#PokeroleSRD/Statblock

Seviper

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

  • Shed Skin At the end of the round. If this Pokemon has a Status Condition, it rolls 3 Chance Dice to heal itself.
  • Infiltrator Shield Moves, Safeguard, Substitute, Light Screen, and Reflect are ignored by this Pokemon.

Stats

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

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Wrap - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Blocks. Roll 2 Dice of Damage against the foe at the end of each Round. Lasts 4 Rounds. -1 Accuracy.
  • Swagger - Normal Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Increase the foe’s Strength by 2. Inflicts Confusion.
  • Bite - Dark Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 3 Chance Dice to Flinch the foe.
  • Lick - Ghost Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Roll 3 Chance Dice to Paralyze the Foe.
  • 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.
  • Poison Tail - Poison Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: High Critical. Roll 1 Chance Dice to Poison the Foe.
  • Screech - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Tough+Perform. Effect: Reduce the foe’s Defense by 2. Sound Based.
  • Venoshock - Poison Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: If the Foe is already poisoned, add 2 Extra Dice to the Damage Pool.
  • Glare - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Paralyze the foe. -1 Accuracy.
  • Poison Fang - Poison Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 5 Chance Dice to Badly Poison the Foe.
  • Venom Drench - Poison Type Support Move learned at Amateur. Targets All Foes. It’s Accuracy dice are Special+Channel. Effect: If an affected foe is poisoned or becomes poisoned in the same Round you used this Move then Reduce its Strength, Special, and Dexterity.
  • Night Slash - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Lethal. High Critical.
  • Gastro Acid - Poison Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Until the end of the Scene, eliminate any effect the foe’s Ability would do.
  • Belch - Poison Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: The user must eat something before using this Move. -1 Accuracy.
  • Haze - Ice Type Support Move learned at Amateur. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Remove all Increased or Reduced Attributes and Traits on everyone on the Battlefield.
  • Poison Jab - Poison Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 3 Chance Dice to Poison the Foe.
  • Crunch - Dark Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Lethal. Roll 1 Chance Dice to reduce foe’s Defense.
  • Swords Dance - Normal Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Dexterity+Perform. Effect: Increase the User’s Strength by 2.
  • Coil - Poison Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Tough+Intimidate. Effect: Increase the User’s Strength, Defense, and Accuracy.
  • Wring Out - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Remove 1 Dice from the Damage Roll for every missing HP of the Target. Up to 4 dice may be removed this way.
  • Aqua Tail - Water Type Physical Move learned at Pro. 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.
  • Giga Drain - Grass Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: The user restores HP equal to half the damage dealt, rounded down.
  • Iron Tail - Steel Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+4. Effect: Roll 3 Chance Dice to Reduce the foe’s Defense. -3 Accuracy.