#PokeroleSRD/Statblock

Ampharos (Mega Form)

A Electric/Dragon Pokemon with a Nature nature at Rank rank. It’s Abilities are:

  • Mold Breaker If a foe Pokemon has a type, an immunity, or an Ability that would prevent this Pokemon from attacking with a certain Move, ignore it.

Stats

HP (6)InitEvade Phys ClashSpec Clash
9 2 2 3 4
Str Dex Vit Spec Ins
3/6 2/4 3/6 4/8 3/6
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Tackle - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Growl - Normal Type Support Move learned at Starter. Targets All Foes. It’s Accuracy dice are Tough/cute+PERFORM. Effect: Reduce the foe’s Strength. Sound Based. “Growl (Cute/Tough)”, the user should use the one with highest stat (tough / cute)
  • Thunder Wave - Electric Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Paralyze the foe. -1 Accuracy.
  • 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.
  • Magnetic Flux - Electric Type Support Move learned at Amateur. Targets User and Allies. It’s Accuracy dice are Insight+Nature. Effect: Increase the Defense and Sp. Defense of User and all its Electric and Steel Type Allies.
  • Ion Deluge - Electric Type Support Move learned at Amateur. 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.
  • Dragon Pulse - Dragon Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
  • Fire Punch - Fire Type Physical Move learned at Amateur. 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.
  • Cotton Spore - Grass Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Channel. Effect: Reduce foe’s Dexterity by 2.
  • Charge - Electric Type Support Move learned at Amateur. 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.
  • Take Down - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil. -2 Accuracy.
  • Electro Ball - Electric Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: The user adds 1 Dice to the Damage Pool for every Dexterity point the User has that surpasses the foe’s. Up to 4 Dice may be added.
  • Confuse Ray - Ghost Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Confuse the foe.
  • Thunder Punch - Electric Type Physical Move learned at Amateur. 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.
  • Power Gem - Rock Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
  • Signal Beam - Bug Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Confuse the foe.
  • Cotton Guard - Grass Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Insight+Channel. Effect: Increase the User’s Defense by 3.
  • Discharge - Electric Type Special Move learned at Ace. 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.
  • Light Screen - Psychic Type Support Move learned at Ace. Targets User and Allies. It’s Accuracy dice are Special+Channel. Effect: User and Allies will receive 1 less Damage from Special Attacks. Lasts 4 Rounds.
  • Thunder - Electric Type Special Move learned at Ace. 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.
  • Heal Bell - Normal Type Support Move learned at Pro. Targets User and Allies. It’s Accuracy dice are Special+Perform. Effect: Cure the User and allies suffering from Status Conditions. They don’t need to be on the battlefield to get this effect. Sound Based.
  • Magnet Rise - Electric Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Insight+Nature. Effect: For the Next 4 Rounds the User gains immunity against Ground Type Moves.
  • Outrage - Dragon Type Physical Move learned at Pro. Targets Random Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Rampage.