#PokeroleSRD/Statblock

Hippopotas

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

  • Sand Stream When this Pokemon comes out, it automatically starts the effects of Sandstorm Weather. The effects end when the Pokemon leaves the battle. (In case of stalemate the Pokemon with higher Will, might keep the dominant weather)
  • Sand Force If Sandstorm Weather is in effect when this Pokemon deals damage using Ground, Steel or Rock-Type attacks, add 1 Extra Die to the damage pool of that attack. The Pokemon is immune to damage from Sandstorm Weather.

Stats

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

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Tackle - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Sand Attack - Ground Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Channel. Effect: Reduce the foe’s Accuracy.
  • 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.
  • Yawn - Normal Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: If the target is not removed from battle by the start of its next Round, it will fall asleep.
  • Take Down - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil. -2 Accuracy.
  • Dig - Ground Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Charge Move. While charging this move, the User will be out of range. Can be hit by Earthquake, Magnitude, or a similar move.
  • Sand Tomb - Ground Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Ranged. Block. Roll 2 Dice of Damage against the foe at the end of every Round. Lasts 4 Rounds. -2 Accuracy.
  • Crunch - Dark Type Physical Move learned at Amateur. 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.
  • Earthquake - Ground Type Physical Move learned at Ace. Targets Area. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+4. Effect: Area Attack. Ranged.
  • Double-Edge - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Recoil.
  • Fissure - Ground Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of +0. Effect: Ranged. Deal damage to the Target equal to their remaining HP plus 1 lethal damage. -5 Accuracy.
  • Stockpile - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Increase the User’s Defense and Sp. Defense.
  • Slack Off - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Basic Heal. If successful, spend 1 Will point to activate.
  • Water Pulse - Water Type Special Move learned at Pro. 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.