Grusha (Masters): Difference between revisions

mNo edit summary
Line 139: Line 139:
===Sync grid===
===Sync grid===
The [[sync grid]] for Grusha and Cetitan is an expanded grid, made available since the pair first released.
The [[sync grid]] for Grusha and Cetitan is an expanded grid, made available since the pair first released.
{| class="roundy sortable" style="margin:auto; background:#{{ice color}}; border:3px solid #{{ice color dark}}; text-align:center"
|- style="background: #{{ice color light}}"
! Name
! Effect
! Energy required
! Sync orb required
! Move level required
|-style="background:#fff"
| HP +10
| HP +10
| 0
| 5
| 1
|-style="background:#fff"
| HP +10
| HP +10
| 2
| 24
| 1
|-style="background:#fff"
| HP +10
| HP +10
| 2
| 24
| 1
|-style="background:#fff"
| HP +10
| HP +10
| 2
| 24
| 1
|-style="background:#fff"
| HP +20
| HP +20
| 4
| 48
| 1
|-style="background:#fff"
| Attack +5
| Attack +5
| 0
| 5
| 1
|-style="background:#fff"
| Attack +5
| Attack +5
| 0
| 5
| 1
|-style="background:#fff"
| Attack +5
| Attack +5
| 2
| 24
| 1
|-style="background:#fff"
| Defense +5
| Defense +5
| 0
| 5
| 1
|-style="background:#fff"
| Defense +5
| Defense +5
| 2
| 24
| 1
|-style="background:#fff"
| Defense +5
| Defense +5
| 2
| 24
| 1
|-style="background:#fff"
| Defense +10
| Defense +10
| 4
| 48
| 2
|-style="background:#fff"
| Sp. Def +5
| Sp. Def +5
| 0
| 5
| 1
|-style="background:#fff"
| Sp. Def +5
| Sp. Def +5
| 2
| 24
| 1
|-style="background:#fff"
| Sp. Def +5
| Sp. Def +5
| 2
| 24
| 1
|-style="background:#fff"
| Speed +5
| Speed +5
| 0
| 5
| 1
|-style="background:#fff"
| Speed +5
| Speed +5
| 2
| 24
| 1
|-style="background:#fff"
| Speed +5
| Speed +5
| 2
| 24
| 1
|-style="background:#fff"
| Speed +5
| Speed +5
| 2
| 24
| 1
|-style="background:#fff"
| Ice Fang: Power +4
| Ice Fang: Power ↑ +4
| 3
| 36
| 1
|-style="background:#fff"
| Ice Fang: Power +4
| Ice Fang: Power ↑ +4
| 3
| 36
| 1
|-style="background:#fff"
| Ice Fang: Power +4
| Ice Fang: Power ↑ +4
| 3
| 36
| 1
|-style="background:#fff"
| Ice Fang: Power +4
| Ice Fang: Power ↑ +4
| 3
| 36
| 2
|-style="background:#fff"
| Ice Fang: Power +4
| Ice Fang: Power ↑ +4
| 3
| 36
| 2
|-style="background:#fff"
| Ice Fang: Accuracy +5
| Ice Fang: Accuracy ↑ +5
| 3
| 36
| 2
|-style="background:#fff"
| Ice Fang: Move Gauge Refresh 3
| Has a chance (40%) of charging the user’s move gauge by one when a move is successful.
| 7
| 84
| 2
|-style="background:#fff"
| Absolute Zero Ice Avalanche: Power +4
| Absolute Zero Ice Avalanche: Power ↑ +4
| 3
| 36
| 1
|-style="background:#fff"
| Absolute Zero Ice Avalanche: Power +4
| Absolute Zero Ice Avalanche: Power ↑ +4
| 3
| 36
| 1
|-style="background:#fff"
| Absolute Zero Ice Avalanche: Power +4
| Absolute Zero Ice Avalanche: Power ↑ +4
| 3
| 36
| 1
|-style="background:#fff"
| Absolute Zero Ice Avalanche: Power +4
| Absolute Zero Ice Avalanche: Power ↑ +4
| 3
| 36
| 2
|-style="background:#fff"
| Absolute Zero Ice Avalanche: Power +4
| Absolute Zero Ice Avalanche: Power ↑ +4
| 3
| 36
| 2
|-style="background:#fff"
| Absolute Zero Ice Avalanche: Inspire Ire
| Makes opponents target the user for a short time when a move is successful.
| 8
| 96
| 2
|-style="background:#fff"
| Dire Hit All +: MP Refresh 2
| Has a chance (30%) of restoring one MP of the user’s move when that move is successful.
