========================================= 1. No. 119 Marnie (Alt.) & Grimmsnarl (Male♂️) Cell 54 2. No. 119 Marnie (Champion) & Moltres (Genderless) - Galarian Form Cell 50 3. No. 125 Nessa & Drednaw (Male♂️) Cell 54 4. No. 149 Bede (Alt.) & Rapidash (Male♂️) - Galarian Form Cell 54 5. No. 224 Juliana (Anniversary 2026) & Terapagos (Male♂️) - Normal Form Cell 50 6. No. 225 Florian (Anniversary 2026) & Ogerpon (Female♀️) - Teal Mask Cell 50 7. No. 3 Misty & Golduck (Female♀️) Cell 48 8. No. 65 Blue (Champion) & Zapdos (Genderless) Cell 50 9. No. 76 Leaf (Champion) & Moltres (Genderless) Cell 50 10. No. 84 Red (1996) & Pikachu (Male♂️) - Before “The Original Thunder” Cell 90 11. No. 84 Red (Champion) & Articuno (Genderless) Cell 50 12. No. 96 Sygna Suit Serena & Zygarde (Genderless) - 50% Forme Cell 50 ========================================= No. 119 Marnie (Alt.) & Grimmsnarl (Male♂️) Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 7 | 🎯 Cord (0,-2,2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Umbral Tenacity Prevents the user from flinching, becoming confused, or becoming trapped when the zone is a Dark Zone. Color Grid: 🟨 Yellow (Passive) Cell 8 | 🎯 Cord (0,-4,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher Max Move: Team Physical & Special Boost 2 Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by two ranks after using the user’s max move. Color Grid: 🟨 Yellow (Passive) Cell 9 | 🎯 Cord (0,-5,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher Clutch Critical Except in certain circumstances, successful hits with the user’s following attacks become critical hits: Pokémon’s moves, sync move, or max moves. Color Grid: 🟨 Yellow (Passive) Cell 10 | 🎯 Cord (0,2,-2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Umbral Healing 1 Restores the user’s HP whenever its Pokémon takes an action when the zone is a Dark Zone. Color Grid: 🟨 Yellow (Passive) Cell 11 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher Dark Zone: Team S-Moves ↑ 3 Powers up the sync moves of all allied sync pairs when the zone is a Dark Zone. Color Grid: 🟨 Yellow (Passive) Cell 12 | 🎯 Cord (1,3,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher 1st S-Move: Restore “Super Effective ↑” MP 1 Restores one MP of the user’s Super Effective ↑ the first time its sync move is used each battle. Color Grid: 🟨 Yellow (Passive) Cell 13 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 14 | 🎯 Cord (3,-1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 15 | 🎯 Cord (2,0,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Bite: Power 3 Bite: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 16 | 🎯 Cord (1,1,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Bite: Power 3 Bite: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 17 | 🎯 Cord (1,2,-3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Bite: Move Gauge Refresh 9 Move: Bite Charges the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 18 | 🎯 Cord (2,1,-3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Bite: Move Gauge Refresh 3 Move: Bite Has a chance (40%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 19 | 🎯 Cord (3,0,-3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Opp Asleep: Team Moves ↑ 2 Powers up the moves of all allied sync pairs when attacking a target that is asleep. Color Grid: 🟨 Yellow (Passive) Cell 20 | 🎯 Cord (2,2,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Bite: Aggravation 1 Move: Bite Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. Color Grid: 🟥 Red (Move Effect) Cell 21 | 🎯 Cord (3,1,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Bite: Move on Opp: Sleep 4 Move: Bite Has a chance (50%) of putting the target to sleep when the user’s move targeting that opponent is successful. Color Grid: 🟥 Red (Move Effect) Cell 22 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 23 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 24 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 25 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 26 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Impish False Surrender: Power 3 Impish False Surrender: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 27 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 28 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Impish False Surrender: Power 3 Impish False Surrender: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 29 | 🎯 Cord (-2,-3,5) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Ain’t Goin’ Down Easy!: Move on Ally: Physical Boost ↑1 & Special Boost ↑1 9 Move: Ain’t Goin’ Down Easy! When the user’s move targeting an allied sync pair (excluding field effects) is successful, increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of the ally affected by the move by one rank. Color Grid: 🟥 Red (Move Effect) Cell 30 | 🎯 Cord (-1,-4,5) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Unfortuitous 9 Lowers one of the target’s following stats by one stat rank at random when the user’s attack move against it is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. Color Grid: 🟨 Yellow (Passive) Cell 31 | 🎯 Cord (-3,-3,6) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher G-Max Snooze: Power 100 G-Max Snooze: Power ↑ 100 Color Grid: 🎀 Pink (Passive) Cell 32 | 🎯 Cord (-2,-4,6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Max Move: Team Free Move Next Applies the Free Move Next effect to all allied sync pairs after using the user’s max move. Color Grid: 🟨 Yellow (Passive) Cell 33 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 34 | 🎯 Cord (2,-3,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 35 | 🎯 Cord (1,-3,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 36 | 🎯 Cord (3,-4,1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Headstrong Attack cannot be lowered. Color Grid: 🟨 Yellow (Passive) Cell 37 | 🎯 Cord (2,-4,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Impish False Surrender: Power 3 Impish False Surrender: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 38 | 🎯 Cord (1,-4,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Impish False Surrender: Move Gauge Refresh 3 Move: Impish False Surrender Has a chance (40%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 39 | 🎯 Cord (3,-5,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Impish False Surrender: Power 3 Impish False Surrender: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 40 | 🎯 Cord (2,-5,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Impish False Surrender: Power 3 Impish False Surrender: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 41 | 🎯 Cord (1,-5,4) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher T-Move: Allied Field MG → 9 Applies the Move Gauge Acceleration effect to the allied field of play when the user’s Trainer uses a move. Color Grid: 🟨 Yellow (Passive) Cell 42 | 🎯 Cord (3,-6,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Haymaker The more the user’s Attack is raised, the more it powers up the user’s sync move. Color Grid: 🟨 Yellow (Passive) Cell 43 | 🎯 Cord (2,-6,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Fierce Entry 2 Raises the user’s Attack by two stat ranks when it enters a battle. Color Grid: 🟨 Yellow (Passive) Cell 44 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 45 | 🎯 Cord (-3,2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 46 | 🎯 Cord (-2,2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Bite: Power 3 Bite: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 47 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Bite: Power 3 Bite: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 48 | 🎯 Cord (-3,3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Bite: Power 3 Bite: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 49 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Super Effective ↑: MP Refresh 3 Move: Super Effective ↑ Has a chance (40%) of restoring one MP of the user’s move when that move is successful. Color Grid: 🟥 Red (Move Effect) Cell 50 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Umbral Acceleration 2 Quickly charges the move gauge when the zone is a Dark Zone. Color Grid: 🟨 Yellow (Passive) Cell 51 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Adrenaline 1 Reduces the sync move countdown by one the first time the user’s sync move is used each battle. Color Grid: 🟨 Yellow (Passive) Cell 52 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Umbral Power 5 Powers up the user’s moves when the zone is a Dark Zone. Color Grid: 🟨 Yellow (Passive) Cell 53 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Winning with Everyone’s Cheers Dark Impact: Power 25 Winning with Everyone’s Cheers Dark Impact: Power ↑ 25 Color Grid: 🌈 Rainbow (Sync Move) Cell 54 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Winning with Everyone’s Cheers Dark Impact: Power 25 Winning with Everyone’s Cheers Dark Impact: Power ↑ 25 Color Grid: 🌈 Rainbow (Sync Move) ================================END================================ No. 119 Marnie (Champion) & Moltres (Genderless) Form: Galarian Form Cell 49 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher 1st Hit: Dark Zone & Extension 3 Turns the field of play’s zone into a Dark Zone the first time the user’s attack move is successful each battle. (A Dark Zone powers up Dark-type attacks.) Extends the duration of the Dark Zone when the zone turns into a Dark Zone while the user is on the field. Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 25/3/2026 06:00:00 Cell 50 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher S-Move: Special Boost ↑2 9 Increases the user’s Special Moves ↑ Next effect by two ranks after using its sync move. Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 25/3/2026 06:00:00 ================================END================================ No. 125 Nessa & Drednaw (Male♂️) Cell 49 | 🎯 Cord (-2,2,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 20 Speed 20 Color Grid: 🟦 Blue (Stat) Grid Expand Unlock: 25/3/2026 06:00:00 Cell 50 | 🎯 Cord (-3,3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Wash ’Em Away!: Berserker 1 Move: Wash ’Em Away! Raises the user’s Attack by one stat rank when its move is successful. Color Grid: 🟥 Red (Move Effect) Grid Expand Unlock: 25/3/2026 06:00:00 Cell 51 | 🎯 Cord (-3,2,1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Sharp Entry 1 Raises the user’s critical-hit rate by one stat rank when it enters a battle. Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 25/3/2026 06:00:00 Cell 52 | 🎯 Cord (2,0,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Attack 20 Attack 20 Color Grid: 🟦 Blue (Stat) Grid Expand Unlock: 25/3/2026 06:00:00 Cell 53 | 🎯 Cord (3,0,-3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Razor Shell: On a Roll 1 Move: Razor Shell Raises the chance of lowering stat values with the additional effects of the user’s moves. Color Grid: 🟥 Red (Move Effect) Grid Expand Unlock: 25/3/2026 06:00:00 Cell 54 | 🎯 Cord (3,-1,-2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Razor Shell: Defense Crush 9 Move: Razor Shell Lowers the target’s Defense by one stat rank when the user’s attack move against it is successful. Color Grid: 🟥 Red (Move Effect) Grid Expand Unlock: 25/3/2026 06:00:00 ================================END================================ No. 149 Bede (Alt.) & Rapidash (Male♂️) Form: Galarian Form Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 7 | 🎯 Cord (0,2,-2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Fairy Zone: HP Recovery 1 Restores the user’s HP whenever its Pokémon takes an action when the zone is a Fairy Zone. Color Grid: 🟨 Yellow (Passive) Cell 8 | 🎯 Cord (0,4,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher Team Strengthening Status 9 Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by one rank when the user’s Pokémon uses a status move. Color Grid: 🟨 Yellow (Passive) Cell 9 | 🎯 Cord (-2,5,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher 1st “Mini Potion All” MP 0: Restore MP 1 Restores one MP of the user’s Mini Potion All the first time the remaining MP for that move is zero each battle. Color Grid: 🟨 Yellow (Passive) Cell 10 | 🎯 Cord (0,-2,2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Fairy Zone: Attack Move DR 2 Reduces damage when the user is hit by an attack move while the zone is a Fairy Zone. Color Grid: 🟨 Yellow (Passive) Cell 11 | 🎯 Cord (0,-4,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher Endure Again Except in certain circumstances, when the user’s Enduring effect activates for the first time and the user has 1 HP remaining, applies the Enduring effect to the user again each battle. Color Grid: 🟨 Yellow (Passive) Cell 12 | 🎯 Cord (-2,-3,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher S-Move/Max Move: Team Phys & Spec Boost ↑1 9 Increases the Physical Moves ↑ Next effect and Special Moves ↑ Next effect of all allied sync pairs by one rank after using the user’s sync move or max move. Color Grid: 🟨 Yellow (Passive) Cell 13 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 14 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 15 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 16 | 🎯 Cord (3,1,-4) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Unbending Defense cannot be lowered. Color Grid: 🟨 Yellow (Passive) Cell 17 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Dazzling Gleam: Power 3 Dazzling Gleam: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 18 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Dazzling Gleam: Power 3 Dazzling Gleam: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 19 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Dazzling Gleam: Power 3 Dazzling Gleam: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 20 | 🎯 Cord (2,3,-5) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Whimsical Acceleration 2 Quickly charges the move gauge when the zone is a Fairy Zone. Color Grid: 🟨 Yellow (Passive) Cell 21 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher MAX Healer 4 Restores the user’s HP by approximately 40% of its maximum HP after using its max move. Color Grid: 🟨 Yellow (Passive) Cell 22 | 🎯 Cord (3,3,-6) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 23 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Fairy Zone Extension 3 Extends the duration of the Fairy Zone when the zone turns into a Fairy Zone while the user is on the field. Color Grid: 🟨 Yellow (Passive) Cell 24 | 🎯 Cord (-2,0,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 25 | 🎯 Cord (-3,0,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Stalwart Sp. Def cannot be lowered. Color Grid: 🟨 Yellow (Passive) Cell 26 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 27 