#PokeroleSRD/Statblock

Dedenne

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

  • Cheek Pouch This Pokemon restores 2 HP whenever it eats a berry with no HP healing effect. (e.g. Pecha Berry, Lum Berry)
  • Pickup If this Pokemon was out of its Pokeball, at the end of the scene see what it found for you at Storyteller’s discretion.
  • Plus If an ally Pokemon has the ability “Minus”, Increase 2 Points to the Special Attribute of this Pokemon.

Stats

HP (4)InitEvade Phys ClashSpec Clash
6 3 3 2 2
Str Dex Vit Spec Ins
2/4 3/6 2/4 2/5 2/4
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.
  • 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.
  • 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.
  • Charge - Electric Type Support Move learned at Beginner. 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.
  • Charm - Fairy Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Cute+Allure. Effect: Reduce foe’s Strength by 2.
  • Parabolic Charge - Electric Type Special Move learned at Amateur. Targets Area. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: The user restores HP equal to half the damage dealt to one target, rounded down.
  • Nuzzle - Electric Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Paralyze the foe.
  • Thunder Wave - Electric Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Paralyze the foe. -1 Accuracy.
  • Volt Switch - Electric Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: The user switches out after dealing damage. The new Pokemon arrives ready to fight on the next Round. Switcher Move.
  • Rest - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Complete Heal. If successful spend 1 Will point to activate. The User must Sleep for a whole Round (from Round Start to Round End).
  • Snore - Normal Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Perform with a damage pool of Special+2. Effect: This move can only be used if the user asleep. Roll 3 Chance Dice to Flinch the foe. Sound Based Move.
  • Charge Beam - Electric Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 5 Chance Dice to Increase the User’s Special. -1 Accuracy.
  • 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).
  • 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.
  • Thunder - Electric Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Lethal. Roll 3 Chance Dice to Paralyze foe. If performed under Sunny Weather, Accuracy becomes -3 instead. If performed under Rain Weather, Ignore this Moves Reduced Accuracy. -2 Accuracy.
  • Discharge - Electric Type Special Move learned at Ace. 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.
  • Super Fang - Normal Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of +0. Effect: Damage Roll is Half of the Foe’s remaining HP (up to 10) rounded down. If the remaining HP of the foe is 1 this move fails. Ignore the foe’s Defenses. -1 Accuracy.
  • Iron Tail - Steel Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+4. Effect: Roll 3 Chance Dice to Reduce the foe’s Defense. -3 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.