#PokeroleSRD/Statblock

Helioptile

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

  • Dry Skin If Sunny Weather is in effect, this Pokemon will receive 1 damage at the end of each round. Fire attacks will deal 1 additional Damage to this Pokemon. Water attacks may heal 1 HP to this Pokemon instead of dealing damage.
  • Sand Veil If Sandstorm Weather is in effect, increase 1 Point to the Evasion of this Pokemon. The Pokemon is immune to damage from Sandstorm weather.
  • Solar Power While Sunny Weather is in effect, Increase 2 Points to this Pokemon’s Special Attribute. If Sunny weather is in effect, this Pokemon will receive 1 damage at the end of the round.

Stats

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

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Pound - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Tail Whip - Normal Type Support Move learned at Starter. Targets All Foes. It’s Accuracy dice are Cute+Perform. Effect: Reduce the foe’s Defense.
  • Thunder Shock - Electric Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Paralyze the foe.
  • Charge - Electric Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Add 2 Dice to the Damage Pool to the next Electric Damaging move the user performs.
  • Mud Slap - Ground Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+1. Effect: Reduce the foe’s Accuracy.
  • Quick Attack - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Priority 1. Double the Pokemon’s movement speed.
  • Razor Wind - Normal Type Special Move learned at Amateur. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: High Critical. Charge.
  • Parabolic Charge - Electric Type Special Move learned at Amateur. Targets Area. 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 to one target, rounded down.
  • Thunder Wave - Electric Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Paralyze the foe. -1 Accuracy.
  • Bulldoze - Ground Type Physical Move learned at Amateur. Targets Area. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Reduce the Dexterity of those affected.
  • Volt Switch - Electric Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: The user switches out after dealing damage. The new Pokemon arrives ready to fight on the next Round. Switcher Move.
  • Electrify - Electric Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: The Damage from the next attack made by the target will be Electric Type.
  • Thunderbolt - Electric 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 Paralyze the foe.
  • Agility - Psychic Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Dexterity+Athletic. Effect: Increase the User’s Dexterity by 2.
  • Electroweb - Electric Type Special Move learned at Pro. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Reduce Dexterity of those affected.
  • Magnet Rise - Electric Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Insight+Nature. Effect: For the Next 4 Rounds the User gains immunity against Ground Type Moves.