#PokeroleSRD/Statblock

Slowpoke (Galarian Form)

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

  • Gluttony This Pokemon can eat any type of food, medicine or herbal medicine with no negative. This pokemon can eat any held berries at any point of the battle as a free action.
  • Own Tempo This Pokemon is not affected by the Confused Status.
  • Regenerator This Pokemon may Heal up to 4 Damage or up to 2 Lethal Damage on its own every day. The Pokemon must be out of combat to benefit from this effect.

Stats

HP (3)InitEvade Phys ClashSpec Clash
5 1 1 2 1
Str Dex Vit Spec Ins
2/4 1/2 2/4 1/3 1/3
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.
  • Curse - Ghost Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Will+Channel. Effect: Roll half the user’s HP as damage dice to itself, ignoring Defenses. The target will remove 1 success from all their rolls until the Curse is lifted.
  • Growl - Normal Type Support Move learned at Beginner. Targets All Foes. It’s Accuracy dice are Tough/cute+PERFORM. Effect: Reduce the foe’s Strength. Sound Based. “Growl (Cute/Tough)”, the user should use the one with highest stat (tough / cute)
  • Acid - Poison Type Special Move learned at Beginner. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Reduce Sp. Defense of those affected.
  • Yawn - Normal Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: If the target is not removed from battle by the start of its next Round, it will fall asleep.
  • Confusion - Psychic 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 Confuse the foe.
  • Disable - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Channel. Effect: The Target cannot use the last move it performed. Lasts 4 Rounds.
  • 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.
  • 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.
  • Zen Headbutt - Psychic 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 the foe. -1 Accuracy.
  • Amnesia - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Alert. Effect: Increase the User’s Sp. Defense by 2.
  • Surf - Water Type Special Move learned at Amateur. Targets Area. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
  • Slack Off - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Basic Heal. If successful, spend 1 Will point to activate.
  • 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.
  • Psych Up - Normal Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Insight+Channel. Effect: Copy the Target’s Attribute and Trait Modifiers and keep them until the end of the scene.
  • Rain Dance - Water Type Support Move learned at Ace. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Rain Weather is activated for the next 4 Rounds.
  • Heal Pulse - Psychic Type Support Move learned at Ace. Targets One Ally. It’s Accuracy dice are Will+Channel. Effect: Basic Heal. If successful spend 1 Will to activate.
  • Foul Play - Dark Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of +3. Effect: S.T.A.B of the user and Strength of the foe apply for this move’s damage.
  • Foul Play - Dark Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of +3. Effect: S.T.A.B of the user and Strength of the foe apply for this move’s damage.
  • Belch - Poison Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: The user must eat something before using this Move. -1 Accuracy.