☐ Teleport - Psychic Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Special+Channel. Effect: In the wild, the battle ends. In official battles, it counts as the Pokemon being recalled. Teleportation distances depend on Special and Storyteller’s discretion.
☐ Kinesis - Psychic Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Lower the foe’s Accuracy.
☐ Confusion - Psychic Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Confuse the foe.
☐ Disable - Normal Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Insight+Channel. Effect: The Target cannot use the last move it performed. Lasts 4 Rounds.
☐ Miracle Eye - Psychic Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Insight+Alert. Effect: The User may hit Dark Type Pokemon with Psychic Moves. The Pokemon ignores Evasion modifiers. Opponents can’t reduce the User’s Accuracy.
☐ Ally Switch - Psychic Type Support Move learned at Amateur. Targets One Ally. It’s Accuracy dice are Special+Channel. Effect: User switches back. Choose another Pokemon to take its place. It will be ready to fight on the next Round. Switcher Move.
☐ Psybeam - Psychic Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Confuse the foe.
☐ Reflect - Psychic Type Support Move learned at Amateur. Targets User and Allies. It’s Accuracy dice are Special+Channel. Effect: User and Allies will receive 1 less Damage from Physical Attacks. Lasts 4 Rounds.
☐ Telekinesis - Psychic Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: All attacks against the target have “Never Fail”. The target is immune to Ground Moves. Lasts 2 Rounds.
☐ Role Play - Psychic Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Clever+Perform. Effect: Copy the target’s Ability. The abilities Flower Gift, Illusion, Imposter, Stance Change, Wonder Guard, and Plot Device cannot be copied.
☐ Psycho Cut - Psychic Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: High Critical.
☐ Recover - Normal Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Special+Nature. Effect: Basic Heal. If successful, spend 1 Will point to activate. May cure Lethal Damage.
☐ Psychic - Psychic Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Reduce the foe’s Sp. Defense.
☐ Future Sight - Psychic Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Insight+Channel with a damage pool of Special+5. Effect: Strikes at the end of the next Round. It bypasses any Shield Move and cover. If the target retires or switches out from battle the damage will be dealt to the next opponent or to one of its allies.
☐ Trick - Psychic Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Allure. Effect: The foe and the user swap Held Items.
☐ Snatch - Dark Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Clever+Stealth. Effect: Erase any Increase or Decrease on the foe’s Traits, and place them on the User instead.
☐ Foul Play - Dark Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of +3. Effect: S.T.A.B of the user and Strength of the foe apply for this move’s damage.
☐ Wonder Room - Psychic Type Support Move learned at Pro. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Defense and Sp. Defense will be calculated with Insight instead of Vitality. Lasts 4 Rounds.