#PokeroleSRD/Statblock

Cobalion

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

  • Justified The first time this Pokemon is hit by a Dark-Type Attack or if it has witnessed something it considers unjust, Increase 1 Point to its Strength Attribute.

Stats

HP (4)InitEvade Phys ClashSpec Clash
11 6 6 5 5
Str Dex Vit Spec Ins
5/5 6/6 7/7 5/5 5/5
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • 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.
  • Leer - Normal Type Support Move learned at Master. Targets All Foes. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce the Defense of those affected.
  • Double Kick - Fighting Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Double Action.
  • Metal Claw - Steel Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 1 Chance Dice to Increase the user’s Strength. -1 Accuracy.
  • Take Down - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil. -2 Accuracy.
  • Helping Hand - Normal Type Support Move learned at Master. Targets One Ally. It’s Accuracy dice are Dexterity+Perform. Effect: Target Pokemon gets 2 Extra Dice on its next Skill, Accuracy and Damage Rolls. Priority 5.
  • Retaliate - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: If an ally fainted during this or the last Round, add 3 Extra Dice to the Damage Pool. This effect can only be used once per Ally.
  • Iron Head - Steel Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 3 Chance Dice to Flinch the Foe.
  • Sacred Sword - Fighting Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Ignore any Increases to the foe’s Defense.
  • Swords Dance - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Dexterity+Perform. Effect: Increase the User’s Strength by 2.
  • Quick Guard - Fighting Type Support Move learned at Master. Targets User and Allies. It’s Accuracy dice are Dexterity+Athletic. Effect: Priority 3. Shield Move. This move will only protect against Damaging Moves with “Priority”. Reduce 3 Dice from the foe’s Damage Pool. Negate the effects of support moves that target the User and Allies.
  • Work Up - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Strength+Athletic. Effect: Increase the User’s Strength and Special.
  • Metal Burst - Steel Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of +0. Effect: This Move only works if the foe just used an attack. Roll the same Damage Pool as your foe’s last attack and add 2 Extra Damage Dice.
  • Close Combat - Fighting Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: After dealing damage, Reduce the User’s Defense and Sp. Defense.
  • Psych Up - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Insight+Channel. Effect: Copy the Target’s Attribute and Trait Modifiers and keep them until the end of the scene.
  • Calm Mind - Psychic Type Support Move learned at Master. Targets User. It’s Accuracy dice are Insight+Channel. Effect: Increase the User’s Special and Sp. Defense.
  • Laser Focus - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Insight+Alert. Effect: The next time the user lands a hit it will be treated as if it were a Critical Hit.