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)
Attack 5
Attack 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)
Defense 5
Defense 5
1 or more adjacent tiles must be activated

Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
Sp. Def 5
Sp. Def 5
1 or more adjacent tiles must be activated

Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
Defense 5
Defense 5
1 or more adjacent tiles must be activated

Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
Sp. Def 5
Sp. Def 5
1 or more adjacent tiles must be activated

Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
X Defense All: MP Refresh 3
Move: X Defense All 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 12 | Cost: 4 Energy, 48 Sync Orb(s)
Defense 5
Defense 5
1 or more adjacent tiles must be activated
Move level must be 2 or higher

Cell 13 | Cost: 5 Energy, 60 Sync Orb(s)
Sp. Def 10
Sp. Def 10
1 or more adjacent tiles must be activated

Cell 14 | Cost: 8 Energy, 96 Sync Orb(s)
Tough Cookie
The more the user’s Defense 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 15 | Cost: 8 Energy, 96 Sync Orb(s)
Clang!: Berserk Bunch 1
Move: Clang! Raises the Attack 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 16 | Cost: 3 Energy, 36 Sync Orb(s)
Sand Shelter
Protects the Pokémon from damage from a sandstorm.
1 or more adjacent tiles must be activated
Move level must be 2 or higher

Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
Soothing Sand 1
Restores the Pokémon’s HP whenever it takes an action during a sandstorm.
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
1 or more adjacent tiles must be activated

Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
Attack 5
Attack 5
1 or more adjacent tiles must be activated

Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
Attack 5
Attack 5
1 or more adjacent tiles must be activated

Cell 21 | Cost: 8 Energy, 96 Sync Orb(s)
Tough Cookie
The more the user’s Defense has been raised, the more it powers up moves.
1 or more adjacent tiles must be activated

Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
Clang!: MP Refresh 3
Move: Clang! 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 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)
Attack 20
Attack 20
1 or more adjacent tiles must be activated
Move level must be 2 or higher

Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
Recuperation 2
Restores the user’s HP after using a sync move.
1 or more adjacent tiles must be activated
Move level must be 3 or higher

Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
Impatient 1
Has a small chance of reducing the user’s sync move countdown 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 27 | Cost: 2 Energy, 24 Sync Orb(s)
Attack 5
Attack 5
1 or more adjacent tiles must be activated

Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
Gyro Ball: Power 4
Gyro Ball: Power ↑ 4
1 or more adjacent tiles must be activated

Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
Gyro Ball: Power 4
Gyro Ball: Power ↑ 4
1 or more adjacent tiles must be activated

Cell 30 | Cost: 2 Energy, 24 Sync Orb(s)
Gyro Ball: Power 4
Gyro Ball: Power ↑ 4
1 or more adjacent tiles must be activated

Cell 31 | Cost: 6 Energy, 72 Sync Orb(s)
Gyro Ball: Move Gauge Refresh 4
Move: Gyro Ball Has a 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 32 | Cost: 2 Energy, 24 Sync Orb(s)
Gyro Ball: Power 4
Gyro Ball: Power ↑ 4
1 or more adjacent tiles must be activated
Move level must be 2 or higher

Cell 33 | Cost: 2 Energy, 24 Sync Orb(s)
Gyro Ball: Power 4
Gyro Ball: Power ↑ 4
1 or more adjacent tiles must be activated

Cell 34 | Cost: 8 Energy, 96 Sync Orb(s)
Clang!: Lockstep 9
Move: Clang! Charges the move gauges of all allied sync pairs by one when a move is successful.
1 or more adjacent tiles must be activated
Move level must be 2 or higher

Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
Gyro Ball: Surging Sand 9
Move: Gyro Ball Powers up moves in a sandstorm.
1 or more adjacent tiles must be activated
Move level must be 3 or higher

Cell 36 | 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 2 or higher

Cell 37 | Cost: 8 Energy, 96 Sync Orb(s)
Rejuvenate 6
Charges the user’s move gauge by six after using a sync move.
1 or more adjacent tiles must be activated
Move level must be 3 or higher

Cell 38 | Cost: 5 Energy, 60 Sync Orb(s)
Iron Tail: Accuracy 10
Iron Tail: Accuracy ↑ 10
1 or more adjacent tiles must be activated

Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
Iron Tail: Power 3
Iron Tail: Power ↑ 3
1 or more adjacent tiles must be activated

Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
Iron Tail: Power 3
Iron Tail: Power ↑ 3
1 or more adjacent tiles must be activated

Cell 41 | Cost: 6 Energy, 72 Sync Orb(s)
Iron Tail: Move Gauge Refresh 3
Move: Iron Tail 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 42 | Cost: 2 Energy, 24 Sync Orb(s)
Iron Tail: Power 3
Iron Tail: Power ↑ 3
1 or more adjacent tiles must be activated
Move level must be 2 or higher

Cell 43 | Cost: 2 Energy, 24 Sync Orb(s)
Iron Tail: Power 3
Iron Tail: Power ↑ 3
1 or more adjacent tiles must be activated
Move level must be 2 or higher

Cell 44 | Cost: 5 Energy, 60 Sync Orb(s)
Iron Tail: Accuracy 10
Iron Tail: Accuracy ↑ 10
1 or more adjacent tiles must be activated
Move level must be 2 or higher

Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
HP 50
HP 50
1 or more adjacent tiles must be activated
Move level must be 3 or higher

Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
Iron Tail: On a Roll 1
Move: Iron Tail Raises the chance of lowering stat values with the additional effects of moves.
1 or more adjacent tiles must be activated
Move level must be 3 or higher

Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
Steel-Clad Iron Tail: Power 25
Steel-Clad Iron Tail: 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)
Steel-Clad Iron Tail: Power 25
Steel-Clad Iron Tail: Power ↑ 25
1 or more adjacent tiles must be activated
Move level must be 3 or higher