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Archer

Page history last edited by Bugboy 13 years, 3 months ago

Archer-

Male Murkrow

Serious, Super Luck

HP:75

Dark/Flying

Level 19

 

Description: Shawn originally encountered Archer during the Pewter Museum incident. The Darkness pokemon attacked him, and after a difficult battle, was eventually captured. Although their relationship was strained at first, Archer eventually decided to join the team.

 

 

Super Luck

Some pokemon are lucky and always find that vital point on a foe’s body while attacking.

Constant

Effect:

The pokemon’s Moves are Critical Hits on 18-20. If a Move already has an extended Critical Hit range, Super Luck extends that range by -2.

 

HP=6+3=9

ATK=9+6=15

DEF=4+1=5 

SATK=9+2=11

SDEF=4+1=5 

SPD=9+6=15 (Evasion 1, Accuracy 1)

 

 

Capabilities: Overland 2, Surface 1, Sky 4, Jump 2, Power 1, Intelligence 4, Stealth

 

 

Stealth

A Pokemon with the Stealth Capability are excellent at approaching the enemy for an up close assault. While Shifting, unless they purposely want to, Stealth Pokemon do not make any noise. Unless a Pokemon with Stealth has used a Ranged Move during the current round or the round previous, Ranged Moves may not target them if the line of sight drawn goes through Rough Terrain or if the Pokemon is on Rough Terrain.

 

 

 

 

Moves: Astonish, Peck, Pursuit, Haze, Wing Attack

 

 

Astonish – Ghost

While striking the target, the user pulls a scary thought to the front the victim’s mind – it mentally damages the target and shocks them.

Acc - 5+

[Melee] [Special]

3d10

Effect: Flinches the target on a 15-20 during the Accuracy Roll.

 

Peck – Flying

A violent thrust with the user’s beak is made towards the target.

Acc – 2+

[Melee] [Physical]

3d10

Effect: No additional Effect.

 

 

Pursuit – Dark

The user flashes next to the target, getting one last hit on them before they flee like the coward they are.

Acc - 4+

[Melee] [Physical] [Interrupt]

4d10

Effect: Will Interrupt a fleeing or Returning Target. If Pursuit is not triggered, it loses the Interrupt Keyword and uses 2d10 for Damage.

 

 

 

Haze – Ice

A thick haze leaks from the user’s mouth, returning the ability of those on the field to their original level.

Acc – None

[Field] [Status]

Effect: All Effects are cleared as though the encounter had ended.

 

Wing Attack – Flying

While flying by quickly, the user strikes the target with their wing.

Acc - 2+

[Melee] [Physical]

3d10

Effect: No additional Effect

 

 

 


HP - 6, ATK - 9, DEF - 4, SATK - 9, SDEF - 4, SPD - 9


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