#PokeroleSRD/Statblock

Tapu Fini

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

  • Misty Surge When this Pokemon comes out, it automatically starts the effects of the Move Misty Terrain. (In case of stalemate the Pokemon with higher Will might keep the dominant Terrain)
  • Telepathy This Pokemon won’t receive damage from moves performed by its allies.

Stats

HP (4)InitEvade Phys ClashSpec Clash
10 5 5 5 6
Str Dex Vit Spec Ins
5/5 5/5 6/6 6/6 7/7
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Misty Terrain - Fairy Type Support Move learned at Master. 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.
  • Moonblast - Fairy Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+3. Effect: Roll 3 Chance Dice to Reduce foe’s Special.
  • Heal Pulse - Psychic Type Support Move learned at Master. Targets One Ally. It’s Accuracy dice are Will+Channel. Effect: Basic Heal. If successful spend 1 Will to activate.
  • Mean Look - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Blocks.
  • Haze - Ice Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Remove all Increased or Reduced Attributes and Traits on everyone on the Battlefield.
  • Mist - Ice Type Support Move learned at Master. Targets User and Allies. It’s Accuracy dice are Special+Nature. Effect: For the next 4 Rounds, the User and Allies cannot have their Attributes or Traits reduced.
  • Withdraw - Water Type Support Move learned at Master. Targets User. It’s Accuracy dice are Vitality+Brawl. Effect: Increase User’s Defense.
  • Water Gun - Water Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2.
  • Water Pulse - Water Type Special Move learned at Master. 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.
  • Whirlpool - Water Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Block. Deal 2 dice of damage at the end of each Round. Lasts 4 Rounds. -2 Accuracy.
  • Soak - Water Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Change the target’s Type to Water.
  • Refresh - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Will+Channel. Effect: The User cure itself from Poison, Burn, or Paralysis.
  • Brine - Water Type Special Move learned at Master. 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.
  • Defog - Flying Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: Remove all Barriers (ie. Light Screen, Reflect), Entry Hazards (Toxic Spikes, Stealth Rock, etc.), and Terrains (Misty Terrain, Electric Terrain, etc.) from the battlefield.
  • Nature’s Madness - Fairy Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Insight+Nature with a damage pool of +0. Effect: Damage Roll is Half of the Foe’s remaining HP (up to 10) Rounded down. If the remaining HP of the foe is 1, this move fails. Ignore the foe’s Defenses. -1 Accuracy.
  • Muddy Water - Water Type Special Move learned at Master. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: All Foes in Range. Roll 3 Chance Dice to Reduce the Accuracy of those affected. -2 Accuracy.
  • Aqua Ring - Water Type Support Move learned at Master. Targets User. It’s Accuracy dice are Special+Nature. Effect: If successful spent 1 Will point to activate. At the end of each Round, recover 1 HP. Lasts 4 Rounds.
  • Hydro Pump - Water Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: -1 Accuracy.
  • Iron Defense - Steel Type Support Move learned at Master. Targets User. It’s Accuracy dice are Vitality+Channel. Effect: Increase the User’s Defense by 2.
  • Icy Wind - Ice Type Special Move learned at Master. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Reduce Dexterity of those affected.
  • Wonder Room - Psychic Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Defense and Sp. Defense will be calculated with Insight instead of Vitality. Lasts 4 Rounds.
  • 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.