#PokeroleSRD/Statblock

Entei

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

  • Pressure While this Pokemon is out, reduce the total Will Points of all foes by half, rounded down.
  • Inner Focus This Pokemon does not Flinch and cannot be Intimidated. (Intimidate Ability does not have any effect against this Pokemon.)

Stats

HP (5)InitEvade Phys ClashSpec Clash
10 6 6 7 5
Str Dex Vit Spec Ins
7/7 6/6 5/5 5/5 5/5
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Bite - Dark Type Physical Move learned at Master. 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 Master. Targets All Foes. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce the Defense of those affected.
  • Ember - Fire Type Special Move learned at Master. 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.
  • Roar - Normal Type Support Move learned at Master. 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.
  • Fire Spin - Fire Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Blocks. Roll 2 Dice of Damage against the foe at the end of each Round. Lasts 4 Rounds. -2 Accuracy.
  • Stomp - Normal Type Physical Move learned at Master. 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.
  • Flamethrower - Fire Type Special Move learned at Master. 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.
  • Swagger - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Increase the foe’s Strength by 2. Inflicts Confusion.
  • Fire Fang - Fire Type Physical Move learned at Master. 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.
  • Lava Plume - Fire Type Special Move learned at Master. 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.
  • Extrasensory - Psychic Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Flinch the foe.
  • Fire Blast - Fire Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Lethal. Roll 3 Chance Dice to apply Burn 3 to the foe. -2 Accuracy.
  • Calm Mind - Psychic Type Support Move learned at Master. Targets User. It’s Accuracy dice are Insight+Channel. Effect: Increase the User’s Special and Sp. Defense.
  • Eruption - Fire Type Special Move learned at Master. Targets All Foes. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Lethal. Reduce 1 Dice from the Damage Pool for every missing HP the User has. Up to 5 dice may be removed this way.
  • Double Team - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Dexterity+Evasion. Effect: The User can now make up to 5 Evasions per Round.
  • Substitute - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Dexterity+Stealth. Effect: Deal 2 Damage to the user and put a decoy with 2 HP with the same Defenses as the user. If the decoy’s HP is depleted, it disappears and the user comes back into the fight. Decoy can only be affected by damaging moves.
  • Will-O-Wisp - Fire Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel. Effect: Burn the Foe. -2 Accuracy.
  • Rock Smash - Fighting Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 5 Chance Dice to Reduce foe’s Defense.
  • Mimic - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Clever+Perform. Effect: Copies the last move the target used until the end of the scene. That move replaces Mimic.
  • Curse - Ghost Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Will+Channel. Effect: Roll half the user’s HP as damage dice to itself, ignoring Defenses. The target will remove 1 success from all their rolls until the Curse is lifted.
  • Sacred Fire - Fire Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Strength+4. Effect: Lethal. Roll 5 Chance Dice to Apply Burn 3 to the Foe.