#PokeroleSRD/Statblock

Lopunny

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

  • Cute Charm If a foe hits this Pokemon with a Non-Ranged Physical Attack, roll 3 Chance Dice to make the foe fall in Love
  • Klutz Held items won’t have any effect on this Pokemon.
  • Limber This Pokemon is not affected by the Paralysis Status.

Stats

HP (4)InitEvade Phys ClashSpec Clash
6 3 3 2 2
Str Dex Vit Spec Ins
2/5 3/6 2/5 2/4 3/6
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Defense Curl - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Vitality+Brawl. Effect: Increase the User’s Defense.
  • Splash - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Dexterity+Brawl.
  • Pound - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Foresight - Normal Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Insight+Alert. Effect: The Foe cannot evade moves performed by the user. User’s Normal and Fighting Moves can affect Ghost Types and Ghost Moves can affect Normal Types.
  • Endure - Normal Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Will+Channel. Effect: Priority 5. Shield Move. For the rest of the Round damaging moves can not reduce the user’s HP to less then 1. Status Ailments, Weather Conditions, Recoil, Self inflicted damage can still deal damage.
  • Return - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+0. Effect: Add 1 Dice to the Damage Roll for every point of Happiness on the User.
  • Bounce - Flying Type Physical Move learned at Amateur. 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. Roll 3 Chance Dice to Paralyze the foe.
  • Rototiller - Ground Type Support Move learned at Amateur. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Increase the Strength and Special of all Grass Type Pokemon in the battlefield.
  • Mirror Coat - Psychic Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of +0. Effect: The move only works if the foe just used a Special Attack. Roll the same Damage Pool as your foe’s last attack and add 2 Extra Damage Dice. Ignore the foe’s Defenses.
  • Magic Coat - Psychic Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Priority 4. Redirect the effects of a Support Move that would affect the user or its side of the battlefield towards the foe’s (ie. The foe used Stealth Rock, with Magic Coat it will now affect the foe’s side instead of yours).
  • Quick Attack - Normal Type Physical Move learned at Amateur. 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.
  • Jump Kick - Fighting Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+4. Effect: If Accuracy Roll is unsuccessful, deal 4 Dice of Damage to the User.
  • Baton Pass - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Channel. Effect: Switcher Move. User switches out with another Pokemon. Any Attribute increase on the user is passed on the next Pokemon. The user can’t increase its Attributes again until the end of the scene.
  • Agility - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Dexterity+Athletic. Effect: Increase the User’s Dexterity by 2.
  • Dizzy Punch - Normal Type Physical Move learned at Amateur. 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. Fist Based.
  • After You - Normal Type Support Move learned at Amateur. Targets One Ally. It’s Accuracy dice are Cool+Etiquette. Effect: The Target will go first in the order of Initiative. Lasts for the rest of this Battle.
  • Charm - Fairy Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Cute+Allure. Effect: Reduce foe’s Strength by 2.
  • Entrainment - Normal Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Cool+Perform. Effect: The target’s Ability is replaced by the User’s own Ability. (ie. Luvdiscs’s Swift Swim Ability will replace Geodude’s Sturdy Ability).
  • Healing Wish - Psychic Type Support Move learned at Ace. Targets One Ally. It’s Accuracy dice are Will+Channel. Effect: The User faints. One Ally is completely healed from all damage and status ailments.
  • High Jump Kick - Fighting Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+5. Effect: If Accuracy Roll is unsuccessful, deal 5 Dice of Damage to the User. -1 Accuracy.
  • Cosmic Power - Psychic Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Special+Channel. Effect: Increase the User’s Defense and Sp. Defense.
  • Teeter Dance - Normal Type Support Move learned at Pro. Targets Area. It’s Accuracy dice are Dexterity+Perform. Effect: Inflicts Confusion.
  • Fake Out - Normal Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Priority 1. Flinch the foe. This move will only work the First Round the Pokemon is out in battle. From the second round on, it will fail automatically.