#PokeroleSRD/Statblock

Bergmite

A Ice Pokemon with a Nature nature at Rank rank. It’s Abilities are:

  • Own Tempo This Pokemon is not affected by the Confused Status.
  • Ice Body If Hail Weather is in effect you may restore 1 HP to this Pokemon at the end of the round. This Pokemon is immune to damage from Hail weather.
  • Sturdy The first time this Pokemon would faint due to a Damaging move, it will remain at 1 HP instead. Status Conditions and Self inflicted damage will still cause it to faint. The Pokemon must rest for an hour before benefiting from Sturdy again.

Stats

HP (3)InitEvade Phys ClashSpec Clash
5 1 1 2 1
Str Dex Vit Spec Ins
2/4 1/3 2/5 1/3 1/3
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Tackle - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Powder Snow - Ice Type Special Move learned at Starter. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Freeze those affected.
  • Harden - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Increase the User’s Defense.
  • Bite - Dark Type Physical Move learned at Beginner. 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.
  • Icy Wind - Ice Type Special Move learned at Beginner. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Reduce Dexterity of those affected.
  • Take Down - Normal Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil. -2 Accuracy.
  • Sharpen - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Dexterity+Athletic. Effect: Increase the User’s Strength.
  • Curse - Ghost Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Will+Channel. Effect: Roll half the user’s HP as damage dice to itself, ignoring Defenses. The target will remove 1 success from all their rolls until the Curse is lifted.
  • Ice Fang - Ice Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 2 Chance Dice to Flinch the foe. Roll 2 Chance Dice to Freeze the foe. -1 Accuracy.
  • Ice Ball - Ice 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. Add 1 Extra Dice to the Damage Roll of the last Ice Ball hit the user performes. If the Pokemon used Defense Curl this Round, add 1 Extra Dice to the Damage Roll of every hit. -1 Accuracy.
  • Rapid Spin - Normal Type Physical Move learned at Amateur. 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.
  • Avalanche - Ice Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Low Priority 4. If the user received damage from the target this Round, Add 2 Extra Dice to the Damage Pool.
  • Blizzard - Ice Type Special Move learned at Ace. Targets All Foes. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Roll 1 Chance Dice to Freeze those affected. If performed under Hail Weather Ignore this moves Reduced Accuracy and the Move can’t be evaded. If performed under Sunny Weather Accuracy becomes -3 instead. -2 Accuracy.
  • Recover - Normal Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Special+Nature. Effect: Basic Heal. If successful, spend 1 Will point to activate. May cure Lethal Damage.
  • Double-Edge - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Recoil.
  • Water Pulse - Water Type Special Move learned at Pro. 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.
  • Mirror Coat - Psychic Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of +0. Effect: The move only works if the foe just used a Special Attack. Roll the same Damage Pool as your foe’s last attack and add 2 Extra Damage Dice. Ignore the foe’s Defenses.
  • Endure - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Will+Channel. Effect: Priority 5. Shield Move. For the rest of the Round damaging moves can not reduce the user’s HP to less then 1. Status Ailments, Weather Conditions, Recoil, Self inflicted damage can still deal damage.