#PokeroleSRD/Statblock ====== Moltres (Galarian Form) ====== A **Dark/Flying** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Berserk** When this Pokemon’s HP is half or less, Increase its Special Attribute by 1. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |9 |5 |5 |5 |6 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |5/5 |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//. * ☐ **Leer** - //Normal Type// Support Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Reduce the Defense of those affected. * ☐ **Payback** - //Dark Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Add 2 Extra Dice to the Damage Pool if the target already damaged you this Round. * ☐ **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. * ☐ **Wing Attack** - //Flying Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. * ☐ **Agility** - //Psychic Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Dexterity+Athletic//. **Effect:** Increase the User’s Dexterity by 2. * ☐ **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. * ☐ **Sucker Punch** - //Dark Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Priority 1. This move can only be used after the Target rolls a damaging move. * ☐ **Air Slash** - //Flying 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 Flinch the foe. * ☐ **After You** - //Normal Type// Support Move learned at //Master//. Targets //One Ally//. It’s Accuracy dice are //Cool+Etiquette//. **Effect:** The Target will go first in the order of Initiative. Lasts for the rest of this Battle. * ☐ **After You** - //Normal Type// Support Move learned at //Master//. Targets //One Ally//. It’s Accuracy dice are //Cool+Etiquette//. **Effect:** The Target will go first in the order of Initiative. Lasts for the rest of this Battle. * ☐ **Nasty Plot** - //Dark Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Clever+Alert//. **Effect:** Increase the user’s Special by 2. * ☐ **Hurricane** - //Flying 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 Confuse the Foe. If Rain Weather in effect ignore this moves reduced accuracy. -2 Accuracy. * ☐ **Endure** - //Normal Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Will+Channel//. **Effect:** Priority 5. Shield Move. For the rest of the Round damaging moves can not reduce the user’s HP to less then 1. Status Ailments, Weather Conditions, Recoil, Self inflicted damage can still deal damage. * ☐ **Memento** - //Dark Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Will+Channel//. **Effect:** The user faints. Reduce foe’s Strength. Dexterity. Special. Defense and Sp. Defense by 2. Lasts for a whole scene. * ☐ **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. * ☐ **Dark Pulse** - //Dark Type// Special Move learned at //Master//. Targets //Random Foe//. It’s Accuracy dice are //Insight+Channel// with a damage pool of //Special+3//. **Effect:** Targets random foe. Roll 2 Chance Dice to Flinch the foe. * ☐ **Hyper Voice** - //Normal Type// Special Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Sound Based. * ☐ **Hex** - //Ghost Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** If the Target is affected by a Status Ailment add 2 Extra Dice to the Damage Pool.