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 28 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Idyllic Calm Mind: Move Gauge Refresh 3 Move: Idyllic Calm Mind Has a chance (40%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 29 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Catalytic Infliction Applies the Move Gauge Acceleration effect to the allied field of play the first time the user’s Pokémon uses a status move each battle. Color Grid: 🟨 Yellow (Passive) Cell 30 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Defense 10 Defense 10 Color Grid: 🟦 Blue (Stat) Cell 31 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Hit: Defense ↓ & Sp. Def ↓ 9 Lowers the target’s Defense and Sp. Def by one stat rank when the user’s attack move is successful. Color Grid: 🟨 Yellow (Passive) Cell 32 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Vigilance Protects the user against critical hits. Color Grid: 🟨 Yellow (Passive) Cell 33 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 34 | 🎯 Cord (2,-3,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 35 | 🎯 Cord (1,-3,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 36 | 🎯 Cord (3,-4,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 37 | 🎯 Cord (2,-4,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Dazzling Gleam: Power 3 Dazzling Gleam: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 38 | 🎯 Cord (1,-4,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Mini Potion All: MP Refresh 2 Move: Mini Potion All Has a chance (30%) of restoring one MP of the user’s move when that move is successful. Color Grid: 🟥 Red (Move Effect) Cell 39 | 🎯 Cord (3,-5,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Dazzling Gleam: Power 3 Dazzling Gleam: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 40 | 🎯 Cord (2,-5,3) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Gobsmack 9 Leaves the target confused when the user’s attack move against it is successful. Color Grid: 🟨 Yellow (Passive) Cell 41 | 🎯 Cord (1,-5,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher A Truly Great Pink!: Move: Team Free Move Next 9 Move: A Truly Great Pink! Applies the Free Move Next effect to all allied sync pairs when the user’s move is successful. Color Grid: 🟥 Red (Move Effect) Cell 42 | 🎯 Cord (3,-6,3) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Max Starfall: Power 100 Max Starfall: Power ↑ 100 Color Grid: 🎀 Pink (Passive) Cell 43 | 🎯 Cord (2,-6,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Team Sharp Entry 1 Raises the critical-hit rate of all allied sync pairs by one stat rank when the user enters a battle. Color Grid: 🟨 Yellow (Passive) Cell 44 | 🎯 Cord (-2,2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 45 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 46 | 🎯 Cord (-3,3,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 47 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 48 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Dazzling Gleam: Move Gauge Refresh 9 Move: Dazzling Gleam Charges the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 49 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Dazzling Gleam: Move Gauge Refresh 2 Move: Dazzling Gleam Has a chance (30%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 50 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher A Truly Great Pink!: Team Hit and Heal Move: A Truly Great Pink! Applies the Gradual Healing effect to all allied sync pairs when the user’s move is successful. Color Grid: 🟥 Red (Move Effect) Cell 51 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher 1st S-Move: Fairy Zone Turns the field of play’s zone into a Fairy Zone the first time the user’s sync move is used each battle. (A Fairy Zone powers up Fairy-type attacks.) Color Grid: 🟨 Yellow (Passive) Cell 52 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Debut: Team Defense ↑ & Sp. Def ↑ 2 Raises the Defense and Sp. Def of all allied sync pairs by two stat ranks the first time the user enters a battle each battle. Color Grid: 🟨 Yellow (Passive) Cell 53 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Pink Legacy Fairy Beam: Power 25 Pink Legacy Fairy Beam: Power ↑ 25 Color Grid: 🌈 Rainbow (Sync Move) Cell 54 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Pink Legacy Fairy Beam: Power 25 Pink Legacy Fairy Beam: Power ↑ 25 Color Grid: 🌈 Rainbow (Sync Move) ================================END================================ No. 224 Juliana (Anniversary 2026) & Terapagos (Male♂️) Form: Normal Form Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 7 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher The Hidden Treasure of Area Zero’s Light Turns the field of play’s zone into a Normal Zone the first time the user enters a battle each battle. Turns the field of play’s zone into a Normal Zone the first time the user’s Rainbow Jewel Tera Blast is successful each battle. (A Normal Zone powers up Normal-type attacks.) Extends the duration of the Normal Zone when the zone turns into a Normal Zone while the user is on the field. Color Grid: 🟨 Yellow (Passive) Cell 8 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher S-Tera & Hit: Free Move Next 9 Applies the Free Move Next effect to the user when its attack move is successful while it is Sync Terastallized. Color Grid: 🟨 Yellow (Passive) Cell 9 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 10 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 11 | 🎯 Cord (3,1,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 12 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 13 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Tera Starstorm: Power 2 Tera Starstorm: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 14 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Tera Starstorm: Power 2 Tera Starstorm: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 15 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Tera Starstorm: Power 2 Tera Starstorm: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 16 | 🎯 Cord (2,3,-5) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Normal Zone: MG → 2 Quickly charges the move gauge when the zone is a Normal Zone. Color Grid: 🟨 Yellow (Passive) Cell 17 | 🎯 Cord (3,3,-6) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Potion: MP Refresh 1 Move: Potion Has a chance (20%) of restoring one MP of the user’s move when that move is successful. Color Grid: 🟥 Red (Move Effect) Cell 18 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Tera Starstorm: Hit: Sp. Atk ↓ & Sp. Def ↓ 9 Move: Tera Starstorm Lowers the target’s Sp. Atk and Sp. Def by one stat rank when the user’s attack move is successful. Color Grid: 🟥 Red (Move Effect) Cell 19 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Soften Up 1 Critical hits land more easily when the user attacks with a sync move. Color Grid: 🟨 Yellow (Passive) Cell 20 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 21 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 22 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 23 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 24 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Kaleidoscopic Tera Starstorm: Power 2 Kaleidoscopic Tera Starstorm: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 25 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Kaleidoscopic Tera Starstorm: Power 2 Kaleidoscopic