#PokeroleSRD/Statblock ====== Zygarde 10% ====== A **Dragon/Ground** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Aura Break** Invert the effects that the Abilities Dark Aura and Fairy Aura have on their users. If said Abilities would increase a Dice Pool for their user, reduce it instead. * **Power Construct** At the end of the Round, if this Pokemon has half or less of its HP, change its Form to the next one. When this Pokemon changes Form, remove Status Ailments & restore its full HP & Will. This Ability can’t be copied, switched, or changed. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |9 |6 |6 |6 |4 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |6/6 |6/6 |5/5 |4/4 |5/5 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Glare** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Paralyze the foe. -1 Accuracy. * ☐ **Bulldoze** - //Ground Type// Physical Move learned at //Master//. Targets //Area//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Reduce the Dexterity of those affected. * ☐ **Dragon Breath** - //Dragon 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 Paralyze the foe. * ☐ **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. * ☐ **Safeguard** - //Normal Type// Support Move learned at //Master//. Targets //User and Allies//. It’s Accuracy dice are //Special+Channel//. **Effect:** For the next 4 Rounds, the User and its Allies are immune to Status Ailments (Burn. Poison. Sleep. Confuse. Freeze. Paralysis). Lasts 4 Rounds. Previously inflicted Status Ailments remain. * ☐ **Dig** - //Ground Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Charge Move. While charging this move, the User will be out of range. Can be hit by Earthquake, Magnitude, or a similar move. * ☐ **Bind** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Block. Deal 2 dice of damage at the end of each Round. Lasts 4 Rounds. -2 Accuracy. * ☐ **Land’s Wrath** - //Ground Type// Physical Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Strength+Channel// with a damage pool of //Strength+3//. **Effect:** Lethal. Ranged. All Foes in Range. * ☐ **Sandstorm** - //Rock Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** Sandstorm Weather is activated for the next 4 Rounds. * ☐ **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. * ☐ **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. * ☐ **Earthquake** - //Ground Type// Physical Move learned at //Master//. Targets //Area//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+4//. **Effect:** Area Attack. Ranged. * ☐ **Camouflage** - //Normal Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Special+Nature//. **Effect:** For the rest of the scene the User changes type to one that fits the terrain it is in (i.e. Usar is in a rocky cave, becoming rock type) * ☐ **Dragon Pulse** - //Dragon Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. * ☐ **Coil** - //Poison Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Increase the User’s Strength, Defense, and Accuracy. * ☐ **Outrage** - //Dragon 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. * ☐ **Extreme Speed** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Priority 2. Triple the Pokemon’s movement speed. * ☐ **Dragon Dance** - //Dragon Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Tough+Perform//. **Effect:** Increase the User’s Strength and Dexterity. * ☐ **Thousand Waves** - //Ground Type// Physical Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Special+Brawl// with a damage pool of //Strength+3//. **Effect:** Blocks. Ranged. All Foes in Range. * ☐ **Thousand Arrows** - //Ground Type// Physical Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Strength+Channel// with a damage pool of //Strength+3//. **Effect:** Lethal. Ranged. All Foes in Range. If successful, Flying and Levitating Pokemon can be hit by Ground-Type Moves for the rest of the scene.