#PokeroleSRD/Statblock

Kyogre (Primal Form)

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

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

Stats

HP (10)InitEvade Phys ClashSpec Clash
15 5 5 8 9
Str Dex Vit Spec Ins
8/8 5/5 5/5 9/9 8/8
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.
  • Water Pulse - Water 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 Confuse the foe.
  • 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.
  • 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.
  • Ice Beam - Ice 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 Freeze the Foe.
  • Origin Pulse - Water Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+4. Effect: Lethal. -2 Accuracy.
  • 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.
  • Muddy Water - Water Type Special Move learned at Master. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: All Foes in Range. Roll 3 Chance Dice to Reduce the Accuracy of those affected. -2 Accuracy.
  • Sheer Cold - Ice Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of +0. Effect: Deal damage to the Target equal to its remaining HP plus 1 Lethal Damage. -5 Accuracy.
  • 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.
  • Double-Edge - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Recoil.
  • Water Spout - Water Type Special Move learned at Master. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+6. Effect: Remove 1 Dice of Damage for every missing HP of the User. Up to 5 Dice may be reduced this way.
  • 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.
  • Dive - Water Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Charge Move. While charging this move, the User will be out of range. Allows the Pokemon to swim into Deep Waters.
  • Whirlpool - Water Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Block. Deal 2 dice of damage at the end of each Round. Lasts 4 Rounds. -2 Accuracy.
  • 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.
  • Mist - Ice Type Support Move learned at Master. Targets User and Allies. It’s Accuracy dice are Special+Nature. Effect: For the next 4 Rounds, the User and Allies cannot have their Attributes or Traits reduced.
  • Splishy Splash - 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 3 Chance Dice to Paralyze the foe. If the user of this Move is at its Final Stage of Evolution, this move fails.
  • Steam Eruption - Water Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+4. Effect: Lethal. Roll 3 Chance Dice to Apply Burn 2 to those affected. -1 Accuracy.
  • Defog - Flying Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: Remove all Barriers (ie. Light Screen, Reflect), Entry Hazards (Toxic Spikes, Stealth Rock, etc.), and Terrains (Misty Terrain, Electric Terrain, etc.) from the battlefield.
  • Telekinesis - Psychic Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: All attacks against the target have “Never Fail”. The target is immune to Ground Moves. Lasts 2 Rounds.
  • Blizzard - Ice Type Special Move learned at Master. 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.
  • Drain Punch - Fighting Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Fist Based. The user restore HP equal to half the damage dealt, rounded down.
  • Snatch - Dark Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Clever+Stealth. Effect: Erase any Increase or Decrease on the foe’s Traits, and place them on the User instead.