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- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Cell 7 | Cost: 3 Energy, 36 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
- Focus Blast: Power 2
- Focus Blast: Power ↑ 2
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
- Focus Blast: Move Gauge Refresh 3
- Move: Focus Blast Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Focus Blast: Power 2
- Focus Blast: Power ↑ 2
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Focus Blast: Power 2
- Focus Blast: Power ↑ 2
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 6 Energy, 72 Sync Orb(s)
- Grand Entry 1
- Raises the user’s Sp. Atk when the Pokémon enters a battle.
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 5 Energy, 60 Sync Orb(s)
- Focus Blast: Accuracy 10
- Focus Blast: Accuracy ↑ 10
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 16 | Cost: 3 Energy, 36 Sync Orb(s)
- Focus Blast: Power 5
- Focus Blast: Power ↑ 5
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 3 Energy, 36 Sync Orb(s)
- Focus Blast: Power 5
- Focus Blast: Power ↑ 5
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 5 Energy, 60 Sync Orb(s)
- Sp. Atk 10
- Sp. Atk 10
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Close Combat: Power 5
- Close Combat: Power ↑ 5
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 6 Energy, 72 Sync Orb(s)
- Close Combat: Move Gauge Refresh 3
- Move: Close Combat Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 2 Energy, 24 Sync Orb(s)
- Close Combat: Power 5
- Close Combat: Power ↑ 5
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
- Cakewalk
- The more the target’s Speed is lowered, the more it powers up sync moves.
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 2 Energy, 24 Sync Orb(s)
- Close Combat: Power 5
- Close Combat: Power ↑ 5
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 5 Energy, 60 Sync Orb(s)
- Attack 10
- Attack 10
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 6 Energy, 72 Sync Orb(s)
- Fierce Entry 1
- Raises the user’s Attack when the Pokémon enters a battle.
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 6 Energy, 72 Sync Orb(s)
- Close Combat: Stat’s Quo 4
- Move: Close Combat Has a good chance of returning the user’s lowered stats to normal when a move is successful.
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
- Dire Hit: MP Refresh 3
- Move: Dire Hit Has a moderately good chance of restoring one MP of the move used if the move is successful.
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
- Ramming Speed
- The more the user’s Speed has been raised, the more it powers up moves.
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Here I Come!: MP Refresh 3
- Move: Here I Come! Has a moderately good chance of restoring one MP of the move used if the move is successful.
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 5 Energy, 60 Sync Orb(s)
- Quick Cure
- Removes the confused, flinching, and trapped conditions from the user once during battle.
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Critical Strike 1
- Powers up attacks if they become critical hits.
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
- Low Sweep: Power 5
- Low Sweep: Power ↑ 5
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 5 Energy, 60 Sync Orb(s)
- Natural Remedy
- Once per battle, removes all status conditions from the user when the user is inflicted by any status condition.
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Low Sweep: Power 5
- Low Sweep: Power ↑ 5
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Low Sweep: Power 5
- Low Sweep: Power ↑ 5
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 6 Energy, 72 Sync Orb(s)
- Low Sweep: Move Gauge Refresh 3
- Move: Low Sweep Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 3 Energy, 36 Sync Orb(s)
- Low Sweep: Power 5
- Low Sweep: Power ↑ 5
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Critical Strike 1
- Powers up attacks if they become critical hits.
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Endurance
- If the Pokémon enters battle with full HP, allows it to endure a single overwhelming attack with 1 HP left.
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Rallying Close Combat: Power 25
- Rallying Close Combat: Power ↑ 25
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Rallying Close Combat: Power 25
- Rallying Close Combat: Power ↑ 25
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
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