#PokeroleSRD/Statblock ====== Drampa ====== A **Normal/Dragon** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Berserk** When this Pokemon’s HP is half or less, Increase its Special Attribute by 1. * **Sap Sipper** The first time this Pokemon is hit by a Grass-type attack, Increase 1 Point to its Strength Attribute instead of dealing damage. Grass-type moves do not deal damage to this Pokemon. * **Cloud Nine** Negate the effects of Weather Conditions on this Pokemon. This does not include: Harsh Sunlight, Typhoon and Strong Winds ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |6 |1 |1 |2 |3 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/5 |1/3 |2/5 |3/7 |2/5 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Play Nice** - //Normal Type// Support Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Cute+Allure//. **Effect:** Reduce the foe’s Strength. * ☐ **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. * ☐ **Twister** - //Dragon Type// Special Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 2 Chance Dice to Flinch the foes. * ☐ **Protect** - //Normal Type// Support Move learned at //Beginner//. Targets //User//. It’s Accuracy dice are //Will+Channel//. **Effect:** Priority 5. Shield. Reduce 3 Damage this pokemon would receive from a damaging move. Negate effects of Support Moves that target the user. Reduce to zero the set damage from a move the user would take. * ☐ **Glare** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Paralyze the foe. -1 Accuracy. * ☐ **Light Screen** - //Psychic Type// Support Move learned at //Amateur//. Targets //User and Allies//. It’s Accuracy dice are //Special+Channel//. **Effect:** User and Allies will receive 1 less Damage from Special Attacks. Lasts 4 Rounds. * ☐ **Dragon Rage** - //Dragon Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //+0//. **Effect:** This moves always inflicts 2 damage. * ☐ **Natural Gift** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Strength+3//. **Effect:** User loses its held berry. Ranged. See Natural Gift on p.432 for more info. * ☐ **Dragon Breath** - //Dragon Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 3 Chance Dice to Paralyze the foe. * ☐ **Safeguard** - //Normal Type// Support Move learned at //Amateur//. 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. * ☐ **Extrasensory** - //Psychic Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Roll 1 Chance Dice to Flinch the foe. * ☐ **Dragon Pulse** - //Dragon Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. * ☐ **Fly** - //Flying Type// Physical Move learned at //Amateur//. 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, with the exception of the attacks Hurricane and Thunder. * ☐ **Hyper Voice** - //Normal Type// Special Move learned at //Ace//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Sound Based. * ☐ **Outrage** - //Dragon Type// Physical Move learned at //Ace//. Targets //Random Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Rampage. * ☐ **Rain Dance** - //Water Type// Support Move learned at //Pro//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** Rain Weather is activated for the next 4 Rounds. * ☐ **Play Rough** - //Fairy Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Roll 1 Chance Dice to Reduce foe’s Strength. -1 Accuracy. * ☐ **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.