#PokeroleSRD/Statblock ====== Arctozolt ====== A **Electric/Ice** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Volt Absorb** Whenever this Pokemon is hit by an Electric-Type Move, you may Heal 1 HP instead of receiving damage. Electric-type moves do not deal damage to this Pokemon. * **Static** Whenever this Pokemon is hit with a Non-Ranged Physical Attack, roll 3 Chance Dice to Paralyze its foe. * **Slush Rush** If Hail Weather is in effect, increase 1 Point to the Dexterity Attribute of this Pokemon. The Pokemon is immune to damage from Hail Weather. ===== Stats ===== ^**HP (5)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |7 |2 |2 |3 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |3/6 |2/4 |2/5 |2/5 |2/5 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Powder Snow** - //Ice Type// Special Move learned at //Starter//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 1 Chance Dice to Freeze those affected. * ☐ **Thunder Shock** - //Electric 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 Paralyze the foe. * ☐ **Charge** - //Electric Type// Support Move learned at //Beginner//. 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. * ☐ **Echoed Voice** - //Normal Type// Special Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Sound Based. This move can be used many times in the same Round. Add 1 Extra Dice to the Damage Pool for every consecutive time you use it. Up to 8 dice may be added this way. Reset the effect if the user performs another move, evasion, or clash. * ☐ **Ancient Power** - //Rock 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 Increase the User’s Strength, Dexterity, Special, Defense, and Sp. Defense. * ☐ **Pluck** - //Flying Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** If the Target is holding a Berry, the User eats it and gains its effects. * ☐ **Avalanche** - //Ice Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Low Priority 4. If the user received damage from the target this Round, Add 2 Extra Dice to the Damage Pool. * ☐ **Freeze Dry** - //Ice Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Water type Pokemon are dealt 2 Extra Damage. * ☐ **Slam** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** -2 Accuracy. * ☐ **Discharge** - //Electric Type// Special Move learned at //Amateur//. 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. * ☐ **Bolt Beak** - //Electric Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** If the Target hasn’t had a Turn this Round, add 2 Extra Dice to the Damage pool. * ☐ **Icicle Crash** - //Ice 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. * ☐ **Blizzard** - //Ice Type// Special Move learned at //Ace//. Targets //All Foes//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+5//. **Effect:** Roll 1 Chance Dice to Freeze those affected. If performed under Hail Weather Ignore this moves Reduced Accuracy and the Move can’t be evaded. If performed under Sunny Weather Accuracy becomes -3 instead. -2 Accuracy. * ☐ **Hail** - //Ice Type// Support Move learned at //Pro//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** Hail Weather is activated for the next 4 Rounds. * ☐ **Wild Charge** - //Electric Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Recoil. * ☐ **Stomping Tantrum** - //Ground Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Add 2 Extra Dice to the Damage Pool of this move is the User failed the Accuracy Roll of the last Move it performed.