
  978. Defense 5
  979. Color Grid: 🟦 Blue
  980.  
  981. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  982. Sp. Atk 5
  983. Sp. Atk 5
  984. Color Grid: 🟦 Blue
  985.  
  986. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  987. Sp. Def 5
  988. Sp. Def 5
  989. Color Grid: 🟦 Blue
  990.  
  991. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  992. Speed 5
  993. Speed 5
  994. Color Grid: 🟦 Blue
  995.  
  996. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  997. Sp. Atk 5
  998. Sp. Atk 5
  999. Color Grid: 🟦 Blue
  1000. 1 or more adjacent tiles must be activated
  1001.  
  1002. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1003. Defense 5
  1004. Defense 5
  1005. Color Grid: 🟦 Blue
  1006. 1 or more adjacent tiles must be activated
  1007.  
  1008. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1009. Sp. Def 5
  1010. Sp. Def 5
  1011. Color Grid: 🟦 Blue
  1012. 1 or more adjacent tiles must be activated
  1013.  
  1014. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  1015. Air Slash: Accuracy 5
  1016. Air Slash: Accuracy ↑ 5
  1017. Color Grid: 🟩 Green
  1018. 1 or more adjacent tiles must be activated
  1019.  
  1020. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  1021. Air Slash: Power 4
  1022. Air Slash: Power ↑ 4
  1023. Color Grid: 🟩 Green
  1024. 1 or more adjacent tiles must be activated
  1025.  
  1026. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  1027. Air Slash: Power 4
  1028. Air Slash: Power ↑ 4
  1029. Color Grid: 🟩 Green
  1030. 1 or more adjacent tiles must be activated
  1031. Move level must be 2 or higher
  1032.  
  1033. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  1034. Air Slash: Power 4
  1035. Air Slash: Power ↑ 4
  1036. Color Grid: 🟩 Green
  1037. 1 or more adjacent tiles must be activated
  1038.  
  1039. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1040. Air Slash: Move Gauge Refresh 3
  1041. Move: Air Slash Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1042. Color Grid: 🟥 Red
  1043. 1 or more adjacent tiles must be activated
  1044. Move level must be 2 or higher
  1045.  
  1046. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  1047. Interference Sync 5
  1048. Powers up the user’s sync move against targets that are flinching, confused, or trapped.
  1049. Color Grid: 🟨 Yellow
  1050. 1 or more adjacent tiles must be activated
  1051. Move level must be 3 or higher
  1052.  
  1053. Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
  1054. Air Slash: Witty Hit 4
  1055. Move: Air Slash Has a chance (50%) of raising the user’s Sp. Atk by one stat rank when one of its attack moves is successful.
  1056. Color Grid: 🟥 Red
  1057. 1 or more adjacent tiles must be activated
  1058. Move level must be 2 or higher
  1059.  
  1060. Cell 17 | Cost: 9 Energy, 108 Sync Orb(s)
  1061. Air Slash: Aggravation 1
  1062. Move: Air Slash Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  1063. Color Grid: 🟥 Red
  1064. 1 or more adjacent tiles must be activated
  1065. Move level must be 3 or higher
  1066.  
  1067. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1068. Defense 5
  1069. Defense 5
  1070. Color Grid: 🟦 Blue
  1071. 1 or more adjacent tiles must be activated
  1072.  
  1073. Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  1074. Hurricane: Accuracy 5
  1075. Hurricane: Accuracy ↑ 5
  1076. Color Grid: 🟩 Green
  1077. 1 or more adjacent tiles must be activated
  1078.  
  1079. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  1080. Hurricane: Power 3
  1081. Hurricane: Power ↑ 3
  1082. Color Grid: 🟩 Green
  1083. 1 or more adjacent tiles must be activated
  1084.  
  1085. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  1086. Hurricane: Power 3
  1087. Hurricane: Power ↑ 3
  1088. Color Grid: 🟩 Green
  1089. 1 or more adjacent tiles must be activated
  1090. Move level must be 2 or higher
  1091.  
  1092. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  1093. Hurricane: Power 3
  1094. Hurricane: Power ↑ 3
  1095. Color Grid: 🟩 Green
  1096. 1 or more adjacent tiles must be activated
  1097.  
  1098. Cell 23 | Cost: 7 Energy, 84 Sync Orb(s)
  1099. Hurricane: Move Gauge Refresh 3
  1100. Move: Hurricane Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1101. Color Grid: 🟥 Red
  1102. 1 or more adjacent tiles must be activated
  1103. Move level must be 2 or higher
  1104.  
  1105. Cell 24 | Cost: 5 Energy, 60 Sync Orb(s)
  1106. Hurricane: Accuracy 10
  1107. Hurricane: Accuracy ↑ 10
  1108. Color Grid: 🟩 Green
  1109. 1 or more adjacent tiles must be activated
  1110. Move level must be 2 or higher
  1111.  
  1112. Cell 25 | Cost: 9 Energy, 108 Sync Orb(s)
  1113. Foul Fighting 3
  1114. Powers up the user’s moves against targets that are flinching, confused, or trapped.
  1115. Color Grid: 🟨 Yellow
  1116. 1 or more adjacent tiles must be activated
  1117. Move level must be 3 or higher
  1118.  
  1119. Cell 26 | Cost: 9 Energy, 108 Sync Orb(s)
  1120. Hurricane: Aggravation 1
  1121. Move: Hurricane Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  1122. Color Grid: 🟥 Red
  1123. 1 or more adjacent tiles must be activated
  1124. Move level must be 3 or higher
  1125.  
  1126. Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1127. Sp. Def 5
  1128. Sp. Def 5
  1129. Color Grid: 🟦 Blue
  1130. 1 or more adjacent tiles must be activated
  1131.  
