☐ Clamp - Water Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Block. Deal 2 Dice of Damage at the end of each Round. Lasts 4 Rounds. -1 Accuracy.
☐ Water Gun - Water Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2.
☐ Iron Defense - Steel Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Vitality+Channel. Effect: Increase the User’s Defense by 2.
☐ Whirlpool - Water Type Special Move learned at Amateur. 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.
☐ Shell Smash - Normal Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Strength+Brawl. Effect: Increase the User’s Strength, Special, Dexterity by 2. Reduce the User’s Defense and Special Defense by 2.
☐ Refresh - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Will+Channel. Effect: The User cure itself from Poison, Burn, or Paralysis.
☐ 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.
☐ Mud Sport - Ground Type Support Move learned at Pro. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: For the next 4 Rounds Electric Type attacks won’t add their Power to the Damage Pool.