#PokeroleSRD/Statblock

Arcanine (Hisuian Form)

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

  • Intimidate When this Pokemon comes into battle, Reduce 1 Point to the Strength of all foes in range. This effect will last for as long as this Pokemon is out. Reduce random encounters with wild Pokemon.
  • Justified The first time this Pokemon is hit by a Dark-Type Attack or if it has witnessed something it considers unjust, Increase 1 Point to its Strength Attribute.

Stats

HP (6)InitEvade Phys ClashSpec Clash
8 3 3 3 3
Str Dex Vit Spec Ins
3/6 3/6 2/5 3/6 2/5
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Roar - Normal Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Low Priority 6. In the wild the battle ends. In an official fight, the Pokemon switches out. If its the last or only Pokemon the move fails. Switcher Move.
  • Ember - Fire Type Special Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Burn the foe.
  • Bite - Dark Type Physical Move learned at Beginner. 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.
  • Leer - Normal Type Support Move learned at Beginner. Targets All Foes. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce the Defense of those affected.
  • Odor Sleuth - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Alert. Effect: The Foe can not Evade moves performed by the User. User’s Normal and Fighting Moves can affect Ghost Types and Ghost Moves can affect Normal Types. Add all Successes from this Move to any Rolls to Track the target.
  • Flame Wheel - Fire Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 1 Chance Dice to Burn the foe.
  • Accelerock - Rock Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Priority 1.
  • Ancient Power - Rock Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Increase the User’s Strength, Dexterity, Special, Defense, and Sp. Defense.
  • Fire Fang - Fire Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 2 Chance to Flinch the Foe. Roll 2 Chance Dice to Burn the foe. -1 Accuracy.
  • Thunder Fang - Electric Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 2 Chance Dice to Flinch the foe. Roll 2 Chance Dice to Paralyze the foe.
  • Work Up - Normal Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Strength+Athletic. Effect: Increase the User’s Strength and Special.
  • Power Gem - Rock Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
  • Flamethrower - Fire Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Apply Burn 2 to the foe.
  • Lava Plume - Fire 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 Burn those affected.
  • Rock Slide - Rock Type Physical Move learned at Ace. Targets All Foes. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Ranged. Roll 3 Chance Dice to Flinch those affected. -1 Accuracy.
  • Rock Slide - Rock Type Physical Move learned at Ace. Targets All Foes. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Ranged. Roll 3 Chance Dice to Flinch those affected. -1 Accuracy.
  • Crunch - Dark Type Physical Move learned at Ace. 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.
  • Morning Sun - Normal Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Basic Heal. If successful spend 1 Will point to activate. Complete Heal during Sunny Weather. If Rain/Sandstorm Weather is in effect or it’s night or you are indoors/underground this move only heals 1 HP.
  • Flare Blitz - Fire Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Recoil. Roll 1 Chance Dice to Apply Burn 3 to the foe.
  • 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.
  • 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.
  • 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.
  • Wild Charge - Electric Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil.