☐ Tackle - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
☐ Harden - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Increase the User’s Defense.
☐ Rock Throw - Rock Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Strength+2. Effect: Ranged. -1 Accuracy.
☐ Sharpen - Normal Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Dexterity+Athletic. Effect: Increase the User’s Strength.
☐ Smack Down - Rock Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Strength+2. Effect: Ranged. Remove the foe’s Immunity to Ground-Type Attacks.
☐ Reflect - Psychic Type Support Move learned at Amateur. Targets User and Allies. It’s Accuracy dice are Special+Channel. Effect: User and Allies will receive 1 less Damage from Physical Attacks. Lasts 4 Rounds.
☐ Stealth Rock - Rock Type Support Move learned at Amateur. Targets Battlefield. It’s Accuracy dice are Dexterity+Stealth. Effect: Entry Hazard. Foe Pokemon that enter the battlefield lose 1 HP. This effect does not stack.
☐ Guard Split - Psychic Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Average your Defense and Sp. Defense with your target.
☐ Ancient Power - Rock Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Increase the User’s Strength, Dexterity, Special, Defense, and Sp. Defense.
☐ Flail - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Add 1 Dice to the Damage Roll for every missing HP the user has. Up to +5 Dice may be added this way.
☐ Skill Swap - Psychic Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Clever+Perform. Effect: Switch Abilities with the foe. The abilities Flower Gift. Illusion. Imposter. Stance Change. Wonder Guard. Plot Device and others cannot be switched.
☐ Power Gem - Rock Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
☐ Stone Edge - Rock Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Channel with a damage pool of Strength+4. Effect: Ranged. High Critical. Lethal. -2 Accuracy.
☐ Moonblast - Fairy Type Special Move learned at Ace. 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.
☐ Light Screen - Psychic Type Support Move learned at Ace. Targets User and Allies. It’s Accuracy dice are Special+Channel. Effect: User and Allies will receive 1 less Damage from Special Attacks. Lasts 4 Rounds.
☐ Moonblast - Fairy Type Special Move learned at Ace. 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.
☐ Light Screen - Psychic Type Support Move learned at Pro. Targets User and Allies. It’s Accuracy dice are Special+Channel. Effect: User and Allies will receive 1 less Damage from Special Attacks. Lasts 4 Rounds.
☐ Safeguard - Normal Type Support Move learned at Pro. Targets User and Allies. It’s Accuracy dice are Special+Channel. Effect: For the next 4 Rounds, the User and its Allies are immune to Status Ailments (Burn. Poison. Sleep. Confuse. Freeze. Paralysis). Lasts 4 Rounds. Previously inflicted Status Ailments remain.
☐ Gravity - Psychic Type Support Move learned at Pro. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Flying and Levitating Pokemon can be hit by Ground Type Moves. Lasts 4 Rounds.