#PokeroleSRD/Statblock ====== Raikou ====== A **Electric** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Pressure** While this Pokemon is out, reduce the total Will Points of all foes by half, rounded down. * **Inner Focus** This Pokemon does not Flinch and cannot be Intimidated. (Intimidate Ability does not have any effect against this Pokemon.) ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |9 |7 |7 |5 |6 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |5/5 |7/7 |5/5 |6/6 |6/6 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Bite** - //Dark 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. * ☐ **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. * ☐ **Thunder Shock** - //Electric 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 Paralyze the foe. * ☐ **Roar** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Low Priority 6. In the wild the battle ends. In an official fight, the Pokemon switches out. If its the last or only Pokemon the move fails. Switcher Move. * ☐ **Quick Attack** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Priority 1. Double the Pokemon’s movement speed. * ☐ **Spark** - //Electric 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 Paralyze the foe. * ☐ **Reflect** - //Psychic Type// Support Move learned at //Master//. Targets //User and Allies//. It’s Accuracy dice are //Special+Channel//. **Effect:** User and Allies will receive 1 less Damage from Physical Attacks. Lasts 4 Rounds. * ☐ **Crunch** - //Dark Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Lethal. Roll 1 Chance Dice to reduce foe’s Defense. * ☐ **Thunder Fang** - //Electric Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 2 Chance Dice to Flinch the foe. Roll 2 Chance Dice to Paralyze the foe. * ☐ **Discharge** - //Electric Type// Special Move learned at //Master//. Targets //Area//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Roll 3 Chance Dice to Paralyze those affected. * ☐ **Extrasensory** - //Psychic 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 Flinch the foe. * ☐ **Rain Dance** - //Water Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** Rain Weather is activated for the next 4 Rounds. * ☐ **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. * ☐ **Thunder** - //Electric 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 Paralyze foe. If performed under Sunny Weather, Accuracy becomes -3 instead. If performed under Rain Weather, Ignore this Moves Reduced Accuracy. -2 Accuracy. * ☐ **Double Team** - //Normal Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Dexterity+Evasion//. **Effect:** The User can now make up to 5 Evasions per Round. * ☐ **Substitute** - //Normal Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Dexterity+Stealth//. **Effect:** Deal 2 Damage to the user and put a decoy with 2 HP with the same Defenses as the user. If the decoy’s HP is depleted, it disappears and the user comes back into the fight. Decoy can only be affected by damaging moves. * ☐ **Volt Switch** - //Electric Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** The user switches out after dealing damage. The new Pokemon arrives ready to fight on the next Round. Switcher Move. * ☐ **Flash** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Reduce 1 success from all the foe’s Accuracy rolls. * ☐ **Mimic** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Clever+Perform//. **Effect:** Copies the last move the target used until the end of the scene. That move replaces Mimic. * ☐ **Curse** - //Ghost Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Will+Channel//. **Effect:** Roll half the user’s HP as damage dice to itself, ignoring Defenses. The target will remove 1 success from all their rolls until the Curse is lifted. * ☐ **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.