#PokeroleSRD/Statblock ====== Claydol ====== A **Ground/Psychic** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Levitate** Ground-Type moves and effects on the ground won’t affect this Pokemon. If a Pokemon uses a move that binds it to the ground the effects are lost until it is free again. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |7 |2 |2 |2 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/5 |2/5 |3/6 |2/5 |3/6 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Confusion** - //Psychic Type// Special Move learned at //Starter//. 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. * ☐ **Harden** - //Normal Type// Support Move learned at //Starter//. Targets //User//. It’s Accuracy dice are //Vitality+Nature//. **Effect:** Increase the User’s Defense. * ☐ **Rapid Spin** - //Normal Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Remove Entry Hazards (Spikes, Stealth Rock, etc.) and Leech Seed from the user’s side of the field. Increase user’s Dexterity. * ☐ **Teleport** - //Psychic Type// Support Move learned at //Beginner//. Targets //User//. It’s Accuracy dice are //Special+Channel//. **Effect:** In the wild, the battle ends. In official battles, it counts as the Pokemon being recalled. Teleportation distances depend on Special and Storyteller’s discretion. * ☐ **Mud Slap** - //Ground Type// Special Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+1//. **Effect:** Reduce the foe’s Accuracy. * ☐ **Rock Tomb** - //Rock Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Strength+2//. **Effect:** Ranged. Reduce Foe’s Dexterity. -1 Accuracy. * ☐ **Heal Block** - //Psychic Type// Support Move learned at //Amateur//. Targets //Area//. It’s Accuracy dice are //Special+Channel//. **Effect:** No one can regain any lost HP. Lasts 4 Rounds. * ☐ **Psybeam** - //Psychic Type// Special Move learned at //Amateur//. 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. * ☐ **Power Trick** - //Psychic Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Special+Channel//. **Effect:** Switch the User’s Strength with its Defense and the User’s Special with its Sp. Defense. * ☐ **Ancient Power** - //Rock Type// Special Move learned at //Amateur//. 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. * ☐ **Self Destruct** - //Normal Type// Physical Move learned at //Amateur//. Targets //Area//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+8//. **Effect:** After performing the move, the user receives damage equal to its remaining HP. * ☐ **Extrasensory** - //Psychic 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 Flinch the foe. * ☐ **Cosmic Power** - //Psychic Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Special+Channel//. **Effect:** Increase the User’s Defense and Sp. Defense. * ☐ **Guard Split** - //Psychic Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Average your Defense and Sp. Defense with your target. * ☐ **Power Split** - //Psychic Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Average the User’s Strength and Special with the target. * ☐ **Hyper Beam** - //Normal Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+6//. **Effect:** Must Recharge. Lethal. -1 Accuracy. * ☐ **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. * ☐ **Sandstorm** - //Rock Type// Support Move learned at //Ace//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** Sandstorm Weather is activated for the next 4 Rounds. * ☐ **Imprison** - //Psychic Type// Support Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Clever+Channel//. **Effect:** The foe cannot use any Moves known by the User. Lasts for a day. * ☐ **Explosion** - //Normal Type// Physical Move learned at //Ace//. Targets //Area//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+10//. **Effect:** After the damage is dealt the User faints. Lethal. * ☐ **Telekinesis** - //Psychic Type// Support Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** All attacks against the target have “Never Fail”. The target is immune to Ground Moves. Lasts 2 Rounds. * ☐ **Stealth Rock** - //Rock Type// Support Move learned at //Pro//. Targets //Battlefield//. It’s Accuracy dice are //Dexterity+Stealth//. **Effect:** Entry Hazard. Foe Pokemon that enter the battlefield lose 1 HP. This effect does not stack. * ☐ **Wonder Room** - //Psychic Type// Support Move learned at //Pro//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** Defense and Sp. Defense will be calculated with Insight instead of Vitality. Lasts 4 Rounds.