#PokeroleSRD/Statblock

Maractus

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

  • 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.
  • Chlorophyll If Sunny Weather is in effect, Increase 2 Points to this Pokemon’s Dexterity Attribute.
  • Storm Drain If anyone uses a Water-Type move with a Single target, it will be redirected to this Pokemon; it is immune to damage from them. The first time this Pokemon is hit by a Water-Type move, Increase 1 Point to this Pokemon’s Special.

Stats

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

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Peck - Flying Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Absorb - Grass Type Special Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+1. Effect: The user restores HP equal to half the damage dealt rounded down.
  • Growth - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Special+Nature. Effect: Increase the User’s Strength and Special.
  • Sweet Scent - Normal Type Support Move learned at Beginner. 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.
  • Spiky Shield - Grass Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Dexterity+Brawl. Effect: Priority 3. Shield. Reduce 3 Damage from the next attack and deal 2 Damage Dice to the attacker if it used a physical non-ranged Move.
  • Pin Missile - Bug Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Ranged. Successive Actions.
  • Mega Drain - Grass Type Special Move learned at Amateur. 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.
  • 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.
  • Cotton Spore - Grass Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Channel. Effect: Reduce foe’s Dexterity by 2.
  • Needle Arm - Grass Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 3 Chance Dice to Flinch the Foe.
  • Ingrain - Grass Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Nature. Effect: User Heals 1 HP at the end of every Round. While this move is active the User is now Blocked.
  • Acupressure - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Dexterity+Nature. Effect: Increase a Random Attribute. If this Move is used again, the previous Attribute Modifier is removed.
  • Sucker Punch - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Priority 1. This move can only be used after the Target rolls a damaging move.
  • Petal Dance - Grass Type Special Move learned at Amateur. Targets Random Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Rampage.
  • Giga Drain - Grass Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: The user restores HP equal to half the damage dealt, rounded down.
  • After You - Normal Type Support Move learned at Ace. Targets One Ally. It’s Accuracy dice are Cool+Etiquette. Effect: The Target will go first in the order of Initiative. Lasts for the rest of this Battle.
  • Petal Blizzard - Grass Type Physical Move learned at Ace. Targets Area. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3.
  • Solar Beam - Grass Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Charge Move. If there is a Sunny Weather, you skip this Move’s Charge action. If performed under Rain, Sandstorm, or Hail Weather, this Move takes two actions to Charge.
  • Cotton Guard - Grass Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Insight+Channel. Effect: Increase the User’s Defense by 3.
  • Sunny Day - Fire Type Support Move learned at Ace. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Sunny Weather is activated for the next 4 Rounds.
  • 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.
  • Spikes - Ground Type Support Move learned at Pro. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Foe Pokemon that enter the battlefield will lose 1 HP, this effect does not stack. Pokemon with the Levitate ability and Flying Type Pokemon are immune to this effect. Entry Hazard.
  • Worry Seed - Grass Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Special+Nature. Effect: Until the end of the Scene. Target’s Ability is now “Insomnia”.