#PokeroleSRD/Statblock

Mantyke

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

  • Swift Swim If Rain Weather is in effect, Increase 2 Points to this Pokemon’s Dexterity Attribute.
  • Water Absorb Whenever this Pokemon is hit by a Water-Type Move, you may Heal 1 HP instead of receiving damage. Water-type moves do not deal damage to this Pokemon.
  • Water Veil The Pokemon is immune to any of the Burn status.

Stats

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

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Tackle - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Bubble - Water Type Special Move learned at Starter. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Target all foes in range. Roll 1 Chance Dice to Reduce the Dexterity of those affected.
  • Supersonic - Normal Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Tough+Channel. Effect: Confuse the foe. -3 Accuracy.
  • Bubble Beam - Water Type Special Move learned at Beginner. 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 Dexterity.
  • Confuse Ray - Ghost Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Confuse the foe.
  • Wing Attack - Flying Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Headbutt - Normal 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. May call Random Encounters when hitting trees.
  • Water Pulse - Water Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 3 Chance Dice to Confuse the foe.
  • Wide Guard - Rock Type Support Move learned at Amateur. Targets User and Allies. It’s Accuracy dice are Vitality+Brawl. Effect: Priority 3. Shield. Reduce 3 Damage the User and Allies would receive from a damaging move. Reduce to zero the set damage from a move the User and Allies would take.
  • Take Down - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil. -2 Accuracy.
  • Agility - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Dexterity+Athletic. Effect: Increase the User’s Dexterity by 2.
  • Air Slash - Flying Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 3 Chance Dice to Flinch the foe.
  • Aqua Ring - Water Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Special+Nature. Effect: If successful spent 1 Will point to activate. At the end of each Round, recover 1 HP. Lasts 4 Rounds.
  • 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.
  • Hydro Pump - Water Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: -1 Accuracy.
  • Twister - Dragon Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 2 Chance Dice to Flinch the foes.
  • Helping Hand - Normal Type Support Move learned at Pro. 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.
  • Tailwind - Flying Type Support Move learned at Pro. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: For the Next 4 Rounds, Increase the Dexterity of the User and All Allies in the field by 2.