☐ Ember - Fire Type Special Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Burn the foe.
☐ String Shot - Bug Type Support Move learned at Starter. Targets All Foes. It’s Accuracy dice are Insight+Nature. Effect: Targets All Foes in Range. Reduce the Dexterity of those affected.
☐ Absorb - Grass Type Special Move learned at Beginner. 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.
☐ Gust - Flying Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2.
☐ Fire Spin - Fire Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Blocks. Roll 2 Dice of Damage against the foe at the end of each Round. Lasts 4 Rounds. -2 Accuracy.
☐ Rage Powder - Bug Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Insight+Intimidate. Effect: Priority 2. During this Round, all damage moves from any foe must target the User.
☐ Quiver Dance - Bug Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Beauty+Perform. Effect: Increases Dexterity, Special, and Sp. Defense.
☐ Amnesia - Psychic Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Insight+Alert. Effect: Increase the User’s Sp. Defense by 2.
☐ Fiery Dance - Fire Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Perform with a damage pool of Special+3. Effect: Roll 5 Chance Dice to Increase the User’s Special.
☐ Whirlwind - Normal Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Nature. Effect: Low Priority 6. In the wild the battle ends. In an official fight, the Pokemon switches out. If it’s the last or only Pokemon the move fails. Switcher Move.
☐ Silver Wind - Bug Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Increase User’s Strength. Dexterity. Special. Defense. Sp. Defense.
☐ Heat Wave - Fire Type Special Move learned at Ace. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Target all foes in Range. Roll 1 Chance Dice to Burn those affected. -1 Accuracy.
☐ Bug Buzz - Bug Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Perform with a damage pool of Special+3. Effect: Sound Based. Roll 1 Chance Dice to reduce foe’s Sp. Defense.
☐ Thrash - Normal Type Physical Move learned at Pro. Targets Random Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Rampage.
☐ Hurricane - Flying Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Lethal. Roll 3 Chance Dice to Confuse the Foe. If Rain Weather in effect ignore this moves reduced accuracy. -2 Accuracy.
☐ Flare Blitz - Fire Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Recoil. Roll 1 Chance Dice to Apply Burn 3 to the foe.
☐ Tailwind - Flying Type Support Move learned at Pro. 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.
☐ Morning Sun - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Basic Heal. If successful spend 1 Will point to activate. Complete Heal during Sunny Weather. If Rain/Sandstorm Weather is in effect or it’s night or you are indoors/underground this move only heals 1 HP.
☐ Magnet Rise - Electric Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Insight+Nature. Effect: For the Next 4 Rounds the User gains immunity against Ground Type Moves.