#PokeroleSRD/Statblock

Hattrem

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

  • Healer If an Ally on the battlefield has a Status Ailment, at the End of the Round this Pokemon rolls 3 Chance Dice to heal it.
  • Anticipation If a foe knows a move that would deal Lethal or Super Effective damage against this Pokemon, it will alert its Trainer.
  • Magic Bounce All Support moves that target this Pokemon or its side of the battlefield will have its effects redirected into the foe’s instead.

Stats

HP (4)InitEvade Phys ClashSpec Clash
6 2 2 1 2
Str Dex Vit Spec Ins
1/3 2/4 2/4 2/5 2/5
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.
  • Play Nice - Normal Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Cute+Allure. Effect: Reduce the foe’s Strength.
  • Life Dew - Water Type Support Move learned at Beginner. Targets User and Allies. It’s Accuracy dice are Special+Nature. Effect: If successful, spend 1 Will point to activate. User and Allies in Range heal 1 HP at the end of each Round. Lasts 4 Rounds.
  • Disarming Voice - Fairy Type Special Move learned at Beginner. Targets All Foes. It’s Accuracy dice are Insight+Perform with a damage pool of Special+2. Effect: Sound Based. Never Fail. Targets All foes in range.
  • Aromatherapy - Grass Type Support Move learned at Amateur. Targets User and Allies. It’s Accuracy dice are Insight+Nature. Effect: Cure User and Allies from Burn, Freeze, Paralysis, Poison, or Sleep.
  • 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.
  • Heal Pulse - Psychic Type Support Move learned at Amateur. Targets One Ally. It’s Accuracy dice are Will+Channel. Effect: Basic Heal. If successful spend 1 Will to activate.
  • Dazzling Gleam - Fairy Type Special Move learned at Amateur. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
  • Calm Mind - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Channel. Effect: Increase the User’s Special and Sp. Defense.
  • Brutal Swing - Dark Type Physical Move learned at Amateur. Targets All Foes. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Lethal. Target all Foes in range.
  • Healing Wish - Psychic Type Support Move learned at Amateur. Targets One Ally. It’s Accuracy dice are Will+Channel. Effect: The User faints. One Ally is completely healed from all damage and status ailments.
  • 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.
  • Nuzzle - Electric Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Paralyze the foe.
  • 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.
  • Quash - Dark Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: For the rest of the scene, the target will go last in the order of Initiative.