#PokeroleSRD/Statblock ====== Tapu Bulu ====== A **Grass/Fairy** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Grassy Surge** When this Pokemon comes out, it automatically starts the effects of the Move Grassy Terrain. (In case of stalemate the Pokemon with higher Will might keep the dominant Terrain) * **Telepathy** This Pokemon won’t receive damage from moves performed by its allies. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |10 |5 |5 |7 |5 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |7/7 |5/5 |6/6 |5/5 |6/6 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Grassy Terrain** - //Grass Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** If successful, spend 1 Will point to activate. Everyone in the user’s side of the field heals 1 HP at the end of each round. Add 1 Extra Dice to the Damage Rolls of Grass Type Moves. * ☐ **Wood Hammer** - //Grass Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Recoil. * ☐ **Superpower** - //Fighting Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Lethal. Reduce User’s Strength and Defense. * ☐ **Mean Look** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Blocks. * ☐ **Disable** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel//. **Effect:** The Target cannot use the last move it performed. Lasts 4 Rounds. * ☐ **Whirlwind** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Nature//. **Effect:** Low Priority 6. In the wild the battle ends. In an official fight, the Pokemon switches out. If it’s the last or only Pokemon the move fails. Switcher Move. * ☐ **Withdraw** - //Water Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Vitality+Brawl//. **Effect:** Increase User’s Defense. * ☐ **Leafage** - //Grass Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Ranged. * ☐ **Horn Attack** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. * ☐ **Giga Drain** - //Grass Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** The user restores HP equal to half the damage dealt, rounded down. * ☐ **Scary Face** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Reduce the foe’s Dexterity by 2. * ☐ **Leech Seed** - //Grass Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Nature//. **Effect:** If successful spend 1 Will point to activate. At the end of each Round, Roll 1 Dice of Damage to the foe. User heals for 1 HP for every damage dealt this way. Grass Type Pokemon are immune to this Move. -1 Accuracy. * ☐ **Horn Leech** - //Grass Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** The User restores HP equal to half the damage dealt, rounded down. * ☐ **Rototiller** - //Ground Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** Increase the Strength and Special of all Grass Type Pokemon in the battlefield. * ☐ **Nature’s Madness** - //Fairy Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Insight+Nature// with a damage pool of //+0//. **Effect:** Damage Roll is Half of the Foe’s remaining HP (up to 10) Rounded down. If the remaining HP of the foe is 1, this move fails. Ignore the foe’s Defenses. -1 Accuracy. * ☐ **Zen Headbutt** - //Psychic Type// Physical Move learned at //Master//. 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. -1 Accuracy. * ☐ **Megahorn** - //Bug Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Lethal Damage. -2 Accuracy. * ☐ **Skull Bash** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Increase the User’s Defense. Charge. * ☐ **Iron Defense** - //Steel Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Vitality+Channel//. **Effect:** Increase the User’s Defense by 2. * ☐ **Dual Chop** - //Dragon 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. -1 Accuracy. * ☐ **Focus Punch** - //Fighting Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+6//. **Effect:** Fist Based. Charge Move. The User will flinch if it gets hit before releasing this attack. * ☐ **Worry Seed** - //Grass Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Nature//. **Effect:** Until the end of the Scene. Target’s Ability is now “Insomnia”.