☐ Ancient Power - Rock 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.
☐ Water Pulse - Water Type Special Move learned at Master. 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.
☐ Scary Face - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce the foe’s Dexterity by 2.
☐ Aqua Tail - Water Type Physical Move learned at Master. 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.
☐ Ice Beam - Ice Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Freeze the Foe.
☐ Origin Pulse - Water Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+4. Effect: Lethal. -2 Accuracy.
☐ Calm Mind - Psychic Type Support Move learned at Master. Targets User. It’s Accuracy dice are Insight+Channel. Effect: Increase the User’s Special and Sp. Defense.
☐ Muddy Water - Water Type Special Move learned at Master. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: All Foes in Range. Roll 3 Chance Dice to Reduce the Accuracy of those affected. -2 Accuracy.
☐ Sheer Cold - Ice Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of +0. Effect: Deal damage to the Target equal to its remaining HP plus 1 Lethal Damage. -5 Accuracy.
☐ Hydro Pump - Water Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: -1 Accuracy.
☐ Double-Edge - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Recoil.
☐ Water Spout - Water Type Special Move learned at Master. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+6. Effect: Remove 1 Dice of Damage for every missing HP of the User. Up to 5 Dice may be reduced this way.
☐ Strength - Normal Type Physical Move learned at Master. 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.
☐ Dive - Water Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Charge Move. While charging this move, the User will be out of range. Allows the Pokemon to swim into Deep Waters.
☐ Whirlpool - Water Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Block. Deal 2 dice of damage at the end of each Round. Lasts 4 Rounds. -2 Accuracy.
☐ Psych Up - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Insight+Channel. Effect: Copy the Target’s Attribute and Trait Modifiers and keep them until the end of the scene.
☐ Mist - Ice Type Support Move learned at Master. Targets User and Allies. It’s Accuracy dice are Special+Nature. Effect: For the next 4 Rounds, the User and Allies cannot have their Attributes or Traits reduced.
☐ Splishy Splash - Water Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 3 Chance Dice to Paralyze the foe. If the user of this Move is at its Final Stage of Evolution, this move fails.
☐ Steam Eruption - Water Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+4. Effect: Lethal. Roll 3 Chance Dice to Apply Burn 2 to those affected. -1 Accuracy.
☐ Defog - Flying Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: Remove all Barriers (ie. Light Screen, Reflect), Entry Hazards (Toxic Spikes, Stealth Rock, etc.), and Terrains (Misty Terrain, Electric Terrain, etc.) from the battlefield.
☐ Telekinesis - Psychic Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: All attacks against the target have “Never Fail”. The target is immune to Ground Moves. Lasts 2 Rounds.
☐ Blizzard - Ice Type Special Move learned at Master. Targets All Foes. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Roll 1 Chance Dice to Freeze those affected. If performed under Hail Weather Ignore this moves Reduced Accuracy and the Move can’t be evaded. If performed under Sunny Weather Accuracy becomes -3 instead. -2 Accuracy.
☐ Drain Punch - Fighting Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Fist Based. The user restore HP equal to half the damage dealt, rounded down.
☐ Snatch - Dark Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Clever+Stealth. Effect: Erase any Increase or Decrease on the foe’s Traits, and place them on the User instead.