☐ Misty Terrain - Fairy Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: Creatures standing on the battlefield won’t be affected by Status Ailments. Dragon Type attacks won’t add their Power to the Damage Pool. Lasts 4 Rounds.
☐ Moonblast - Fairy Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+3. Effect: Roll 3 Chance Dice to Reduce foe’s Special.
☐ Heal Pulse - Psychic Type Support Move learned at Master. Targets One Ally. It’s Accuracy dice are Will+Channel. Effect: Basic Heal. If successful spend 1 Will to activate.
☐ Mean Look - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Blocks.
☐ Haze - Ice Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Remove all Increased or Reduced Attributes and Traits on everyone on the Battlefield.
☐ Mist - Ice Type Support Move learned at Master. Targets User and Allies. It’s Accuracy dice are Special+Nature. Effect: For the next 4 Rounds, the User and Allies cannot have their Attributes or Traits reduced.
☐ Withdraw - Water Type Support Move learned at Master. Targets User. It’s Accuracy dice are Vitality+Brawl. Effect: Increase User’s Defense.
☐ Water Gun - Water Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2.
☐ Water Pulse - Water Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 3 Chance Dice to Confuse the foe.
☐ Whirlpool - Water Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Block. Deal 2 dice of damage at the end of each Round. Lasts 4 Rounds. -2 Accuracy.
☐ Soak - Water Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Change the target’s Type to Water.
☐ Refresh - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Will+Channel. Effect: The User cure itself from Poison, Burn, or Paralysis.
☐ Brine - Water Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: If the foe is at half HP or less, add 3 Extra Dice to the Damage Pool.
☐ 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.
☐ Nature’s Madness - Fairy Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Insight+Nature with a damage pool of +0. Effect: Damage Roll is Half of the Foe’s remaining HP (up to 10) Rounded down. If the remaining HP of the foe is 1, this move fails. Ignore the foe’s Defenses. -1 Accuracy.
☐ Muddy Water - Water Type Special Move learned at Master. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: All Foes in Range. Roll 3 Chance Dice to Reduce the Accuracy of those affected. -2 Accuracy.
☐ Aqua Ring - Water Type Support Move learned at Master. Targets User. It’s Accuracy dice are Special+Nature. Effect: If successful spent 1 Will point to activate. At the end of each Round, recover 1 HP. Lasts 4 Rounds.
☐ Hydro Pump - Water Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: -1 Accuracy.
☐ Iron Defense - Steel Type Support Move learned at Master. Targets User. It’s Accuracy dice are Vitality+Channel. Effect: Increase the User’s Defense by 2.
☐ Icy Wind - Ice Type Special Move learned at Master. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Reduce Dexterity of those affected.
☐ Wonder Room - Psychic Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Defense and Sp. Defense will be calculated with Insight instead of Vitality. Lasts 4 Rounds.
☐ Knock Off - Dark Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: The target Pokemon loses its held item.