#PokeroleSRD/Statblock ====== Tapu Koko ====== A **Electric/Fairy** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Electric Surge** When this Pokemon comes out, it automatically starts the effects of the Move Electric 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**^ |9 |7 |7 |6 |6 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |6/6 |7/7 |5/5 |6/6 |5/5 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Electric Terrain** - //Electric Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Insight+Nature//. **Effect:** For the Next 4 Rounds all Electric Attacks will deal 1 Extra Dice of Damage. Anyone on the ground will be cured from “Sleep” Status. * ☐ **Brave Bird** - //Flying Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Recoil. * ☐ **Power Swap** - //Psychic Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Switch your Strength and Special with your foe. * ☐ **Mean Look** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Blocks. * ☐ **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. * ☐ **False Swipe** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** The foe can’t go below 1 HP when hit by this Move. * ☐ **Withdraw** - //Water Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Vitality+Brawl//. **Effect:** Increase User’s Defense. * ☐ **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. * ☐ **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. * ☐ **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. * ☐ **Screech** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Tough+Perform//. **Effect:** Reduce the foe’s Defense by 2. Sound Based. * ☐ **Charge** - //Electric Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Add 2 Dice to the Damage Pool to the next Electric Damaging move the user performs. * ☐ **Wild Charge** - //Electric Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Recoil. * ☐ **Mirror Move** - //Flying Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Will+Channel//. **Effect:** Copies the last Damaging Move the foe has performed. * ☐ **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. * ☐ **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. * ☐ **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. * ☐ **Electro Ball** - //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 adds 1 Dice to the Damage Pool for every Dexterity point the User has that surpasses the foe’s. Up to 4 Dice may be added. * ☐ **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. * ☐ **Sky Attack** - //Flying Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+6//. **Effect:** Lethal. High Critical. Charge Move. Roll 3 Chance Dice to Flinch the foe. -1 Accuracy. * ☐ **Telekinesis** - //Psychic Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** All attacks against the target have “Never Fail”. The target is immune to Ground Moves. Lasts 2 Rounds. * ☐ **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.