#PokeroleSRD/Statblock

Lanturn

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

  • Volt Absorb Whenever this Pokemon is hit by an Electric-Type Move, you may Heal 1 HP instead of receiving damage. Electric-type moves do not deal damage to this Pokemon.
  • Illuminate Increases the chance of random Wild Pokemon encounters. If there were enviromental challenges where there is reduced visibility, this Pokemon and it’s allies are immune to the effects.
  • Water Absorb Whenever this Pokemon is hit by a Water-Type Move, you may Heal 1 HP instead of receiving damage. Water-type moves do not deal damage to this Pokemon.

Stats

HP (6)InitEvade Phys ClashSpec Clash
8 2 2 2 2
Str Dex Vit Spec Ins
2/4 2/4 2/4 2/5 2/5
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Supersonic - Normal Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Tough+Channel. Effect: Confuse the foe. -3 Accuracy.
  • Water Gun - Water Type Special Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2.
  • Flail - Normal Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Add 1 Dice to the Damage Roll for every missing HP the user has. Up to +5 Dice may be added this way.
  • Thunder Wave - Electric Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Paralyze the foe. -1 Accuracy.
  • Confuse Ray - Ghost Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Confuse the foe.
  • Bubble - Water Type Special Move learned at Beginner. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Target all foes in range. Roll 1 Chance Dice to Reduce the Dexterity of those affected.
  • Eerie Impulse - Electric Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Reduce foe’s Special by 2.
  • Spark - Electric Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 3 Chance Dice to Paralyze the foe.
  • Take Down - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil. -2 Accuracy.
  • Stockpile - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Increase the User’s Defense and Sp. Defense.
  • Swallow - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Must have used the move “Stockpile” prior to this Move, otherwise it will fail. If successful spend 1 Will point to activate. User restores 2 Health points. Loses the effects of stockpile. The Pokemon must rest an hour before using Swallow again.
  • Spit Up - Normal Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+4. Effect: Must have used the move “Stockpile” prior to this move, otherwise it will fail. Lose all Stockpile modifiers.
  • Electro Ball - Electric Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: The user adds 1 Dice to the Damage Pool for every Dexterity point the User has that surpasses the foe’s. Up to 4 Dice may be added.
  • Bubble Beam - Water Type Special Move learned at Amateur. 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.
  • Signal Beam - Bug Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Confuse the foe.
  • Charge - Electric Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Add 2 Dice to the Damage Pool to the next Electric Damaging move the user performs.
  • Aqua Ring - Water Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Special+Nature. Effect: If successful spent 1 Will point to activate. At the end of each Round, recover 1 HP. Lasts 4 Rounds.
  • Discharge - Electric Type Special Move learned at Ace. Targets Area. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 3 Chance Dice to Paralyze those affected.
  • Ion Deluge - Electric Type Support Move learned at Ace. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: For the rest of the Scene, Normal Type Moves will deal damage as if they were Electric Type Moves.
  • Hydro Pump - Water Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: -1 Accuracy.
  • Agility - Psychic Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Dexterity+Athletic. Effect: Increase the User’s Dexterity by 2.
  • Soak - Water Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Change the target’s Type to Water.
  • Psybeam - Psychic Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Confuse the foe.