#PokeroleSRD/Statblock

Mr. Rime

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

  • Tangled Feet While this Pokemon is Confused, Add an extra -2 “Reduced Accuracy” to all the foe’s Moves which target this Pokemon.
  • Screen Cleaner When this Pokemon enters the field, remove any barries (i.e.Light Screen, Reflect etc.) on both the user and the foe’s side of the field.
  • Ice Body If Hail Weather is in effect you may restore 1 HP to this Pokemon at the end of the round. This Pokemon is immune to damage from Hail weather.

Stats

HP (5)InitEvade Phys ClashSpec Clash
7 2 2 2 3
Str Dex Vit Spec Ins
2/5 2/5 2/5 3/6 3/6
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Slack Off - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Basic Heal. If successful, spend 1 Will point to activate.
  • After You - Normal Type Support Move learned at Starter. 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.
  • Block - Normal Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl. Effect: Blocks.
  • Rapid Spin - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Remove Entry Hazards (Spikes, Stealth Rock, etc.) and Leech Seed from the user’s side of the field. Increase user’s Dexterity.
  • Baton Pass - Normal Type Support Move learned at Beginner. 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.
  • Ice Shard - Ice Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Ranged. Priority 1.
  • Confusion - Psychic Type Special Move learned at Beginner. 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.
  • Ally Switch - Psychic Type Support Move learned at Beginner. Targets One Ally. It’s Accuracy dice are Special+Channel. Effect: User switches back. Choose another Pokemon to take its place. It will be ready to fight on the next Round. Switcher Move.
  • Icy Wind - Ice Type Special Move learned at Amateur. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Reduce Dexterity of those affected.
  • Double Kick - Fighting Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Double Action.
  • Copycat - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Same as the copied move+. Effect: Copies the last move the foe has performed.
  • Encore - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Cool+Allure. Effect: For the duration of this effect, the target will repeat the exact same action sequence it had this round. Target must have had an action sequence. Last 4 Rounds. Priority 3.
  • Role Play - Psychic Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Clever+Perform. Effect: Copy the target’s Ability. The abilities Flower Gift, Illusion, Imposter, Stance Change, Wonder Guard, and Plot Device cannot be copied.
  • Protect - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Will+Channel. Effect: Priority 5. Shield. 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.
  • Recycle - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: The Pokemon reuses an Item that has already been spent. (Berries etc.) An Item may not be recycled more than 5 times.
  • Mimic - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Clever+Perform. Effect: Copies the last move the target used until the end of the scene. That move replaces Mimic.
  • Light Screen - Psychic Type Support Move learned at Amateur. Targets User and Allies. It’s Accuracy dice are Special+Channel. Effect: User and Allies will receive 1 less Damage from Special Attacks. Lasts 4 Rounds.
  • Reflect - Psychic Type Support Move learned at Amateur. Targets User and Allies. It’s Accuracy dice are Special+Channel. Effect: User and Allies will receive 1 less Damage from Physical Attacks. Lasts 4 Rounds.
  • Ice Beam - Ice 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 Freeze the Foe.
  • Hypnosis - Psychic Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Allure. Effect: Put the target to sleep. Dark-Type Pokemon are affected by this move. -4 Accuracy.
  • 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.
  • Fake Tears - Dark Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Cute+Perform. Effect: Reduce the foe’s Sp. Defense by 2.
  • Freeze Dry - Ice Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Water type Pokemon are dealt 2 Extra Damage.
  • Psychic - Psychic Type Special Move learned at Ace. 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 Sp. Defense.
  • Safeguard - Normal Type Support Move learned at Ace. Targets User and Allies. It’s Accuracy dice are Special+Channel. Effect: For the next 4 Rounds, the User and its Allies are immune to Status Ailments (Burn. Poison. Sleep. Confuse. Freeze. Paralysis). Lasts 4 Rounds. Previously inflicted Status Ailments remain.
  • Dazzling Gleam - Fairy Type Special Move learned at Ace. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
  • Misty Terrain - Fairy Type Support Move learned at Ace. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: Creatures standing on the battlefield won’t be affected by Status Ailments. Dragon Type attacks won’t add their Power to the Damage Pool. Lasts 4 Rounds.
  • Teeter Dance - Normal Type Support Move learned at Ace. Targets Area. It’s Accuracy dice are Dexterity+Perform. Effect: Inflicts Confusion.