☐ 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.
☐ Tail Whip - Normal Type Support Move learned at Starter. Targets All Foes. It’s Accuracy dice are Cute+Perform. Effect: Reduce the foe’s Defense.
☐ Leer - Normal Type Support Move learned at Beginner. Targets All Foes. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce the Defense of those affected.
☐ Power Trip - Dark Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Add 1 Dice to the Damage Pool of this Move for every Attribute increase the user has. Up to 7 Dice may be added this way. (ie. the user has 2 increased points on Defense, add 2 Damage dice).
☐ Quick Attack - Normal Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Priority 1. Double the Pokemon’s movement speed.
☐ Flatter - Dark Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Cool+Allure. Effect: Increase the foe’s Special. Confuse foe.
☐ Bite - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 3 Chance Dice to Flinch the foe.
☐ Spark - Electric Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 3 Chance Dice to Paralyze the foe.
☐ 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.
☐ Agility - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Dexterity+Athletic. Effect: Increase the User’s Dexterity by 2.
☐ Bullet Seed - Grass Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Ranged. Successive Actions.
☐ Crunch - Dark Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Lethal. Roll 1 Chance Dice to reduce foe’s Defense.
☐ Aura Wheel - Electric Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+4. Effect: If successful, Increase user’s Dexterity. If the user is in “Hangry” Form this Move is considered to be Dark-Type.
☐ Thrash - Normal Type Physical Move learned at Ace. Targets Random Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Rampage.
☐ Super Fang - Normal Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of +0. Effect: Damage Roll is Half of the Foe’s remaining HP (up to 10) rounded down. If the remaining HP of the foe is 1 this move fails. Ignore the foe’s Defenses. -1 Accuracy.
☐ Wild Charge - Electric Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil.
☐ Outrage - Dragon Type Physical Move learned at Pro. Targets Random Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Rampage.