Thunder Fang

Game: Turf Wars


Name: Thunder Fang
Age: 28
Height: 6'2
Weight: 200

Pokermans

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Father- Male Raikou - Hardy Nature
Level 65: 250,000 XP
Ability: Motor Drive/Speed Boost
HP: 155
Stat Base Added Total
Hit Points 10 20 30
Attack 7 3 10
Defense 8 7 15
Special Attack 12 23 35
Special Defense 10 6 16
Speed 12 20 32

Capability List
Capabilities: Overland 20, Surface 12, Jump 7, Power 5, Intelligence 7, Aura, Tracker, Zapper
Auras:
Protection - avoid one SE attack a round
Control -
Energy - at start of battle, distribute 5 PP Up's or Lightning Leap gets a buff

Natural Moves:
Move Type Frequency AC Range Damage Effect
Crunch Dark EOT 2 Melee 2d12+16 Crunch lowers the target’s Defense 1 Combat Stage on 17-20 during Accuracy Check.
Roar Normal Battle 11 Ranged The target flees, or runs behind their trainer, requiring a switch.
Lightning Leap Electric EOT 2 Special Melee 2d12+21 If a foe wants to declare a Move, you may instead use Lightning Leap on their turn before they can use their Move. Lightning Leap may not be Intercepted. After the user finishes the damage step of their turn, they may shift back to their original position.
Thunder Fang Electric EOT 3 Melee 1d12+16 Thunder Fang Paralyzes or Flinches on 18-19 during Accuracy Check; flip a coin to determine whether the foe gets Paralyzed or Flinches. On 20 during Accuracy Check, the foe is Paralyzed and Flinches.
Discharge Electric EOT 2 Special Ranged (3) 2d12+16 Discharge creates a 3-meter Burst. Discharge Paralyzes all legal targets on15-20 during Accuracy Check.
Extrasensory Psychic EOT 2 Special Ranged (5) 2d12+16 Extrasensory Flinches the target on 19-20 during Accuracy Check.
Reflect Psychic EOT Melee The user may shift while placing Reflect Walls if their Speed allows for the extra movement. Place 5-meters of Wall that cannot be passed through but may be attacked through. If a Move tries to attack through Reflect Walls, treat the target as if their Defense is raised 2 Combat Stages. This bonus cannot be awarded more then once. The walls remain for 1d4+1 turns.
Tutor/TM Moves:
Move Type Frequency AC Range Damage Effect
Zap Cannon Electric Battle 12 Special Ranged (10) 5d10+20 A 2-meter Blast surrounds the target, Paralyzing all Legal targets in the Blast.
Aura Sphere Fighting Battle Special Ranged (10) 3d10+15 Aura Sphere cannot miss.
Extremespeed Normal Battle 2 Melee 2d12+21 If a foe wants to declare a Move, you may instead use Extremespeed on their turn before they can use their Move. Extremespeed may not be Interrupted. After the user finishes the damage step of their turn, they may shift again.
Weather Ball Normal Battle 2 Special Ranged (10) 2d8+8 If it is Sunny, Weather Ball is Fire-Type. If it is Rainy, Weather Ball is Water-Type. If it is Hailing, Weather Ball is Ice-Type. If it is Sandstorming, Weather Ball is Rock-Type. When a weather effect is on the field, Weather Ball’s Damage Dice Roll is 4d12+17. If there are multiple Weather Effects on the field, choose one type for Weather Ball to be that corresponds with an existing Weather Effect.
Thunderbolt Electric Battle 2 Special Ranged (7) 4d12+17 Thunderbolt creates a Column 1 meter wide. Thunderbolt paralyzes all Legal Targets on 19-20 during Accuracy Check.
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