  1132. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  1133. Sp. Atk 5
  1134. Sp. Atk 5
  1135. Color Grid: 🟦 Blue
  1136. 1 or more adjacent tiles must be activated
  1137.  
  1138. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1139. Speed 5
  1140. Speed 5
  1141. Color Grid: 🟦 Blue
  1142. 1 or more adjacent tiles must be activated
  1143.  
  1144. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  1145. Hurricane: Power 3
  1146. Hurricane: Power ↑ 3
  1147. Color Grid: 🟩 Green
  1148. 1 or more adjacent tiles must be activated
  1149.  
  1150. Cell 31 | Cost: 5 Energy, 60 Sync Orb(s)
  1151. Acuity
  1152. Accuracy cannot be lowered.
  1153. Color Grid: 🟨 Yellow
  1154. 1 or more adjacent tiles must be activated
  1155. Move level must be 2 or higher
  1156.  
  1157. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  1158. Hurricane: Power 3
  1159. Hurricane: Power ↑ 3
  1160. Color Grid: 🟩 Green
  1161. 1 or more adjacent tiles must be activated
  1162. Move level must be 2 or higher
  1163.  
  1164. Cell 33 | Cost: 9 Energy, 108 Sync Orb(s)
  1165. Shower Power 5
  1166. Powers up the user’s sync move when the weather is rainy.
  1167. Color Grid: 🟨 Yellow
  1168. 1 or more adjacent tiles must be activated
  1169. Move level must be 3 or higher
  1170.  
  1171. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  1172. Refreshing Rain 1
  1173. Restores the user’s HP whenever its Pokémon takes an action while the weather is rainy.
  1174. Color Grid: 🟨 Yellow
  1175. 1 or more adjacent tiles must be activated
  1176. Move level must be 2 or higher
  1177.  
  1178. Cell 35 | Cost: 12 Energy, 144 Sync Orb(s)
  1179. Shower Sync
  1180. Makes the weather rainy the first time the user’s sync move is used each battle.
  1181. Color Grid: 🟨 Yellow
  1182. 1 or more adjacent tiles must be activated
  1183. Move level must be 3 or higher
  1184.  
  1185. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  1186. HP 10
  1187. HP 10
  1188. Color Grid: 🟦 Blue
  1189. 1 or more adjacent tiles must be activated
  1190.  
  1191. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  1192. Defense 5
  1193. Defense 5
  1194. Color Grid: 🟦 Blue
  1195. 1 or more adjacent tiles must be activated
  1196.  
  1197. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1198. Sp. Atk 5
  1199. Sp. Atk 5
  1200. Color Grid: 🟦 Blue
  1201. 1 or more adjacent tiles must be activated
  1202.  
  1203. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1204. Sp. Def 5
  1205. Sp. Def 5
  1206. Color Grid: 🟦 Blue
  1207. 1 or more adjacent tiles must be activated
  1208.  
  1209. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  1210. Air Slash: Power 4
  1211. Air Slash: Power ↑ 4
  1212. Color Grid: 🟩 Green
  1213. 1 or more adjacent tiles must be activated
  1214.  
  1215. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  1216. Speed 5
  1217. Speed 5
  1218. Color Grid: 🟦 Blue
  1219. 1 or more adjacent tiles must be activated
  1220.  
  1221. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  1222. Air Slash: Power 4
  1223. Air Slash: Power ↑ 4
  1224. Color Grid: 🟩 Green
  1225. 1 or more adjacent tiles must be activated
  1226. Move level must be 2 or higher
  1227.  
  1228. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  1229. Graceful Aerobatics!: MP Refresh 3
  1230. Move: Graceful Aerobatics! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  1231. Color Grid: 🟥 Red
  1232. 1 or more adjacent tiles must be activated
  1233. Move level must be 2 or higher
  1234.  
  1235. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  1236. Graceful Aerobatics!: Ramp Up 1
  1237. Move: Graceful Aerobatics! Raises the user’s Sp. Atk by 1 stat rank when its move is successful.
  1238. Color Grid: 🟥 Red
  1239. 1 or more adjacent tiles must be activated
  1240. Move level must be 2 or higher
  1241.  
  1242. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1243. Sharp Entry 1
  1244. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  1245. Color Grid: 🟨 Yellow
  1246. 1 or more adjacent tiles must be activated
  1247. Move level must be 3 or higher
  1248.  
  1249. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1250. Ramming Speed
  1251. The more the user’s Speed is raised, the more it powers up the user’s moves.
  1252. Color Grid: 🟨 Yellow
  1253. 1 or more adjacent tiles must be activated
  1254. Move level must be 3 or higher
  1255.  
  1256. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1257. Flyaway Air Cutter: Power 25
  1258. Flyaway Air Cutter: Power ↑ 25
  1259. Color Grid: 🟪 Purple
  1260. 1 or more adjacent tiles must be activated
  1261. Move level must be 3 or higher
  1262.  
  1263. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1264. Flyaway Air Cutter: Power 25
  1265. Flyaway Air Cutter: Power ↑ 25
  1266. Color Grid: 🟪 Purple
  1267. 1 or more adjacent tiles must be activated
  1268. Move level must be 3 or higher
  1269.  
  1270.  
  1271. ====================================================
  1272. Trainer : Sygna Suit Ethan
  1273. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1274. HP 10
  1275. HP 10
  1276. Color Grid: 🟦 Blue
  1277.  
  1278. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1279. Sp. Atk 5
  1280. Sp. Atk 5
  1281. Color Grid: 🟦 Blue
  1282.  
  1283. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1284. Defense 5
  1285. Defense 5
  1286. Color Grid: 🟦 Blue
  1287.  