Tera Starstorm: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 26 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Kaleidoscopic Tera Starstorm: Power 2 Kaleidoscopic Tera Starstorm: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 27 | 🎯 Cord (-2,-3,5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Kaleidoscopic Tera Starstorm: Move Gauge Refresh 3 Move: Kaleidoscopic Tera Starstorm Has a chance (40%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 28 | 🎯 Cord (-3,-3,6) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Normal Zone: HP Recovery 1 Restores the user’s HP whenever its Pokémon takes an action when the zone is a Normal Zone. Color Grid: 🟨 Yellow (Passive) Cell 29 | 🎯 Cord (-1,-4,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Kaleidoscopic Tera Starstorm: Move: Special Boost ↑2 9 Move: Kaleidoscopic Tera Starstorm Increases the user’s Special Moves ↑ Next effect by two ranks when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 30 | 🎯 Cord (-2,-4,6) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Rainbow Jewel Tera Blast: Power 100 Rainbow Jewel Tera Blast: Power ↑ 100 Color Grid: 🟩 Green (Move Boost) Cell 31 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 32 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Dauntless Sp. Atk cannot be lowered. Color Grid: 🟨 Yellow (Passive) Cell 33 | 🎯 Cord (2,-2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 34 | 🎯 Cord (1,-2,1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Tera Starstorm: Power 2 Tera Starstorm: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 35 | 🎯 Cord (3,-3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Kaleidoscopic Tera Starstorm: Power 2 Kaleidoscopic Tera Starstorm: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 36 | 🎯 Cord (2,-3,1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Rainbow Jewel Tera Blast: Power 2 Rainbow Jewel Tera Blast: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 37 | 🎯 Cord (1,-3,2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher T-Move: Allied Field MG → 9 Applies the Move Gauge Acceleration effect to the allied field of play when the user’s Trainer uses a move. Color Grid: 🟨 Yellow (Passive) Cell 38 | 🎯 Cord (3,-4,1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher S-Move: Special Boost ↑2 9 Increases the user’s Special Moves ↑ Next effect by two ranks after using its sync move. Color Grid: 🟨 Yellow (Passive) Cell 39 | 🎯 Cord (2,-4,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Brainpower The more the user’s Sp. Atk is raised, the more it powers up its sync move. Color Grid: 🟨 Yellow (Passive) Cell 40 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 41 | 🎯 Cord (-3,2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 42 | 🎯 Cord (-2,2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Rainbow Jewel Tera Blast: Power 2 Rainbow Jewel Tera Blast: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 43 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Rainbow Jewel Tera Blast: Power 2 Rainbow Jewel Tera Blast: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 44 | 🎯 Cord (-3,3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Rainbow Jewel Tera Blast: Power 2 Rainbow Jewel Tera Blast: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 45 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Rainbow Jewel Tera Blast: Move Gauge Refresh 3 Move: Rainbow Jewel Tera Blast Has a chance (40%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 46 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Sp. Atk 10 Sp. Atk 10 Color Grid: 🟦 Blue (Stat) Cell 47 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Endurance Applies the Enduring effect to the user if its HP is full when it enters a battle. Color Grid: 🟨 Yellow (Passive) Cell 48 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Normal Zone: Team Moves ↑ 3 Powers up the moves of all allied sync pairs when the zone is a Normal Zone. Color Grid: 🟨 Yellow (Passive) Cell 49 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Ancient Indigo Disk Tera Blast: Power 25 Ancient Indigo Disk Tera Blast: Power ↑ 25 Color Grid: 🟩 Green (Move Boost) Cell 50 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Ancient Indigo Disk Tera Blast: Power 25 Ancient Indigo Disk Tera Blast: Power ↑ 25 Color Grid: 🟩 Green (Move Boost) ================================END================================ No. 225 Florian (Anniversary 2026) & Ogerpon (Female♀️) Form: Teal Mask Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 7 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher Green Jasper Tera Blast: 1st Move: Restore MP 1 Move: Green Jasper Tera Blast Restores one MP of the user’s move the first time that move is successful each battle. Color Grid: 🟥 Red (Move Effect) Cell 8 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher The Teal Mask’s Hidden Power Increases the user’s Sync Move ↑ Next effect by five ranks the first time it enters a battle each battle. Raises the user’s Grass Type Rebuff by one rank the first time it enters a battle each battle. Color Grid: 🟨 Yellow (Passive) Cell 9 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 10 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 11 | 🎯 Cord (3,1,-4) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Headstrong Attack cannot be lowered. Color Grid: 🟨 Yellow (Passive) Cell 12 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 13 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Ivy Cudgel: Power 2 Ivy Cudgel: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 14 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Ivy Cudgel: Power 2 Ivy Cudgel: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 15 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Ivy Cudgel: Power 2 Ivy Cudgel: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 16 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Ivy Cudgel: Move Gauge Refresh 3 Move: Ivy Cudgel Has a chance (40%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 17 | 🎯 Cord (3,3,-6) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Ivy Cudgel: Gobsmack 9 Move: Ivy Cudgel Leaves the target confused when the user’s attack move against it is successful. Color Grid: 🟥 Red (Move Effect) Cell 18 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Ivy Cudgel: Hit: Stat ↓2 9 Move: Ivy Cudgel Lowers one of the target’s following stats by two stat ranks at random when the user’s attack move against it is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. Color Grid: 🟥 Red (Move Effect) Cell 19 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Haymaker The more the user’s Attack is raised, the more it powers up the user’s sync move. Color Grid: 🟨 Yellow (Passive) Cell 20 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 21 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 22 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 23 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Attack 5 Attack 5 Color Grid: 🟦 Blue (Stat) Cell 24 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Lush Ivy Cudgel: Power 2 Lush Ivy Cudgel: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 25 | 🎯 Cord (-3,-2,5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Lush Ivy Cudgel: Power 2 Lush Ivy Cudgel: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 26 | 🎯 Cord (-1,-3,4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Lush