#PokeroleSRD/Statblock ====== Thundurus ====== A **Electric/Flying** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Prankster** Add Pritority +1 to all Support moves of this Pokemon. * **Defiant** The first time this Pokemon has an Attribute reduced during a battle, Increase 2 Points to its Strength. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |9 |6 |6 |6 |7 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |6/6 |6/6 |5/5 |7/7 |5/5 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Uproar** - //Normal Type// Special Move learned at //Master//. Targets //Random Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** For the rest of the Round, no Pokemon can fall asleep. If a Pokemon was asleep it wakes up. Sound Based Move. * ☐ **Astonish** - //Ghost Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Roll 3 Chance Dice to Flinch the foe. * ☐ **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. * ☐ **Swagger** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Increase the foe’s Strength by 2. Inflicts Confusion. * ☐ **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. * ☐ **Revenge** - //Fighting Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** If the User has already received damage this round, add 2 Extra Dice to the Damage Pool. * ☐ **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. * ☐ **Heal Block** - //Psychic Type// Support Move learned at //Master//. Targets //Area//. It’s Accuracy dice are //Special+Channel//. **Effect:** No one can regain any lost HP. Lasts 4 Rounds. * ☐ **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. * ☐ **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. * ☐ **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. * ☐ **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. * ☐ **Nasty Plot** - //Dark Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Clever+Alert//. **Effect:** Increase the user’s Special by 2. * ☐ **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. * ☐ **Dark Pulse** - //Dark Type// Special Move learned at //Master//. Targets //Random Foe//. It’s Accuracy dice are //Insight+Channel// with a damage pool of //Special+3//. **Effect:** Targets random foe. Roll 2 Chance Dice to Flinch the foe. * ☐ **Hammer Arm** - //Fighting Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+4//. **Effect:** After dealing damage, Reduce user’s Dexterity. -1 Accuracy. * ☐ **Thrash** - //Normal Type// Physical Move learned at //Master//. Targets //Random Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Rampage. * ☐ **Ion Deluge** - //Electric Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Insight+Nature//. **Effect:** For the rest of the Scene, Normal Type Moves will deal damage as if they were Electric Type 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.