  1288. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1289. Sp. Atk 5
  1290. Sp. Atk 5
  1291. Color Grid: 🟦 Blue
  1292.  
  1293. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1294. Sp. Def 5
  1295. Sp. Def 5
  1296. Color Grid: 🟦 Blue
  1297.  
  1298. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1299. Speed 5
  1300. Speed 5
  1301. Color Grid: 🟦 Blue
  1302.  
  1303. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1304. Sp. Atk 5
  1305. Sp. Atk 5
  1306. Color Grid: 🟦 Blue
  1307. 1 or more adjacent tiles must be activated
  1308.  
  1309. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1310. HP 10
  1311. HP 10
  1312. Color Grid: 🟦 Blue
  1313. 1 or more adjacent tiles must be activated
  1314.  
  1315. Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
  1316. Aeroblast: Accuracy 5
  1317. Aeroblast: Accuracy ↑ 5
  1318. Color Grid: 🟩 Green
  1319. 1 or more adjacent tiles must be activated
  1320.  
  1321. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  1322. Speed 5
  1323. Speed 5
  1324. Color Grid: 🟦 Blue
  1325. 1 or more adjacent tiles must be activated
  1326.  
  1327. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  1328. Aeroblast: Move Gauge Refresh 3
  1329. Move: Aeroblast Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1330. Color Grid: 🟥 Red
  1331. 1 or more adjacent tiles must be activated
  1332.  
  1333. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  1334. Aeroblast: Power 2
  1335. Aeroblast: Power ↑ 2
  1336. Color Grid: 🟩 Green
  1337. 1 or more adjacent tiles must be activated
  1338.  
  1339. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  1340. Aeroblast: Power 2
  1341. Aeroblast: Power ↑ 2
  1342. Color Grid: 🟩 Green
  1343. 1 or more adjacent tiles must be activated
  1344. Move level must be 2 or higher
  1345.  
  1346. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1347. Aeroblast: Move Gauge Refresh 3
  1348. Move: Aeroblast Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1349. Color Grid: 🟥 Red
  1350. 1 or more adjacent tiles must be activated
  1351. Move level must be 2 or higher
  1352.  
  1353. Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  1354. Sp. Atk 20
  1355. Sp. Atk 20
  1356. Color Grid: 🟦 Blue
  1357. 1 or more adjacent tiles must be activated
  1358. Move level must be 2 or higher
  1359.  
  1360. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  1361. Interference Sync 5
  1362. Powers up the user’s sync move against targets that are flinching, confused, or trapped.
  1363. Color Grid: 🟨 Yellow
  1364. 1 or more adjacent tiles must be activated
  1365. Move level must be 3 or higher
  1366.  
  1367. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1368. Sync Thinker 9
  1369. Increases the user’s Special Moves ↑ Next effect by 1 rank after using its sync move.
  1370. Color Grid: 🟨 Yellow
  1371. 1 or more adjacent tiles must be activated
  1372. Move level must be 3 or higher
  1373.  
  1374. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1375. Speed 5
  1376. Speed 5
  1377. Color Grid: 🟦 Blue
  1378. 1 or more adjacent tiles must be activated
  1379.  
  1380. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1381. HP 10
  1382. HP 10
  1383. Color Grid: 🟦 Blue
  1384. 1 or more adjacent tiles must be activated
  1385.  
  1386. Cell 20 | Cost: 3 Energy, 36 Sync Orb(s)
  1387. Whirlpool: Accuracy 5
  1388. Whirlpool: Accuracy ↑ 5
  1389. Color Grid: 🟩 Green
  1390. 1 or more adjacent tiles must be activated
  1391.  
  1392. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  1393. Whirlpool: Power 4
  1394. Whirlpool: Power ↑ 4
  1395. Color Grid: 🟩 Green
  1396. 1 or more adjacent tiles must be activated
  1397.  
  1398. Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
  1399. Whirlpool: Move Gauge Refresh 3
  1400. Move: Whirlpool Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1401. Color Grid: 🟥 Red
  1402. 1 or more adjacent tiles must be activated
  1403.  
  1404. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  1405. Whirlpool: Power 4
  1406. Whirlpool: Power ↑ 4
  1407. Color Grid: 🟩 Green
  1408. 1 or more adjacent tiles must be activated
  1409.  
  1410. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  1411. Foul Fighting 2
  1412. Powers up the user’s moves against targets that are flinching, confused, or trapped.
  1413. Color Grid: 🟨 Yellow
  1414. 1 or more adjacent tiles must be activated
  1415. Move level must be 2 or higher
  1416.  
  1417. Cell 25 | Cost: 5 Energy, 60 Sync Orb(s)
  1418. Whirlpool: Accuracy 10
  1419. Whirlpool: Accuracy ↑ 10
  1420. Color Grid: 🟩 Green
  1421. 1 or more adjacent tiles must be activated
  1422. Move level must be 2 or higher
  1423.  
  1424. Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  1425. Racing Rain 2
  1426. Quickly charges the move gauge when the weather is rainy.
  1427. Color Grid: 🟨 Yellow
  1428. 1 or more adjacent tiles must be activated
  1429. Move level must be 2 or higher
  1430.  
  1431. Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  1432. Piercing Gaze
  1433. Moves never miss.
  1434. Color Grid: 🟨 Yellow
  1435. 1 or more adjacent tiles must be activated
  1436. Move level must be 3 or higher
  1437.  
  1438. Cell 28 | Cost: 8 Energy, 96 Sync Orb(s)
  1439. Shower Power 3
  1440. Powers up the user’s sync move when the weather is rainy.
  1441. Color Grid: 🟨 Yellow
  1442. 1 or more adjacent tiles must be activated
  1443. Move level must be 3 or higher
  1444.  
