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Wally Sync Grid

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Apr 27th, 2020
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  1. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  2. HP 10
  3. HP 10
  4.  
  5. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  6. Attack 5
  7. Attack 5
  8.  
  9. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  10. Defense 5
  11. Defense 5
  12.  
  13. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  14. Sp. Atk 5
  15. Sp. Atk 5
  16.  
  17. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  18. Sp. Def 5
  19. Sp. Def 5
  20.  
  21. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  22. Speed 5
  23. Speed 5
  24.  
  25. Cell 7 | Cost: 3 Energy, 36 Sync Orb(s)
  26. Sp. Atk 5
  27. Sp. Atk 5
  28. 1 or more adjacent tiles must be activated
  29.  
  30. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  31. Speed 5
  32. Speed 5
  33. 1 or more adjacent tiles must be activated
  34.  
  35. Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
  36. Sp. Atk 5
  37. Sp. Atk 5
  38. 1 or more adjacent tiles must be activated
  39.  
  40. Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  41. Focus Blast: Power 2
  42. Focus Blast: Power ↑ 2
  43. 1 or more adjacent tiles must be activated
  44.  
  45. Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
  46. Focus Blast: Move Gauge Refresh 3
  47. Move: Focus Blast Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  48. 1 or more adjacent tiles must be activated
  49.  
  50. Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  51. Focus Blast: Power 2
  52. Focus Blast: Power ↑ 2
  53. 1 or more adjacent tiles must be activated
  54.  
  55. Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  56. Focus Blast: Power 2
  57. Focus Blast: Power ↑ 2
  58. 1 or more adjacent tiles must be activated
  59. Move level must be 2 or higher
  60.  
  61. Cell 14 | Cost: 6 Energy, 72 Sync Orb(s)
  62. Grand Entry 1
  63. Raises the user’s Sp. Atk when the Pokémon enters a battle.
  64. 1 or more adjacent tiles must be activated
  65. Move level must be 2 or higher
  66.  
  67. Cell 15 | Cost: 5 Energy, 60 Sync Orb(s)
  68. Focus Blast: Accuracy 10
  69. Focus Blast: Accuracy ↑ 10
  70. 1 or more adjacent tiles must be activated
  71. Move level must be 2 or higher
  72.  
  73. Cell 16 | Cost: 3 Energy, 36 Sync Orb(s)
  74. Focus Blast: Power 5
  75. Focus Blast: Power ↑ 5
  76. 1 or more adjacent tiles must be activated
  77. Move level must be 3 or higher
  78.  
  79. Cell 17 | Cost: 3 Energy, 36 Sync Orb(s)
  80. Focus Blast: Power 5
  81. Focus Blast: Power ↑ 5
  82. 1 or more adjacent tiles must be activated
  83. Move level must be 3 or higher
  84.  
  85. Cell 18 | Cost: 5 Energy, 60 Sync Orb(s)
  86. Sp. Atk 10
  87. Sp. Atk 10
  88. 1 or more adjacent tiles must be activated
  89.  
  90. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  91. HP 10
  92. HP 10
  93. 1 or more adjacent tiles must be activated
  94.  
  95. Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  96. Close Combat: Power 5
  97. Close Combat: Power ↑ 5
  98. 1 or more adjacent tiles must be activated
  99.  
  100. Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  101. HP 10
  102. HP 10
  103. 1 or more adjacent tiles must be activated
  104.  
  105. Cell 22 | Cost: 6 Energy, 72 Sync Orb(s)
  106. Close Combat: Move Gauge Refresh 3
  107. Move: Close Combat Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  108. 1 or more adjacent tiles must be activated
  109.  
  110. Cell 23 | Cost: 2 Energy, 24 Sync Orb(s)
  111. Close Combat: Power 5
  112. Close Combat: Power ↑ 5
  113. 1 or more adjacent tiles must be activated
  114.  
  115. Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  116. Cakewalk
  117. The more the target’s Speed is lowered, the more it powers up sync moves.
  118. 1 or more adjacent tiles must be activated
  119. Move level must be 2 or higher
  120.  
  121. Cell 25 | Cost: 2 Energy, 24 Sync Orb(s)
  122. Close Combat: Power 5
  123. Close Combat: Power ↑ 5
  124. 1 or more adjacent tiles must be activated
  125. Move level must be 2 or higher
  126.  
  127. Cell 26 | Cost: 5 Energy, 60 Sync Orb(s)
  128. Attack 10
  129. Attack 10
  130. 1 or more adjacent tiles must be activated
  131. Move level must be 2 or higher
  132.  
