☐ Fairy Lock - Fairy Type Support Move learned at Starter. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: Blocks. Last 1 Round.
☐ Tackle - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
☐ Fairy Wind - Fairy Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2.
☐ 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.
☐ Metal Sound - Steel Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Tough+Perform. Effect: Sound Based. Reduce the foe’s Special Defense by 2.
☐ Spikes - Ground Type Support Move learned at Amateur. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Foe Pokemon that enter the battlefield will lose 1 HP, this effect does not stack. Pokemon with the Levitate ability and Flying Type Pokemon are immune to this effect. Entry Hazard.
☐ Draining Kiss - Fairy 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.
☐ Crafty Shield - Fairy Type Support Move learned at Amateur. Targets User and Allies. It’s Accuracy dice are Insight+Nature. Effect: Priority 3. The User and its Allies are protected from the effects of a Support Move. Shield.
☐ Foul Play - Dark Type Physical Move learned at Amateur. 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.
☐ Torment - Dark Type Support Move learned at Amateur. 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.
☐ Mirror Shot - Steel 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. -2 Accuracy.
☐ Imprison - Psychic Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Clever+Channel. Effect: The foe cannot use any Moves known by the User. Lasts for a day.
☐ Recycle - Normal Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: The Pokemon reuses an Item that has already been spent. (Berries etc.) An Item may not be recycled more than 5 times.
☐ Play Rough - Fairy Type Physical Move learned at Ace. 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.
☐ Magic Room - Psychic Type Support Move learned at Ace. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: No one can use their Held Item nor any other Item. Lasts 4 Rounds.
☐ Heal Block - Psychic Type Support Move learned at Ace. Targets Area. It’s Accuracy dice are Special+Channel. Effect: No one can regain any lost HP. Lasts 4 Rounds.
☐ Iron Defense - Steel Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Vitality+Channel. Effect: Increase the User’s Defense by 2.
☐ Switcheroo - Dark Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Insight+Stealth. Effect: User and Foe switch their Held Item. If only one Pokemon is holding an item it gives it away.
☐ Magnet Rise - Electric Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Insight+Nature. Effect: For the Next 4 Rounds the User gains immunity against Ground Type Moves.