Jakul Pokemon
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marill_by_sailorclef.jpg
Adamant Nature (+Attack, -Special Attack)
Stat Base Added Value
Hit Points 7 +7 14
Attack 4 +6 10
Defense 5 +6 11
Special Attack 1 +0 1
Special Defense 5 +6 11
Speed 4 +0 4
Skills
Athletics 3d6+1 Acrobatics 2d6+1
Combat 1d6+2 Stealth 2d6+2
Perception 3d6+1 Focus 3d6
Capabilities
Overland 4 Swim 4
High Jump 1 Long Jump 3
Power 2 Underdog
Fountain
Naturewalk (Wetlands)

Shu: Male Marill Type: Water.pngFairy.png Held Item: None Digestion Buff: None
Level 15 HP: 67 Injuries: 0 Tutor Points: 2/4
Training Focused (+1 Accuracy, +2 Skill Checks)
Ability Usage Special Effect
Thick Fat Static The user resists Fire-Type and Ice-Type attacks one step further.
Miracle Mile Static The user gains a +5 bonus to Damage Rolls when using Fairy Type attacks. This bonus increases to +10 when the user is under 1/3rd of their Maximum Hit Points.
Moves
Name Freq AC Type Damage Range Special Effect
Struggle At-Will 4 Normal.png DB 4: 1d8+6 / 11 S.png Melee, 1 Target -
Struggle (Fountain) At-Will 4 Water.png DB 4: 1d8+6 / 11 A.png 6, 1 Target -
Fairy Lights At-Will 2 Fairy.png DB 6: 2d6+8 / 15 A.png 6, 1 Target None
Bubble Beam At-Will 2 Water.png DB 10: 3d8+10 / 24 S.png 4, 1 Target Bubble Beam lowers the target’s Speed on 18+.
Rollout At-Will 4 Rock.png DB 3: 1d6+5 / 9, DB 7: 2d6+10 / 17, DB 11: 3d10+10 / 27, DB 15: 4d10+20 / 45 A.png Melee, 1 Target, Pass The user continues to use Rollout on each of its turns until they miss any target with Rollout, or are not able to hit any target with Rollout during their turn. Each successive use of Rollout increases Rollout’s Damage Base by +4 to a maximum of DB 15.
Defense Curl At-Will None Normal.png - N.png Self The user’s Defense is raised 1 Combat Stage and they become Curled Up until the end of the Scene or they are Recalled or Take a Breather. When using the Moves Rollout or Ice Ball while Curled Up, the user gains a +10 bonus to the damage rolls of those Moves.
Splash At-Will None Normal.png - N.png Self Shift Action - The user may make a single Jump, adding +1 to their Long Jump and High Jump values, and gains +2 Evasion until the end of their next turn. Grants Long Jump +1
Charm EoT 2 Fairy.png - N.png 6, 1 Target, Social Charm lowers the target’s Attack 2 Combat Stages.
Water Sport EoT None Water.png - N.png Burst 2, Coat All targets in the burst, including the user, gain a Coat which grants them 1 Step of Resistance to Fire Type Moves. After a target has been hit by a damaging Fire Type Move, the coat is removed. Grants Fountain
Improvements / Edges
Source TP Cost Effect
Type Ace (Fairy) 2 Gain Miracle Mile Ability
Type Effectiveness
Double Resist (x0.25) Fire.pngIce.png
Resist (x0.5) Fighting.pngBug.pngWater.pngDark.png
Super Effective (x1.5) Poison.pngElectric.pngGrass.png
Inheritance Moves
Aqua Jet (20)
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