☐ Power Split - Psychic Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Average the User’s Strength and Special with the target.
☐ Guard Split - Psychic Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Average your Defense and Sp. Defense with your target.
☐ Tickle - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl. Effect: Reduce the foe’s Strength and Defense.
☐ Acid - Poison Type Special Move learned at Master. 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.
☐ Constrict - Normal Type Physical Move learned at Master. 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.
☐ Pound - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
☐ Clear Smog - Poison Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail. Reset all Increased or Reduced Attributes and Traits of the foe.
☐ Psywave - Psychic Type Special Move learned at Master. 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.
☐ Headbutt - Normal 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. May call Random Encounters when hitting trees.
☐ Venoshock - Poison Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: If the Foe is already poisoned, add 2 Extra Dice to the Damage Pool.
☐ Toxic Spikes - Poison Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Dexterity+Stealth. Effect: Foe Pokemon that enter the battlefield become Poisoned. Roll 1 Chance Dice for the Poison to become Badly Poisoned instead. Entry Hazard.
☐ Safeguard - Normal Type Support Move learned at Master. 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.
☐ Power Gem - Rock Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
☐ Mirror Coat - Psychic Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of +0. Effect: The move only works if the foe just used a Special Attack. Roll the same Damage Pool as your foe’s last attack and add 2 Extra Damage Dice. Ignore the foe’s Defenses.
☐ Acid Spray - Poison Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Reduce the foe’s Special by 2.
☐ Venom Drench - Poison Type Support Move learned at Master. Targets All Foes. It’s Accuracy dice are Special+Channel. Effect: If an affected foe is poisoned or becomes poisoned in the same Round you used this Move then Reduce its Strength, Special, and Dexterity.
☐ Stealth Rock - Rock Type Support Move learned at Master. 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.
☐ Wonder Room - Psychic Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Defense and Sp. Defense will be calculated with Insight instead of Vitality. Lasts 4 Rounds.
☐ Head Smash - Rock Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+6. Effect: Recoil. -2 Accuracy.
☐ Pain Split - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Will+Channel. Effect: The user gives its Pain Penalizations to the foe. User ignores Pain Penalization effects on itself. For cannot ignore them with Will but it can still ignore its own Pain Penalizations. HP on both remains the same.
☐ Role Play - Psychic Type Support Move learned at Master. 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.
☐ Gunk Shot - Poison Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Ranged. Roll 3 Chance Dice to Poison the Foe. -2 Accuracy.