Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
HP 10
HP 10
Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
Sp. Atk 5
Sp. Atk 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: 2 Energy, 24 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: 2 Energy, 24 Sync Orb(s)
HP 10
HP 10
1 or more adjacent tiles must be activated
Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
Mirror Coat: Power 10
Mirror Coat: Power ↑ 10
1 or more adjacent tiles must be activated
Cell 11 | Cost: 6 Energy, 72 Sync Orb(s)
Mirror Coat: Move Gauge Refresh 3
Move: Mirror Coat 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)
Mirror Coat: Power 20
Mirror Coat: Power ↑ 20
1 or more adjacent tiles must be activated
Move level must be 2 or higher
Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
Mirror Coat: Power 10
Mirror Coat: Power ↑ 10
1 or more adjacent tiles must be activated
Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
Mirror Coat: Power 20
Mirror Coat: Power ↑ 20
1 or more adjacent tiles must be activated
Move level must be 2 or higher
Cell 15 | Cost: 10 Energy, 120 Sync Orb(s)
Sterner Stuff 2
Reduces damage when the user is hit by a physical attack move.
1 or more adjacent tiles must be activated
Move level must be 3 or higher
Cell 16 | Cost: 10 Energy, 120 Sync Orb(s)
Superduper Effective 2
Powers up moves that are super effective.
1 or more adjacent tiles must be activated
Move level must be 2 or higher
Cell 17 | Cost: 7 Energy, 84 Sync Orb(s)
Revenge Boost 4
Has a good chance of charging the user’s move gauge by one when the user is hit by an attack move.
1 or more adjacent tiles must be activated
Move level must be 3 or higher
Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
HP 10
HP 10
1 or more adjacent tiles must be activated
Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
Sp. Def 5
Sp. Def 5
1 or more adjacent tiles must be activated
Cell 20 | Cost: 5 Energy, 60 Sync Orb(s)
Grand Illusion!: Inspire Ire
Move: Grand Illusion! Makes opponents target the user for a short time when a move is successful.
1 or more adjacent tiles must be activated
Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
Healthy Healing
Makes the user gradually heal itself if its HP is full when it enters a battle.
1 or more adjacent tiles must be activated
Move level must be 2 or higher
Cell 22 | Cost: 2 Energy, 24 Sync Orb(s)
Defense 5
Defense 5
1 or more adjacent tiles must be activated
Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
HP 20
HP 20
1 or more adjacent tiles must be activated
Move level must be 2 or higher
Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
Mirror Coat: Catalytic Cure 2
Move: Mirror Coat Has a moderate chance of restoring the user’s HP when a move is successful.
1 or more adjacent tiles must be activated
Move level must be 2 or higher
Cell 25 | Cost: 10 Energy, 120 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.
1 or more adjacent tiles must be activated
Move level must be 3 or higher
Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
Grand Illusion!: Shielded Squad 2
Move: Grand Illusion! Sharply raises the Defense of all allied sync pairs when a move is successful.
1 or more adjacent tiles must be activated
Move level must be 3 or higher
Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
HP 10
HP 10
1 or more adjacent tiles must be activated
Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
Brine: Power 4
Brine: Power ↑ 4
1 or more adjacent tiles must be activated
Cell 29 | Cost: 6 Energy, 72 Sync Orb(s)
Brine: Move Gauge Refresh 3
Move: Brine 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 30 | Cost: 2 Energy, 24 Sync Orb(s)
Brine: Power 4
Brine: Power ↑ 4
1 or more adjacent tiles must be activated
Cell 31 | Cost: 3 Energy, 36 Sync Orb(s)
Brine: Power 4
Brine: Power ↑ 4
1 or more adjacent tiles must be activated
Move level must be 2 or higher
Cell 32 | 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 33 | Cost: 3 Energy, 36 Sync Orb(s)
Brine: Power 4
Brine: Power ↑ 4
1 or more adjacent tiles must be activated
Move level must be 3 or higher
Cell 34 | Cost: 10 Energy, 120 Sync Orb(s)
Stationary Target 3
Powers up moves when the target is trapped.
1 or more adjacent tiles must be activated
Move level must be 2 or higher
Cell 35 | Cost: 8 Energy, 96 Sync Orb(s)
Brine: Dire Rain 1
Move: Brine Critical hits land more easily when an attack move is used while the weather is rainy.
1 or more adjacent tiles must be activated
Move level must be 3 or higher
Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
Defense 5
Defense 5
1 or more adjacent tiles must be activated
Cell 37 | Cost: 6 Energy, 72 Sync Orb(s)
Whirlpool: Move Gauge Refresh 3
Move: Whirlpool 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 38 | Cost: 2 Energy, 24 Sync Orb(s)
Sp. Atk 5
Sp. Atk 5
1 or more adjacent tiles must be activated
Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
Whirlpool: Power 4
Whirlpool: Power ↑ 4
1 or more adjacent tiles must be activated
Cell 40 | Cost: 5 Energy, 60 Sync Orb(s)
Whirlpool: Accuracy 10
Whirlpool: Accuracy ↑ 10
1 or more adjacent tiles must be activated
Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
Whirlpool: Power 4
Whirlpool: Power ↑ 4
1 or more adjacent tiles must be activated
Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
Whirlpool: Power 4
Whirlpool: Power ↑ 4
1 or more adjacent tiles must be activated
Move level must be 2 or higher
Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
Whirlpool: Power 4
Whirlpool: Power ↑ 4
1 or more adjacent tiles must be activated
Move level must be 2 or higher
Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
Indomitable 1
Has a small chance of raising the user’s Sp. Atk if any of the user’s stats have been lowered.
1 or more adjacent tiles must be activated
Move level must be 2 or higher
Cell 45 | 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.
1 or more adjacent tiles must be activated
Move level must be 3 or higher
Cell 46 | Cost: 7 Energy, 84 Sync Orb(s)
Pokey Trap 1
Increases the amount of damage the target takes from being trapped.
1 or more adjacent tiles must be activated
Move level must be 3 or higher
Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
Aquatic Prince Hydro Pump: Power 25
Aquatic Prince Hydro Pump: 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)
Aquatic Prince Hydro Pump: Power 25
Aquatic Prince Hydro Pump: Power ↑ 25
1 or more adjacent tiles must be activated
Move level must be 3 or higher