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Kris - Sync Grid

Aug 25th, 2020 (edited)
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  1. 🐊 TRAINER - KRIS 🐊
  2.  
  3. Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  4. HP 10
  5. HP 10
  6. Color Grid: Blue
  7.  
  8. Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  9. Attack 5
  10. Attack 5
  11. Color Grid: Blue
  12.  
  13. Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  14. Defense 5
  15. Defense 5
  16. Color Grid: Blue
  17.  
  18. Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  19. Attack 5
  20. Attack 5
  21. Color Grid: Blue
  22.  
  23. Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  24. Sp. Def 5
  25. Sp. Def 5
  26. Color Grid: Blue
  27.  
  28. Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  29. Speed 5
  30. Speed 5
  31. Color Grid: Blue
  32.  
  33. Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  34. Defense 5
  35. Defense 5
  36. Color Grid: Blue
  37. 1 or more adjacent tiles must be activated
  38.  
  39. Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  40. Speed 5
  41. Speed 5
  42. Color Grid: Blue
  43. 1 or more adjacent tiles must be activated
  44.  
  45. Cell 9 | Cost: 3 Energy, 36 Sync Orb(s)
  46. Attack 5
  47. Attack 5
  48. Color Grid: Blue
  49. 1 or more adjacent tiles must be activated
  50.  
  51. Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  52. HP 10
  53. HP 10
  54. Color Grid: Blue
  55. 1 or more adjacent tiles must be activated
  56.  
  57. Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
  58. Mega Kick: Move Gauge Refresh 3
  59. Move: Mega Kick Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  60. Color Grid: Red
  61. 1 or more adjacent tiles must be activated
  62.  
  63. Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  64. Mega Kick: Power 3
  65. Mega Kick: Power ↑ 3
  66. Color Grid: Green
  67. 1 or more adjacent tiles must be activated
  68.  
  69. Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  70. Mega Kick: Power 3
  71. Mega Kick: Power ↑ 3
  72. Color Grid: Green
  73. 1 or more adjacent tiles must be activated
  74. Move level must be 2 or higher
  75.  
  76. Cell 14 | Cost: 4 Energy, 48 Sync Orb(s)
  77. Mega Kick: Power 3
  78. Mega Kick: Power ↑ 3
  79. Color Grid: Green
  80. 1 or more adjacent tiles must be activated
  81. Move level must be 2 or higher
  82.  
  83. Cell 15 | Cost: 4 Energy, 48 Sync Orb(s)
  84. Sp. Def 10
  85. Sp. Def 10
  86. Color Grid: Blue
  87. 1 or more adjacent tiles must be activated
  88. Move level must be 2 or higher
  89.  
  90. Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
  91. Build Up
  92. Ensures that the user’s next attack will be a critical hit after using a sync move.
  93. Color Grid: Yellow
  94. 1 or more adjacent tiles must be activated
  95. Move level must be 3 or higher
  96.  
  97. Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
  98. Mega Kick: Accuracy 5
  99. Mega Kick: Accuracy ↑ 5
  100. Color Grid: Green
  101. 1 or more adjacent tiles must be activated
  102. Move level must be 3 or higher
  103.  
  104. Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  105. Attack 5
  106. Attack 5
  107. Color Grid: Blue
  108. 1 or more adjacent tiles must be activated
  109.  
  110. Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  111. Attack 5
  112. Attack 5
  113. Color Grid: Blue
  114. 1 or more adjacent tiles must be activated
  115.  
  116. Cell 20 | Cost: 4 Energy, 48 Sync Orb(s)
  117. Mega Kick: Power 3
  118. Mega Kick: Power ↑ 3
  119. Color Grid: Green
  120. 1 or more adjacent tiles must be activated
  121.  
  122. Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
  123. Speed 10
  124. Speed 10
  125. Color Grid: Blue
  126. 1 or more adjacent tiles must be activated
  127.  
  128. Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
  129. X Attack: MP Refresh 3
  130. Move: X Attack Has a moderately good chance of restoring one MP of the move used if the move is successful.
  131. Color Grid: Red
  132. 1 or more adjacent tiles must be activated
  133.  
  134. Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  135. Mega Kick: Power 3
  136. Mega Kick: Power ↑ 3
  137. Color Grid: Green
  138. 1 or more adjacent tiles must be activated
  139.  
  140. Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  141. HP 20
  142. HP 20
  143. Color Grid: Blue
  144. 1 or more adjacent tiles must be activated
  145. Move level must be 2 or higher
  146.  
  147. Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  148. Haymaker
  149. The more the user’s Attack has been raised, the more it powers up sync moves.
  150. Color Grid: Yellow
  151. 1 or more adjacent tiles must be activated
  152. Move level must be 2 or higher
  153.  
  154. Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  155. Mega Kick: Accuracy 5
  156. Mega Kick: Accuracy ↑ 5
  157. Color Grid: Green
  158. 1 or more adjacent tiles must be activated
  159. Move level must be 2 or higher
  160.  
  161. Cell 27 | Cost: 4 Energy, 48 Sync Orb(s)
  162. Mega Kick: Power 3
  163. Mega Kick: Power ↑ 3
  164. Color Grid: Green
  165. 1 or more adjacent tiles must be activated
  166. Move level must be 3 or higher
  167.  
