☐ Helping Hand - Normal Type Support Move learned at Starter. Targets One Ally. It’s Accuracy dice are Dexterity+Perform. Effect: Target Pokemon gets 2 Extra Dice on its next Skill, Accuracy and Damage Rolls. Priority 5.
☐ Safeguard - Normal Type Support Move learned at Starter. Targets User and Allies. It’s Accuracy dice are Special+Channel. Effect: For the next 4 Rounds, the User and its Allies are immune to Status Ailments (Burn. Poison. Sleep. Confuse. Freeze. Paralysis). Lasts 4 Rounds. Previously inflicted Status Ailments remain.
☐ Psywave - Psychic Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Insight+Channel with a damage pool of +0. Effect: Roll Damage Dice according to the User’s Rank. 1 Dice at Starter Rank. 2 Dice at Beginner Rank. 3 dice at Amateur Rank. 4 Dice at Ace Rank. 5 Dice at Professional Rank. Ignores Defense.
☐ Heal Block - Psychic Type Support Move learned at Pro. Targets Area. It’s Accuracy dice are Special+Channel. Effect: No one can regain any lost HP. Lasts 4 Rounds.
☐ Protect - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Will+Channel. Effect: Priority 5. Shield. Reduce 3 Damage this pokemon would receive from a damaging move. Negate effects of Support Moves that target the user. Reduce to zero the set damage from a move the user would take.
☐ Dragon Dance - Dragon Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Tough+Perform. Effect: Increase the User’s Strength and Dexterity.
☐ Stored Power - Psychic Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+1. Effect: Add 1 Extra Dice of Damage for each Increased attribute the user has (ie. Clefairy has 1 Increased Point in Defense and 1 Evasion. Stored Power will have 2 Extra Dice on the Damage Pool). Up to 7 Dice may be added.
☐ Refresh - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Will+Channel. Effect: The User cure itself from Poison, Burn, or Paralysis.
☐ Heal Pulse - Psychic Type Support Move learned at Pro. Targets One Ally. It’s Accuracy dice are Will+Channel. Effect: Basic Heal. If successful spend 1 Will to activate.
☐ Dragon Breath - Dragon Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 3 Chance Dice to Paralyze the foe.
☐ Luster Purge - Psychic Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+2. Effect: Roll 5 Chance Dice to Reduce the foe’s Sp. Defense. This Effect can be repeated up to 3 times per Target.
☐ Psycho Shift - Psychic Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Clever+Channel. Effect: Transfer the User’s Status Ailments to the target. The user is now cured.
☐ Recover - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Special+Nature. Effect: Basic Heal. If successful, spend 1 Will point to activate. May cure Lethal Damage.
☐ Telekinesis - Psychic Type Support Move learned at Pro. 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.
☐ Zen Headbutt - Psychic 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 Flinch the foe. -1 Accuracy.
☐ Power Split - Psychic Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Average the User’s Strength and Special with the target.
☐ Psychic - Psychic Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Reduce the foe’s Sp. Defense.
☐ Dragon Pulse - Dragon Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
☐ Memento - Dark Type Support Move learned at Pro. 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.
☐ Camouflage - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Special+Nature. Effect: For the rest of the scene the User changes type to one that fits the terrain it is in (i.e. Usar is in a rocky cave, becoming rock type)
☐ Transform - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Will+Channel. Effect: The user transforms into a copy of its target with same Ability, Attributes, Trait Modifiers, and Moves. Being inside a Pokeball breaks the Transformation.
☐ Role Play - Psychic Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Clever+Perform. Effect: Copy the target’s Ability. The abilities Flower Gift, Illusion, Imposter, Stance Change, Wonder Guard, and Plot Device cannot be copied.