☐ Absorb - Grass Type Special Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+1. Effect: The user restores HP equal to half the damage dealt rounded down.
☐ Growth - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Special+Nature. Effect: Increase the User’s Strength and Special.
☐ Ingrain - Grass Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Special+Nature. Effect: User Heals 1 HP at the end of every Round. While this move is active the User is now Blocked.
☐ Grass Whistle - Grass Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Special+Perform. Effect: Sound Based. Put the Target to Sleep. -3 Accuracy.
☐ Mega Drain - Grass Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: The user restores HP equal to half the damage dealt, rounded down.
☐ Leech Seed - Grass Type Support Move learned at Amateur. 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.
☐ Razor Leaf - Grass Type Physical Move learned at Amateur. Targets All Foes. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Ranged. High Critical.
☐ Worry Seed - Grass Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Nature. Effect: Until the end of the Scene. Target’s Ability is now “Insomnia”.
☐ Giga Drain - Grass Type Special Move learned at Amateur. 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.
☐ Endeavor - Normal Type Physical Move learned at Amateur. 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.
☐ Natural Gift - Normal Type Physical Move learned at Amateur. 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.
☐ Synthesis - Grass Type Support Move learned at Ace. 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.
☐ Solar Beam - Grass Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Charge Move. If there is a Sunny Weather, you skip this Move’s Charge action. If performed under Rain, Sandstorm, or Hail Weather, this Move takes two actions to Charge.
☐ Double-Edge - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Recoil.
☐ Sunny Day - Fire Type Support Move learned at Ace. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Sunny Weather is activated for the next 4 Rounds.
☐ Seed Bomb - Grass Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Ranged.
☐ 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.
☐ Endure - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Will+Channel. Effect: Priority 5. Shield Move. For the rest of the Round damaging moves can not reduce the user’s HP to less then 1. Status Ailments, Weather Conditions, Recoil, Self inflicted damage can still deal damage.
☐ Grassy Terrain - Grass Type Support Move learned at Pro. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: If successful, spend 1 Will point to activate. Everyone in the user’s side of the field heals 1 HP at the end of each round. Add 1 Extra Dice to the Damage Rolls of Grass Type Moves.