#PokeroleSRD/Statblock

Emolga

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

  • Static Whenever this Pokemon is hit with a Non-Ranged Physical Attack, roll 3 Chance Dice to Paralyze its foe.
  • 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.

Stats

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

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Thunder Shock - Electric 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 Paralyze the foe.
  • 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.
  • Tail Whip - Normal Type Support Move learned at Beginner. Targets All Foes. It’s Accuracy dice are Cute+Perform. Effect: Reduce the foe’s Defense.
  • Charge - Electric Type Support Move learned at Beginner. 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.
  • Spark - Electric Type Physical Move learned at Amateur. 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.
  • Nuzzle - Electric Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Paralyze the foe.
  • Pursuit - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: If the foe is Switching Out or escaping. Add 2 Dice to the Damage Pool and Priority 1 to this move.
  • Double Team - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Dexterity+Evasion. Effect: The User can now make up to 5 Evasions per Round.
  • 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.
  • 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.
  • Acrobatics - Flying Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+4. Effect: If the User has a Held Item, remove 2 Dice from the Damage Roll.
  • 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.
  • Encore - Normal Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Cool+Allure. Effect: For the duration of this effect, the target will repeat the exact same action sequence it had this round. Target must have had an action sequence. Last 4 Rounds. Priority 3.
  • Volt Switch - Electric Type Special Move learned at Ace. 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.
  • Agility - Psychic Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Dexterity+Athletic. Effect: Increase the User’s Dexterity by 2.
  • 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.
  • Air Slash - Flying Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 3 Chance Dice to Flinch the foe.
  • Roost - Flying Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Basic Heal. Until the User’s next action this Pokemon will be vulnerable to Ground Type moves.
  • Charm - Fairy Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Cute+Allure. Effect: Reduce foe’s Strength by 2.