#PokeroleSRD/Statblock

Seel

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

  • Thick Fat Reduce by 1 the damage taken from Fire and Ice-Type moves.
  • Hydration When Rain weather is in effect, this Pokemon will cure any status ailment it has at the end of the round.
  • Ice Body If Hail Weather is in effect you may restore 1 HP to this Pokemon at the end of the round. This Pokemon is immune to damage from Hail weather.

Stats

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

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Water Sport - Water Type Support Move learned at Starter. 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.
  • 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)
  • Encore - Normal Type Support Move learned at Beginner. 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.
  • Icy Wind - Ice Type Special Move learned at Beginner. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Reduce Dexterity of those affected.
  • Take Down - Normal Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil. -2 Accuracy.
  • Ice Shard - Ice Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Ranged. Priority 1.
  • Rest - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Complete Heal. If successful spend 1 Will point to activate. The User must Sleep for a whole Round (from Round Start to Round End).
  • Aqua Ring - Water Type Support Move learned at Amateur. 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.
  • Aurora Beam - Ice Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Reduce foe’s Strength.
  • Aqua Jet - Water 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.
  • Brine - Water Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: If the foe is at half HP or less, add 3 Extra Dice to the Damage Pool.
  • Headbutt - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 3 Chance Dice to Flinch. May call Random Encounters when hitting trees.
  • Dive - Water Type Physical Move learned at Amateur. 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.
  • Aqua Tail - Water Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 3 Chance Dice to Flinch the foe. -1 Accuracy.
  • Ice Beam - Ice Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Freeze the Foe.
  • Safeguard - Normal Type Support Move learned at Ace. Targets User and Allies. It’s Accuracy dice are Special+Channel. Effect: For the next 4 Rounds, the User and its Allies are immune to Status Ailments (Burn. Poison. Sleep. Confuse. Freeze. Paralysis). Lasts 4 Rounds. Previously inflicted Status Ailments remain.
  • Hail - Ice Type Support Move learned at Ace. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Hail Weather is activated for the next 4 Rounds.
  • Fake Out - Normal Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Priority 1. Flinch the foe. This move will only work the First Round the Pokemon is out in battle. From the second round on, it will fail automatically.
  • Lick - Ghost Type Physical Move learned at Pro. 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.
  • Signal Beam - Bug Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Confuse the foe.