#PokeroleSRD/Statblock

Greninja (BBF Form)

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

  • Torrent When this Pokemon’s HP is at half or less, Pain Penalization will not reduce successes from Damage rolls of its Water-Type Moves, and they will get 1 Extra Die to their Damage Pool.
  • Protean Whenever this Pokemon uses a move, first change its type to that of the move. If the move is an attack and deals damage, use the appropriate STAB.
  • Battle Bond AFTER a foe is defeated by this Pokemon, if it has a Loyalty score of 5, change its Form into “Battle-Bond Form” (BBF) until the end of the scene or until it or its Trainer faints. Only one Pokemon per party may have this Ability. Pokemon with this Ability can’t hold a Mega-Stone.
  • BBF increases by 2 the Limits of Strength and

Special of the Pokemon.

  • Redistribute Rank points on BBF as you see fit.
  • Increase by 1 the Power of a Move of your choice.
  • Restore its full HP & Will, and heal any Status

Ailment upon changing forms.

  • When in BBF, all combat damage inflicted on the Pokemon will also be dealt to its Trainer.

Stats

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

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • 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)
  • Pound - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Quick Attack - Normal Type Physical Move learned at Beginner. 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.
  • Lick - Ghost Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Roll 3 Chance Dice to Paralyze the Foe.
  • Bubble - Water Type Special Move learned at Beginner. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Target all foes in range. Roll 1 Chance Dice to Reduce the Dexterity of those affected.
  • Haze - Ice Type Support Move learned at Amateur. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Remove all Increased or Reduced Attributes and Traits on everyone on the Battlefield.
  • Extrasensory - Psychic 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 Flinch the foe.
  • Role Play - Psychic Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Clever+Perform. Effect: Copy the target’s Ability. The abilities Flower Gift, Illusion, Imposter, Stance Change, Wonder Guard, and Plot Device cannot be copied.
  • Water Pulse - Water Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 3 Chance Dice to Confuse the foe.
  • Smokescreen - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Reduce the foe’s Accuracy.
  • Shadow Sneak - Ghost 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.
  • Spikes - Ground Type Support Move learned at Amateur. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Foe Pokemon that enter the battlefield will lose 1 HP, this effect does not stack. Pokemon with the Levitate ability and Flying Type Pokemon are immune to this effect. Entry Hazard.
  • Feint Attack - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Never Fail.
  • Water Shuriken - Water Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+1. Effect: Ranged. Priority 1. Successive Actions.
  • Substitute - Normal Type Support Move learned at Ace. 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.
  • Night Slash - 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. High Critical.
  • Double Team - Normal Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Dexterity+Evasion. Effect: The User can now make up to 5 Evasions per Round.
  • Mat Block - Fighting Type Support Move learned at Ace. Targets User and Allies. It’s Accuracy dice are Dexterity+Athletic. Effect: Shield. Reduce 3 Dice from the foe’s Damage Pool. This Move only works the first Round the User has been out.
  • Hydro Pump - Water Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: -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.
  • Gunk Shot - Poison Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Ranged. Roll 3 Chance Dice to Poison the Foe. -2 Accuracy.
  • Hydro Cannon - Water Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Must Recharge. -1 Accuracy.