☐ Tackle - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
☐ Growl - Normal Type Support Move learned at Starter. Targets All Foes. It’s Accuracy dice are Tough/cute+PERFORM. Effect: Reduce the foe’s Strength. Sound Based. “Growl (Cute/Tough)”, the user should use the one with highest stat (tough / cute)
☐ Rollout - Rock Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Successive Actions. Add 1 Extra Dice to the Damage Roll of the last Rollout hit the user performs. If the Pokemon used Defense Curl this Round, add 1 Extra Dice to the Damage Roll of every hit. -1 Accuracy.
☐ Rock Smash - Fighting Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 5 Chance Dice to Reduce foe’s Defense.
☐ Bulldoze - Ground Type Physical Move learned at Amateur. Targets Area. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Reduce the Dexterity of those affected.
☐ Stomp - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 3 Chance Dice to Flinch the foe.
☐ Dig - Ground Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Charge Move. While charging this move, the User will be out of range. Can be hit by Earthquake, Magnitude, or a similar move.
☐ Iron Defense - Steel Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Vitality+Channel. Effect: Increase the User’s Defense by 2.
☐ Strength - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+3. Effect: Outside of battle, using this move allows the Pokemon to lift double the normal weight it should be able to.
☐ Iron Head - Steel Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 3 Chance Dice to Flinch the Foe.
☐ Play Rough - Fairy Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 1 Chance Dice to Reduce foe’s Strength. -1 Accuracy.
☐ High Horsepower - Ground Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3.
☐ Superpower - Fighting Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Lethal. Reduce User’s Strength and Defense.
☐ Stealth Rock - Rock Type Support Move learned at Pro. Targets Battlefield. It’s Accuracy dice are Dexterity+Stealth. Effect: Entry Hazard. Foe Pokemon that enter the battlefield lose 1 HP. This effect does not stack.
☐ Zen Headbutt - Psychic Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 3 Chance Dice to Flinch the foe. -1 Accuracy.
☐ Fissure - Ground Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of +0. Effect: Ranged. Deal damage to the Target equal to their remaining HP plus 1 lethal damage. -5 Accuracy.