☐ Scratch - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
☐ Spark - Electric 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 Paralyze the foe.
☐ Hone Claws - Dark Type Support Move learned at Master. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Increase the User’s Strength and Accuracy.
☐ Quick Attack - Normal Type Physical Move learned at Master. 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.
☐ Fury Swipes - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Successive Actions. -1 Accuracy.
☐ Volt Switch - Electric Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: The user switches out after dealing damage. The new Pokemon arrives ready to fight on the next Round. Switcher Move.
☐ Snarl - Dark Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Insight+Perform with a damage pool of Special+2. Effect: Sound Based. Reduce the foe’s Special.
☐ Fake Out - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Priority 1. Flinch the foe. This move will only work the First Round the Pokemon is out in battle. From the second round on, it will fail automatically.
☐ 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.
☐ Thunder Punch - Electric Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Fist Based. Roll 1 Chance Dice to Paralyze foe.
☐ Slash - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: High Critical. Lethal.
☐ Wild Charge - Electric Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil.
☐ Quick Guard - Fighting Type Support Move learned at Master. Targets User and Allies. It’s Accuracy dice are Dexterity+Athletic. Effect: Priority 3. Shield Move. This move will only protect against Damaging Moves with “Priority”. Reduce 3 Dice from the foe’s Damage Pool. Negate the effects of support moves that target the User and Allies.
☐ Plasma Fists - Electric Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+4. Effect: Fist Based. If successful, all Normal-Type Moves of the user will be considered Electric Type until the end of the Scene.
☐ Close Combat - Fighting Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: After dealing damage, Reduce the User’s Defense and Sp. Defense.
☐ 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.
☐ Fire Punch - Fire Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Fist Based. Roll 1 Chance Dice to apply Burn 2 to the foe.
☐ Drain Punch - Fighting Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Fist Based. The user restore HP equal to half the damage dealt, rounded down.
☐ Dual Chop - Dragon Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Double Action. -1 Accuracy.