JustPaste.it

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