Lapras

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Lapras — Type: Water/Ice

Lapras

Favored Skills: Force, Sway
Deficient Skill: Covertness
Home Turf: Open Water
Gifts: Placeholder

Initiative: 2
Movement: 6
Size: Large

Traits
Battle Armor: Takes normal damage from Critical Hits.
Special Armor: +3/4/5 Armor vs Special Damage.

Defense Priority: Vigor > Resolve > Evasion
Basic Attacks: Physical Normal Melee, Special Innate Ranged

Roles

Tank Role Escort
A Defensive Role that is able to maneuver adjacent allies out of danger.
Support Role Healer
A Support Role which heals its allies and helps them succeed at Save Checks.
Support Role Controller
A Support Role which disrupts enemies and makes it more difficult for them to recover from Status Conditions.

Abilities

Soothing Melody
Free Action, Scene x2
Trigger: You use a Move that targets only allies or that has the Sonic Keyword
Effect: The targeted allies and all allies in a Burst 1 may make a Save Check against any one Status Condition affecting them. Any ally that is cured of a Status Condition this way gains a Tick of Temporary HP. This stacks with any Temp HP granted by the triggering Move.


Wistful Melody
Free Action, Scene x1
Trigger: You use a Trick or a Move with the Sonic tag
Effect: Foes hit by the Move must immediately spend their next Move Action to Move as close to you as possible. Until the end of your next turn, whenever you Move, you may Slide any adjacent foes along with you, and you do not provoke Punish Attacks from adjacent foes.


Moves

Starting Moves

Aurora Beam ✦ Ice Type tier 1
1 AP, At-Will ✦ Strike
Targets: Range 5, 1 Target ✦ vs Evasion
Hit: 2d6 Special Ice Damage.
Critical or SE: The target deals Physical Damage as if it were Resisted one step further until the end of their next turn.


Water Gun ✦ Water Type tier 1
2 AP, At-Will ✦ Strike
Targets: Range 6, 1 Target ✦ vs Evasion
Hit: 3d6 Special Water Damage. The target is Pushed 3 squares.
Miss: The target is Pushed 1 square.
Boost: +2d6 Damage. Resisted Damage on miss. Target is Soaked on a hit.


Sing ✦ Normal Type tier 1
2 AP, Scene x2 ✦ Trick, Friendly, Inaccurate, Limited, Sonic
Targets: Burst 1 ✦ vs Resolve
Hit: All Legal Targets fall Asleep (Save Ends).
Miss: All Legal Targets take +1 Bane to all Accuracy Rolls until the end of their next turn.
Boost: Sing loses the Inaccurate keyword for this use. Upon waking up, all Legal Targets become Weakened until the end of their next turn.


Tier 1 Natural Moves

Confuse Ray ✦ Ghost Type tier 1
2 AP, At-Will ✦ Trick
Targets: Range 6, 1 Target ✦ vs Resolve
Hit: The target loses 2 Ticks of HP and becomes Confused (Save Ends).
Miss: The target becomes Confused until the end of their next turn.
Boost: You may use Confuse Ray as a Line 6 or a Cone 2, and it gains the Accurate Keyword.


Life Dew ✦ Water Type tier 1
1 AP, Scene x2 ✦ Maneuver
Targets: Range 6, 1 Target
Always: The target gains 1 Tick of Temporary Hit Points. If the target was Shaken, they instead gain Temporary Hit Points equal to their Recovery Value.


Chilling Tune ✦ Ice Type tier 1
2 AP, At-Will ✦ Trick, Friendly Limited, Sonic
Targets: Burst 1 ✦ vs Resolve
Hit: All targets lose a Tick of HP and are Weakened until the end of your next turn.
Always: All targets are Chilled until the end of your next turn.
Boost: Targets lose an extra Tick of HP, and the duration of Weakened and Chilled is changed to (Save Ends).


Tier 1 Tutor Moves

Dragon Breath ✦ Dragon Type tier 1
2 AP, At-Will ✦ Strike
Targets: Line 3 ✦ vs Vigor
Hit: 2d6 Special Dragon Damage.
Always: Gains the Accurate Keyword against Shaken targets. Against Shaken targets, bonuses added as a result of Boons count towards triggering a Critical Hit.
Critical or SE: Targets are Paralyzed (Save Ends).


Ominous Wind ✦ Ghost Type tier 1
1 AP, At-Will ✦ Strike
Targets: Range 6, 1 Target ✦ vs Vigor
Hit: 2d6 Special Ghost Damage. The target is Vulnerable against attacks that target Resolve until the end of the user’s next turn.