  168. Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  169. First Aid 4
  170. Restores a bit of the Pokémon’s HP once during battle when the Pokémon is in a pinch.
  171. Color Grid: Yellow
  172. 1 or more adjacent tiles must be activated
  173. Move level must be 3 or higher
  174.  
  175. Cell 29 | Cost: 3 Energy, 36 Sync Orb(s)
  176. Waterfall: Power 5
  177. Waterfall: Power ↑ 5
  178. Color Grid: Green
  179. 1 or more adjacent tiles must be activated
  180.  
  181. Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  182. Waterfall: Power 5
  183. Waterfall: Power ↑ 5
  184. Color Grid: Green
  185. 1 or more adjacent tiles must be activated
  186.  
  187. Cell 31 | Cost: 6 Energy, 72 Sync Orb(s)
  188. Waterfall: Move Gauge Refresh 3
  189. Move: Waterfall Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  190. Color Grid: Red
  191. 1 or more adjacent tiles must be activated
  192.  
  193. Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  194. HP 20
  195. HP 20
  196. Color Grid: Blue
  197. 1 or more adjacent tiles must be activated
  198.  
  199. Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  200. Waterfall: Power 5
  201. Waterfall: Power ↑ 5
  202. Color Grid: Green
  203. 1 or more adjacent tiles must be activated
  204. Move level must be 2 or higher
  205.  
  206. Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  207. Pick Up the Pace!: Fleet Feet 1
  208. Move: Pick Up the Pace! Raises the user’s Speed when a move is successful.
  209. Color Grid: Red
  210. 1 or more adjacent tiles must be activated
  211. Move level must be 2 or higher
  212.  
  213. Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  214. Dynamic Entry
  215. Makes the user’s next attack a sure hit when the Pokémon enters a battle.
  216. Color Grid: Yellow
  217. 1 or more adjacent tiles must be activated
  218. Move level must be 2 or higher
  219.  
  220. Cell 36 | Cost: 7 Energy, 84 Sync Orb(s)
  221. Waterfall: Aggravation 1
  222. Move: Waterfall Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.
  223. Color Grid: Red
  224. 1 or more adjacent tiles must be activated
  225. Move level must be 3 or higher
  226.  
  227. Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  228. Waterfall: Ramming Speed
  229. Move: Waterfall The more the user’s Speed has been raised, the more it powers up moves.
  230. Color Grid: Red
  231. 1 or more adjacent tiles must be activated
  232. Move level must be 3 or higher
  233.  
  234. Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  235. Speed 5
  236. Speed 5
  237. Color Grid: Blue
  238. 1 or more adjacent tiles must be activated
  239.  
  240. Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
  241. Waterfall: Power 5
  242. Waterfall: Power ↑ 5
  243. Color Grid: Green
  244. 1 or more adjacent tiles must be activated
  245.  
  246. Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  247. Pick Up the Pace!: MP Refresh 2
  248. Move: Pick Up the Pace! Has a moderate chance of restoring one MP of the move used if the move is successful.
  249. Color Grid: Red
  250. 1 or more adjacent tiles must be activated
  251.  
  252. Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
  253. Sp. Def 10
  254. Sp. Def 10
  255. Color Grid: Blue
  256. 1 or more adjacent tiles must be activated
  257.  
  258. Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  259. Waterfall: Power 5
  260. Waterfall: Power ↑ 5
  261. Color Grid: Green
  262. 1 or more adjacent tiles must be activated
  263. Move level must be 2 or higher
  264.  
  265. Cell 43 | Cost: 7 Energy, 84 Sync Orb(s)
  266. Pick Up the Pace!: MP Refresh 2
  267. Move: Pick Up the Pace! Has a moderate chance of restoring one MP of the move used if the move is successful.
  268. Color Grid: Red
  269. 1 or more adjacent tiles must be activated
  270. Move level must be 2 or higher
  271.  
  272. Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  273. Defense 20
  274. Defense 20
  275. Color Grid: Blue
  276. 1 or more adjacent tiles must be activated
  277. Move level must be 2 or higher
  278.  
  279. Cell 45 | Cost: 12 Energy, 144 Sync Orb(s)
  280. Unyielding 2
  281. 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.
  282. Color Grid: Yellow
  283. 1 or more adjacent tiles must be activated
  284. Move level must be 3 or higher
  285.  
  286. Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  287. Power Reserves 2
  288. Powers up moves in a pinch.
  289. Color Grid: Yellow
  290. 1 or more adjacent tiles must be activated
  291. Move level must be 3 or higher
  292.  
  293. Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  294. Crystalline Aqua Tail: Power 25
  295. Crystalline Aqua Tail: Power ↑ 25
  296. Color Grid: Purple
  297. 1 or more adjacent tiles must be activated
  298. Move level must be 3 or higher
  299.  
  300. Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  301. Crystalline Aqua Tail: Power 25
  302. Crystalline Aqua Tail: Power ↑ 25
  303. Color Grid: Purple
  304. 1 or more adjacent tiles must be activated
  305. Move level must be 3 or higher
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