☐ Tackle - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
☐ Defense Curl - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Vitality+Brawl. Effect: Increase the User’s Defense.
☐ Thunder Shock - Electric Type Special Move learned at Beginner. 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.
☐ Rollout - Rock Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Successive Actions. Add 1 Extra Dice to the Damage Roll of the last Rollout hit the user performs. If the Pokemon used Defense Curl this Round, add 1 Extra Dice to the Damage Roll of every hit. -1 Accuracy.
☐ Charge - Electric Type Support Move learned at Beginner. 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.
☐ Spark - Electric Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 3 Chance Dice to Paralyze the foe.
☐ Nuzzle - Electric Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Paralyze the foe.
☐ Magnet Rise - Electric Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Nature. Effect: For the Next 4 Rounds the User gains immunity against Ground Type Moves.
☐ Discharge - Electric Type Special Move learned at Amateur. 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.
☐ Zing Zap - Electric Type Physical Move learned at Amateur. 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.
☐ Electric Terrain - Electric Type Support Move learned at Amateur. 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.
☐ Wild Charge - Electric Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil.
☐ Pin Missile - Bug Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Ranged. Successive Actions.
☐ Spiky Shield - Grass Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Dexterity+Brawl. Effect: Priority 3. Shield. Reduce 3 Damage from the next attack and deal 2 Damage Dice to the attacker if it used a physical non-ranged Move.
☐ Fell Stinger - Bug Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: If the foe faints due to damage from this attack increase the user’s Strength by 2.
☐ Tickle - Normal Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl. Effect: Reduce the foe’s Strength and Defense.
☐ Disarming Voice - Fairy Type Special Move learned at Pro. Targets All Foes. It’s Accuracy dice are Insight+Perform with a damage pool of Special+2. Effect: Sound Based. Never Fail. Targets All foes in range.
☐ Present - Normal Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Cute+Allure with a damage pool of +0. Effect: Roll dice with a 50-50 chance of dealing 2 set damage to the target or recovering 2 HP to the target. -1 Accuracy.