| 7
| 84
| 2
|-style="background:#fff"
| Let’s Cool Down!: Hit and Heal 9
| Applies the Gradual Healing effect to the user when its move is successful.
| 8
| 96
| 2
|-style="background:#fff"
| Let’s Cool Down!: Pep Rally 1
| Raises the Speed of all allied sync pairs by 1 stat rank when the user’s move is successful.
| 10
| 120
| 2
|-style="background:#fff"
| Let’s Cool Down!: Move: Team Def ↑ & Sp. Def ↑ 9
| Raises the Defense and Sp. Def of all allied sync pairs by 1 stat rank when the user’s move is successful.
| 10
| 120
| 3
|-style="background:#fff"
| Let’s Cool Down!: Propulsion 9
| Reduces the user’s sync move countdown by one when the user’s move is successful.
| 10
| 120
| 4
|-style="background:#fff"
| Snow Shelter
| Protects the user from damage from a hailstorm.
| 5
| 60
| 1
|-style="background:#fff"
| Quick Cure
| Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle.
| 7
| 84
| 2
|-style="background:#fff"
| Fire Guard
| Reduces damage when the user is attacked by Fire-type moves.
| 8
| 96
| 2
|-style="background:#fff"
| Ice Guard
| Reduces damage when the user is attacked by Ice-type moves.
| 8
| 96
| 2
|-style="background:#fff"
| Team Mighty Sync 9
| Increases the Physical Moves ↑ Next effect of all allied sync pairs by 1 rank after using the user’s sync move. This effect can activate only once per battle.
| 9
| 108
| 2
|-style="background:#fff"
| Use Move When Ice Zone: Team HP Recovery 9
| Restores the HP of all allied sync pairs when the user uses a move while the zone is an Ice Zone.
| 8
| 96
| 3
|-style="background:#fff"
| Revenge Boost 9
| Charges the user’s move gauge by one when the user is hit by an attack move.
| 9
| 108
| 3
|-style="background:#fff"
| 1st S-Move: HP Recovery 2
| Restores the user’s HP by approximately 40% of its maximum HP the first time its sync move is used each battle.
| 10
| 120
| 3
|-style="background:#fff"
| Trainer Sync Redemption 1
| Restores 1 MP for the user’s Trainer the first time its sync move is used each battle.
| 10
| 120
| 3
|-style="background:#fff"
| Team Fierce Entry 2
| Raises the Attack of all allied sync pairs by 2 stat ranks when the user enters a battle.
| 10
| 120
| 3
|-style="background:#fff"
| Team Sharp Entry 1
| Raises the critical-hit rate of all allied sync pairs by 1 stat rank when the user enters a battle.
| 10
| 120
| 3
|-style="background:#fff"
| Vigilance
| Protects the user against critical hits.
| 10
| 120
| 3
|-style="background:#fff"
| Ice Zone: Team Status Immunity
| Status conditions cannot be inflicted on any allied sync pairs when the zone is an Ice Zone.
| 10
| 120
| 4
|-style="background:#fff"
| Defense Crush 9
| Lowers the target’s Defense by one stat rank when the user’s attack move against it is successful.
| 10
| 120
| 5
|-style="background:#fff"
| Super Interference 2
| Raises the chance of inflicting status conditions—as well as inflicting the flinching, confused, or trapped condition—with the additional effects of the user’s moves.
| 10
| 120
| 5
|-style="background:#fff"
| Sub-zero Shredder Avalanche: Power +25
| Sub-zero Shredder Avalanche: Power ↑ +25
| 5
| 60
| 3
|-style="background:#fff"
| Sub-zero Shredder Avalanche: Power +25
| Sub-zero Shredder Avalanche: Power ↑ +25
| 5
| 60
| 3
|}


==Appearances==
==Appearances==
2,724

edits