#PokeroleSRD/Statblock

Regigigas

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

  • Slow Start During the first 5 Rounds of a battle, this Pokemon will always go last in the initiative order. After those 5 Rounds are over, Increase 2 points to its Strength and Dexterity Attributes, and it will always go first in the initiative order. This effect resets if the Pokemon is called out of combat.

Stats

HP (6)InitEvade Phys ClashSpec Clash
12 6 6 8 5
Str Dex Vit Spec Ins
8/8 6/6 6/6 5/5 6/6
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Heavy Slam - Steel Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Add 1 Extra Dice for every 50 kgs. of weight above the target’s weight, up to +4 Extra Dice.
  • Crush Grip - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+1. Effect: Lethal. If the foe has a Base HP higher than 3, add 1 Die to the Damage pool for every exceeding point. Up to 9 Dice may be added this way
  • Fire Punch - Fire 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. Roll 1 Chance Dice to apply Burn 2 to the foe.
  • Ice Punch - Ice 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. Roll 1 Chance Dice to Freeze the foe.
  • Thunder Punch - Electric 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. Roll 1 Chance Dice to Paralyze foe.
  • Dizzy Punch - Normal Type Physical Move learned at Master. 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.
  • Knock Off - Dark Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: The target Pokemon loses its held item.
  • Confuse Ray - Ghost Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Confuse the foe.
  • Foresight - Normal Type Support Move learned at Master. 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.
  • Revenge - Fighting Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: If the User has already received damage this round, add 2 Extra Dice to the Damage Pool.
  • Wide Guard - Rock Type Support Move learned at Master. Targets User and Allies. It’s Accuracy dice are Vitality+Brawl. Effect: Priority 3. Shield. Reduce 3 Damage the User and Allies would receive from a damaging move. Reduce to zero the set damage from a move the User and Allies would take.
  • Zen Headbutt - Psychic 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.
  • Payback - Dark Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Add 2 Extra Dice to the Damage Pool if the target already damaged you this Round.
  • Hidden Power - Normal Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are + with a damage pool of +0. Effect: Storyteller decides power and type
  • 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.
  • Giga Impact - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+6. Effect: Must Recharge. Lethal. -1 Accuracy.
  • Substitute - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Dexterity+Stealth. Effect: Deal 2 Damage to the user and put a decoy with 2 HP with the same Defenses as the user. If the decoy’s HP is depleted, it disappears and the user comes back into the fight. Decoy can only be affected by damaging moves.
  • 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.
  • Superpower - Fighting Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Lethal. Reduce User’s Strength and Defense.
  • Nature Power - Normal Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Nature with a damage pool of Special+3. Effect: The type of this move is determined by the environment. See Nature Power p.432 for more info.