Read the descriptions carefully, in there it will define what do you need to roll.
It doesn't say what I role beyond I only get 1 per every 10 levels? Which I'm asking because that's kind of weak... but if that's how it is then.
Are you talking about night shade or a similar move to it? If that is the case, in v. 1.25 it can roll from 1 to 10 dice of damage with the added bonus that it ignores defenses, so your damage pool may be small but it won’t be reduced by the foe’s defense/sp. defense.
Yeah, I see that. It's just this is the only move Solosis starts with(Psywave) so its damage is 0 until lvl10(which takes a while to gain) and you don't have other moves until you slowly gain enough exp to gain another one(as most of its moves are support/high exp cost), which means you're not spending it on things that level you faster so that it does damage - meaning it stays useless longer. It's a weird way to set it up, in my opinion, maybe the move is fine when it's not the only move you know and you're over 10, but it's just weird that it's the only one this pokemon gets for a while and in getting other moves, it is stunted for use longer.
As Solosis, in the case that you would attack, it'd look like this: - Roll accuracy: Roll as many dice as the sum of your Insight and your Channel dictates. For Solosis, this is a minimum of 2, its base Insight. - Enemy rolls to Clash or Evade. - If theirClash/Evasion is lower than your Accuracy, you roll damage. - Psywave lends you one dice to attack. As it's stated in the move, you don't add dice for Strength or Special. Roll the damage, and whatever the result is, that's what you deal. Psywave ignores def and special def. - Finally, the rules also state that, in the situation of an attack hitting, even if your damage pool is reduced to 0, you will deal 1 damage point.