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obsidian:pokerole2.0-statblocks:srd-volcarona [2023/07/20 19:36]
willowlark created
— (current)
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-#PokeroleSRD/Statblock 
- 
-====== Volcarona ====== 
- 
-A **Bug/Fire** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: 
- 
-  * **Flame Body** When hit by a Non-Ranged Physical Attack, this Pokemon rolls 3 Chance Dice to burn the foe. 
-  * **Swarm** When this Pokemon’s HP is at half or less, Pain Penalization will not reduce successes from Damage rolls of its Bug-Type Moves, and they will get 1 extra die to their Damage Pool. 
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-===== Stats ===== 
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-^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ 
-|6         |3       |3         |2             |3             | 
-|**Str**   |**Dex** |**Vit**   |**Spec**      |**Ins**       | 
-|2/4       |3/    |2/      |3/          |3/          | 
-|**Tough** |**Cool**|**Beauty**|**Clever**    |**Cute**      | 
-|1         |1       |1         |1             |1             | 
- 
-===== Skills ===== 
- 
-^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ 
-|                                 | 
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-===== Moves ===== 
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-  * ☐ **Ember** - //Fire Type// Special Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 1 Chance Dice to Burn the foe. 
-  * ☐ **String Shot** - //Bug Type// Support Move learned at //Starter//. Targets //All Foes//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Targets All Foes in Range. Reduce the Dexterity of those affected. 
-  * ☐ **Absorb** - //Grass Type// Special Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+1//. **Effect:** The user restores HP equal to half the damage dealt rounded down. 
-  * ☐ **Gust** - //Flying Type// Special Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. 
-  * ☐ **Fire Spin** - //Fire Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Blocks. Roll 2 Dice of Damage against the foe at the end of each Round. Lasts 4 Rounds. -2 Accuracy. 
-  * ☐ **Rage Powder** - //Bug Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Insight+Intimidate//. **Effect:** Priority 2. During this Round, all damage moves from any foe must target the User. 
-  * ☐ **Quiver Dance** - //Bug Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Beauty+Perform//. **Effect:** Increases Dexterity, Special, and Sp. Defense. 
-  * ☐ **Amnesia** - //Psychic Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Insight+Alert//. **Effect:** Increase the User’s Sp. Defense by 2. 
-  * ☐ **Fiery Dance** - //Fire Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Perform// with a damage pool of //Special+3//. **Effect:** Roll 5 Chance Dice to Increase the User’s Special. 
-  * ☐ **Whirlwind** - //Normal Type// Support Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Nature//. **Effect:** Low Priority 6. In the wild the battle ends. In an official fight, the Pokemon switches out. If it’s the last or only Pokemon the move fails. Switcher Move. 
-  * ☐ **Silver Wind** - //Bug Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 1 Chance Dice to Increase User’s Strength. Dexterity. Special. Defense. Sp. Defense. 
-  * ☐ **Heat Wave** - //Fire Type// Special Move learned at //Ace//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Target all foes in Range. Roll 1 Chance Dice to Burn those affected. -1 Accuracy. 
-  * ☐ **Bug Buzz** - //Bug Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Special+Perform// with a damage pool of //Special+3//. **Effect:** Sound Based. Roll 1 Chance Dice to reduce foe’s Sp. Defense. 
-  * ☐ **Thrash** - //Normal Type// Physical Move learned at //Pro//. Targets //Random Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Rampage. 
-  * ☐ **Hurricane** - //Flying Type// Special Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+5//. **Effect:** Lethal. Roll 3 Chance Dice to Confuse the Foe. If Rain Weather in effect ignore this moves reduced accuracy. -2 Accuracy. 
-  * ☐ **Flare Blitz** - //Fire Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Recoil. Roll 1 Chance Dice to Apply Burn 3 to the foe. 
-  * ☐ **Tailwind** - //Flying Type// Support Move learned at //Pro//. Targets //Battlefield//. It’s Accuracy dice are //Insight+Nature//. **Effect:** For the Next 4 Rounds, Increase the Dexterity of the User and All Allies in the field by 2. 
-  * ☐ **Morning Sun** - //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. Complete Heal during Sunny Weather. If Rain/Sandstorm Weather is in effect or it’s night or you are indoors/underground this move only heals 1 HP. 
-  * ☐ **Magnet Rise** - //Electric Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Insight+Nature//. **Effect:** For the Next 4 Rounds the User gains immunity against Ground Type Moves.