#PokeroleSRD/Statblock

Staryu

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

  • Illuminate Increases the chance of random Wild Pokemon encounters. If there were enviromental challenges where there is reduced visibility, this Pokemon and it’s allies are immune to the effects.
  • Natural Cure At the end of the round, if this Pokemon has a Status Ailment, it Rolls 3 Chance Dice to heal itself.
  • Analytic If this Pokemon has a lower initiative than its target, Add 1 Dice to all of its Damage Pools.

Stats

HP (3)InitEvade Phys ClashSpec Clash
5 2 2 2 2
Str Dex Vit Spec Ins
2/4 2/5 2/4 2/5 2/4
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Tackle - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Harden - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Increase the User’s Defense.
  • Water Gun - Water Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2.
  • Rapid Spin - Normal Type Physical Move learned at Beginner. 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.
  • Recover - Normal Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Special+Nature. Effect: Basic Heal. If successful, spend 1 Will point to activate. May cure Lethal Damage.
  • Psywave - Psychic Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Channel with a damage pool of +0. Effect: Roll Damage Dice according to the User’s Rank. 1 Dice at Starter Rank. 2 Dice at Beginner Rank. 3 dice at Amateur Rank. 4 Dice at Ace Rank. 5 Dice at Professional Rank. Ignores Defense.
  • Swift - Normal Type Special Move learned at Amateur. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail.
  • 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.
  • Camouflage - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Nature. Effect: For the rest of the scene the User changes type to one that fits the terrain it is in (i.e. Usar is in a rocky cave, becoming rock type)
  • Gyro Ball - Steel Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Add 1 Extra Dice to the Damage pool for every point of Dexterity the Foe has that surpasses the user’s. Up to 5 Dice may be added this way.
  • Brine - Water 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 at half HP or less, add 3 Extra Dice to the Damage Pool.
  • Minimize - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Channel. Effect: The User can now make up to 5 Evasions per Round.
  • Reflect Type - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Channel. Effect: The Pokemon is now the same type of one of its foes. Lasts for a Scene or until this move is used again.
  • Power Gem - Rock Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
  • Confuse Ray - Ghost Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Confuse the foe.
  • 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.
  • Light Screen - Psychic Type Support Move learned at Ace. 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.
  • Cosmic Power - Psychic Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Special+Channel. Effect: Increase the User’s Defense and Sp. Defense.
  • 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.
  • Thunder Wave - Electric Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Paralyze the foe. -1 Accuracy.
  • Signal Beam - Bug Type Special Move learned at Pro. 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.
  • Twister - Dragon Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 2 Chance Dice to Flinch the foes.