☐ Astonish - Ghost Type Physical Move learned at Starter. 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.
☐ Constrict - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Blocks. Roll 2 Dice of Damage against the foe at the end of each Round. Lasts 4 Rounds.
☐ Acid - Poison Type Special Move learned at Beginner. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Reduce Sp. Defense of those affected.
☐ 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.
☐ Brine - Water Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: If the foe is at half HP or less, add 3 Extra Dice to the Damage Pool.
☐ Confuse Ray - Ghost Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Confuse the foe.
☐ Giga Drain - Grass Type Special Move learned at Amateur. 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.
☐ Amnesia - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Alert. Effect: Increase the User’s Sp. Defense by 2.
☐ Gastro Acid - Poison Type Support Move learned at Amateur. 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.
☐ Ancient Power - Rock Type Special Move learned at Amateur. 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.
☐ Energy Ball - Grass Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Reduce foe’s Sp. Defense.
☐ Spit Up - Normal Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+4. Effect: Must have used the move “Stockpile” prior to this move, otherwise it will fail. Lose all Stockpile modifiers.
☐ Stockpile - Normal Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Increase the User’s Defense and Sp. Defense.
☐ Swallow - Normal Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Must have used the move “Stockpile” prior to this Move, otherwise it will fail. If successful spend 1 Will point to activate. User restores 2 Health points. Loses the effects of stockpile. The Pokemon must rest an hour before using Swallow again.
☐ Wring Out - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Remove 1 Dice from the Damage Roll for every missing HP of the Target. Up to 4 dice may be removed this way.
☐ Earth Power - Ground 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.
☐ Stealth Rock - Rock Type Support Move learned at Pro. Targets Battlefield. It’s Accuracy dice are Dexterity+Stealth. Effect: Entry Hazard. Foe Pokemon that enter the battlefield lose 1 HP. This effect does not stack.
☐ Tickle - Normal Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl. Effect: Reduce the foe’s Strength and Defense.