☐ Thunder Wave - Electric Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Paralyze the foe. -1 Accuracy.
☐ Astonish - Ghost Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Roll 3 Chance Dice to Flinch the foe.
☐ Confuse Ray - Ghost Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Confuse the foe.
☐ Thunder Shock - Electric 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 Paralyze the foe.
☐ Uproar - Normal Type Special Move learned at Beginner. 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.
☐ Trick - Psychic Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Allure. Effect: The foe and the user swap Held Items.
☐ Double Team - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Dexterity+Evasion. Effect: The User can now make up to 5 Evasions per Round.
☐ Shock Wave - Electric Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail.
☐ Ominous Wind - Ghost Type Special Move learned at Amateur. 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.
☐ Substitute - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Dexterity+Stealth. Effect: Deal 2 Damage to the user and put a decoy with 2 HP with the same Defenses as the user. If the decoy’s HP is depleted, it disappears and the user comes back into the fight. Decoy can only be affected by damaging moves.
☐ Electro Ball - Electric Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: The user adds 1 Dice to the Damage Pool for every Dexterity point the User has that surpasses the foe’s. Up to 4 Dice may be added.
☐ Hex - Ghost Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: If the Target is affected by a Status Ailment add 2 Extra Dice to the Damage Pool.
☐ Charge - Electric Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Add 2 Dice to the Damage Pool to the next Electric Damaging move the user performs.
☐ Discharge - Electric Type Special Move learned at Ace. 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.