#PokeroleSRD/Statblock

Remoraid

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

  • Hustle This Pokemon gets an extra -1 Reduced Accuracy and 2 Extra Dice to the Damage pool for all its Physical Attacks.
  • Sniper If this Pokemon lands a Critical Hit, it will get 3 Bonus Dice to the Damage Pool of its attack instead of the regular 2.
  • Moody At the end of each round, reset Attributes modified by Moody, then Reduce 1 Point to a random Attribute and Increase 1 Point to another random Attribute.

Stats

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

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • 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.
  • Lock-On - Normal Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Insight+Alert. Effect: The next attack the user performs has 2 automatic unremovable successes on its Accuracy Roll.
  • Psybeam - 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.
  • Aurora Beam - Ice Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Reduce foe’s Strength.
  • 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.
  • Focus Energy - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Channel. Effect: All of the user’s damage moves now have High Critical. This effect lasts until end of scene or the user is removed from battle.
  • Water Pulse - Water Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 3 Chance Dice to Confuse the foe.
  • 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.
  • 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.
  • Bullet Seed - Grass Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Ranged. Successive Actions.
  • 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.
  • Hyper Beam - Normal Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Must Recharge. Lethal. -1 Accuracy.
  • Soak - Water Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Change the target’s Type to Water.
  • Mud Shot - Ground Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Reduce the Foe’s Dexterity.
  • Dive - Water Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Charge Move. While charging this move, the User will be out of range. Allows the Pokemon to swim into Deep Waters.
  • Supersonic - Normal Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Tough+Channel. Effect: Confuse the foe. -3 Accuracy.