#PokeroleSRD/Statblock

Keldeo (Resolute Form)

A Water/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
10 6 6 6 7
Str Dex Vit Spec Ins
6/6 6/6 6/6 7/7 5/5
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Aqua Jet - Water 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.
  • 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.
  • Bubble Beam - Water 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 Dexterity.
  • 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.
  • Aqua Tail - Water 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. -1 Accuracy.
  • 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.
  • Hydro Pump - Water Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: -1 Accuracy.
  • 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.
  • Surf - Water Type Special Move learned at Master. Targets Area. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
  • Waterfall - Water 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.
  • Follow Me - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Cool+Perform. Effect: Foes will target the user this Round. Priority 5.
  • Noble Roar - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce the foe’s Strength and Special.