  1445. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1446. Defense 5
  1447. Defense 5
  1448. Color Grid: 🟦 Blue
  1449. 1 or more adjacent tiles must be activated
  1450.  
  1451. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  1452. Whirlpool: Power 4
  1453. Whirlpool: Power ↑ 4
  1454. Color Grid: 🟩 Green
  1455. 1 or more adjacent tiles must be activated
  1456.  
  1457. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  1458. Whirlpool: Power 4
  1459. Whirlpool: Power ↑ 4
  1460. Color Grid: 🟩 Green
  1461. 1 or more adjacent tiles must be activated
  1462.  
  1463. Cell 32 | Cost: 3 Energy, 36 Sync Orb(s)
  1464. Whirlpool: Power 4
  1465. Whirlpool: Power ↑ 4
  1466. Color Grid: 🟩 Green
  1467. 1 or more adjacent tiles must be activated
  1468.  
  1469. Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
  1470. Refreshing Rain 1
  1471. Restores the user’s HP whenever its Pokémon takes an action while the weather is rainy.
  1472. Color Grid: 🟨 Yellow
  1473. 1 or more adjacent tiles must be activated
  1474. Move level must be 2 or higher
  1475.  
  1476. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  1477. X Sp. Atk: MP Refresh 2
  1478. Move: X Sp. Atk Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1479. Color Grid: 🟥 Red
  1480. 1 or more adjacent tiles must be activated
  1481. Move level must be 2 or higher
  1482.  
  1483. Cell 35 | Cost: 5 Energy, 60 Sync Orb(s)
  1484. Shining Soul Aeroblast: Power 25
  1485. Shining Soul Aeroblast: Power ↑ 25
  1486. Color Grid: 🟩 Green
  1487. 1 or more adjacent tiles must be activated
  1488. Move level must be 2 or higher
  1489.  
  1490. Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  1491. Grand Entry 2
  1492. Raises the user’s Sp. Atk by 2 stat ranks when it enters a battle.
  1493. Color Grid: 🟨 Yellow
  1494. 1 or more adjacent tiles must be activated
  1495. Move level must be 3 or higher
  1496.  
  1497. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1498. Healthy Benefits 5
  1499. Reduces damage when the user is hit by an attack move or sync move when its HP is full.
  1500. Color Grid: 🟨 Yellow
  1501. 1 or more adjacent tiles must be activated
  1502. Move level must be 3 or higher
  1503.  
  1504. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1505. Sp. Def 5
  1506. Sp. Def 5
  1507. Color Grid: 🟦 Blue
  1508. 1 or more adjacent tiles must be activated
  1509.  
  1510. Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1511. HP 10
  1512. HP 10
  1513. Color Grid: 🟦 Blue
  1514. 1 or more adjacent tiles must be activated
  1515.  
  1516. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  1517. Aeroblast: Power 2
  1518. Aeroblast: Power ↑ 2
  1519. Color Grid: 🟩 Green
  1520. 1 or more adjacent tiles must be activated
  1521.  
  1522. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  1523. Aeroblast: Power 2
  1524. Aeroblast: Power ↑ 2
  1525. Color Grid: 🟩 Green
  1526. 1 or more adjacent tiles must be activated
  1527.  
  1528. Cell 42 | Cost: 10 Energy, 120 Sync Orb(s)
  1529. Aeroblast: Power 1
  1530. Aeroblast: Power ↑ 1
  1531. Color Grid: 🟩 Green
  1532. 1 or more adjacent tiles must be activated
  1533. Move level must be 2 or higher
  1534.  
  1535. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  1536. This Is It!: Fleet Feet 1
  1537. Move: This Is It! Raises the user’s Speed by 1 stat rank when its move is successful.
  1538. Color Grid: 🟥 Red
  1539. 1 or more adjacent tiles must be activated
  1540. Move level must be 2 or higher
  1541.  
  1542. Cell 44 | Cost: 5 Energy, 60 Sync Orb(s)
  1543. Shining Soul Aeroblast: Power 25
  1544. Shining Soul Aeroblast: Power ↑ 25
  1545. Color Grid: 🟩 Green
  1546. 1 or more adjacent tiles must be activated
  1547. Move level must be 2 or higher
  1548.  
  1549. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1550. This Is It!: BOGO 4
  1551. Move: This Is It! Has a chance (50%) of applying the Free Move Next effect to the user when its move is successful.
  1552. Color Grid: 🟥 Red
  1553. 1 or more adjacent tiles must be activated
  1554. Move level must be 3 or higher
  1555.  
  1556. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1557. This Is It!: Brawn Gain 2
  1558. Move: This Is It! Has a chance (30%) of increasing the user’s Special Moves ↑ Next effect by 1 rank when its move is successful.
  1559. Color Grid: 🟥 Red
  1560. 1 or more adjacent tiles must be activated
  1561. Move level must be 3 or higher
  1562.  
  1563. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1564. Shining Soul Aeroblast: Power 25
  1565. Shining Soul Aeroblast: Power ↑ 25
  1566. Color Grid: 🟪 Purple
  1567. 1 or more adjacent tiles must be activated
  1568. Move level must be 3 or higher
  1569.  
  1570. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1571. Shining Soul Aeroblast: Power 25
  1572. Shining Soul Aeroblast: Power ↑ 25
  1573. Color Grid: 🟪 Purple
  1574. 1 or more adjacent tiles must be activated
  1575. Move level must be 3 or higher
  1576.  
  1577.  
  1578. ====================================================
  1579. Trainer : Valerie
  1580. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1581. HP 10
  1582. HP 10
  1583. Color Grid: 🟦 Blue
  1584.  
  1585. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1586. Sp. Atk 5
  1587. Sp. Atk 5
  1588. Color Grid: 🟦 Blue
  1589.  
