☐ Absorb - Grass Type Special Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+1. Effect: The user restores HP equal to half the damage dealt rounded down.
☐ Growth - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Special+Nature. Effect: Increase the User’s Strength and Special.
☐ Astonish - Ghost Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Roll 3 Chance Dice to Flinch the foe.
☐ Bide - Normal Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of +0. Effect: The User will take the next 2 hits. After those two attacks, you may use this Move again to retaliate with Strength + Twice the Damage Received from those 2 hits.
☐ Mega Drain - Grass Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: The user restores HP equal to half the damage dealt, rounded down.
☐ Ingrain - Grass Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Nature. Effect: User Heals 1 HP at the end of every Round. While this move is active the User is now Blocked.
☐ Feint Attack - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Never Fail.
☐ Sweet Scent - Normal Type Support Move learned at Amateur. Targets All Foes. It’s Accuracy dice are Special+Nature. Effect: Those affected cannot evade moves performed by the user. Attracts wild Pokemon if used outside of battle.
☐ Synthesis - Grass Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Nature. Effect: Basic Heal. If Successful spend 1 Will point to activate. If performed under Sunny weather this Move is a Complete Heal. If Rain/Sandstorm Weather is in effect this move only heals 1 HP.
☐ Toxic - Poison Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Badly Poison the Foe. -1 Accuracy.
☐ Clear Smog - Poison Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail. Reset all Increased or Reduced Attributes and Traits of the foe.
☐ Giga Drain - Grass Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: The user restores HP equal to half the damage dealt, rounded down.
☐ Solar Beam - Grass Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Charge Move. If there is a Sunny Weather, you skip this Move’s Charge action. If performed under Rain, Sandstorm, or Hail Weather, this Move takes two actions to Charge.
☐ Rage Powder - Bug Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Insight+Intimidate. Effect: Priority 2. During this Round, all damage moves from any foe must target the User.
☐ Spore - Grass Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Nature. Effect: Put the Target to Sleep.
☐ Seed Bomb - Grass Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Ranged.
☐ Body Slam - Normal 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 Paralyze the foe.
☐ Gastro Acid - Poison Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Until the end of the Scene, eliminate any effect the foe’s Ability would do.