#PokeroleSRD/Statblock ====== Ho-oh ====== A **Fire/Flying** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Pressure** While this Pokemon is out, reduce the total Will Points of all foes by half, rounded down. * **Regenerator** This Pokemon may Heal up to 4 Damage or up to 2 Lethal Damage on its own every day. The Pokemon must be out of combat to benefit from this effect. ===== Stats ===== ^**HP (5)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |10 |5 |5 |7 |6 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |7/7 |5/5 |5/5 |6/6 |7/7 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Gust** - //Flying Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. * ☐ **Brave Bird** - //Flying Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Recoil. * ☐ **Extrasensory** - //Psychic 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 Flinch the foe. * ☐ **Sunny Day** - //Fire Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** Sunny Weather is activated for the next 4 Rounds. * ☐ **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. * ☐ **Sacred Fire** - //Fire Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Strength+4//. **Effect:** Lethal. Roll 5 Chance Dice to Apply Burn 3 to the Foe. * ☐ **Punishment** - //Dark Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Add up to 7 Dice to the Damage Pool for every Increased Attribute the foe has. (ie. Foe has 1 Increased dice in Dexterity & Strength that equals +2 Dice on the Damage Pool of this attack). * ☐ **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. * ☐ **Safeguard** - //Normal Type// Support Move learned at //Master//. 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. * ☐ **Recover** - //Normal Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Special+Nature//. **Effect:** Basic Heal. If successful, spend 1 Will point to activate. May cure Lethal Damage. * ☐ **Future Sight** - //Psychic Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel// with a damage pool of //Special+5//. **Effect:** Strikes at the end of the next Round. It bypasses any Shield Move and cover. If the target retires or switches out from battle the damage will be dealt to the next opponent or to one of its allies. * ☐ **Natural Gift** - //Normal Type// Physical Move learned at //Master//. 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. * ☐ **Calm Mind** - //Psychic Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Insight+Channel//. **Effect:** Increase the User’s Special and Sp. Defense. * ☐ **Sky Attack** - //Flying Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+6//. **Effect:** Lethal. High Critical. Charge Move. Roll 3 Chance Dice to Flinch the foe. -1 Accuracy. * ☐ **Whirlwind** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Nature//. **Effect:** Low Priority 6. In the wild the battle ends. In an official fight, the Pokemon switches out. If it’s the last or only Pokemon the move fails. Switcher Move. * ☐ **Weather Ball** - //Normal Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Nature// with a damage pool of //Special+2//. **Effect:** If the battlefield is under a Weather, add +2 to the Damage Roll and change the Type of the Move accordingly: Sun-Fire. Rain-Water. Hail-Ice. Sandstorm-Rock. Wind-Flying. * ☐ **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. * ☐ **Flash** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Reduce 1 success from all the foe’s Accuracy rolls. * ☐ **Hidden Power** - //Normal Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //+// with a damage pool of //+0//. **Effect:** Storyteller decides power and type * ☐ **Defog** - //Flying Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Remove all Barriers (ie. Light Screen, Reflect), Entry Hazards (Toxic Spikes, Stealth Rock, etc.), and Terrains (Misty Terrain, Electric Terrain, etc.) from the battlefield. * ☐ **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. * ☐ **Fly** - //Flying 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, with the exception of the attacks Hurricane and Thunder.