#PokeroleSRD/Statblock ====== Tsareena ====== A **Grass** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Leaf Guard** If Sunny weather is in effect, this Pokemon can’t have any Status Conditions inflicted. Previously inflicted conditions remain. * **Queenly Majesty** Foes cannot use Priotity Moves against this Pokemon. * **Sweet Veil** The Pokemon and its allies are immune to the Sleep status. Increase random encounters with Wild Pokemon. ===== Stats ===== ^**HP (5)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |8 |2 |2 |3 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |3/7 |2/5 |3/6 |2/4 |3/6 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Splash** - //Normal Type// Support Move learned at //Starter//. Targets //User//. It’s Accuracy dice are //Dexterity+Brawl//. * ☐ **Swagger** - //Normal Type// Support Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Increase the foe’s Strength by 2. Inflicts Confusion. * ☐ **Rapid Spin** - //Normal Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Remove Entry Hazards (Spikes, Stealth Rock, etc.) and Leech Seed from the user’s side of the field. Increase user’s Dexterity. * ☐ **Razor Leaf** - //Grass Type// Physical Move learned at //Beginner//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Ranged. High Critical. * ☐ **Sweet Scent** - //Normal Type// Support Move learned at //Beginner//. Targets //All Foes//. It’s Accuracy dice are //Special+Nature//. **Effect:** Those affected cannot evade moves performed by the user. Attracts wild Pokemon if used outside of battle. * ☐ **Double Slap** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Successive Actions. -2 Accuracy. * ☐ **Trop Kick** - //Grass Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Reduce Foe’s Strength. * ☐ **Magical Leaf** - //Grass Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Never Fail. * ☐ **Teeter Dance** - //Normal Type// Support Move learned at //Amateur//. Targets //Area//. It’s Accuracy dice are //Dexterity+Perform//. **Effect:** Inflicts Confusion. * ☐ **Stomp** - //Normal 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. * ☐ **Aromatic Mist** - //Fairy Type// Support Move learned at //Amateur//. Targets //One Ally//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Increase one Ally’s Defense and Sp. Defense. * ☐ **Captivate** - //Normal Type// Support Move learned at //Amateur//. Targets //All Foes//. It’s Accuracy dice are //Beauty+Allure//. **Effect:** If the affected targets are from the opposite gender, Reduce their Special by 2. * ☐ **Aromatherapy** - //Grass Type// Support Move learned at //Ace//. Targets //User and Allies//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Cure User and Allies from Burn, Freeze, Paralysis, Poison, or Sleep. * ☐ **Leaf Storm** - //Grass Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+6//. **Effect:** Reduce the User’s Special by 2. -1 Accuracy. * ☐ **High Jump Kick** - //Fighting Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+5//. **Effect:** If Accuracy Roll is unsuccessful, deal 5 Dice of Damage to the User. -1 Accuracy. * ☐ **Acrobatics** - //Flying Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+4//. **Effect:** If the User has a Held Item, remove 2 Dice from the Damage Roll. * ☐ **Low Sweep** - //Fighting Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Reduce Foe’s Dexterity by 2. * ☐ **Synthesis** - //Grass Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Special+Nature//. **Effect:** Basic Heal. If Successful spend 1 Will point to activate. If performed under Sunny weather this Move is a Complete Heal. If Rain/Sandstorm Weather is in effect this move only heals 1 HP.