#PokeroleSRD/Statblock

Lucario

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

  • Steadfast The first time this Pokemon is affected by Flinch, Increase 1 Point to its Dexterity Attribute.
  • Inner Focus This Pokemon does not Flinch and cannot be Intimidated. (Intimidate Ability does not have any effect against this Pokemon.)
  • 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
6 2 2 3 3
Str Dex Vit Spec Ins
3/6 2/5 2/5 3/6 2/5
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Laser Focus - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Insight+Alert. Effect: The next time the user lands a hit it will be treated as if it were a Critical Hit.
  • Quick Attack - Normal Type Physical Move learned at Starter. 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.
  • 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.
  • Metal Claw - Steel Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 1 Chance Dice to Increase the user’s Strength. -1 Accuracy.
  • Detect - Fighting Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Insight+Alert. Effect: Priority. Shield Move. Reduce 3 Damage this pokemon would receive from a Damaging Move. Negate effects of Support Moves that target the user. Reduce to zero the set damage from a move the user would take.
  • Feint - Normal Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Priority 2. This Move ignores any Shielding Move.
  • Counter - Fighting Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Insight+Brawl with a damage pool of +2. Effect: This Move can only deal damage if the Foe has dealt Physical Damage to the User this Round. Roll the same Damage Pool as your Foe plus 2 Extra Dice. Ignore the foe’s Defenses.
  • Swords Dance - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Dexterity+Perform. Effect: Increase the User’s Strength by 2.
  • Power-Up Punch - Fighting Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Fist Based. Increase User’s Strength.
  • Bone Rush - Ground Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Successive Actions. -1 Accuracy.
  • Metal Sound - Steel Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Tough+Perform. Effect: Sound Based. Reduce the foe’s Special Defense by 2.
  • Me First - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl. Effect: Priority 1. The User copies and uses the Move the target was intending to use. It must be a damaging Move.
  • Quick Guard - Fighting Type Support Move learned at Amateur. 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 Amateur. Targets User. It’s Accuracy dice are Strength+Athletic. Effect: Increase the User’s Strength and Special.
  • Aura Sphere - Fighting Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Never Fail.
  • Calm Mind - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Channel. Effect: Increase the User’s Special and Sp. Defense.
  • Heal Pulse - Psychic Type Support Move learned at Ace. Targets One Ally. It’s Accuracy dice are Will+Channel. Effect: Basic Heal. If successful spend 1 Will to activate.
  • Close Combat - Fighting Type Physical Move learned at Ace. 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.
  • Dragon Pulse - Dragon Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
  • Extreme Speed - Normal Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Priority 2. Triple the Pokemon’s movement speed.
  • Iron Defense - Steel Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Vitality+Channel. Effect: Increase the User’s Defense by 2.
  • Vacuum Wave - Fighting Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Priority 1.