#PokeroleSRD/Statblock

Typhlosion

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

  • Blaze When this Pokemon’s HP is at half or less, Pain Penalization will not reduce successes from Damage rolls of its Fire-Type Moves, and they will get 1 extra die to their Damage Pool.
  • Flash Fire The first time this Pokemon is hit by a Fire-Type move, add 1 Extra Die to the Damage Pool of Fire-type Moves this Pokemon uses until the end of the scene. Fire-type moves do not deal damage to this Pokemon.

Stats

HP (5)InitEvade Phys ClashSpec Clash
7 3 3 2 3
Str Dex Vit Spec Ins
2/5 3/6 2/5 3/6 2/5
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Leer - Normal Type Support Move learned at Starter. Targets All Foes. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce the Defense of those affected.
  • Tackle - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Smokescreen - Normal Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Reduce the foe’s Accuracy.
  • Quick Attack - Normal Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Priority 1. Double the Pokemon’s movement speed.
  • Ember - Fire 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 Burn the foe.
  • Defense Curl - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Vitality+Brawl. Effect: Increase the User’s Defense.
  • Flame Wheel - Fire Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 1 Chance Dice to Burn the foe.
  • Flame Charge - Fire Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Increase the User’s Dexterity.
  • 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.
  • Flamethrower - Fire 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 Apply Burn 2 to the foe.
  • Lava Plume - Fire Type Special Move learned at Amateur. Targets Area. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 3 Chance Dice to Burn those affected.
  • Rollout - Rock Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Successive Actions. Add 1 Extra Dice to the Damage Roll of the last Rollout hit the user performs. If the Pokemon used Defense Curl this Round, add 1 Extra Dice to the Damage Roll of every hit. -1 Accuracy.
  • 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.
  • Inferno - Fire Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+4. Effect: Lethal. Apply Burn 3 to the Foe. -3 Accuracy.
  • Double-Edge - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Recoil.
  • Eruption - Fire Type Special Move learned at Ace. Targets All Foes. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Lethal. Reduce 1 Dice from the Damage Pool for every missing HP the User has. Up to 5 dice may be removed this way.
  • Burn Up - Fire Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Will+Channel with a damage pool of Special+7. Effect: Lethal. After Damage is dealt, the user is no longer considered a Fire-Type for the rest of the day (if its only type was Fire, it is now considered Typeless). Fire-type Moves won’t add their Power to the Damage pool of this Pokemon for the rest of the day.
  • Blast Burn - Fire Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Lethal. Must Recharge. -1 Accuracy.
  • Extrasensory - Psychic Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Flinch the foe.
  • Thunder Punch - Electric Type Physical Move learned at Pro. 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.