☐ 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.
☐ Astonish - Ghost Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Roll 3 Chance Dice to Flinch the foe.
☐ Thunder Shock - Electric 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 Paralyze the foe.
☐ Swagger - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Increase the foe’s Strength by 2. Inflicts Confusion.
☐ Bite - Dark Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 3 Chance Dice to Flinch the foe.
☐ Revenge - Fighting Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: If the User has already received damage this round, add 2 Extra Dice to the Damage Pool.
☐ Shock Wave - Electric Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail.
☐ Heal Block - Psychic Type Support Move learned at Master. Targets Area. It’s Accuracy dice are Special+Channel. Effect: No one can regain any lost HP. Lasts 4 Rounds.
☐ Agility - Psychic Type Support Move learned at Master. Targets User. It’s Accuracy dice are Dexterity+Athletic. Effect: Increase the User’s Dexterity by 2.
☐ Discharge - Electric 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 Paralyze those affected.
☐ 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.
☐ Charge - Electric Type Support Move learned at Master. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Add 2 Dice to the Damage Pool to the next Electric Damaging move the user performs.
☐ Nasty Plot - Dark Type Support Move learned at Master. Targets User. It’s Accuracy dice are Clever+Alert. Effect: Increase the user’s Special by 2.
☐ Thunder - Electric Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Lethal. Roll 3 Chance Dice to Paralyze foe. If performed under Sunny Weather, Accuracy becomes -3 instead. If performed under Rain Weather, Ignore this Moves Reduced Accuracy. -2 Accuracy.
☐ Dark Pulse - Dark Type Special Move learned at Master. 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.
☐ Hammer Arm - Fighting Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+4. Effect: After dealing damage, Reduce user’s Dexterity. -1 Accuracy.
☐ Thrash - Normal Type Physical Move learned at Master. Targets Random Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Rampage.
☐ Ion Deluge - Electric Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: For the rest of the Scene, Normal Type Moves will deal damage as if they were Electric Type Moves.
☐ Electric Terrain - Electric Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: For the Next 4 Rounds all Electric Attacks will deal 1 Extra Dice of Damage. Anyone on the ground will be cured from “Sleep” Status.