☐ Splash - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Dexterity+Brawl.
☐ Water Gun - Water Type Special Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2.
☐ Water Sport - Water Type Support Move learned at Beginner. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: For the next 4 Rounds Fire Type attacks won’t add their Power to the Damage Pool.
☐ Vice Grip - Normal Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
☐ Bubble - Water Type Special Move learned at Beginner. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Target all foes in range. Roll 1 Chance Dice to Reduce the Dexterity of those affected.
☐ Aura Sphere - Fighting Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Never Fail.
☐ Bubble Beam - Water Type Special Move learned at Amateur. 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 Dexterity.
☐ Flail - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Add 1 Dice to the Damage Roll for every missing HP the user has. Up to +5 Dice may be added this way.
☐ Crabhammer - Water 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. -1 Accuracy.
☐ Swords Dance - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Dexterity+Perform. Effect: Increase the User’s Strength by 2.
☐ Smack Down - Rock Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Strength+2. Effect: Ranged. Remove the foe’s Immunity to Ground-Type Attacks.
☐ Water Pulse - Water Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 3 Chance Dice to Confuse the foe.
☐ Heal Pulse - Psychic Type Support Move learned at Ace. Targets One Ally. It’s Accuracy dice are Will+Channel. Effect: Basic Heal. If successful spend 1 Will to activate.
☐ Aqua Jet - Water Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Priority 1.
☐ Muddy Water - Water Type Special Move learned at Ace. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: All Foes in Range. Roll 3 Chance Dice to Reduce the Accuracy of those affected. -2 Accuracy.
☐ Dark Pulse - Dark Type Special Move learned at Ace. Targets Random Foe. It’s Accuracy dice are Insight+Channel with a damage pool of Special+3. Effect: Targets random foe. Roll 2 Chance Dice to Flinch the foe.
☐ Dragon Pulse - Dragon Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
☐ Icy Wind - Ice Type Special Move learned at Pro. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Reduce Dexterity of those affected.
☐ Helping Hand - Normal Type Support Move learned at Pro. Targets One Ally. It’s Accuracy dice are Dexterity+Perform. Effect: Target Pokemon gets 2 Extra Dice on its next Skill, Accuracy and Damage Rolls. Priority 5.
☐ Endure - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Will+Channel. Effect: Priority 5. Shield Move. For the rest of the Round damaging moves can not reduce the user’s HP to less then 1. Status Ailments, Weather Conditions, Recoil, Self inflicted damage can still deal damage.