#PokeroleSRD/Statblock ====== Groudon (Primal Form) ====== A **Ground/Fire** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Desolate Land** When this Pokemon comes out, it automatically starts the effects of Harsh Sunlight Weather. The effects end when the Pokemon leaves the battle. (In case of stalemate, The Pokemon with highest Will might keep the dominant weather) ===== Stats ===== ^**HP (7)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |15 |5 |5 |9 |8 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |9/9 |5/5 |8/8 |8/8 |5/5 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Ancient Power** - //Rock 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 Increase the User’s Strength, Dexterity, Special, Defense, and Sp. Defense. * ☐ **Mud Shot** - //Ground Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Reduce the Foe’s Dexterity. * ☐ **Scary Face** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Reduce the foe’s Dexterity by 2. * ☐ **Earth Power** - //Ground Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Roll 1 Chance Dice to Reduce the foe’s Sp. Defense. * ☐ **Lava Plume** - //Fire 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 Burn those affected. * ☐ **Rest** - //Psychic Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Vitality+Nature//. **Effect:** Complete Heal. If successful spend 1 Will point to activate. The User must Sleep for a whole Round (from Round Start to Round End). * ☐ **Earthquake** - //Ground Type// Physical Move learned at //Master//. Targets //Area//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+4//. **Effect:** Area Attack. Ranged. * ☐ **Precipice Blades** - //Ground Type// Physical Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Strength+Channel// with a damage pool of //Strength+5//. **Effect:** Lethal. Ranged. -2 Accuracy. * ☐ **Bulk Up** - //Fighting Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Vitality+Athletic//. **Effect:** Increase the User’s Strength and Defense. * ☐ **Solar Beam** - //Grass Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+5//. **Effect:** Charge Move. If there is a Sunny Weather, you skip this Move’s Charge action. If performed under Rain, Sandstorm, or Hail Weather, this Move takes two actions to Charge. * ☐ **Fissure** - //Ground Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //+0//. **Effect:** Ranged. Deal damage to the Target equal to their remaining HP plus 1 lethal damage. -5 Accuracy. * ☐ **Fire Blast** - //Fire Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+5//. **Effect:** Lethal. Roll 3 Chance Dice to apply Burn 3 to the foe. -2 Accuracy. * ☐ **Hammer Arm** - //Fighting Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+4//. **Effect:** After dealing damage, Reduce user’s Dexterity. -1 Accuracy. * ☐ **Eruption** - //Fire Type// Special Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+6//. **Effect:** Lethal. Reduce 1 Dice from the Damage Pool for every missing HP the User has. Up to 5 dice may be removed this way. * ☐ **Mud Sport** - //Ground Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** For the next 4 Rounds Electric Type attacks won’t add their Power to the Damage Pool. * ☐ **Dig** - //Ground Type// Physical Move learned at //Master//. 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. Can be hit by Earthquake, Magnitude, or a similar move. * ☐ **Strength** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+3//. **Effect:** Outside of battle, using this move allows the Pokemon to lift double the normal weight it should be able to. * ☐ **Block** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl//. **Effect:** Blocks. * ☐ **Stealth Rock** - //Rock Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Dexterity+Stealth//. **Effect:** Entry Hazard. Foe Pokemon that enter the battlefield lose 1 HP. This effect does not stack. * ☐ **Rock Smash** - //Fighting Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 5 Chance Dice to Reduce foe’s Defense. * ☐ **Flame Wheel** - //Fire Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 1 Chance Dice to Burn the foe. * ☐ **Heat Crash** - //Fire Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+2//. **Effect:** Add 1 Extra Dice to the Damage Pool for every 50 kgs. of weight above the target’s weight. Up to +4 Extra Dice may be added this way. * ☐ **Sandstorm** - //Rock Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** Sandstorm Weather is activated for the next 4 Rounds. * ☐ **Wide Guard** - //Rock Type// Support Move learned at //Master//. Targets //User and Allies//. It’s Accuracy dice are //Vitality+Brawl//. **Effect:** Priority 3. Shield. Reduce 3 Damage the User and Allies would receive from a damaging move. Reduce to zero the set damage from a move the User and Allies would take. * ☐ **Rock Climb** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Roll 2 Chance Dice to Confuse the foe. Outside of battle it may be used to climb with ease. -2 Accuracy.