#PokeroleSRD/Statblock

Manaphy

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

  • Hydration When Rain weather is in effect, this Pokemon will cure any status ailment it has at the end of the round.

Stats

HP (5)InitEvade Phys ClashSpec Clash
11 6 6 6 6
Str Dex Vit Spec Ins
6/6 6/6 6/6 6/6 6/6
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Tail Glow - Bug Type Support Move learned at Master. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Increase the User’s Special by 3.
  • Bubble - Water Type Special Move learned at Master. 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.
  • Water Sport - Water Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: For the next 4 Rounds Fire Type attacks won’t add their Power to the Damage Pool.
  • Charm - Fairy Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Cute+Allure. Effect: Reduce foe’s Strength by 2.
  • Supersonic - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Channel. Effect: Confuse the foe. -3 Accuracy.
  • Bubble Beam - Water 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 Reduce the foe’s Dexterity.
  • Acid Armor - Poison Type Support Move learned at Master. Targets User. It’s Accuracy dice are Special+Nature. Effect: Increase the User’s Defense by 2.
  • Whirlpool - Water Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Block. Deal 2 dice of damage at the end of each Round. Lasts 4 Rounds. -2 Accuracy.
  • Water Pulse - Water Type Special Move learned at Master. 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.
  • Aqua Ring - Water Type Support Move learned at Master. Targets User. It’s Accuracy dice are Special+Nature. Effect: If successful spent 1 Will point to activate. At the end of each Round, recover 1 HP. Lasts 4 Rounds.
  • Dive - Water Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Charge Move. While charging this move, the User will be out of range. Allows the Pokemon to swim into Deep Waters.
  • Rain Dance - Water Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Rain Weather is activated for the next 4 Rounds.
  • Surf - Water Type Special Move learned at Master. Targets Area. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
  • Heart Swap - Psychic Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Insight+Allure. Effect: Switch any Trait Increase/Decrease with the target.
  • Liquidation - Water Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+3. Effect: Lethal. Roll 2 Chance Dice to Reduce the Foe’s Defense.
  • Icy Wind - Ice Type Special Move learned at Master. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Reduce Dexterity of those affected.
  • Bounce - Flying Type Physical Move learned at Master. 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. Roll 3 Chance Dice to Paralyze the foe.