#PokeroleSRD/Statblock ====== Lunatone ====== A **Rock/Psychic** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Levitate** Ground-Type moves and effects on the ground won’t affect this Pokemon. If a Pokemon uses a move that binds it to the ground the effects are lost until it is free again. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |6 |2 |2 |2 |3 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/4 |2/5 |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 ===== * ☐ **Harden** - //Normal Type// Support Move learned at //Starter//. Targets //User//. It’s Accuracy dice are //Vitality+Nature//. **Effect:** Increase the User’s Defense. * ☐ **Tackle** - //Normal Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. * ☐ **Moonblast** - //Fairy Type// Special Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+3//. **Effect:** Roll 3 Chance Dice to Reduce foe’s Special. * ☐ **Confusion** - //Psychic Type// Special Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 1 Chance Dice to Confuse the foe. * ☐ **Hypnosis** - //Psychic Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Insight+Allure//. **Effect:** Put the target to sleep. Dark-Type Pokemon are affected by this move. -4 Accuracy. * ☐ **Rock Throw** - //Rock Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Strength+2//. **Effect:** Ranged. -1 Accuracy. * ☐ **Power Gem** - //Rock Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. * ☐ **Rock Polish** - //Rock Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Dexterity+Channel//. **Effect:** Increase User’s Dexterity by 2. * ☐ **Psyshock** - //Psychic Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** This Move is resisted with the Foe’s Defense instead of its Sp. Defense * ☐ **Embargo** - //Dark Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** The target cannot use its held item nor can its trainer use items on it. * ☐ **Psywave** - //Psychic Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel// with a damage pool of //+0//. **Effect:** Roll Damage Dice according to the User’s Rank. 1 Dice at Starter Rank. 2 Dice at Beginner Rank. 3 dice at Amateur Rank. 4 Dice at Ace Rank. 5 Dice at Professional Rank. Ignores Defense. * ☐ **Cosmic Power** - //Psychic Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Special+Channel//. **Effect:** Increase the User’s Defense and Sp. Defense. * ☐ **Rock Slide** - //Rock Type// Physical Move learned at //Amateur//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Ranged. Roll 3 Chance Dice to Flinch those affected. -1 Accuracy. * ☐ **Heal Block** - //Psychic Type// Support Move learned at //Amateur//. Targets //Area//. It’s Accuracy dice are //Special+Channel//. **Effect:** No one can regain any lost HP. Lasts 4 Rounds. * ☐ **Psychic** - //Psychic Type// Special Move learned at //Amateur//. 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. * ☐ **Stone Edge** - //Rock Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Strength+Channel// with a damage pool of //Strength+4//. **Effect:** Ranged. High Critical. Lethal. -2 Accuracy. * ☐ **Explosion** - //Normal Type// Physical Move learned at //Ace//. Targets //Area//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+10//. **Effect:** After the damage is dealt the User faints. Lethal. * ☐ **Future Sight** - //Psychic Type// Special Move learned at //Ace//. 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. * ☐ **Magic Room** - //Psychic Type// Support Move learned at //Ace//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** No one can use their Held Item nor any other Item. Lasts 4 Rounds. * ☐ **Trick Room** - //Psychic Type// Support Move learned at //Pro//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** Invert the order of Initiative. Lasts 4 Rounds. * ☐ **Magic Coat** - //Psychic Type// Support Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Priority 4. Redirect the effects of a Support Move that would affect the user or its side of the battlefield towards the foe’s (ie. The foe used Stealth Rock, with Magic Coat it will now affect the foe’s side instead of yours). * ☐ **Skill Swap** - //Psychic Type// Support Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Clever+Perform//. **Effect:** Switch Abilities with the foe. The abilities Flower Gift. Illusion. Imposter. Stance Change. Wonder Guard. Plot Device and others cannot be switched.