☐ Confusion - Psychic 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 Confuse the foe.
☐ After You - Normal Type Support Move learned at Starter. Targets One Ally. It’s Accuracy dice are Cool+Etiquette. Effect: The Target will go first in the order of Initiative. Lasts for the rest of this Battle.
☐ Taunt - Dark Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: The target Pokemon can only perform Damaging Moves and Evasion actions for the next 4 Rounds.
☐ Quash - Dark Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: For the rest of the scene, the target will go last in the order of Initiative.
☐ Stored Power - Psychic Type Special Move learned at Amateur. 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.
☐ Psych Up - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Channel. Effect: Copy the Target’s Attribute and Trait Modifiers and keep them until the end of the scene.
☐ Feint Attack - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Never Fail.
☐ Nasty Plot - Dark Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Clever+Alert. Effect: Increase the user’s Special by 2.
☐ Zen Headbutt - Psychic Type Physical Move learned at Amateur. 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.
☐ Instruct - Psychic Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Clever+Perform. Effect: Selected Target repeats their last move used this Round, taking the successes on the Accuracy Roll of “Instruct” as if they were for their move. Target must have previously used a successful move during the Round. Otherwise “Instruct” will fail.
☐ Foul Play - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of +3. Effect: S.T.A.B of the user and Strength of the foe apply for this move’s damage.
☐ Calm Mind - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Channel. Effect: Increase the User’s Special and Sp. Defense.
☐ Psychic - Psychic 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.
☐ Future Sight - Psychic Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Insight+Channel with a damage pool of Special+5. Effect: Strikes at the end of the next Round. It bypasses any Shield Move and cover. If the target retires or switches out from battle the damage will be dealt to the next opponent or to one of its allies.
☐ Trick Room - Psychic Type Support Move learned at Ace. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Invert the order of Initiative. Lasts 4 Rounds.
☐ Psychic Terrain - Psychic Type Support Move learned at Pro. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: For the next 4 Rounds, all Psychic Attacks will deal 1 Extra Dice of Damage. No Pokemon on the ground can use moves with increased Priority.
☐ Wonder Room - Psychic Type Support Move learned at Pro. 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.
☐ Extrasensory - 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 Flinch the foe.