#PokeroleSRD/Statblock ====== Tapu Fini ====== A **Water/Fairy** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Misty Surge** When this Pokemon comes out, it automatically starts the effects of the Move Misty 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 |5 |6 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |5/5 |5/5 |6/6 |6/6 |7/7 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Misty Terrain** - //Fairy Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Creatures standing on the battlefield won’t be affected by Status Ailments. Dragon Type attacks won’t add their Power to the Damage Pool. Lasts 4 Rounds. * ☐ **Moonblast** - //Fairy Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+3//. **Effect:** Roll 3 Chance Dice to Reduce foe’s Special. * ☐ **Heal Pulse** - //Psychic Type// Support Move learned at //Master//. Targets //One Ally//. It’s Accuracy dice are //Will+Channel//. **Effect:** Basic Heal. If successful spend 1 Will to activate. * ☐ **Mean Look** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Blocks. * ☐ **Haze** - //Ice Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** Remove all Increased or Reduced Attributes and Traits on everyone on the Battlefield. * ☐ **Mist** - //Ice Type// Support Move learned at //Master//. Targets //User and Allies//. It’s Accuracy dice are //Special+Nature//. **Effect:** For the next 4 Rounds, the User and Allies cannot have their Attributes or Traits reduced. * ☐ **Withdraw** - //Water Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Vitality+Brawl//. **Effect:** Increase User’s Defense. * ☐ **Water Gun** - //Water Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. * ☐ **Water Pulse** - //Water Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 3 Chance Dice to Confuse the foe. * ☐ **Whirlpool** - //Water Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Block. Deal 2 dice of damage at the end of each Round. Lasts 4 Rounds. -2 Accuracy. * ☐ **Soak** - //Water Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Change the target’s Type to Water. * ☐ **Refresh** - //Normal Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Will+Channel//. **Effect:** The User cure itself from Poison, Burn, or Paralysis. * ☐ **Brine** - //Water 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 foe is at half HP or less, add 3 Extra Dice to the Damage Pool. * ☐ **Defog** - //Flying Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Remove all Barriers (ie. Light Screen, Reflect), Entry Hazards (Toxic Spikes, Stealth Rock, etc.), and Terrains (Misty Terrain, Electric Terrain, etc.) from 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. * ☐ **Muddy Water** - //Water Type// Special Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** All Foes in Range. Roll 3 Chance Dice to Reduce the Accuracy of those affected. -2 Accuracy. * ☐ **Aqua Ring** - //Water Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Special+Nature//. **Effect:** If successful spent 1 Will point to activate. At the end of each Round, recover 1 HP. Lasts 4 Rounds. * ☐ **Hydro Pump** - //Water Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+5//. **Effect:** -1 Accuracy. * ☐ **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. * ☐ **Icy Wind** - //Ice Type// Special Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Reduce Dexterity of those affected. * ☐ **Wonder Room** - //Psychic Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** Defense and Sp. Defense will be calculated with Insight instead of Vitality. Lasts 4 Rounds. * ☐ **Knock Off** - //Dark Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** The target Pokemon loses its held item.