#PokeroleSRD/Statblock

Chingling

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

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Wrap - Normal Type Physical Move learned at Starter. 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.
  • 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)
  • Astonish - Ghost Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Roll 3 Chance Dice to Flinch the foe.
  • Yawn - Normal Type Support Move learned at Amateur. 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 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.
  • Uproar - Normal Type Special Move learned at Amateur. Targets Random Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: For the rest of the Round, no Pokemon can fall asleep. If a Pokemon was asleep it wakes up. Sound Based Move.
  • Last Resort - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+6. Effect: It can be used only after the Pokemon has performed all its known moves at least once during the battle.
  • Entrainment - Normal Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Cool+Perform. Effect: The target’s Ability is replaced by the User’s own Ability. (ie. Luvdiscs’s Swift Swim Ability will replace Geodude’s Sturdy Ability).
  • Cosmic Power - Psychic Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Special+Channel. Effect: Increase the User’s Defense and Sp. Defense.
  • Recover - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Special+Nature. Effect: Basic Heal. If successful, spend 1 Will point to activate. May cure Lethal Damage.
  • Future Sight - Psychic Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Insight+Channel with a damage pool of Special+5. Effect: Strikes at the end of the next Round. It bypasses any Shield Move and cover. If the target retires or switches out from battle the damage will be dealt to the next opponent or to one of its allies.