Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- 🐊 TRAINER - KRIS 🐊
- Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue
- Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
- Mega Kick: Move Gauge Refresh 3
- Move: Mega Kick Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- Mega Kick: Power 3
- Mega Kick: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
- Mega Kick: Power 3
- Mega Kick: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 14 | Cost: 4 Energy, 48 Sync Orb(s)
- Mega Kick: Power 3
- Mega Kick: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 15 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
- Build Up
- Ensures that the user’s next attack will be a critical hit after using a sync move.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
- Mega Kick: Accuracy 5
- Mega Kick: Accuracy ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 20 | Cost: 4 Energy, 48 Sync Orb(s)
- Mega Kick: Power 3
- Mega Kick: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
- X Attack: MP Refresh 3
- Move: X Attack Has a moderately good chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
- Mega Kick: Power 3
- Mega Kick: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
- Haymaker
- The more the user’s Attack has been raised, the more it powers up sync moves.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
- Mega Kick: Accuracy 5
- Mega Kick: Accuracy ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 27 | Cost: 4 Energy, 48 Sync Orb(s)
- Mega Kick: Power 3
- Mega Kick: Power ↑ 3
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
- First Aid 4
- Restores a bit of the Pokémon’s HP once during battle when the Pokémon is in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 29 | Cost: 3 Energy, 36 Sync Orb(s)
- Waterfall: Power 5
- Waterfall: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
- Waterfall: Power 5
- Waterfall: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 31 | Cost: 6 Energy, 72 Sync Orb(s)
- Waterfall: Move Gauge Refresh 3
- Move: Waterfall Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
- Waterfall: Power 5
- Waterfall: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Pick Up the Pace!: Fleet Feet 1
- Move: Pick Up the Pace! Raises the user’s Speed when a move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Dynamic Entry
- Makes the user’s next attack a sure hit when the Pokémon enters a battle.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 36 | Cost: 7 Energy, 84 Sync Orb(s)
- Waterfall: Aggravation 1
- Move: Waterfall Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Waterfall: Ramming Speed
- Move: Waterfall The more the user’s Speed has been raised, the more it powers up moves.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
- Waterfall: Power 5
- Waterfall: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
- Pick Up the Pace!: MP Refresh 2
- Move: Pick Up the Pace! Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Waterfall: Power 5
- Waterfall: Power ↑ 5
- Color Grid: Green
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
- Pick Up the Pace!: MP Refresh 2
- Move: Pick Up the Pace! Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- Defense 20
- Defense 20
- Color Grid: Blue
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- Cell 45 | Cost: 12 Energy, 144 Sync Orb(s)
- Unyielding 2
- When the user has endured the most recent hit and has 1 HP remaining, has a moderate chance of allowing the user to endure an additional hit.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Power Reserves 2
- Powers up moves in a pinch.
- Color Grid: Yellow
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Crystalline Aqua Tail: Power 25
- Crystalline Aqua Tail: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Crystalline Aqua Tail: Power 25
- Crystalline Aqua Tail: Power ↑ 25
- Color Grid: Purple
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
Advertisement
Add Comment
Please, Sign In to add comment