#PokeroleSRD/Statblock ====== Heliolisk ====== A **Electric/Normal** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Dry Skin** If Sunny Weather is in effect, this Pokemon will receive 1 damage at the end of each round. Fire attacks will deal 1 additional Damage to this Pokemon. Water attacks may heal 1 HP to this Pokemon instead of dealing damage. * **Sand Veil** If Sandstorm Weather is in effect, increase 1 Point to the Evasion of this Pokemon. The Pokemon is immune to damage from Sandstorm weather. * **Solar Power** While Sunny Weather is in effect, Increase 2 Points to this Pokemon’s Special Attribute. If Sunny weather is in effect, this Pokemon will receive 1 damage at the end of the round. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |6 |3 |3 |2 |3 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/4 |3/6 |2/4 |3/6 |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 //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. * ☐ **Eerie Impulse** - //Electric Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Reduce foe’s Special by 2. * ☐ **Quick Attack** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Priority 1. Double the Pokemon’s movement speed. * ☐ **Razor Wind** - //Normal Type// Special Move learned at //Amateur//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** High Critical. Charge. * ☐ **Parabolic Charge** - //Electric Type// Special Move learned at //Amateur//. Targets //Area//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** The user restores HP equal to half the damage dealt to one target, rounded down. * ☐ **Electrify** - //Electric Type// Support Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Insight+Nature//. **Effect:** The Damage from the next attack made by the target will be Electric Type. * ☐ **Thunder** - //Electric Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+5//. **Effect:** Lethal. Roll 3 Chance Dice to Paralyze foe. If performed under Sunny Weather, Accuracy becomes -3 instead. If performed under Rain Weather, Ignore this Moves Reduced Accuracy. -2 Accuracy. * ☐ **Agility** - //Psychic Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Dexterity+Athletic//. **Effect:** Increase the User’s Dexterity by 2. * ☐ **Hyper Voice** - //Normal Type// Special Move learned at //Pro//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Sound Based. * ☐ **Fire Punch** - //Fire Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Fist Based. Roll 1 Chance Dice to apply Burn 2 to the foe.