  1590. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1591. Defense 5
  1592. Defense 5
  1593. Color Grid: 🟦 Blue
  1594.  
  1595. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1596. Sp. Atk 5
  1597. Sp. Atk 5
  1598. Color Grid: 🟦 Blue
  1599.  
  1600. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1601. Sp. Def 5
  1602. Sp. Def 5
  1603. Color Grid: 🟦 Blue
  1604.  
  1605. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1606. Speed 5
  1607. Speed 5
  1608. Color Grid: 🟦 Blue
  1609.  
  1610. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1611. Defense 5
  1612. Defense 5
  1613. Color Grid: 🟦 Blue
  1614. 1 or more adjacent tiles must be activated
  1615.  
  1616. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1617. Sp. Def 5
  1618. Sp. Def 5
  1619. Color Grid: 🟦 Blue
  1620. 1 or more adjacent tiles must be activated
  1621.  
  1622. Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1623. Sp. Atk 5
  1624. Sp. Atk 5
  1625. Color Grid: 🟦 Blue
  1626. 1 or more adjacent tiles must be activated
  1627.  
  1628. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  1629. Speed 5
  1630. Speed 5
  1631. Color Grid: 🟦 Blue
  1632. 1 or more adjacent tiles must be activated
  1633.  
  1634. Cell 11 | Cost: 3 Energy, 36 Sync Orb(s)
  1635. Draining Kiss: Power 4
  1636. Draining Kiss: Power ↑ 4
  1637. Color Grid: 🟩 Green
  1638. 1 or more adjacent tiles must be activated
  1639.  
  1640. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  1641. Draining Kiss: Power 4
  1642. Draining Kiss: Power ↑ 4
  1643. Color Grid: 🟩 Green
  1644. 1 or more adjacent tiles must be activated
  1645.  
  1646. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  1647. Draining Kiss: Power 4
  1648. Draining Kiss: Power ↑ 4
  1649. Color Grid: 🟩 Green
  1650. 1 or more adjacent tiles must be activated
  1651. Move level must be 2 or higher
  1652.  
  1653. Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  1654. Draining Kiss: Move Gauge Refresh 3
  1655. Move: Draining Kiss Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1656. Color Grid: 🟥 Red
  1657. 1 or more adjacent tiles must be activated
  1658. Move level must be 2 or higher
  1659.  
  1660. Cell 15 | Cost: 4 Energy, 48 Sync Orb(s)
  1661. Sp. Atk 10
  1662. Sp. Atk 10
  1663. Color Grid: 🟦 Blue
  1664. 1 or more adjacent tiles must be activated
  1665. Move level must be 2 or higher
  1666.  
  1667. Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
  1668. Smart Cookie
  1669. The more the user’s Sp. Def is raised, the more it powers up the user’s moves.
  1670. Color Grid: 🟨 Yellow
  1671. 1 or more adjacent tiles must be activated
  1672. Move level must be 3 or higher
  1673.  
  1674. Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1675. Sharp Entry 1
  1676. Raises the user’s critical-hit rate by 1 stat rank when it enters a battle.
  1677. Color Grid: 🟨 Yellow
  1678. 1 or more adjacent tiles must be activated
  1679. Move level must be 3 or higher
  1680.  
  1681. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1682. HP 10
  1683. HP 10
  1684. Color Grid: 🟦 Blue
  1685. 1 or more adjacent tiles must be activated
  1686.  
  1687. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1688. Defense 5
  1689. Defense 5
  1690. Color Grid: 🟦 Blue
  1691. 1 or more adjacent tiles must be activated
  1692.  
  1693. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1694. Sp. Atk 5
  1695. Sp. Atk 5
  1696. Color Grid: 🟦 Blue
  1697. 1 or more adjacent tiles must be activated
  1698.  
  1699. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  1700. Sp. Def 5
  1701. Sp. Def 5
  1702. Color Grid: 🟦 Blue
  1703. 1 or more adjacent tiles must be activated
  1704.  
  1705. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  1706. Disarming Voice: Power 4
  1707. Disarming Voice: Power ↑ 4
  1708. Color Grid: 🟩 Green
  1709. 1 or more adjacent tiles must be activated
  1710.  
  1711. Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  1712. Disarming Voice: Power 4
  1713. Disarming Voice: Power ↑ 4
  1714. Color Grid: 🟩 Green
  1715. 1 or more adjacent tiles must be activated
  1716.  
  1717. Cell 24 | Cost: 3 Energy, 36 Sync Orb(s)
  1718. Disarming Voice: Power 4
  1719. Disarming Voice: Power ↑ 4
  1720. Color Grid: 🟩 Green
  1721. 1 or more adjacent tiles must be activated
  1722. Move level must be 2 or higher
  1723.  
  1724. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  1725. Disarming Voice: Move Gauge Refresh 3
  1726. Move: Disarming Voice Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1727. Color Grid: 🟥 Red
  1728. 1 or more adjacent tiles must be activated
  1729. Move level must be 2 or higher
  1730.  
  1731. Cell 26 | Cost: 4 Energy, 48 Sync Orb(s)
  1732. Sp. Def 10
  1733. Sp. Def 10
  1734. Color Grid: 🟦 Blue
  1735. 1 or more adjacent tiles must be activated
  1736. Move level must be 2 or higher
  1737.  
  1738. Cell 27 | Cost: 9 Energy, 108 Sync Orb(s)
  1739. Catalyst
  1740. Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s sync move is used each battle.
  1741. Color Grid: 🟨 Yellow
  1742. 1 or more adjacent tiles must be activated
  1743. Move level must be 3 or higher
  1744.  
