#PokeroleSRD/Statblock ====== Pheromosa ====== A **Bug/Fighting** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Beast Boost** If a foe faints because of an attack dealt by this Ultra-Beast, Increase 1 Point to its Attribute with highest limit. Up to 3 points can be increased this way. Only Ultra-Beasts might have this Ability. Beast Boost can’t be swapped or copied. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |7 |8 |8 |7 |7 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |7/7 |8/8 |3/3 |7/7 |3/3 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Quiver Dance** - //Bug Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Beauty+Perform//. **Effect:** Increases Dexterity, Special, and Sp. Defense. * ☐ **Quick Guard** - //Fighting Type// Support Move learned at //Master//. Targets //User and Allies//. It’s Accuracy dice are //Dexterity+Athletic//. **Effect:** Priority 3. Shield Move. This move will only protect against Damaging Moves with “Priority”. Reduce 3 Dice from the foe’s Damage Pool. Negate the effects of support moves that target the User and Allies. * ☐ **Low Kick** - //Fighting Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Add 1 Extra Dice to the Damage Pool for every 50 kgs. of weight on the foe. Up to +4 Extra Dice may be added this way. * ☐ **Rapid Spin** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Remove Entry Hazards (Spikes, Stealth Rock, etc.) and Leech Seed from the user’s side of the field. Increase user’s Dexterity. * ☐ **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. * ☐ **Double Kick** - //Fighting Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Double Action. * ☐ **Swift** - //Normal Type// Special Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Never Fail. * ☐ **Stomp** - //Normal Type// Physical Move learned at //Master//. 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. * ☐ **Feint** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Priority 2. This Move ignores any Shielding Move. * ☐ **Silver Wind** - //Bug 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 User’s Strength. Dexterity. Special. Defense. Sp. Defense. * ☐ **Bounce** - //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. Roll 3 Chance Dice to Paralyze the foe. * ☐ **Jump Kick** - //Fighting Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+4//. **Effect:** If Accuracy Roll is unsuccessful, deal 4 Dice of Damage to the User. * ☐ **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. * ☐ **Triple Kick** - //Fighting Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Successive Actions. Add 1 Extra Dice to Damage Pool to the last kick performed. -1 Accuracy. * ☐ **Lunge** - //Bug Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Reduce foe’s Strength. * ☐ **Bug Buzz** - //Bug Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Perform// with a damage pool of //Special+3//. **Effect:** Sound Based. Roll 1 Chance Dice to reduce foe’s Sp. Defense. * ☐ **Me First** - //Normal Type// Support Move learned at //Master//. 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. * ☐ **High Jump Kick** - //Fighting Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+5//. **Effect:** If Accuracy Roll is unsuccessful, deal 5 Dice of Damage to the User. -1 Accuracy. * ☐ **Speed Swap** - //Psychic Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Switch your Dexterity with your Foe. * ☐ **Throat Chop** - //Dark Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** The target cannot use any “Sound Based” Move for the rest of the scene. * ☐ **Shock Wave** - //Electric Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Never Fail. * ☐ **Outrage** - //Dragon Type// Physical Move learned at //Master//. Targets //Random Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Rampage.