#PokeroleSRD/Statblock

Tentacruel

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

  • Clear Body Other Pokemon cannot Increase or Decrease the Attributes of this Pokemon. This Pokemon can still Increase or Decrease its own Attributes.
  • Liquid Ooze If hit by a move that would asborb this Pokemon’s vital energy (Leech seed, Dream Eater, Drain Punch, etc.) it will instead deal that amount as damage.
  • Rain Dish If Rain weather is in effect, you may restore 1 HP to this Pokemon at the end of each Round.

Stats

HP (5)InitEvade Phys ClashSpec Clash
7 3 3 2 2
Str Dex Vit Spec Ins
2/5 3/6 2/4 2/5 3/7
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Poison Sting - Poison Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Strength+1. Effect: Ranged. Roll 3 Chance Dice to Poison the Target.
  • Supersonic - Normal Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Tough+Channel. Effect: Confuse the foe. -3 Accuracy.
  • Constrict - Normal Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Blocks. Roll 2 Dice of Damage against the foe at the end of each Round. Lasts 4 Rounds.
  • 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.
  • Brine - Water Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: If the foe is at half HP or less, add 3 Extra Dice to the Damage Pool.
  • Poison Jab - Poison 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 Poison the Foe.
  • Toxic Spikes - Poison Type Support Move learned at Amateur. Targets Battlefield. It’s Accuracy dice are Dexterity+Stealth. Effect: Foe Pokemon that enter the battlefield become Poisoned. Roll 1 Chance Dice for the Poison to become Badly Poisoned instead. Entry Hazard.
  • Bubble Beam - Water 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 Reduce the foe’s Dexterity.
  • Wrap - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Blocks. Roll 2 Dice of Damage against the foe at the end of each Round. Lasts 4 Rounds. -1 Accuracy.
  • Acid Spray - Poison 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 Special by 2.
  • Barrier - Psychic Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Increase the User’s Defense by 2.
  • 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.
  • Reflect Type - Normal Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Special+Channel. Effect: The Pokemon is now the same type of one of its foes. Lasts for a Scene or until this move is used again.
  • Wring Out - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Remove 1 Dice from the Damage Roll for every missing HP of the Target. Up to 4 dice may be removed this way.
  • Screech - Normal Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Tough+Perform. Effect: Reduce the foe’s Defense by 2. Sound Based.
  • Hex - Ghost Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: If the Target is affected by a Status Ailment add 2 Extra Dice to the Damage Pool.
  • 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.
  • Sludge Wave - Poison Type Special Move learned at Ace. Targets Area. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Poison those affected.
  • Giga Drain - Grass Type Special Move learned at Pro. 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.
  • Mirror Coat - Psychic Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of +0. Effect: The move only works if the foe just used a Special Attack. Roll the same Damage Pool as your foe’s last attack and add 2 Extra Damage Dice. Ignore the foe’s Defenses.
  • Aqua Ring - Water Type Support Move learned at Pro. 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.