  1745. Cell 28 | Cost: 8 Energy, 96 Sync Orb(s)
  1746. First Aid 2
  1747. Restores the user’s HP by approximately 20% of its maximum HP the first time it is in a pinch each battle.
  1748. Color Grid: 🟨 Yellow
  1749. 1 or more adjacent tiles must be activated
  1750. Move level must be 3 or higher
  1751.  
  1752. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1753. Defense 5
  1754. Defense 5
  1755. Color Grid: 🟦 Blue
  1756. 1 or more adjacent tiles must be activated
  1757.  
  1758. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  1759. Sp. Atk 5
  1760. Sp. Atk 5
  1761. Color Grid: 🟦 Blue
  1762. 1 or more adjacent tiles must be activated
  1763.  
  1764. Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
  1765. Disarming Voice: Power 4
  1766. Disarming Voice: Power ↑ 4
  1767. Color Grid: 🟩 Green
  1768. 1 or more adjacent tiles must be activated
  1769.  
  1770. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  1771. Speed 5
  1772. Speed 5
  1773. Color Grid: 🟦 Blue
  1774. 1 or more adjacent tiles must be activated
  1775.  
  1776. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  1777. Disarming Voice: Power 4
  1778. Disarming Voice: Power ↑ 4
  1779. Color Grid: 🟩 Green
  1780. 1 or more adjacent tiles must be activated
  1781. Move level must be 2 or higher
  1782.  
  1783. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  1784. Not So Delicate!: MP Refresh 2
  1785. Move: Not So Delicate! Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1786. Color Grid: 🟥 Red
  1787. 1 or more adjacent tiles must be activated
  1788. Move level must be 2 or higher
  1789.  
  1790. Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
  1791. Healthy Healing
  1792. Applies the Gradual Healing effect to the user when its HP is full when it enters a battle.
  1793. Color Grid: 🟨 Yellow
  1794. 1 or more adjacent tiles must be activated
  1795. Move level must be 2 or higher
  1796.  
  1797. Cell 36 | Cost: 7 Energy, 84 Sync Orb(s)
  1798. Disarming Voice: Superduper Effective 5
  1799. Move: Disarming Voice Powers up moves that are super effective.
  1800. Color Grid: 🟥 Red
  1801. 1 or more adjacent tiles must be activated
  1802. Move level must be 3 or higher
  1803.  
  1804. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  1805. Not So Delicate!: Barricade 1
  1806. Move: Not So Delicate! Raises the user’s Sp. Def by 1 stat rank when its move is successful.
  1807. Color Grid: 🟥 Red
  1808. 1 or more adjacent tiles must be activated
  1809. Move level must be 3 or higher
  1810.  
  1811. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1812. HP 10
  1813. HP 10
  1814. Color Grid: 🟦 Blue
  1815. 1 or more adjacent tiles must be activated
  1816.  
  1817. Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
  1818. Draining Kiss: Power 4
  1819. Draining Kiss: Power ↑ 4
  1820. Color Grid: 🟩 Green
  1821. 1 or more adjacent tiles must be activated
  1822.  
  1823. Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  1824. Draining Kiss: Power 4
  1825. Draining Kiss: Power ↑ 4
  1826. Color Grid: 🟩 Green
  1827. 1 or more adjacent tiles must be activated
  1828.  
  1829. Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  1830. Sp. Atk 5
  1831. Sp. Atk 5
  1832. Color Grid: 🟦 Blue
  1833. 1 or more adjacent tiles must be activated
  1834.  
  1835. Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
  1836. Speed 5
  1837. Speed 5
  1838. Color Grid: 🟦 Blue
  1839. 1 or more adjacent tiles must be activated
  1840. Move level must be 2 or higher
  1841.  
  1842. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  1843. X Sp. Atk: MP Refresh 2
  1844. Move: X Sp. Atk Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
  1845. Color Grid: 🟥 Red
  1846. 1 or more adjacent tiles must be activated
  1847. Move level must be 2 or higher
  1848.  
  1849. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  1850. HP Advantage 4
  1851. The larger the user’s percentage of remaining HP, the more it powers up the user’s moves.
  1852. Color Grid: 🟨 Yellow
  1853. 1 or more adjacent tiles must be activated
  1854. Move level must be 2 or higher
  1855.  
  1856. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1857. X Sp. Atk: Ramp Up 1
  1858. Move: X Sp. Atk Raises the user’s Sp. Atk by 1 stat rank when its move is successful.
  1859. Color Grid: 🟥 Red
  1860. 1 or more adjacent tiles must be activated
  1861. Move level must be 3 or higher
  1862.  
  1863. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1864. Brain Sync 5
  1865. Powers up the user’s sync move when its Sp. Atk is raised.
  1866. Color Grid: 🟨 Yellow
  1867. 1 or more adjacent tiles must be activated
  1868. Move level must be 3 or higher
  1869.  
  1870. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1871. Fashionista Dazzling Gleam: Power 25
  1872. Fashionista Dazzling Gleam: Power ↑ 25
  1873. Color Grid: 🟪 Purple
  1874. 1 or more adjacent tiles must be activated
  1875. Move level must be 3 or higher
  1876.  
  1877. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1878. Fashionista Dazzling Gleam: Power 25
  1879. Fashionista Dazzling Gleam: Power ↑ 25
  1880. Color Grid: 🟪 Purple
  1881. 1 or more adjacent tiles must be activated
  1882. Move level must be 3 or higher
  1883.  
  1884.  
  1885. ====================================================
  1886. Trainer : Bede
  1887. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1888. HP 10
  1889. HP 10
  1890. Color Grid: 🟦 Blue
  1891.  
  1892. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1893. Sp. Atk 5
  1894. Sp. Atk 5
  1895. Color Grid: 🟦 Blue
  1896.  
