☐ Twister - Dragon Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 2 Chance Dice to Flinch the foes.
☐ Scary Face - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce the foe’s Dexterity by 2.
☐ Ancient Power - Rock Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Increase the User’s Strength, Dexterity, Special, Defense, and Sp. Defense.
☐ Crunch - Dark Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Lethal. Roll 1 Chance Dice to reduce foe’s Defense.
☐ Air Slash - Flying Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 3 Chance Dice to Flinch the foe.
☐ Rest - Psychic Type Support Move learned at Master. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Complete Heal. If successful spend 1 Will point to activate. The User must Sleep for a whole Round (from Round Start to Round End).
☐ Extreme Speed - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Priority 2. Triple the Pokemon’s movement speed.
☐ Dragon Pulse - Dragon Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
☐ Dragon Dance - Dragon Type Support Move learned at Master. Targets User. It’s Accuracy dice are Tough+Perform. Effect: Increase the User’s Strength and Dexterity.
☐ Fly - Flying Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Charge Move. While charging this move the User will be out of range, with the exception of the attacks Hurricane and Thunder.
☐ Hyper Voice - Normal Type Special Move learned at Master. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Sound Based.
☐ Outrage - Dragon Type Physical Move learned at Master. Targets Random Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Rampage.
☐ Hyper Beam - Normal Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Must Recharge. Lethal. -1 Accuracy.
☐ Roar - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Low Priority 6. In the wild the battle ends. In an official fight, the Pokemon switches out. If its the last or only Pokemon the move fails. Switcher Move.
☐ Dragon Ascent - Flying Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Lethal. Reduce the user’s Defense and Sp. Defense.
☐ Sky Drop - Flying Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Charge Move. While charging this move the Target is flinched. Flying Type Pokemon are immune to the Damage of this move. Lifting a target is restricted by the Strength of the User.
☐ Defog - Flying Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: Remove all Barriers (ie. Light Screen, Reflect), Entry Hazards (Toxic Spikes, Stealth Rock, etc.), and Terrains (Misty Terrain, Electric Terrain, etc.) from the battlefield.
☐ Tailwind - Flying Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: For the Next 4 Rounds, Increase the Dexterity of the User and All Allies in the field by 2.
☐ Rain Dance - Water Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Rain Weather is activated for the next 4 Rounds.
☐ Sunny Day - Fire Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Sunny Weather is activated for the next 4 Rounds.
☐ Dive - Water Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Charge Move. While charging this move, the User will be out of range. Allows the Pokemon to swim into Deep Waters.
☐ Dig - Ground Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Charge Move. While charging this move, the User will be out of range. Can be hit by Earthquake, Magnitude, or a similar move.
☐ Draco Meteor - Dragon Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Lethal. Reduce User’s Special by 2. -1 Accuracy.
☐ Hurricane - Flying Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Lethal. Roll 3 Chance Dice to Confuse the Foe. If Rain Weather in effect ignore this moves reduced accuracy. -2 Accuracy.
☐ Cosmic Power - Psychic Type Support Move learned at Master. Targets User. It’s Accuracy dice are Special+Channel. Effect: Increase the User’s Defense and Sp. Defense.