#PokeroleSRD/Statblock

Tapu Koko

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

  • Electric Surge When this Pokemon comes out, it automatically starts the effects of the Move Electric Terrain. (In case of stalemate the Pokemon with higher Will might keep the dominant Terrain)
  • Telepathy This Pokemon won’t receive damage from moves performed by its allies.

Stats

HP (4)InitEvade Phys ClashSpec Clash
9 7 7 6 6
Str Dex Vit Spec Ins
6/6 7/7 5/5 6/6 5/5
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Electric Terrain - Electric Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: For the Next 4 Rounds all Electric Attacks will deal 1 Extra Dice of Damage. Anyone on the ground will be cured from “Sleep” Status.
  • Brave Bird - Flying Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Recoil.
  • Power Swap - Psychic Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Switch your Strength and Special with your foe.
  • Mean Look - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Blocks.
  • Quick Attack - Normal Type Physical Move learned at Master. 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.
  • False Swipe - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: The foe can’t go below 1 HP when hit by this Move.
  • Withdraw - Water Type Support Move learned at Master. Targets User. It’s Accuracy dice are Vitality+Brawl. Effect: Increase User’s Defense.
  • Thunder Shock - Electric 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 Paralyze the foe.
  • Spark - Electric 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 Paralyze the foe.
  • Shock Wave - Electric Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail.
  • Screech - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Perform. Effect: Reduce the foe’s Defense by 2. Sound Based.
  • Charge - Electric Type Support Move learned at Master. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Add 2 Dice to the Damage Pool to the next Electric Damaging move the user performs.
  • Wild Charge - Electric Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil.
  • Mirror Move - Flying Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Will+Channel. Effect: Copies the last Damaging Move the foe has performed.
  • Nature’s Madness - Fairy Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Insight+Nature with a damage pool of +0. Effect: Damage Roll is Half of the Foe’s remaining HP (up to 10) Rounded down. If the remaining HP of the foe is 1, this move fails. Ignore the foe’s Defenses. -1 Accuracy.
  • Discharge - Electric 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 Paralyze those affected.
  • Agility - Psychic Type Support Move learned at Master. Targets User. It’s Accuracy dice are Dexterity+Athletic. Effect: Increase the User’s Dexterity by 2.
  • Electro Ball - Electric Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: The user adds 1 Dice to the Damage Pool for every Dexterity point the User has that surpasses the foe’s. Up to 4 Dice may be added.
  • Iron Defense - Steel Type Support Move learned at Master. Targets User. It’s Accuracy dice are Vitality+Channel. Effect: Increase the User’s Defense by 2.
  • Sky Attack - Flying Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+6. Effect: Lethal. High Critical. Charge Move. Roll 3 Chance Dice to Flinch the foe. -1 Accuracy.
  • Telekinesis - Psychic Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: All attacks against the target have “Never Fail”. The target is immune to Ground Moves. Lasts 2 Rounds.
  • Defog - Flying Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: Remove all Barriers (ie. Light Screen, Reflect), Entry Hazards (Toxic Spikes, Stealth Rock, etc.), and Terrains (Misty Terrain, Electric Terrain, etc.) from the battlefield.