  133. Cell 27 | Cost: 6 Energy, 72 Sync Orb(s)
  134. Fierce Entry 1
  135. Raises the user’s Attack when the Pokémon enters a battle.
  136. 1 or more adjacent tiles must be activated
  137. Move level must be 3 or higher
  138.  
  139. Cell 28 | Cost: 6 Energy, 72 Sync Orb(s)
  140. Close Combat: Stat’s Quo 4
  141. Move: Close Combat Has a good chance of returning the user’s lowered stats to normal when a move is successful.
  142. 1 or more adjacent tiles must be activated
  143. Move level must be 3 or higher
  144.  
  145. Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  146. Speed 5
  147. Speed 5
  148. 1 or more adjacent tiles must be activated
  149.  
  150. Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
  151. Defense 5
  152. Defense 5
  153. 1 or more adjacent tiles must be activated
  154.  
  155. Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  156. Dire Hit: MP Refresh 3
  157. Move: Dire Hit Has a moderately good chance of restoring one MP of the move used if the move is successful.
  158. 1 or more adjacent tiles must be activated
  159.  
  160. Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  161. Speed 5
  162. Speed 5
  163. 1 or more adjacent tiles must be activated
  164.  
  165. Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  166. Ramming Speed
  167. The more the user’s Speed has been raised, the more it powers up moves.
  168. 1 or more adjacent tiles must be activated
  169. Move level must be 2 or higher
  170.  
  171. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  172. Here I Come!: MP Refresh 3
  173. Move: Here I Come! Has a moderately good chance of restoring one MP of the move used if the move is successful.
  174. 1 or more adjacent tiles must be activated
  175. Move level must be 2 or higher
  176.  
  177. Cell 35 | Cost: 4 Energy, 48 Sync Orb(s)
  178. Sp. Def 10
  179. Sp. Def 10
  180. 1 or more adjacent tiles must be activated
  181. Move level must be 2 or higher
  182.  
  183. Cell 36 | Cost: 5 Energy, 60 Sync Orb(s)
  184. Quick Cure
  185. Removes the confused, flinching, and trapped conditions from the user once during battle.
  186. 1 or more adjacent tiles must be activated
  187. Move level must be 3 or higher
  188.  
  189. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  190. Critical Strike 1
  191. Powers up attacks if they become critical hits.
  192. 1 or more adjacent tiles must be activated
  193. Move level must be 3 or higher
  194.  
  195. Cell 38 | Cost: 4 Energy, 48 Sync Orb(s)
  196. Sp. Def 10
  197. Sp. Def 10
  198. 1 or more adjacent tiles must be activated
  199.  
  200. Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
  201. Low Sweep: Power 5
  202. Low Sweep: Power ↑ 5
  203. 1 or more adjacent tiles must be activated
  204.  
  205. Cell 40 | Cost: 5 Energy, 60 Sync Orb(s)
  206. Natural Remedy
  207. Once per battle, removes all status conditions from the user when the user is inflicted by any status condition.
  208. 1 or more adjacent tiles must be activated
  209.  
  210. Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  211. Low Sweep: Power 5
  212. Low Sweep: Power ↑ 5
  213. 1 or more adjacent tiles must be activated
  214.  
  215. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  216. Low Sweep: Power 5
  217. Low Sweep: Power ↑ 5
  218. 1 or more adjacent tiles must be activated
  219. Move level must be 2 or higher
  220.  
  221. Cell 43 | Cost: 6 Energy, 72 Sync Orb(s)
  222. Low Sweep: Move Gauge Refresh 3
  223. Move: Low Sweep Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  224. 1 or more adjacent tiles must be activated
  225. Move level must be 2 or higher
  226.  
  227. Cell 44 | Cost: 3 Energy, 36 Sync Orb(s)
  228. Low Sweep: Power 5
  229. Low Sweep: Power ↑ 5
  230. 1 or more adjacent tiles must be activated
  231. Move level must be 2 or higher
  232.  
  233. Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  234. Critical Strike 1
  235. Powers up attacks if they become critical hits.
  236. 1 or more adjacent tiles must be activated
  237. Move level must be 3 or higher
  238.  
  239. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  240. Endurance
  241. If the Pokémon enters battle with full HP, allows it to endure a single overwhelming attack with 1 HP left.
  242. 1 or more adjacent tiles must be activated
  243. Move level must be 3 or higher
  244.  
  245. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  246. Rallying Close Combat: Power 25
  247. Rallying Close Combat: Power ↑ 25
  248. 1 or more adjacent tiles must be activated
  249. Move level must be 3 or higher
  250.  
  251. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  252. Rallying Close Combat: Power 25
  253. Rallying Close Combat: Power ↑ 25
  254. 1 or more adjacent tiles must be activated
  255. Move level must be 3 or higher
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