☐ Pound - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
☐ Confusion - Psychic 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 Confuse the foe.
☐ Tickle - Normal Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl. Effect: Reduce the foe’s Strength and Defense.
☐ Play Nice - Normal Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Cute+Allure. Effect: Reduce the foe’s Strength.
☐ Fake Tears - Dark Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Cute+Perform. Effect: Reduce the foe’s Sp. Defense by 2.
☐ Double Slap - 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. -2 Accuracy.
☐ Psybeam - Psychic 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 Confuse the foe.
☐ Embargo - Dark Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: The target cannot use its held item nor can its trainer use items on it.
☐ Feint Attack - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Never Fail.
☐ Psyshock - Psychic Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: This Move is resisted with the Foe’s Defense instead of its Sp. Defense
☐ Flatter - Dark Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Cool+Allure. Effect: Increase the foe’s Special. Confuse foe.
☐ Future Sight - Psychic Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Channel with a damage pool of Special+5. Effect: Strikes at the end of the next Round. It bypasses any Shield Move and cover. If the target retires or switches out from battle the damage will be dealt to the next opponent or to one of its allies.
☐ Heal Block - Psychic Type Support Move learned at Amateur. Targets Area. It’s Accuracy dice are Special+Channel. Effect: No one can regain any lost HP. Lasts 4 Rounds.
☐ Psychic - Psychic Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Reduce the foe’s Sp. Defense.
☐ Telekinesis - Psychic Type Support Move learned at Ace. 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.
☐ Charm - Fairy Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Cute+Allure. Effect: Reduce foe’s Strength by 2.
☐ Magic Room - Psychic Type Support Move learned at Ace. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: No one can use their Held Item nor any other Item. Lasts 4 Rounds.
☐ Heal Pulse - Psychic Type Support Move learned at Pro. Targets One Ally. It’s Accuracy dice are Will+Channel. Effect: Basic Heal. If successful spend 1 Will to activate.
☐ Helping Hand - Normal Type Support Move learned at Pro. 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.
☐ Dark Pulse - Dark Type Special Move learned at Pro. Targets Random Foe. It’s Accuracy dice are Insight+Channel with a damage pool of Special+3. Effect: Targets random foe. Roll 2 Chance Dice to Flinch the foe.