#PokeroleSRD/Statblock

Grumpig

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

  • Thick Fat Reduce by 1 the damage taken from Fire and Ice-Type moves.
  • Own Tempo This Pokemon is not affected by the Confused Status.
  • Gluttony This Pokemon can eat any type of food, medicine or herbal medicine with no negative. This pokemon can eat any held berries at any point of the battle as a free action.

Stats

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

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Splash - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Dexterity+Brawl.
  • Belch - Poison Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: The user must eat something before using this Move. -1 Accuracy.
  • Psywave - Psychic Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Insight+Channel with a damage pool of +0. Effect: Roll Damage Dice according to the User’s Rank. 1 Dice at Starter Rank. 2 Dice at Beginner Rank. 3 dice at Amateur Rank. 4 Dice at Ace Rank. 5 Dice at Professional Rank. Ignores Defense.
  • Odor Sleuth - Normal Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Insight+Alert. Effect: The Foe can not Evade moves performed by the User. User’s Normal and Fighting Moves can affect Ghost Types and Ghost Moves can affect Normal Types. Add all Successes from this Move to any Rolls to Track the target.
  • 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.
  • Psych Up - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Channel. Effect: Copy the Target’s Attribute and Trait Modifiers and keep them until the end of the scene.
  • Confuse Ray - Ghost Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Confuse the foe.
  • Magic Coat - Psychic Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Priority 4. Redirect the effects of a Support Move that would affect the user or its side of the battlefield towards the foe’s (ie. The foe used Stealth Rock, with Magic Coat it will now affect the foe’s side instead of yours).
  • Zen Headbutt - Psychic Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 3 Chance Dice to Flinch the foe. -1 Accuracy.
  • Rest - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Complete Heal. If successful spend 1 Will point to activate. The User must Sleep for a whole Round (from Round Start to Round End).
  • Snore - Normal Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Perform with a damage pool of Special+2. Effect: This move can only be used if the user asleep. Roll 3 Chance Dice to Flinch the foe. Sound Based Move.
  • Teeter Dance - Normal Type Support Move learned at Amateur. Targets Area. It’s Accuracy dice are Dexterity+Perform. Effect: Inflicts Confusion.
  • Power Gem - Rock Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
  • Psyshock - Psychic Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: This Move is resisted with the Foe’s Defense instead of its Sp. Defense
  • Payback - Dark Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Add 2 Extra Dice to the Damage Pool if the target already damaged you this Round.
  • Psychic - Psychic 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.
  • Bounce - Flying Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Charge Move. While charging this Move, the user will be out of range. Roll 3 Chance Dice to Paralyze the foe.
  • Drain Punch - Fighting Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Fist Based. The user restore HP equal to half the damage dealt, rounded down.
  • Future Sight - Psychic Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Insight+Channel with a damage pool of Special+5. Effect: Strikes at the end of the next Round. It bypasses any Shield Move and cover. If the target retires or switches out from battle the damage will be dealt to the next opponent or to one of its allies.
  • Trick - Psychic Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Special+Allure. Effect: The foe and the user swap Held Items.