☐ Bubble - Water Type Special Move learned at Starter. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Target all foes in range. Roll 1 Chance Dice to Reduce the Dexterity of those affected.
☐ Growl - Normal Type Support Move learned at Starter. Targets All Foes. It’s Accuracy dice are Tough/cute+PERFORM. Effect: Reduce the foe’s Strength. Sound Based. “Growl (Cute/Tough)”, the user should use the one with highest stat (tough / cute)
☐ Supersonic - Normal Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Tough+Channel. Effect: Confuse the foe. -3 Accuracy.
☐ Round - Normal Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Special+Perform with a damage pool of Special+2. Effect: If the User and an Ally are able to use Round, then both may choose to do it at the same time. If they do, both Pokemon add 3 Dice to the Damage Roll.
☐ Bubble Beam - Water 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 the foe’s Dexterity.
☐ Mud Shot - Ground Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Reduce the Foe’s Dexterity.
☐ Aqua Ring - Water Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Nature. Effect: If successful spent 1 Will point to activate. At the end of each Round, recover 1 HP. Lasts 4 Rounds.
☐ Uproar - Normal Type Special Move learned at Amateur. Targets Random Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: For the rest of the Round, no Pokemon can fall asleep. If a Pokemon was asleep it wakes up. Sound Based Move.
☐ Muddy Water - Water Type Special Move learned at Amateur. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: All Foes in Range. Roll 3 Chance Dice to Reduce the Accuracy of those affected. -2 Accuracy.
☐ Echoed Voice - Normal Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Sound Based. This move can be used many times in the same Round. Add 1 Extra Dice to the Damage Pool for every consecutive time you use it. Up to 8 dice may be added this way. Reset the effect if the user performs another move, evasion, or clash.
☐ Flail - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Add 1 Dice to the Damage Roll for every missing HP the user has. Up to +5 Dice may be added this way.
☐ Rain Dance - Water Type Support Move learned at Ace. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Rain Weather is activated for the next 4 Rounds.
☐ Hydro Pump - Water Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: -1 Accuracy.
☐ Hyper Voice - Normal Type Special Move learned at Ace. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Sound Based.
☐ 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.
☐ Refresh - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Will+Channel. Effect: The User cure itself from Poison, Burn, or Paralysis.
☐ Icy Wind - Ice Type Special Move learned at Pro. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Reduce Dexterity of those affected.