#PokeroleSRD/Statblock

Zekrom

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

  • Teravolt If a Move, Item or Ability would prevent this Pokemon from targeting a foe or inflicting an effect, ignore it. (e.g. A Pokemon with Immunity can be Poisoned, A Pokemon with Levitate can be hit by Ground moves).

Stats

HP (5)InitEvade Phys ClashSpec Clash
12 5 5 8 7
Str Dex Vit Spec Ins
8/8 5/5 7/7 7/7 6/6
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Dragon Rage - Dragon Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of +0. Effect: This moves always inflicts 2 damage.
  • Thunder Fang - Electric Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 2 Chance Dice to Flinch the foe. Roll 2 Chance Dice to Paralyze the foe.
  • Imprison - Psychic Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Clever+Channel. Effect: The foe cannot use any Moves known by the User. Lasts for a day.
  • Ancient Power - Rock Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Increase the User’s Strength, Dexterity, Special, Defense, and Sp. Defense.
  • Thunderbolt - Electric Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Paralyze the foe.
  • Dragon Breath - Dragon 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 Paralyze the foe.
  • Slash - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: High Critical. Lethal.
  • Zen Headbutt - Psychic Type Physical Move learned at Master. 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.
  • Fusion Bolt - Electric Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Channel with a damage pool of Strength+4. Effect: Lethal. If the Move “Fusion Flare” has already been used by anyone this Round, add 4 Extra Dice to the Damage Pool of this Move.
  • Dragon Claw - Dragon Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3.
  • Noble Roar - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce the foe’s Strength and Special.
  • Crunch - Dark Type Physical Move learned at Master. 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.
  • Thunder - Electric Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Lethal. Roll 3 Chance Dice to Paralyze foe. If performed under Sunny Weather, Accuracy becomes -3 instead. If performed under Rain Weather, Ignore this Moves Reduced Accuracy. -2 Accuracy.
  • Outrage - Dragon Type Physical Move learned at Master. Targets Random Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Rampage.
  • Hyper Voice - Normal Type Special Move learned at Master. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Sound Based.
  • Bolt Strike - Electric Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+6. Effect: Roll 2 Chance Dice to Paralyze the foe. -2 Accuracy.
  • Lucky Chant - Normal Type Support Move learned at Master. Targets User and Allies. It’s Accuracy dice are Special+Perform. Effect: User and Allies in range can re-roll one un-successful die from all their rolls until the end of the scene. If an opponent would land a Critical Hit it doesn’t. Outside of battle good things happen at the story tellers discretion.
  • Wish - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Will+Channel. Effect: Basic Heal. If successful spend 1 Will point to activate. The move has its effect at the beginning of the next round.
  • Future Sight - Psychic Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Insight+Channel with a damage pool of Special+5. Effect: Strikes at the end of the next Round. It bypasses any Shield Move and cover. If the target retires or switches out from battle the damage will be dealt to the next opponent or to one of its allies.
  • Topsy-Turvy - Dark Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Any Decreases on the foe’s Attributes become Increases and vice versa.