☐ Ancient Power - Rock Type Special Move learned at Master. 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.
☐ Leer - Normal Type Support Move learned at Master. Targets All Foes. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce the Defense of those affected.
☐ Fire Fang - Fire Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 2 Chance to Flinch the Foe. Roll 2 Chance Dice to Burn the foe. -1 Accuracy.
☐ Metal Sound - Steel Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Perform. Effect: Sound Based. Reduce the foe’s Special Defense by 2.
☐ Crunch - Dark Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Lethal. Roll 1 Chance Dice to reduce foe’s Defense.
☐ Scary Face - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce the foe’s Dexterity by 2.
☐ Lava Plume - Fire Type Special Move learned at Master. Targets Area. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 3 Chance Dice to Burn those affected.
☐ Fire Spin - Fire Type Special Move learned at Master. 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.
☐ Iron Head - Steel Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 3 Chance Dice to Flinch the Foe.
☐ Earth Power - Ground Type Special Move learned at Master. 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.
☐ Heat Wave - Fire Type Special Move learned at Master. 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.
☐ Stone Edge - Rock Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Channel with a damage pool of Strength+4. Effect: Ranged. High Critical. Lethal. -2 Accuracy.
☐ Magma Storm - Fire Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+4. Effect: Blocks. Roll 3 Damage Dice at the end of each Round. Lasts 4 Rounds. -2 Accuracy.
☐ Iron Defense - Steel Type Support Move learned at Master. Targets User. It’s Accuracy dice are Vitality+Channel. Effect: Increase the User’s Defense by 2.
☐ Sunny Day - Fire Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Sunny Weather is activated for the next 4 Rounds.
☐ Stomping Tantrum - Ground Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Add 2 Extra Dice to the Damage Pool of this move is the User failed the Accuracy Roll of the last Move it performed.
☐ Dragon Pulse - Dragon Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
☐ Uproar - Normal Type Special Move learned at Master. Targets Random Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: For the rest of the Round, no Pokemon can fall asleep. If a Pokemon was asleep it wakes up. Sound Based Move.