☐ Spotlight - Normal Type Support Move learned at Starter. Targets One Ally. It’s Accuracy dice are Cool+Perform. Effect: Priority 3. Foes will target One Ally this turn.
☐ Water Gun - Water Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2.
☐ Recover - Normal Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Special+Nature. Effect: Basic Heal. If successful, spend 1 Will point to activate. May cure Lethal Damage.
☐ Swift - Normal Type Special Move learned at Amateur. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail.
☐ Rapid Spin - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Remove Entry Hazards (Spikes, Stealth Rock, etc.) and Leech Seed from the user’s side of the field. Increase user’s Dexterity.
☐ Confuse Ray - Ghost Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Confuse 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.
☐ Signal Beam - Bug Type Special Move learned at Pro. 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.
☐ Thunder Wave - Electric Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Paralyze the foe. -1 Accuracy.
☐ Twister - Dragon Type Special Move learned at Pro. 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.