#PokeroleSRD/Statblock

Electivire

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

  • Motor Drive The first time this Pokemon is hit by an Electric-type move, Increase 1 Point to its Dexterity Attribute. This Pokemon doesn’t receive damage from Electrictype moves.
  • Vital Spirit The Pokemon is immune to the Sleep status.

Stats

HP (5)InitEvade Phys ClashSpec Clash
7 3 3 3 3
Str Dex Vit Spec Ins
3/7 3/6 2/4 3/6 2/5
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Quick Attack - Normal Type Physical Move learned at Starter. 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.
  • Ion Deluge - Electric Type Support Move learned at Starter. 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.
  • Leer - Normal Type Support Move learned at Starter. Targets All Foes. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce the Defense of those affected.
  • Electric Terrain - Electric Type Support Move learned at Beginner. 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.
  • Low Kick - Fighting Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Add 1 Extra Dice to the Damage Pool for every 50 kgs. of weight on the foe. Up to +4 Extra Dice may be added this way.
  • 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.
  • 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.
  • Thunderbolt - Electric Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Paralyze the foe.
  • Shock Wave - Electric Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail.
  • Thunder Wave - Electric Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Paralyze the foe. -1 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.
  • Light Screen - Psychic Type Support Move learned at Amateur. 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 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.
  • Swift - Normal Type Special Move learned at Amateur. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail.
  • Screech - Normal Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Tough+Perform. Effect: Reduce the foe’s Defense by 2. Sound Based.
  • 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.
  • 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.
  • Giga Impact - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+6. Effect: Must Recharge. Lethal. -1 Accuracy.
  • Hammer Arm - Fighting Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+4. Effect: After dealing damage, Reduce user’s Dexterity. -1 Accuracy.
  • Ice Punch - Ice Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Fist Based. Roll 1 Chance Dice to Freeze the foe.
  • Dual Chop - Dragon Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Double Action. -1 Accuracy.