☐ Electric Terrain - Electric Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: For the Next 4 Rounds all Electric Attacks will deal 1 Extra Dice of Damage. Anyone on the ground will be cured from “Sleep” Status.
☐ Brave Bird - Flying Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Recoil.
☐ Power Swap - Psychic Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Switch your Strength and Special with your foe.
☐ Mean Look - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Blocks.
☐ Quick Attack - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Priority 1. Double the Pokemon’s movement speed.
☐ False Swipe - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: The foe can’t go below 1 HP when hit by this Move.
☐ Withdraw - Water Type Support Move learned at Master. Targets User. It’s Accuracy dice are Vitality+Brawl. Effect: Increase User’s Defense.
☐ Thunder Shock - Electric Type Special Move learned at Master. 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.
☐ Spark - Electric Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 3 Chance Dice to Paralyze the foe.
☐ Shock Wave - Electric 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.
☐ Screech - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Perform. Effect: Reduce the foe’s Defense by 2. Sound Based.
☐ Charge - Electric Type Support Move learned at Master. 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.
☐ Wild Charge - Electric Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil.
☐ Mirror Move - Flying Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Will+Channel. Effect: Copies the last Damaging Move the foe has performed.
☐ 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.
☐ Discharge - Electric Type Special Move learned at Master. 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.
☐ Agility - Psychic Type Support Move learned at Master. Targets User. It’s Accuracy dice are Dexterity+Athletic. Effect: Increase the User’s Dexterity by 2.
☐ Electro Ball - Electric Type Special Move learned at Master. 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.
☐ 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.
☐ Sky Attack - Flying Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+6. Effect: Lethal. High Critical. Charge Move. Roll 3 Chance Dice to Flinch the foe. -1 Accuracy.
☐ Telekinesis - Psychic Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: All attacks against the target have “Never Fail”. The target is immune to Ground Moves. Lasts 2 Rounds.
☐ 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.