☐ Splash - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Dexterity+Brawl.
☐ Synthesis - Grass Type Support Move learned at Beginner. 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.
☐ Tail Whip - Normal Type Support Move learned at Beginner. Targets All Foes. It’s Accuracy dice are Cute+Perform. Effect: Reduce the foe’s Defense.
☐ Tackle - Normal Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
☐ Fairy Wind - Fairy Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2.
☐ Poison Powder - Poison Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Poison the Foe. -2 Accuracy.
☐ Stun Spore - Grass Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Nature. Effect: Paralyze the Foe. -2 Accuracy.
☐ Sleep Powder - Grass Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Nature. Effect: Put the Target to Sleep. -2 Accuracy.
☐ Bullet Seed - Grass Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Ranged. Successive Actions.
☐ Leech Seed - Grass Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Nature. Effect: If successful spend 1 Will point to activate. At the end of each Round, Roll 1 Dice of Damage to the foe. User heals for 1 HP for every damage dealt this way. Grass Type Pokemon are immune to this Move. -1 Accuracy.
☐ 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.
☐ Acrobatics - Flying Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+4. Effect: If the User has a Held Item, remove 2 Dice from the Damage Roll.
☐ Rage Powder - Bug Type Support Move learned at Amateur. 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.
☐ Worry Seed - Grass Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Nature. Effect: Until the end of the Scene. Target’s Ability is now “Insomnia”.
☐ 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.
☐ Bounce - Flying Type Physical Move learned at Ace. 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. Roll 3 Chance Dice to Paralyze the foe.
☐ Memento - Dark Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Will+Channel. Effect: The user faints. Reduce foe’s Strength. Dexterity. Special. Defense and Sp. Defense by 2. Lasts for a whole scene.
☐ Silver Wind - Bug Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Increase User’s Strength. Dexterity. Special. Defense. Sp. Defense.
☐ 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.
☐ Aromatherapy - Grass Type Support Move learned at Pro. Targets User and Allies. It’s Accuracy dice are Insight+Nature. Effect: Cure User and Allies from Burn, Freeze, Paralysis, Poison, or Sleep.