  1897. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1898. Defense 5
  1899. Defense 5
  1900. Color Grid: 🟦 Blue
  1901.  
  1902. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1903. Sp. Atk 5
  1904. Sp. Atk 5
  1905. Color Grid: 🟦 Blue
  1906.  
  1907. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1908. Sp. Def 5
  1909. Sp. Def 5
  1910. Color Grid: 🟦 Blue
  1911.  
  1912. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1913. Speed 5
  1914. Speed 5
  1915. Color Grid: 🟦 Blue
  1916.  
  1917. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1918. Defense 5
  1919. Defense 5
  1920. Color Grid: 🟦 Blue
  1921. 1 or more adjacent tiles must be activated
  1922.  
  1923. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1924. HP 10
  1925. HP 10
  1926. Color Grid: 🟦 Blue
  1927. 1 or more adjacent tiles must be activated
  1928.  
  1929. Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
  1930. Dazzling Gleam: Power 4
  1931. Dazzling Gleam: Power ↑ 4
  1932. Color Grid: 🟩 Green
  1933. 1 or more adjacent tiles must be activated
  1934.  
  1935. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  1936. Dazzling Gleam: Power 4
  1937. Dazzling Gleam: Power ↑ 4
  1938. Color Grid: 🟩 Green
  1939. 1 or more adjacent tiles must be activated
  1940.  
  1941. Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  1942. Dazzling Gleam: Move Gauge Refresh 3
  1943. Move: Dazzling Gleam Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  1944. Color Grid: 🟥 Red
  1945. 1 or more adjacent tiles must be activated
  1946.  
  1947. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  1948. Dazzling Gleam: Power 4
  1949. Dazzling Gleam: Power ↑ 4
  1950. Color Grid: 🟩 Green
  1951. 1 or more adjacent tiles must be activated
  1952. Move level must be 2 or higher
  1953.  
  1954. Cell 13 | Cost: 2 Energy, 24 Sync Orb(s)
  1955. Speed 5
  1956. Speed 5
  1957. Color Grid: 🟦 Blue
  1958. 1 or more adjacent tiles must be activated
  1959.  
  1960. Cell 14 | Cost: 8 Energy, 96 Sync Orb(s)
  1961. Gobsmack 4
  1962. Has a chance (50%) of leaving the target confused when the user’s attack move against it is successful.
  1963. Color Grid: 🟨 Yellow
  1964. 1 or more adjacent tiles must be activated
  1965. Move level must be 2 or higher
  1966.  
  1967. Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
  1968. Confusion Synergy 9
  1969. Powers up the user’s moves when the target is confused.
  1970. Color Grid: 🟨 Yellow
  1971. 1 or more adjacent tiles must be activated
  1972. Move level must be 3 or higher
  1973.  
  1974. Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
  1975. Sp. Atk 10
  1976. Sp. Atk 10
  1977. Color Grid: 🟦 Blue
  1978. 1 or more adjacent tiles must be activated
  1979. Move level must be 2 or higher
  1980.  
  1981. Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
  1982. G-Max Smite: Power 100
  1983. G-Max Smite: Power ↑ 100
  1984. Color Grid: 🎀 Pink
  1985. 1 or more adjacent tiles must be activated
  1986. Move level must be 3 or higher
  1987.  
  1988. Cell 18 | Cost: 3 Energy, 36 Sync Orb(s)
  1989. Psybeam: Power 4
  1990. Psybeam: Power ↑ 4
  1991. Color Grid: 🟩 Green
  1992. 1 or more adjacent tiles must be activated
  1993.  
  1994. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  1995. Defense 5
  1996. Defense 5
  1997. Color Grid: 🟦 Blue
  1998. 1 or more adjacent tiles must be activated
  1999.  
  2000. Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
  2001. Psybeam: Move Gauge Refresh 3
  2002. Move: Psybeam Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  2003. Color Grid: 🟥 Red
  2004. 1 or more adjacent tiles must be activated
  2005.  
  2006. Cell 21 | Cost: 3 Energy, 36 Sync Orb(s)
  2007. Psybeam: Power 4
  2008. Psybeam: Power ↑ 4
  2009. Color Grid: 🟩 Green
  2010. 1 or more adjacent tiles must be activated
  2011. Move level must be 2 or higher
  2012.  
  2013. Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  2014. Psybeam: Power 4
  2015. Psybeam: Power ↑ 4
  2016. Color Grid: 🟩 Green
  2017. 1 or more adjacent tiles must be activated
  2018.  
  2019. Cell 23 | Cost: 8 Energy, 96 Sync Orb(s)
  2020. Precognition 2
  2021. Quickly charges the user’s move gauge when the terrain is Psychic Terrain.
  2022. Color Grid: 🟨 Yellow
  2023. 1 or more adjacent tiles must be activated
  2024. Move level must be 2 or higher
  2025.  
  2026. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  2027. Weird Recovery 1
  2028. Restores the user’s HP whenever its Pokémon takes an action when the terrain is Psychic Terrain.
  2029. Color Grid: 🟨 Yellow
  2030. 1 or more adjacent tiles must be activated
  2031. Move level must be 2 or higher
  2032.  
  2033. Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  2034. Stupefier 4
  2035. Has a chance (50%) of lowering the target’s Sp. Def by 1 stat rank when a move, sync move, or max move used by the user’s Pokémon targeting that opponent is successful.
  2036. Color Grid: 🟨 Yellow
  2037. 1 or more adjacent tiles must be activated
  2038. Move level must be 3 or higher
  2039.  
  2040. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  2041. Max Mindstorm: Power 100
  2042. Max Mindstorm: Power ↑ 100
  2043. Color Grid: 🎀 Pink
  2044. 1 or more adjacent tiles must be activated
  2045. Move level must be 3 or higher
  2046.  
