☐ Thunder Shock - Electric Type Special Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Paralyze the foe.
☐ Harden - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Increase the User’s Defense.
☐ 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.
☐ Headbutt - Normal Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 3 Chance Dice to Flinch. May call Random Encounters when hitting trees.
☐ Thunder Wave - Electric Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Paralyze the foe. -1 Accuracy.
☐ Acid Armor - Poison Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Nature. Effect: Increase the User’s Defense by 2.
☐ Flash Cannon - Steel Type Special Move learned at Ace. 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.
☐ 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.
☐ Gyro Ball - Steel Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Add 1 Extra Dice to the Damage pool for every point of Dexterity the Foe has that surpasses the user’s. Up to 5 Dice may be added this way.
☐ Steel Beam - Steel Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Recoil.