#PokeroleSRD/Statblock

Claydol

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

  • Levitate Ground-Type moves and effects on the ground won’t affect this Pokemon. If a Pokemon uses a move that binds it to the ground the effects are lost until it is free again.

Stats

HP (4)InitEvade Phys ClashSpec Clash
7 2 2 2 2
Str Dex Vit Spec Ins
2/5 2/5 3/6 2/5 3/6
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Confusion - Psychic Type Special Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Confuse the foe.
  • Harden - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Increase the User’s Defense.
  • Rapid Spin - Normal Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Remove Entry Hazards (Spikes, Stealth Rock, etc.) and Leech Seed from the user’s side of the field. Increase user’s Dexterity.
  • Teleport - Psychic Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Special+Channel. Effect: In the wild, the battle ends. In official battles, it counts as the Pokemon being recalled. Teleportation distances depend on Special and Storyteller’s discretion.
  • Mud Slap - Ground Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+1. Effect: Reduce the foe’s Accuracy.
  • Rock Tomb - Rock Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Strength+2. Effect: Ranged. Reduce Foe’s Dexterity. -1 Accuracy.
  • Heal Block - Psychic Type Support Move learned at Amateur. Targets Area. It’s Accuracy dice are Special+Channel. Effect: No one can regain any lost HP. Lasts 4 Rounds.
  • Psybeam - Psychic Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Confuse the foe.
  • Power Trick - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Channel. Effect: Switch the User’s Strength with its Defense and the User’s Special with its Sp. Defense.
  • Ancient Power - Rock Type Special Move learned at Amateur. 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.
  • Self Destruct - Normal Type Physical Move learned at Amateur. Targets Area. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+8. Effect: After performing the move, the user receives damage equal to its remaining HP.
  • Extrasensory - Psychic Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Flinch the foe.
  • Cosmic Power - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Channel. Effect: Increase the User’s Defense and Sp. Defense.
  • Guard Split - Psychic Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Average your Defense and Sp. Defense with your target.
  • Power Split - Psychic Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Average the User’s Strength and Special with the target.
  • Hyper Beam - Normal Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Must Recharge. Lethal. -1 Accuracy.
  • Earth Power - Ground Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Reduce the foe’s Sp. Defense.
  • Sandstorm - Rock Type Support Move learned at Ace. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Sandstorm Weather is activated for the next 4 Rounds.
  • Imprison - Psychic Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Clever+Channel. Effect: The foe cannot use any Moves known by the User. Lasts for a day.
  • Explosion - Normal Type Physical Move learned at Ace. Targets Area. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+10. Effect: After the damage is dealt the User faints. Lethal.
  • Telekinesis - Psychic Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: All attacks against the target have “Never Fail”. The target is immune to Ground Moves. Lasts 2 Rounds.
  • Stealth Rock - Rock Type Support Move learned at Pro. Targets Battlefield. It’s Accuracy dice are Dexterity+Stealth. Effect: Entry Hazard. Foe Pokemon that enter the battlefield lose 1 HP. This effect does not stack.
  • Wonder Room - Psychic Type Support Move learned at Pro. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Defense and Sp. Defense will be calculated with Insight instead of Vitality. Lasts 4 Rounds.