☐ Scratch - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
☐ Foresight - Normal Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Insight+Alert. Effect: The Foe cannot evade moves performed by the user. User’s Normal and Fighting Moves can affect Ghost Types and Ghost Moves can affect Normal Types.
☐ Defense Curl - Normal Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Vitality+Brawl. Effect: Increase the User’s Defense.
☐ Quick Attack - Normal Type Physical Move learned at Beginner. 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.
☐ Agility - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Dexterity+Athletic. Effect: Increase the User’s Dexterity by 2.
☐ Coil - Poison Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Tough+Intimidate. Effect: Increase the User’s Strength, Defense, and Accuracy.
☐ Fury Swipes - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Successive Actions. -1 Accuracy.
☐ Helping Hand - Normal Type Support Move learned at Amateur. Targets One Ally. It’s Accuracy dice are Dexterity+Perform. Effect: Target Pokemon gets 2 Extra Dice on its next Skill, Accuracy and Damage Rolls. Priority 5.
☐ Follow Me - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Cool+Perform. Effect: Foes will target the user this Round. Priority 5.
☐ Slam - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: -2 Accuracy.
☐ Rest - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Complete Heal. If successful spend 1 Will point to activate. The User must Sleep for a whole Round (from Round Start to Round End).
☐ Sucker Punch - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Priority 1. This move can only be used after the Target rolls a damaging move.
☐ Amnesia - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Alert. Effect: Increase the User’s Sp. Defense by 2.
☐ Baton Pass - Normal Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Special+Channel. Effect: Switcher Move. User switches out with another Pokemon. Any Attribute increase on the user is passed on the next Pokemon. The user can’t increase its Attributes again until the end of the scene.
☐ Me First - Normal Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl. Effect: Priority 1. The User copies and uses the Move the target was intending to use. It must be a damaging Move.
☐ Hyper Voice - Normal Type Special Move learned at Ace. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Sound Based.
☐ Slash - Normal Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: High Critical. Lethal.
☐ Reversal - Fighting Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Add 1 Extra Dice to the Damage Pool for every missing HP the User has. Up to 5 Dice may be added this Way.
☐ Iron Tail - Steel Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+4. Effect: Roll 3 Chance Dice to Reduce the foe’s Defense. -3 Accuracy.