#PokeroleSRD/Statblock ====== Silvally ====== A **Normal** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **RKS System** Change the Pokemon’s Type to match the Disc on its Held Item slot. (i.e. Electric Disc makes this Pokemon become an Electric Type) ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |7 |3 |3 |3 |3 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |3/6 |3/6 |3/6 |3/6 |3/6 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Tackle** - //Normal Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. * ☐ **Rage** - //Normal Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** If the Pokemon receives damage after using this move. Increase the User’s Strength. This effect can stack up to 3 times. * ☐ **Pursuit** - //Dark Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** If the foe is Switching Out or escaping. Add 2 Dice to the Damage Pool and Priority 1 to this move. * ☐ **Multi-Attack** - //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 Move’s type will always match the User’s first Type. * ☐ **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. * ☐ **Imprison** - //Psychic Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Clever+Channel//. **Effect:** The foe cannot use any Moves known by the User. Lasts for a day. * ☐ **Iron Head** - //Steel Type// Physical Move learned at //Amateur//. 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. * ☐ **Poison Fang** - //Poison Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 5 Chance Dice to Badly Poison the Foe. * ☐ **Fire Fang** - //Fire Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 2 Chance to Flinch the Foe. Roll 2 Chance Dice to Burn the foe. -1 Accuracy. * ☐ **Ice Fang** - //Ice Type// Physical Move learned at //Amateur//. 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 Freeze the foe. -1 Accuracy. * ☐ **Thunder Fang** - //Electric Type// Physical Move learned at //Amateur//. 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. * ☐ **Bite** - //Dark 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. * ☐ **Aerial Ace** - //Flying Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Never Fail. * ☐ **Crush Claw** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Roll 5 Chance Dice to Reduce the target’s Defense by 2. Lethal. * ☐ **Scary Face** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Reduce the foe’s Dexterity by 2. * ☐ **X-Scissor** - //Bug Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+3//. * ☐ **Take Down** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Recoil. -2 Accuracy. * ☐ **Metal Sound** - //Steel Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Tough+Perform//. **Effect:** Sound Based. Reduce the foe’s Special Defense by 2. * ☐ **Double Hit** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Double Action. -1 Accuracy. * ☐ **Crunch** - //Dark Type// Physical Move learned at //Ace//. 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. * ☐ **Air Slash** - //Flying Type// Special Move learned at //Ace//. 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. * ☐ **Punishment** - //Dark Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Add up to 7 Dice to the Damage Pool for every Increased Attribute the foe has. (ie. Foe has 1 Increased dice in Dexterity & Strength that equals +2 Dice on the Damage Pool of this attack). * ☐ **Razor Wind** - //Normal Type// Special Move learned at //Ace//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** High Critical. Charge. * ☐ **Tri Attack** - //Normal Type// Special Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Roll 2 Chance Dice to Paralyze the foe. Roll 2 Chance Dice to Burn the foe. Roll 2 Chance Dice to Freeze the Foe. * ☐ **Double-Edge** - //Normal Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Recoil. * ☐ **Parting Shot** - //Dark Type// Support Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Reduce foe’s Strength and Special. The user switches out, the new Pokemon arrives ready to fight. Roll for its initiative. Switcher Move.