☐ Conversion - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Will+Channel. Effect: The user changes its type at random.
☐ Conversion 2 - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Will+Channel. Effect: After being dealt damage, choose a Type resistant to the Type of that attack. That’s the Type of the User until it uses this Move again.
☐ Tackle - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
☐ Defense Curl - Normal Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Vitality+Brawl. Effect: Increase the User’s Defense.
☐ Psybeam - Psychic Type Special Move learned at Beginner. 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.
☐ 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.
☐ Recover - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Nature. Effect: Basic Heal. If successful, spend 1 Will point to activate. May cure Lethal Damage.
☐ Magnet Rise - Electric Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Nature. Effect: For the Next 4 Rounds the User gains immunity against Ground Type Moves.
☐ Signal Beam - Bug Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Confuse the foe.
☐ Recycle - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: The Pokemon reuses an Item that has already been spent. (Berries etc.) An Item may not be recycled more than 5 times.
☐ Discharge - Electric Type Special Move learned at Amateur. Targets Area. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 3 Chance Dice to Paralyze those affected.
☐ Lock-On - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Alert. Effect: The next attack the user performs has 2 automatic unremovable successes on its Accuracy Roll.
☐ Tri Attack - Normal Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 2 Chance Dice to Paralyze the foe. Roll 2 Chance Dice to Burn the foe. Roll 2 Chance Dice to Freeze the Foe.
☐ Magic Coat - Psychic Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Priority 4. Redirect the effects of a Support Move that would affect the user or its side of the battlefield towards the foe’s (ie. The foe used Stealth Rock, with Magic Coat it will now affect the foe’s side instead of yours).
☐ Zap Cannon - Electric Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+5. Effect: Lethal. Paralyze the Foe. -3 Accuracy.
☐ Hyper Beam - Normal Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Must Recharge. Lethal. -1 Accuracy.
☐ Gravity - Psychic Type Support Move learned at Pro. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Flying and Levitating Pokemon can be hit by Ground Type Moves. Lasts 4 Rounds.
☐ Pain Split - Normal Type Support Move learned at Pro. 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.
☐ Shock Wave - Electric Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail.