#PokeroleSRD/Statblock ====== Electrode ====== A **Electric** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Soundproof** This Pokemon is immune to the damage and effects of all Sound-based moves. * **Static** Whenever this Pokemon is hit with a Non-Ranged Physical Attack, roll 3 Chance Dice to Paralyze its foe. * **Aftermath** If this Pokemon faints due to a Non-Ranged Physical Attack , the user of that attack is dealt 2 Damage. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |6 |4 |4 |2 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/4 |4/8 |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 ===== * ☐ **Charge** - //Electric Type// Support Move learned at //Starter//. 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. * ☐ **Tackle** - //Normal Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. * ☐ **Eerie Impulse** - //Electric Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Reduce foe’s Special by 2. * ☐ **Sonic Boom** - //Normal Type// Special Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //+0//. **Effect:** This moves always inflicts 1 damage. * ☐ **Spark** - //Electric Type// Physical Move learned at //Beginner//. 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. * ☐ **Magnetic Flux** - //Electric Type// Support Move learned at //Amateur//. Targets //User and Allies//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Increase the Defense and Sp. Defense of User and all its Electric and Steel Type Allies. * ☐ **Rollout** - //Rock Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Successive Actions. Add 1 Extra Dice to the Damage Roll of the last Rollout hit the user performs. If the Pokemon used Defense Curl this Round, add 1 Extra Dice to the Damage Roll of every hit. -1 Accuracy. * ☐ **Screech** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Tough+Perform//. **Effect:** Reduce the foe’s Defense by 2. Sound Based. * ☐ **Charge Beam** - //Electric Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 5 Chance Dice to Increase the User’s Special. -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. * ☐ **Electro Ball** - //Electric Type// Special Move learned at //Amateur//. 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. * ☐ **Self Destruct** - //Normal Type// Physical Move learned at //Amateur//. Targets //Area//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+8//. **Effect:** After performing the move, the user receives damage equal to its remaining HP. * ☐ **Swift** - //Normal Type// Special Move learned at //Amateur//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Never Fail. * ☐ **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. * ☐ **Magnet Rise** - //Electric Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Insight+Nature//. **Effect:** For the Next 4 Rounds the User gains immunity against Ground Type Moves. * ☐ **Gyro Ball** - //Steel Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Add 1 Extra Dice to the Damage pool for every point of Dexterity the Foe has that surpasses the user’s. Up to 5 Dice may be added this way. * ☐ **Explosion** - //Normal Type// Physical Move learned at //Ace//. Targets //Area//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+10//. **Effect:** After the damage is dealt the User faints. Lethal. * ☐ **Mirror Coat** - //Psychic Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //+0//. **Effect:** The move only works if the foe just used a Special Attack. Roll the same Damage Pool as your foe’s last attack and add 2 Extra Damage Dice. Ignore the foe’s Defenses. * ☐ **Foul Play** - //Dark Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //+3//. **Effect:** S.T.A.B of the user and Strength of the foe apply for this move’s damage. * ☐ **Sucker Punch** - //Dark Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Priority 1. This move can only be used after the Target rolls a damaging move. * ☐ **Endure** - //Normal Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Will+Channel//. **Effect:** Priority 5. Shield Move. For the rest of the Round damaging moves can not reduce the user’s HP to less then 1. Status Ailments, Weather Conditions, Recoil, Self inflicted damage can still deal damage.