Ivy Cudgel: Power 2 Lush Ivy Cudgel: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 27 | 🎯 Cord (-2,-3,5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Lush Ivy Cudgel: Move Gauge Refresh 3 Move: Lush Ivy Cudgel Has a chance (40%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 28 | 🎯 Cord (-3,-3,6) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Grassy Terrain Hit: Free Move Next 4 Has a chance (50%) of applying the Free Move Next effect to the user when its attack move is successful while the terrain is Grassy Terrain. Color Grid: 🟨 Yellow (Passive) Cell 29 | 🎯 Cord (-1,-4,5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Empowering Overgrowth 5 Powers up the user’s moves when the terrain is Grassy Terrain. Color Grid: 🟨 Yellow (Passive) Cell 30 | 🎯 Cord (-2,-4,6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher User Sets Grassy Terrain: Supereffective ↑ Next Applies the Supereffective ↑ Next effect to the user when it turns the field of play’s terrain into Grassy Terrain. Color Grid: 🟨 Yellow (Passive) Cell 31 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 32 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 33 | 🎯 Cord (2,-2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Green Jasper Tera Blast: Power 2 Green Jasper Tera Blast: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 34 | 🎯 Cord (1,-2,1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Green Jasper Tera Blast: Power 2 Green Jasper Tera Blast: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 35 | 🎯 Cord (3,-3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Green Jasper Tera Blast: Power 2 Green Jasper Tera Blast: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 36 | 🎯 Cord (2,-3,1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Green Jasper Tera Blast: Move Gauge Refresh 3 Move: Green Jasper Tera Blast Has a chance (40%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 37 | 🎯 Cord (1,-3,2) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Turbo Turf 2 Quickly charges the move gauge when the terrain is Grassy Terrain. Color Grid: 🟨 Yellow (Passive) Cell 38 | 🎯 Cord (3,-4,1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Impervious The user’s stats cannot be lowered. Color Grid: 🟨 Yellow (Passive) Cell 39 | 🎯 Cord (2,-4,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Shine, Teal Mask!: 1st Move: Restore MP 1 Move: Shine, Teal Mask! Restores one MP of the user’s move the first time that move is successful each battle. Color Grid: 🟥 Red (Move Effect) Cell 40 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 41 | 🎯 Cord (-3,2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 42 | 🎯 Cord (-2,2,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Ivy Cudgel: Power 2 Ivy Cudgel: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 43 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Green Jasper Tera Blast: Power 2 Green Jasper Tera Blast: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 44 | 🎯 Cord (-3,3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Lush Ivy Cudgel: Power 2 Lush Ivy Cudgel: Power ↑ 2 Color Grid: 🟩 Green (Move Boost) Cell 45 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Shine, Teal Mask!: Brawn Gain 9 Move: Shine, Teal Mask! Increases the user’s Physical Moves ↑ Next effect by one rank when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 46 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 8 Energy | 🔮 96 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Grassy Cushion 2 Reduces damage when the user is hit by an attack move while the terrain is Grassy Terrain. Color Grid: 🟨 Yellow (Passive) Cell 47 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Team S-Move: Physical Boost ↑1 9 Increases the user’s Physical Moves ↑ Next effect by one rank after your team’s sync pair uses their sync move. Color Grid: 🟨 Yellow (Passive) Cell 48 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Shine, Teal Mask!: Durable 9 Move: Shine, Teal Mask! Applies the Enduring effect to the user when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 49 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Village Teal Mask Tera Blast: Power 25 Village Teal Mask Tera Blast: Power ↑ 25 Color Grid: 🟩 Green (Move Boost) Cell 50 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Village Teal Mask Tera Blast: Power 25 Village Teal Mask Tera Blast: Power ↑ 25 Color Grid: 🟩 Green (Move Boost) ================================END================================ No. 3 Misty & Golduck (Female♀️) Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 7 | 🎯 Cord (1,1,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 8 | 🎯 Cord (2,1,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 9 | 🎯 Cord (1,2,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 10 | 🎯 Cord (3,1,-4) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Dauntless Sp. Atk cannot be lowered. Color Grid: 🟨 Yellow (Passive) Cell 11 | 🎯 Cord (2,2,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Water Gun: Power 4 Water Gun: Power ↑ 4 Color Grid: 🟩 Green (Move Boost) Cell 12 | 🎯 Cord (1,3,-4) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Water Gun: Power 4 Water Gun: Power ↑ 4 Color Grid: 🟩 Green (Move Boost) Cell 13 | 🎯 Cord (3,2,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Water Gun: Power 4 Water Gun: Power ↑ 4 Color Grid: 🟩 Green (Move Boost) Cell 14 | 🎯 Cord (2,3,-5) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher All-Out Offensive!: MP Refresh 2 Move: All-Out Offensive! Has a chance (30%) of restoring one MP of the user’s move when that move is successful. Color Grid: 🟥 Red (Move Effect) Cell 15 | 🎯 Cord (1,4,-5) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Brainpower The more the user’s Sp. Atk is raised, the more it powers up its sync move. Color Grid: 🟨 Yellow (Passive) Cell 16 | 🎯 Cord (3,3,-6) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Hypnosis: Accuracy 10 Hypnosis: Accuracy ↑ 10 Color Grid: 🟩 Green (Move Boost) Cell 17 | 🎯 Cord (2,4,-6) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher All-Out Offensive!: Ramp Up 2 Move: All-Out Offensive! Raises the user’s Sp. Atk by two stat ranks when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 18 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 19 | 🎯 Cord (-3,1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 20 | 🎯 Cord (-2,0,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 21 | 🎯 Cord (-3,0,3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Water Gun: Power 4 Water Gun: Power ↑ 4 Color Grid: 🟩 Green (Move Boost) Cell 22 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Water Gun: Power 4 Water Gun: Power ↑ 4 Color Grid: 🟩 Green (Move Boost) Cell 23 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Water Gun: Move Gauge Refresh 2 Move: Water Gun Has a chance (30%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 24 | 🎯 Cord (-3,-1,4) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Hypnosis: Move Gauge Refresh 2 Move: Hypnosis Has a chance (30%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 25 | 🎯 Cord (-1,-2,3) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Charging Infliction 1 Charges the user’s move gauge by one when its Pokémon uses a status move. Color Grid: 🟨 Yellow (Passive) Cell 26 | 🎯 Cord (-2,-2,4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher 1st