☐ Supersonic - Normal Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Tough+Channel. Effect: Confuse the foe. -3 Accuracy.
☐ Fell Stinger - Bug Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: If the foe faints due to damage from this attack increase the user’s Strength by 2.
☐ Spikes - Ground Type Support Move learned at Starter. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Foe Pokemon that enter the battlefield will lose 1 HP, this effect does not stack. Pokemon with the Levitate ability and Flying Type Pokemon are immune to this effect. Entry Hazard.
☐ Poison Sting - Poison Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Strength+1. Effect: Ranged. Roll 3 Chance Dice to Poison the Target.
☐ Water Gun - Water Type Special Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2.
☐ Tackle - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
☐ Minimize - Normal Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Special+Channel. Effect: The User can now make up to 5 Evasions per Round.
☐ Harden - Normal Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Increase the User’s Defense.
☐ Destiny Bond - Ghost Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Will+Channel. Effect: If the user faints this Round due to Combat damage, the Pokemon that dealt the damage will faint at the same time.
☐ Bubble - Water Type Special Move learned at Amateur. 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.
☐ Rollout - Rock Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Successive Actions. Add 1 Extra Dice to the Damage Roll of the last Rollout hit the user performs. If the Pokemon used Defense Curl this Round, add 1 Extra Dice to the Damage Roll of every hit. -1 Accuracy.
☐ Toxic Spikes - Poison Type Support Move learned at Amateur. 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.
☐ Stockpile - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Increase the User’s Defense and Sp. Defense.
☐ Spit Up - Normal Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+4. Effect: Must have used the move “Stockpile” prior to this move, otherwise it will fail. Lose all Stockpile modifiers.
☐ Revenge - Fighting Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: If the User has already received damage this round, add 2 Extra Dice to the Damage Pool.
☐ Brine - Water Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: If the foe is at half HP or less, add 3 Extra Dice to the Damage Pool.
☐ Pin Missile - Bug 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.
☐ Take Down - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil. -2 Accuracy.
☐ Aqua Tail - Water Type Physical Move learned at Ace. 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.
☐ Poison Jab - Poison Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 3 Chance Dice to Poison the Foe.
☐ 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.
☐ Aqua Jet - Water Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Priority 1.
☐ Self Destruct - Normal Type Physical Move learned at Pro. Targets Area. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+8. Effect: After performing the move, the user receives damage equal to its remaining HP.
☐ Swords Dance - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Dexterity+Perform. Effect: Increase the User’s Strength by 2.