#PokeroleSRD/Statblock

Probopass

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

  • Sturdy The first time this Pokemon would faint due to a Damaging move, it will remain at 1 HP instead. Status Conditions and Self inflicted damage will still cause it to faint. The Pokemon must rest for an hour before benefiting from Sturdy again.
  • Magnet Pull All Steel-Type Pokemon on the field are Blocked.
  • Sand Force If Sandstorm Weather is in effect when this Pokemon deals damage using Ground, Steel or Rock-Type attacks, add 1 Extra Die to the damage pool of that attack. The Pokemon is immune to damage from Sandstorm Weather.

Stats

HP (4)InitEvade Phys ClashSpec Clash
8 2 2 2 2
Str Dex Vit Spec Ins
2/4 2/5 4/8 2/5 4/8
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.
  • Block - Normal Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl. Effect: Blocks.
  • Iron Defense - Steel Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Vitality+Channel. Effect: Increase the User’s Defense by 2.
  • Magnet Bomb - Steel Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Strength+2. Effect: Ranged. Never Fail.
  • Tri Attack - Normal Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 2 Chance Dice to Paralyze the foe. Roll 2 Chance Dice to Burn the foe. Roll 2 Chance Dice to Freeze the Foe.
  • Magnetic Flux - Electric Type Support Move learned at Amateur. Targets User and Allies. It’s Accuracy dice are Insight+Nature. Effect: Increase the Defense and Sp. Defense of User and all its Electric and Steel Type Allies.
  • Magnet Rise - Electric Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Nature. Effect: For the Next 4 Rounds the User gains immunity against Ground Type Moves.
  • Gravity - Psychic Type Support Move learned at Amateur. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Flying and Levitating Pokemon can be hit by Ground Type Moves. Lasts 4 Rounds.
  • 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.
  • Thunder Wave - Electric Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Paralyze the foe. -1 Accuracy.
  • Rock Blast - Rock Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Ranged. Successive Actions. -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).
  • Spark - Electric 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 Paralyze the foe.
  • Rock Slide - Rock Type Physical Move learned at Amateur. Targets All Foes. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Ranged. Roll 3 Chance Dice to Flinch those affected. -1 Accuracy.
  • 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.
  • Sandstorm - Rock Type Support Move learned at Amateur. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Sandstorm Weather is activated for the next 4 Rounds.
  • Discharge - Electric Type Special Move learned at Ace. Targets Area. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 3 Chance Dice to Paralyze those affected.
  • Earth Power - Ground 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.
  • Stone Edge - Rock Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Channel with a damage pool of Strength+4. Effect: Ranged. High Critical. Lethal. -2 Accuracy.
  • Lock-On - Normal Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Insight+Alert. Effect: The next attack the user performs has 2 automatic unremovable successes on its Accuracy Roll.
  • Zap Cannon - Electric Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+5. Effect: Lethal. Paralyze the Foe. -3 Accuracy.
  • 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.
  • Iron Head - Steel Type Physical Move learned at Pro. 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.
  • Ancient Power - Rock Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Increase the User’s Strength, Dexterity, Special, Defense, and Sp. Defense.