☐ Ominous Wind - Ghost Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Increase the User’s Strength, Dexterity, Special, Defense, and Sp. Defense.
☐ Disable - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Insight+Channel. Effect: The Target cannot use the last move it performed. Lasts 4 Rounds.
☐ Quick Attack - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Priority 1. Double the Pokemon’s movement speed.
☐ Hypnosis - Psychic Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Insight+Allure. Effect: Put the target to sleep. Dark-Type Pokemon are affected by this move. -4 Accuracy.
☐ Feint Attack - Dark Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Never Fail.
☐ Nightmare - Ghost Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Will+Channel. Effect: Will only work if the Target is asleep. Deal 1 Damage to the foe. Deal 1 Damage again at the beginning of each Round if the target is still asleep.
☐ Double Team - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Dexterity+Evasion. Effect: The User can now make up to 5 Evasions per Round.
☐ Haze - Ice Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Remove all Increased or Reduced Attributes and Traits on everyone on the Battlefield.
☐ Dark Void - Dark Type Support Move learned at Master. Targets All Foes. It’s Accuracy dice are Insight+Channel. Effect: All Foes in Range have the Sleep condition. -3 Accuracy.
☐ Nasty Plot - Dark Type Support Move learned at Master. Targets User. It’s Accuracy dice are Clever+Alert. Effect: Increase the user’s Special by 2.
☐ Dream Eater - Psychic Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+4. Effect: The user restores HP equal to half the damage dealt, rounded down. The target must be asleep, this move will fail otherwise.
☐ Dark Pulse - Dark Type Special Move learned at Master. 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.
☐ Torment - Dark Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: The target cannot use the same Moves it used during the last Round. Lasts 4 Rounds.
☐ Wonder Room - Psychic Type Support Move learned at Master. 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.
☐ Foul Play - Dark Type Physical Move learned at Master. 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.
☐ Spite - Ghost Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Will+Intimidate. Effect: Reduce Target’s Will to 1 point temporarily. Reset any effects it got from spending Will Points.