#PokeroleSRD/Statblock
Yamper
A Electric Pokemon with a Nature nature at Rank rank. It’s Abilities are:
- Ball Fetch Whenever you throw a pokeball to a wild Pokemon, if the roll for catching it is unsuccessful, the pokeball will not break, this Pokemon will bring it back to you at the end of the scene instead.
- Rattled The first time this Pokemon is hit by a Bug, Dark, or Ghost-Type Attack, increase 1 Point to its Dexterity Attribute.
Stats
HP (3) | Init | Evade | Phys Clash | Spec Clash |
---|---|---|---|---|
5 | 2 | 2 | 2 | 2 |
Str | Dex | Vit | Spec | Ins |
2/4 | 2/4 | 2/4 | 2/4 | 2/4 |
Tough | Cool | Beauty | Clever | Cute |
1 | 1 | 1 | 1 | 1 |
Skills
Skill | Skill | Skill | Skill | Skill | Skill | Skill | Skill |
---|---|---|---|---|---|---|---|
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.
- ☐ Tail Whip - Normal Type Support Move learned at Starter. Targets All Foes. It’s Accuracy dice are Cute+Perform. Effect: Reduce the foe’s Defense.
- ☐ Nuzzle - Electric Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Paralyze the foe.
- ☐ Bite - Dark Type Physical Move learned at Beginner. 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.
- ☐ Roar - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Low Priority 6. In the wild the battle ends. In an official fight, the Pokemon switches out. If its the last or only Pokemon the move fails. Switcher Move.
- ☐ 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.
- ☐ Charm - Fairy Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Cute+Allure. Effect: Reduce foe’s Strength by 2.
- ☐ Crunch - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Lethal. Roll 1 Chance Dice to reduce foe’s Defense.
- ☐ Charge - Electric Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Add 2 Dice to the Damage Pool to the next Electric Damaging move the user performs.
- ☐ Wild Charge - Electric Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil.
- ☐ Play Rough - Fairy Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 1 Chance Dice to Reduce foe’s Strength. -1 Accuracy.
- ☐ Sand Attack - Ground Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel. Effect: Reduce the foe’s Accuracy.
- ☐ Flame Charge - Fire Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Increase the User’s Dexterity.
- ☐ Howl - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Cool+Intimidate. Effect: Increase the User’s Strength.