Use Status P-Move: Team Free Move Next Applies the Free Move Next effect to all allied sync pairs the first time the user’s Pokémon uses a status move each battle. Color Grid: 🟨 Yellow (Passive) Cell 27 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 28 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 29 | 🎯 Cord (2,-2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 30 | 🎯 Cord (1,-2,1) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Muddy Water: Power 3 Muddy Water: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 31 | 🎯 Cord (3,-3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Muddy Water: Power 3 Muddy Water: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 32 | 🎯 Cord (2,-3,1) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Muddy Water: Move Gauge Refresh 2 Move: Muddy Water Has a chance (30%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 33 | 🎯 Cord (1,-3,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher First Aid 4 Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle. Color Grid: 🟨 Yellow (Passive) Cell 34 | 🎯 Cord (3,-4,1) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Muddy Water: On a Roll 2 Move: Muddy Water Raises the chance of lowering stat values with the additional effects of the user’s moves. Color Grid: 🟥 Red (Move Effect) Cell 35 | 🎯 Cord (2,-4,2) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Wide Open The more the target’s evasiveness is lowered, the more it powers up the user’s moves. Color Grid: 🟨 Yellow (Passive) Cell 36 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 37 | 🎯 Cord (-2,3,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 38 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 39 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Acuity Accuracy cannot be lowered. Color Grid: 🟨 Yellow (Passive) Cell 40 | 🎯 Cord (-2,4,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 41 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Muddy Water: Power 3 Muddy Water: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 42 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Muddy Water: Power 3 Muddy Water: Power ↑ 3 Color Grid: 🟩 Green (Move Boost) Cell 43 | 🎯 Cord (-2,5,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Muddy Water: Accuracy 15 Muddy Water: Accuracy ↑ 15 Color Grid: 🟩 Green (Move Boost) Cell 44 | 🎯 Cord (-3,6,-3) | Cost: ⚡ 9 Energy | 🔮 108 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Attack Trap 4 Has a chance (50%) of leaving the target trapped when the user’s attack move against it is successful. Color Grid: 🟨 Yellow (Passive) Cell 45 | 🎯 Cord (-1,5,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Stationary Target 3 Powers up the user’s moves when the target is trapped. Color Grid: 🟨 Yellow (Passive) Cell 46 | 🎯 Cord (-2,6,-4) | Cost: ⚡ 10 Energy | 🔮 120 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Hit Trapped Opp: Sp. Def ↓ 9 Lowers the target’s Sp. Def by one stat rank when the user’s attack move is successful against targets that are trapped. Color Grid: 🟨 Yellow (Passive) Cell 47 | 🎯 Cord (0,3,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Open Ocean Dive Water Beam: Power 25 Open Ocean Dive Water Beam: Power ↑ 25 Color Grid: 🌈 Rainbow (Sync Move) Cell 48 | 🎯 Cord (0,-3,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Open Ocean Dive Water Beam: Power 25 Open Ocean Dive Water Beam: Power ↑ 25 Color Grid: 🌈 Rainbow (Sync Move) ================================END================================ No. 65 Blue (Champion) & Zapdos (Genderless) Cell 49 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher Team Safe Start Applies the Enduring effect to all allied sync pairs the first time the user enters a battle each battle. Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 28/2/2026 06:00:00 Cell 50 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher Adrenaline 3 Reduces the sync move countdown by three the first time the user’s sync move is used each battle. Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 28/2/2026 06:00:00 ================================END================================ No. 76 Leaf (Champion) & Moltres (Genderless) Cell 49 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher Scenes of Mt. Ember Powers up the moves and sync moves of all allied sync pairs when the weather is sunny. Makes the target flinch when the user’s attack move against it is successful while the weather is sunny. Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 7/3/2026 06:00:00 Cell 50 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher Adrenaline 3 Reduces the sync move countdown by three the first time the user’s sync move is used each battle. Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 7/3/2026 06:00:00 ================================END================================ No. 84 Red (1996) & Pikachu (Male♂️) Form: Before “The Original Thunder” Cell 1 | 🎯 Cord (1,0,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 2 | 🎯 Cord (1,-1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 3 | 🎯 Cord (0,-1,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 4 | 🎯 Cord (-1,0,1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 5 | 🎯 Cord (-1,1,0) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 6 | 🎯 Cord (0,1,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 7 | 🎯 Cord (-1,2,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 8 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 9 | 🎯 Cord (1,1,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 10 | 🎯 Cord (-2,2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated The Original Thunder: Power 5 The Original Thunder: Power ↑ 5 Color Grid: 🟩 Green (Move Boost) Cell 11 | 🎯 Cord (-2,1,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated The Original Thunder: Power 5 The Original Thunder: Power ↑ 5 Color Grid: 🟩 Green (Move Boost) Cell 12 | 🎯 Cord (-2,0,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 13 | 🎯 Cord (-1,-1,2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Escape Artist Prevents the user from becoming trapped. Color Grid: 🟨 Yellow (Passive) Cell 14 | 🎯 Cord (-3,3,0) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Move Gauge Refresh 3 Has a chance (40%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟨 Yellow (Passive) Cell 15 | 🎯 Cord (-3,2,1) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Sp. Atk 10 Sp. Atk 10 Color Grid: 🟦 Blue (Stat) Cell 16 | 🎯 Cord (-3,1,2) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Unfortuitous 4 Has a chance (50%) of lowering one of the target’s following stats by one stat rank at random when the user’s attack move against it is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. Color Grid: 🟨 Yellow (Passive) Cell 17 | 🎯 Cord (-3,0,3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Circle: Attack Move DR 2 Reduces damage when the user is hit by an attack move while a circle applies to the allied field of play. Color Grid: 🟨 Yellow (Passive) Cell 18 | 🎯 Cord (-2,-1,3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Defense 10 Defense 10 Color Grid: 🟦 Blue (Stat) Cell 19 | 🎯 Cord (-4,4,0) | Cost: ⚡ 6 Energy | 🔮 72 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Circle: S-Moves ↑ 5 Powers up the user’s sync move when a circle applies to the allied field of play. Color Grid: 🟨 Yellow (Passive) Cell 20 | 🎯 Cord (-4,3,1) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Debut: Kanto C (Spec) on Field Applies Kanto Circle (Special) to the allied field of play the first time the user enters a battle each battle. Color Grid: 🟨 Yellow (Passive) Cell 21 | 🎯 Cord (-4,2,2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Debut: Kanto C (Phys) on Field Applies Kanto Circle (Physical) to the allied field of play the first time the user enters a battle each battle. Color Grid: 🟨 Yellow (Passive) Cell 22 | 🎯 Cord (-4,1,3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Debut: Kanto C (Def) on Field Applies Kanto Circle (Defensive) to the allied field of play the first time the user enters a battle each battle. Color Grid: 🟨 Yellow (Passive) Cell 23 | 🎯 Cord (2,0,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Glorious Thunder: Power 5 Glorious Thunder: Power ↑ 5 Color Grid: 🟩 Green (Move Boost) Cell 24 | 🎯 Cord (2,-1,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Glorious Thunder: Power 5 Glorious Thunder: Power ↑ 5 Color Grid: 🟩 Green (Move Boost) Cell 25 | 🎯 Cord (2,-2,0) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 26 | 🎯 Cord (1,-2,1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Clearheaded Prevents the user from becoming confused. Color Grid: 🟨 Yellow (Passive) Cell 27 | 🎯 Cord (3,0,-3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Turbo Charge 2 Quickly charges the move gauge when the terrain is Electric Terrain. Color Grid: 🟨 Yellow (Passive) Cell 28 | 🎯 Cord (3,-1,-2) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Sp. Atk 10 Sp. Atk 10 Color Grid: 🟦 Blue (Stat) Cell 29 | 🎯 Cord (3,-2,-1) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Shock Recovery 1 Restores the user’s HP whenever its Pokémon takes an action when the terrain is Electric Terrain. Color Grid: 🟨 Yellow (Passive) Cell 30 | 🎯 Cord (3,-3,0) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Power Induction 1 Powers up the user’s moves when the terrain is Electric Terrain. Color Grid: 🟨 Yellow (Passive) Cell 31 | 🎯 Cord (2,-3,1) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Sp. Def 10 Sp. Def 10 Color Grid: 🟦 Blue (Stat) Cell 32 | 🎯 Cord (4,0,-4) | Cost: ⚡ 6 Energy | 🔮 72 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Electric Terrain Extension 3 Extends the duration of Electric Terrain when the terrain turns into Electric Terrain while the user is on the field. Color Grid: 🟨 Yellow (Passive) Cell 33 | 🎯 Cord (4,-1,-3) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Charged Immunity Status conditions cannot be inflicted on the user when the terrain is Electric Terrain. Color Grid: 🟨 Yellow (Passive) Cell 34 | 🎯 Cord (4,-2,-2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Electric Terrain Hit: Stat ↓ 9 Lowers one of the target’s following stats by one stat rank at random when the user’s attack move is successful while the terrain is Electric Terrain: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. Color Grid: 🟨 Yellow (Passive) Cell 35 | 🎯 Cord (4,-3,-1) | Cost: ⚡ 6 Energy | 🔮 72 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Everlasting Thunderbolt: 1st Hit: Electric Terrain Move: Everlasting Thunderbolt Turns the field of play’s terrain into Electric Terrain the first time the user’s attack move is successful each battle. Color Grid: 🟥 Red (Move Effect) Cell 36 | 🎯 Cord (-1,3,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 37 | 🎯 Cord (0,3,-3) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 38 | 🎯 Cord (1,2,-3) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Atk 5 Sp. Atk 5 Color Grid: 🟦 Blue (Stat) Cell 39 | 🎯 Cord (-1,4,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Defense 5 Defense 5 Color Grid: 🟦 Blue (Stat) Cell 40 | 🎯 Cord (0,4,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 41 | 🎯 Cord (1,3,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Sp. Def 5 Sp. Def 5 Color Grid: 🟦 Blue (Stat) Cell 42 | 🎯 Cord (-1,5,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 43 | 🎯 Cord (0,5,-5) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Everlasting Thunderbolt: Move Gauge Refresh 5 Move: Everlasting Thunderbolt Has a chance (60%) of charging the user’s move gauge by one when its move is successful. Color Grid: 🟥 Red (Move Effect) Cell 44 | 🎯 Cord (1,4,-5) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 45 | 🎯 Cord (-2,7,-5) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Unflappable Prevents the user from flinching. Color Grid: 🟨 Yellow (Passive) Cell 46 | 🎯 Cord (-2,6,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Everlasting Thunderbolt: Power 4 Everlasting Thunderbolt: Power ↑ 4 Color Grid: 🟩 Green (Move Boost) Cell 47 | 🎯 Cord (-2,5,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 48 | 🎯 Cord (-3,8,-5) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Antitoxin Prevents the user from getting poisoned or badly poisoned. Color Grid: 🟨 Yellow (Passive) Cell 49 | 🎯 Cord (-3,7,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Everlasting Thunderbolt: Power 4 Everlasting Thunderbolt: Power ↑ 4 Color Grid: 🟩 Green (Move Boost) Cell 50 | 🎯 Cord (-3,6,-3) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 51 | 🎯 Cord (-3,5,-2) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated The Original Thunder: Power 5 The Original Thunder: Power ↑ 5 Color Grid: 🟩 Green (Move Boost) Cell 52 | 🎯 Cord (-3,4,-1) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated The Original Thunder: Power 5 The Original Thunder: Power ↑ 5 Color Grid: 🟩 Green (Move Boost) Cell 53 | 🎯 Cord (-4,9,-5) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Flameproof Prevents the user from getting burned. Color Grid: 🟨 Yellow (Passive) Cell 54 | 🎯 Cord (-4,8,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Everlasting Thunderbolt: Power 4 Everlasting Thunderbolt: Power ↑ 4 Color Grid: 🟩 Green (Move Boost) Cell 55 | 🎯 Cord (-5,11,-6) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Natural Remedy Removes all status conditions from the user the first time it is inflicted by any status condition each battle. Color Grid: 🟨 Yellow (Passive) Cell 56 | 🎯 Cord (-5,10,-5) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Trip Up 9 Lowers the target’s Speed by one stat rank when the user’s attack move against it is successful. Color Grid: 🟨 Yellow (Passive) Cell 57 | 🎯 Cord (-5,9,-4) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Circle: HP Recovery 1 Restores the user’s HP whenever its Pokémon takes an action when a circle applies to the allied field of play. Color Grid: 🟨 Yellow (Passive) Cell 58 | 🎯 Cord (-5,8,-3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Speed 10 Speed 10 Color Grid: 🟦 Blue (Stat) Cell 59 | 🎯 Cord (-4,7,-3) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Sp. Atk 10 Sp. Atk 10 Color Grid: 🟦 Blue (Stat) Cell 60 | 🎯 Cord (-4,6,-2) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher HP 20 HP 20 Color Grid: 🟦 Blue (Stat) Cell 61 | 🎯 Cord (-6,12,-6) | Cost: ⚡ 6 Energy | 🔮 72 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher I Better Go!: 1st Move: Restore MP 1 Move: I Better Go! Restores one MP of the user’s move the first time that move is successful each battle. Color Grid: 🟥 Red (Move Effect) Cell 62 | 🎯 Cord (-6,11,-5) | Cost: ⚡ 6 Energy | 🔮 72 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Brainpower The more the user’s Sp. Atk is raised, the more it powers up its sync move. Color Grid: 🟨 