#PokeroleSRD/Statblock ====== Kyogre (Primal Form) ====== A **Water** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Primordial Sea** When this Pokemon comes out, it automatically starts the effects of Typhoon 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 (10)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |15 |5 |5 |8 |9 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |8/8 |5/5 |5/5 |9/9 |8/8 | |**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. * ☐ **Water Pulse** - //Water Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 3 Chance Dice to Confuse the foe. * ☐ **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. * ☐ **Aqua Tail** - //Water Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Roll 3 Chance Dice to Flinch the foe. -1 Accuracy. * ☐ **Ice Beam** - //Ice 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 Freeze the Foe. * ☐ **Origin Pulse** - //Water Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+4//. **Effect:** Lethal. -2 Accuracy. * ☐ **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. * ☐ **Muddy Water** - //Water Type// Special Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** All Foes in Range. Roll 3 Chance Dice to Reduce the Accuracy of those affected. -2 Accuracy. * ☐ **Sheer Cold** - //Ice Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //+0//. **Effect:** Deal damage to the Target equal to its remaining HP plus 1 Lethal Damage. -5 Accuracy. * ☐ **Hydro Pump** - //Water Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+5//. **Effect:** -1 Accuracy. * ☐ **Double-Edge** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Recoil. * ☐ **Water Spout** - //Water Type// Special Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+6//. **Effect:** Remove 1 Dice of Damage for every missing HP of the User. Up to 5 Dice may be reduced this way. * ☐ **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. * ☐ **Dive** - //Water Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Charge Move. While charging this move, the User will be out of range. Allows the Pokemon to swim into Deep Waters. * ☐ **Whirlpool** - //Water Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Block. Deal 2 dice of damage at the end of each Round. Lasts 4 Rounds. -2 Accuracy. * ☐ **Psych Up** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel//. **Effect:** Copy the Target’s Attribute and Trait Modifiers and keep them until the end of the scene. * ☐ **Mist** - //Ice Type// Support Move learned at //Master//. Targets //User and Allies//. It’s Accuracy dice are //Special+Nature//. **Effect:** For the next 4 Rounds, the User and Allies cannot have their Attributes or Traits reduced. * ☐ **Splishy Splash** - //Water Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Roll 3 Chance Dice to Paralyze the foe. If the user of this Move is at its Final Stage of Evolution, this move fails. * ☐ **Steam Eruption** - //Water Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+4//. **Effect:** Lethal. Roll 3 Chance Dice to Apply Burn 2 to those affected. -1 Accuracy. * ☐ **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. * ☐ **Telekinesis** - //Psychic Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** All attacks against the target have “Never Fail”. The target is immune to Ground Moves. Lasts 2 Rounds. * ☐ **Blizzard** - //Ice Type// Special Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+5//. **Effect:** Roll 1 Chance Dice to Freeze those affected. If performed under Hail Weather Ignore this moves Reduced Accuracy and the Move can’t be evaded. If performed under Sunny Weather Accuracy becomes -3 instead. -2 Accuracy. * ☐ **Drain Punch** - //Fighting Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Fist Based. The user restore HP equal to half the damage dealt, rounded down. * ☐ **Snatch** - //Dark Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Clever+Stealth//. **Effect:** Erase any Increase or Decrease on the foe’s Traits, and place them on the User instead.