#PokeroleSRD/Statblock

Comfey

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

  • Flower Veil User and allies can’t have their Attributes reduced. User and allies can’t have any Status Condition inflicted on them. Previously inflicted Attribute reductions and/or ailments remain.
  • Triage Add Pritority +1 to all Support moves of this Pokemon that Heal HP or cure Status Ailments.
  • Natural Cure At the end of the round, if this Pokemon has a Status Ailment, it Rolls 3 Chance Dice to heal itself.

Stats

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

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Helping Hand - Normal Type Support Move learned at Starter. Targets One Ally. It’s Accuracy dice are Dexterity+Perform. Effect: Target Pokemon gets 2 Extra Dice on its next Skill, Accuracy and Damage Rolls. Priority 5.
  • Vine Whip - Grass Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Flower Shield - Fairy Type Support Move learned at Starter. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: Increase the Defense of All Grass Type Pokemon on the field.
  • Leech Seed - Grass Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Special+Nature. Effect: If successful spend 1 Will point to activate. At the end of each Round, Roll 1 Dice of Damage to the foe. User heals for 1 HP for every damage dealt this way. Grass Type Pokemon are immune to this Move. -1 Accuracy.
  • Draining Kiss - Fairy Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: The User restores HP equal to half the damage dealt, rounded down.
  • Magical Leaf - Grass Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail.
  • Growth - Normal Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Special+Nature. Effect: Increase the User’s Strength and Special.
  • Wrap - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Blocks. Roll 2 Dice of Damage against the foe at the end of each Round. Lasts 4 Rounds. -1 Accuracy.
  • Sweet Kiss - Fairy Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Cute+Allure. Effect: Confuse the foe. -2 Accuracy.
  • Natural Gift - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Strength+3. Effect: User loses its held berry. Ranged. See Natural Gift on p.432 for more info.
  • Petal Blizzard - Grass Type Physical Move learned at Amateur. Targets Area. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3.
  • Synthesis - Grass Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Nature. Effect: Basic Heal. If Successful spend 1 Will point to activate. If performed under Sunny weather this Move is a Complete Heal. If Rain/Sandstorm Weather is in effect this move only heals 1 HP.
  • Sweet Scent - Normal Type Support Move learned at Amateur. Targets All Foes. It’s Accuracy dice are Special+Nature. Effect: Those affected cannot evade moves performed by the user. Attracts wild Pokemon if used outside of battle.
  • Grass Knot - Grass Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+1. Effect: Add 1 Extra Dice to the Damage Pool for every 50 kgs. of weight on the foe, up to +4 Extra Dice.
  • Floral Healing - Fairy Type Support Move learned at Ace. Targets One Ally. It’s Accuracy dice are Insight+Nature. Effect: Basic Heal. If performed over Grassy Terrain this move is a Complete Heal.
  • Petal Dance - Grass Type Special Move learned at Ace. Targets Random Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Rampage.
  • Aromatherapy - Grass Type Support Move learned at Ace. Targets User and Allies. It’s Accuracy dice are Insight+Nature. Effect: Cure User and Allies from Burn, Freeze, Paralysis, Poison, or Sleep.
  • Grassy Terrain - Grass Type Support Move learned at Ace. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: If successful, spend 1 Will point to activate. Everyone in the user’s side of the field heals 1 HP at the end of each round. Add 1 Extra Dice to the Damage Rolls of Grass Type Moves.
  • Play Rough - Fairy Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 1 Chance Dice to Reduce foe’s Strength. -1 Accuracy.
  • Lucky Chant - Normal Type Support Move learned at Pro. Targets User and Allies. It’s Accuracy dice are Special+Perform. Effect: User and Allies in range can re-roll one un-successful die from all their rolls until the end of the scene. If an opponent would land a Critical Hit it doesn’t. Outside of battle good things happen at the story tellers discretion.
  • Substitute - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Dexterity+Stealth. Effect: Deal 2 Damage to the user and put a decoy with 2 HP with the same Defenses as the user. If the decoy’s HP is depleted, it disappears and the user comes back into the fight. Decoy can only be affected by damaging moves.
  • Endure - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Will+Channel. Effect: Priority 5. Shield Move. For the rest of the Round damaging moves can not reduce the user’s HP to less then 1. Status Ailments, Weather Conditions, Recoil, Self inflicted damage can still deal damage.