Yellow (Passive) Cell 63 | 🎯 Cord (-6,10,-4) | Cost: ⚡ 6 Energy | 🔮 72 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Everlasting Thunderbolt: Chase Down 3 Move: Everlasting Thunderbolt Powers up the user’s moves when the target’s Speed is lowered. Color Grid: 🟥 Red (Move Effect) Cell 64 | 🎯 Cord (-6,9,-3) | Cost: ⚡ 6 Energy | 🔮 72 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Circle: Team S-Moves ↑ 2 Powers up the sync moves of all allied sync pairs when a circle applies to the allied field of play. Color Grid: 🟨 Yellow (Passive) Cell 65 | 🎯 Cord (2,5,-7) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Lithe Prevents the user from getting paralyzed. Color Grid: 🟨 Yellow (Passive) Cell 66 | 🎯 Cord (2,4,-6) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Everlasting Thunderbolt: Power 4 Everlasting Thunderbolt: Power ↑ 4 Color Grid: 🟩 Green (Move Boost) Cell 67 | 🎯 Cord (2,3,-5) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated HP 10 HP 10 Color Grid: 🟦 Blue (Stat) Cell 68 | 🎯 Cord (3,5,-8) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Wide Awake Prevents the user from falling asleep. Color Grid: 🟨 Yellow (Passive) Cell 69 | 🎯 Cord (3,4,-7) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Everlasting Thunderbolt: Power 4 Everlasting Thunderbolt: Power ↑ 4 Color Grid: 🟩 Green (Move Boost) Cell 70 | 🎯 Cord (3,3,-6) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Speed 5 Speed 5 Color Grid: 🟦 Blue (Stat) Cell 71 | 🎯 Cord (3,2,-5) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Glorious Thunder: Power 5 Glorious Thunder: Power ↑ 5 Color Grid: 🟩 Green (Move Boost) Cell 72 | 🎯 Cord (3,1,-4) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Glorious Thunder: Power 5 Glorious Thunder: Power ↑ 5 Color Grid: 🟩 Green (Move Boost) Cell 73 | 🎯 Cord (4,5,-9) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Antifreeze Prevents the user from becoming frozen. Color Grid: 🟨 Yellow (Passive) Cell 74 | 🎯 Cord (4,4,-8) | Cost: ⚡ 2 Energy | 🔮 24 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Everlasting Thunderbolt: Power 4 Everlasting Thunderbolt: Power ↑ 4 Color Grid: 🟩 Green (Move Boost) Cell 75 | 🎯 Cord (5,6,-11) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Quick Cure Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. Color Grid: 🟨 Yellow (Passive) Cell 76 | 🎯 Cord (5,5,-10) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Speed 10 Speed 10 Color Grid: 🟦 Blue (Stat) Cell 77 | 🎯 Cord (5,4,-9) | Cost: ⚡ 3 Energy | 🔮 36 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Debut Regen Applies the Gradual Healing effect to the user the first time the user enters a battle each battle. Color Grid: 🟨 Yellow (Passive) Cell 78 | 🎯 Cord (5,3,-8) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Debut: Special Boost 1 Increases the user’s Special Moves ↑ Next effect by one rank the first time it enters a battle each battle. Color Grid: 🟨 Yellow (Passive) Cell 79 | 🎯 Cord (4,3,-7) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Sp. Atk 10 Sp. Atk 10 Color Grid: 🟦 Blue (Stat) Cell 80 | 🎯 Cord (4,2,-6) | Cost: ⚡ 4 Energy | 🔮 48 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher HP 20 HP 20 Color Grid: 🟦 Blue (Stat) Cell 81 | 🎯 Cord (6,6,-12) | Cost: ⚡ 7 Energy | 🔮 84 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Head Start 2 Reduces the user’s sync move countdown by two the first time it enters a battle each battle. Color Grid: 🟨 Yellow (Passive) Cell 82 | 🎯 Cord (6,5,-11) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Head Start 1 Reduces the user’s sync move countdown by one the first time it enters a battle each battle. Color Grid: 🟨 Yellow (Passive) Cell 83 | 🎯 Cord (6,4,-10) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher First Aid 4 Restores the user’s HP by approximately 40% of its maximum HP the first time it is in a pinch each battle. Color Grid: 🟨 Yellow (Passive) Cell 84 | 🎯 Cord (6,3,-9) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Sync Thinker 9 Increases the user’s Special Moves ↑ Next effect by one rank after using its sync move. Color Grid: 🟨 Yellow (Passive) Cell 85 | 🎯 Cord (-4,5,-1) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher 1st S-Move: Kanto C (3 Kinds) on Field & Extension 3 Applies Kanto Circle (Physical), Kanto Circle (Special), and Kanto Circle (Defensive) to the allied field of play the first time the user’s sync move is used each battle. Extends the duration of the following field effects when they are applied to the allied field of play: - Kanto Circle (Physical) - Kanto Circle (Special) - Kanto Circle (Defensive) Color Grid: 🟨 Yellow (Passive) Cell 86 | 🎯 Cord (4,1,-5) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher Glorious Thunder: Power 500 Glorious Thunder: Power ↑ 500 Color Grid: 🟩 Green (Move Boost) Cell 87 | 🎯 Cord (-1,6,-5) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Grown Up So Much Thunderbolt: Power 25 Grown Up So Much Thunderbolt: Power ↑ 25 Color Grid: 🌈 Rainbow (Sync Move) Cell 88 | 🎯 Cord (0,6,-6) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Grown Up So Much Thunderbolt: Power 25 Grown Up So Much Thunderbolt: Power ↑ 25 Color Grid: 🌈 Rainbow (Sync Move) Cell 89 | 🎯 Cord (1,5,-6) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 2 or higher Grown Up So Much Thunderbolt: Power 25 Grown Up So Much Thunderbolt: Power ↑ 25 Color Grid: 🌈 Rainbow (Sync Move) Cell 90 | 🎯 Cord (0,-2,2) | Cost: ⚡ 5 Energy | 🔮 60 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 3 or higher Grown Up So Much Thunderbolt: Power 25 Grown Up So Much Thunderbolt: Power ↑ 25 Color Grid: 🌈 Rainbow (Sync Move) ================================END================================ No. 84 Red (Champion) & Articuno (Genderless) Cell 49 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher Scenes of Seafoam Islands Turns the field of play’s zone into an Ice Zone the first time the user’s attack move is successful each battle. (An Ice Zone powers up Ice-type attacks.) Extends the duration of the Ice Zone when the zone turns into an Ice Zone while the user is on the field. Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 14/3/2026 06:00:00 Cell 50 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher Adrenaline 3 Reduces the sync move countdown by three the first time the user’s sync move is used each battle. Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 14/3/2026 06:00:00 ================================END================================ No. 96 Sygna Suit Serena & Zygarde (Genderless) Form: 50% Forme Cell 49 | 🎯 Cord (0,2,-2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 5 or higher Entry: Physical & Special Boost 3 Increases the user’s Physical Moves ↑ Next effect and Special Moves ↑ Next effect by three ranks when it enters a battle. Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 25/3/2026 06:00:00 Cell 50 | 🎯 Cord (0,-2,2) | Cost: ⚡ 0 Energy | 🔮 5 Sync Orb(s) Requirements: 1 or more adjacent tiles must be activated Requirements: Move level must be 4 or higher Debut: Sync CD ↓3 & Crit Rate ↑3 Reduces the user’s sync move countdown by three the first time it enters a battle each battle. Raises the user’s critical-hit rate by three stat ranks the first time it enters a battle each battle. Color Grid: 🟨 Yellow (Passive) Grid Expand Unlock: 25/3/2026 06:00:00 ================================END================================