☐ Growth - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Special+Nature. Effect: Increase the User’s Strength and Special.
☐ Magical Leaf - Grass Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail.
☐ Leech Seed - Grass Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Nature. Effect: If successful spend 1 Will point to activate. At the end of each Round, Roll 1 Dice of Damage to the foe. User heals for 1 HP for every damage dealt this way. Grass Type Pokemon are immune to this Move. -1 Accuracy.
☐ Synthesis - Grass Type Support Move learned at Master. Targets User. It’s Accuracy dice are Special+Nature. Effect: Basic Heal. If Successful spend 1 Will point to activate. If performed under Sunny weather this Move is a Complete Heal. If Rain/Sandstorm Weather is in effect this move only heals 1 HP.
☐ Sweet Scent - Normal Type Support Move learned at Master. Targets All Foes. It’s Accuracy dice are Special+Nature. Effect: Those affected cannot evade moves performed by the user. Attracts wild Pokemon if used outside of battle.
☐ Natural Gift - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Strength+3. Effect: User loses its held berry. Ranged. See Natural Gift on p.432 for more info.
☐ Worry Seed - Grass Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Nature. Effect: Until the end of the Scene. Target’s Ability is now “Insomnia”.
☐ 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.
☐ Energy Ball - Grass Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Reduce foe’s Sp. Defense.
☐ Sweet Kiss - Fairy Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Cute+Allure. Effect: Confuse the foe. -2 Accuracy.
☐ Leaf Storm - Grass Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Reduce the User’s Special by 2. -1 Accuracy.
☐ Seed Flare - Grass 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 4 Chance Dice to Reduce the foe’s Sp. Defense by 2.
☐ Endeavor - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Will+Channel with a damage pool of +0. Effect: Roll Damage equal to the Difference between user’s Full HP and its Current HP (up to 10). User cannot reduce the target’s HP to lower than its own remaining HP. Ignore foe’s Defenses.
☐ Zen Headbutt - Psychic Type Physical Move learned at Master. 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.
☐ Giga Drain - Grass Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: The user restores HP equal to half the damage dealt, rounded down.
☐ 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.