#PokeroleSRD/Statblock

Stunfisk

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

  • Static Whenever this Pokemon is hit with a Non-Ranged Physical Attack, roll 3 Chance Dice to Paralyze its foe.
  • Limber This Pokemon is not affected by the Paralysis Status.
  • 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.

Stats

HP (5)InitEvade Phys ClashSpec Clash
7 1 1 2 2
Str Dex Vit Spec Ins
2/4 1/3 2/5 2/5 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.
  • Water Gun - Water Type Special Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2.
  • Mud Slap - Ground Type Special Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+1. Effect: Reduce the foe’s Accuracy.
  • Mud Sport - Ground Type Support Move learned at Beginner. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: For the next 4 Rounds Electric Type attacks won’t add their Power to the Damage Pool.
  • Bide - Normal Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of +0. Effect: The User will take the next 2 hits. After those two attacks, you may use this Move again to retaliate with Strength + Twice the Damage Received from those 2 hits.
  • 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.
  • Mud Shot - Ground Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Reduce the Foe’s Dexterity.
  • Camouflage - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Nature. Effect: For the rest of the scene the User changes type to one that fits the terrain it is in (i.e. Usar is in a rocky cave, becoming rock type)
  • Mud Bomb - Ground 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 Reduce the Foe’s Accuracy. -2 Accuracy.
  • Discharge - Electric Type Special Move learned at Amateur. 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.
  • Endure - Normal Type Support Move learned at Amateur. 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.
  • Thunderbolt - Electric Type Special Move learned at Amateur. 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.
  • Muddy Water - Water Type Special Move learned at Amateur. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: All Foes in Range. Roll 3 Chance Dice to Reduce the Accuracy of those affected. -2 Accuracy.
  • 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.
  • Revenge - Fighting Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: If the User has already received damage this round, add 2 Extra Dice to the Damage Pool.
  • Flail - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Add 1 Dice to the Damage Roll for every missing HP the user has. Up to +5 Dice may be added this way.
  • Fissure - Ground Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of +0. Effect: Ranged. Deal damage to the Target equal to their remaining HP plus 1 lethal damage. -5 Accuracy.
  • Eerie Impulse - Electric Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Reduce foe’s Special by 2.
  • Curse - Ghost Type Support Move learned at Pro. 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.
  • Pain Split - Normal Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Will+Channel. Effect: The user gives its Pain Penalizations to the foe. User ignores Pain Penalization effects on itself. For cannot ignore them with Will but it can still ignore its own Pain Penalizations. HP on both remains the same.