  2047. Cell 27 | Cost: 5 Energy, 60 Sync Orb(s)
  2048. Clearheaded
  2049. Prevents the user from becoming confused.
  2050. Color Grid: 🟨 Yellow
  2051. 1 or more adjacent tiles must be activated
  2052.  
  2053. Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  2054. HP 10
  2055. HP 10
  2056. Color Grid: 🟦 Blue
  2057. 1 or more adjacent tiles must be activated
  2058.  
  2059. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  2060. Sp. Def 5
  2061. Sp. Def 5
  2062. Color Grid: 🟦 Blue
  2063. 1 or more adjacent tiles must be activated
  2064.  
  2065. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  2066. Speed 5
  2067. Speed 5
  2068. Color Grid: 🟦 Blue
  2069. 1 or more adjacent tiles must be activated
  2070.  
  2071. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  2072. Back to You!: MP Refresh 3
  2073. Move: Back to You! Has a chance (40%) of restoring one MP of the user’s move when that move is successful.
  2074. Color Grid: 🟥 Red
  2075. 1 or more adjacent tiles must be activated
  2076. Move level must be 2 or higher
  2077.  
  2078. Cell 32 | Cost: 9 Energy, 108 Sync Orb(s)
  2079. Superduper Effective 2
  2080. Powers up moves that are super effective.
  2081. Color Grid: 🟨 Yellow
  2082. 1 or more adjacent tiles must be activated
  2083. Move level must be 2 or higher
  2084.  
  2085. Cell 33 | Cost: 9 Energy, 108 Sync Orb(s)
  2086. Back to You!: Ramp Up 1
  2087. Move: Back to You! Raises the user’s Sp. Atk by 1 stat rank when its move is successful.
  2088. Color Grid: 🟥 Red
  2089. 1 or more adjacent tiles must be activated
  2090. Move level must be 3 or higher
  2091.  
  2092. Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
  2093. Back to You!: Group Therapy
  2094. Move: Back to You! Removes all status conditions from all allied sync pairs when a move is successful.
  2095. Color Grid: 🟥 Red
  2096. 1 or more adjacent tiles must be activated
  2097. Move level must be 2 or higher
  2098.  
  2099. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  2100. Fuzzy Strike 5
  2101. Powers up the user’s sync move when the target is confused.
  2102. Color Grid: 🟨 Yellow
  2103. 1 or more adjacent tiles must be activated
  2104. Move level must be 3 or higher
  2105.  
  2106. Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  2107. Sp. Atk 5
  2108. Sp. Atk 5
  2109. Color Grid: 🟦 Blue
  2110. 1 or more adjacent tiles must be activated
  2111.  
  2112. Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  2113. Speed 5
  2114. Speed 5
  2115. Color Grid: 🟦 Blue
  2116. 1 or more adjacent tiles must be activated
  2117.  
  2118. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  2119. Sp. Def 5
  2120. Sp. Def 5
  2121. Color Grid: 🟦 Blue
  2122. 1 or more adjacent tiles must be activated
  2123.  
  2124. Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
  2125. Mystical Fire: Power 4
  2126. Mystical Fire: Power ↑ 4
  2127. Color Grid: 🟩 Green
  2128. 1 or more adjacent tiles must be activated
  2129.  
  2130. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  2131. Mystical Fire: Move Gauge Refresh 3
  2132. Move: Mystical Fire Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
  2133. Color Grid: 🟥 Red
  2134. 1 or more adjacent tiles must be activated
  2135.  
  2136. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  2137. Mystical Fire: Power 4
  2138. Mystical Fire: Power ↑ 4
  2139. Color Grid: 🟩 Green
  2140. 1 or more adjacent tiles must be activated
  2141.  
  2142. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  2143. Mystical Fire: Power 4
  2144. Mystical Fire: Power ↑ 4
  2145. Color Grid: 🟩 Green
  2146. 1 or more adjacent tiles must be activated
  2147. Move level must be 2 or higher
  2148.  
  2149. Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
  2150. Speeding Sun 2
  2151. Quickly charges the move gauge when the weather is sunny.
  2152. Color Grid: 🟨 Yellow
  2153. 1 or more adjacent tiles must be activated
  2154. Move level must be 2 or higher
  2155.  
  2156. Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  2157. Healing Sun 1
  2158. Restores the user’s HP whenever its Pokémon takes an action while the weather is sunny.
  2159. Color Grid: 🟨 Yellow
  2160. 1 or more adjacent tiles must be activated
  2161. Move level must be 2 or higher
  2162.  
  2163. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  2164. Hard Knocks 9
  2165. Lowers one of the target’s following stats by 1 stat rank at random when a move, sync move, or max move used by the user’s Pokémon targeting that opponent is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness.
  2166. Color Grid: 🟨 Yellow
  2167. 1 or more adjacent tiles must be activated
  2168. Move level must be 3 or higher
  2169.  
  2170. Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
  2171. Max Flare: Power 100
  2172. Max Flare: Power ↑ 100
  2173. Color Grid: 🎀 Pink
  2174. 1 or more adjacent tiles must be activated
  2175. Move level must be 3 or higher
  2176.  
  2177. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  2178. Most Elite Fairy Beam: Power 25
  2179. Most Elite Fairy Beam: Power ↑ 25
  2180. Color Grid: 🟪 Purple
  2181. 1 or more adjacent tiles must be activated
  2182. Move level must be 3 or higher
  2183.  
  2184. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  2185. Most Elite Fairy Beam: Power 25
  2186. Most Elite Fairy Beam: Power ↑ 25
  2187. Color Grid: 🟪 Purple
  2188. 1 or more adjacent tiles must be activated
  2189. Move level must be 3 or higher
  2190.  
  2191.  
  2192. ====================================================
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