#PokeroleSRD/Statblock ====== Lickitung ====== A **Normal** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Own Tempo** This Pokemon is not affected by the Confused Status. * **Oblivious** This Pokemon is not affected by the Love Status. It is immune to the effects of moves that affect its feelings such as Taunt, Charm, Captivate etc. * **Cloud Nine** Negate the effects of Weather Conditions on this Pokemon. This does not include: Harsh Sunlight, Typhoon and Strong Winds ===== Stats ===== ^**HP (3)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |5 |1 |1 |2 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/4 |1/3 |2/5 |2/4 |2/5 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Lick** - //Ghost Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Roll 3 Chance Dice to Paralyze the Foe. * ☐ **Supersonic** - //Normal Type// Support Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Tough+Channel//. **Effect:** Confuse the foe. -3 Accuracy. * ☐ **Defense Curl** - //Normal Type// Support Move learned at //Beginner//. Targets //User//. It’s Accuracy dice are //Vitality+Brawl//. **Effect:** Increase the User’s Defense. * ☐ **Knock Off** - //Dark Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** The target Pokemon loses its held item. * ☐ **Wrap** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Blocks. Roll 2 Dice of Damage against the foe at the end of each Round. Lasts 4 Rounds. -1 Accuracy. * ☐ **Stomp** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 3 Chance Dice to Flinch the foe. * ☐ **Disable** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel//. **Effect:** The Target cannot use the last move it performed. Lasts 4 Rounds. * ☐ **Slam** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** -2 Accuracy. * ☐ **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. * ☐ **Chip Away** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** This attack ignores Defense and Evasion modifiers on the foe. * ☐ **Me First** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl//. **Effect:** Priority 1. The User copies and uses the Move the target was intending to use. It must be a damaging Move. * ☐ **Refresh** - //Normal Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Will+Channel//. **Effect:** The User cure itself from Poison, Burn, or Paralysis. * ☐ **Screech** - //Normal Type// Support Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Tough+Perform//. **Effect:** Reduce the foe’s Defense by 2. Sound Based. * ☐ **Power Whip** - //Grass Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+5//. **Effect:** -2 Accuracy. * ☐ **Wring Out** - //Normal Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Remove 1 Dice from the Damage Roll for every missing HP of the Target. Up to 4 dice may be removed this way. * ☐ **Belly Drum** - //Normal Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Tough+Perform//. **Effect:** User deals Damage to itself equal to Half of its total HP rounded down. Increase User’s Strength by 3. * ☐ **Aqua Tail** - //Water Type// Physical Move learned at //Pro//. 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. * ☐ **Zen Headbutt** - //Psychic Type// Physical Move learned at //Pro//. 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.