#PokeroleSRD/Statblock

Groudon

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

  • Drought When this Pokemon comes out, it automatically starts the effects of Sunny Weather. The effects end when the Pokemon leaves the battle. (In case of stalemate the Pokemon with higher Will might keep the dominant weather)

Stats

HP (5)InitEvade Phys ClashSpec Clash
12 5 5 8 6
Str Dex Vit Spec Ins
8/8 5/5 7/7 6/6 5/5
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Ancient Power - Rock 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 Increase the User’s Strength, Dexterity, Special, Defense, and Sp. Defense.
  • Mud Shot - Ground Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Reduce the Foe’s Dexterity.
  • Scary Face - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce the foe’s Dexterity by 2.
  • Earth Power - Ground Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Reduce the foe’s Sp. Defense.
  • Lava Plume - Fire 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 Burn those affected.
  • Rest - Psychic Type Support Move learned at Master. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Complete Heal. If successful spend 1 Will point to activate. The User must Sleep for a whole Round (from Round Start to Round End).
  • 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.
  • Precipice Blades - Ground Type Physical Move learned at Master. Targets All Foes. It’s Accuracy dice are Strength+Channel with a damage pool of Strength+5. Effect: Lethal. Ranged. -2 Accuracy.
  • Bulk Up - Fighting Type Support Move learned at Master. Targets User. It’s Accuracy dice are Vitality+Athletic. Effect: Increase the User’s Strength and Defense.
  • Solar Beam - Grass Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Charge Move. If there is a Sunny Weather, you skip this Move’s Charge action. If performed under Rain, Sandstorm, or Hail Weather, this Move takes two actions to Charge.
  • Fissure - Ground Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of +0. Effect: Ranged. Deal damage to the Target equal to their remaining HP plus 1 lethal damage. -5 Accuracy.
  • Fire Blast - Fire 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 apply Burn 3 to the foe. -2 Accuracy.
  • 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.
  • Eruption - Fire Type Special Move learned at Master. Targets All Foes. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Lethal. Reduce 1 Dice from the Damage Pool for every missing HP the User has. Up to 5 dice may be removed this way.
  • Mud Sport - Ground Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: For the next 4 Rounds Electric Type attacks won’t add their Power to the Damage Pool.
  • 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.
  • Strength - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+3. Effect: Outside of battle, using this move allows the Pokemon to lift double the normal weight it should be able to.
  • Block - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl. Effect: Blocks.
  • Stealth Rock - Rock Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Dexterity+Stealth. Effect: Entry Hazard. Foe Pokemon that enter the battlefield lose 1 HP. This effect does not stack.
  • Rock Smash - Fighting Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 5 Chance Dice to Reduce foe’s Defense.
  • Flame Wheel - Fire 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 Burn the foe.
  • Heat Crash - Fire Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+2. Effect: Add 1 Extra Dice to the Damage Pool for every 50 kgs. of weight above the target’s weight. Up to +4 Extra Dice may be added this way.
  • 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.
  • Wide Guard - Rock Type Support Move learned at Master. Targets User and Allies. It’s Accuracy dice are Vitality+Brawl. Effect: Priority 3. Shield. Reduce 3 Damage the User and Allies would receive from a damaging move. Reduce to zero the set damage from a move the User and Allies would take.
  • Rock Climb - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 2 Chance Dice to Confuse the foe. Outside of battle it may be used to climb with ease. -2 Accuracy.