#PokeroleSRD/Statblock

Drapion

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

  • Battle Armor If a Foe lands a Critical Hit on this Pokemon, it will not get any Bonus Dice for it.
  • Sniper If this Pokemon lands a Critical Hit, it will get 3 Bonus Dice to the Damage Pool of its attack instead of the regular 2.
  • Keen Eye This Pokemon cannot have successes removed from its Accuracy rolls by Moves, Items or Abilities. Pain Penalizations and Difficulty Penalties may still apply.

Stats

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

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Leer - Normal Type Support Move learned at Starter. Targets All Foes. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce the Defense of those affected.
  • Bite - Dark Type Physical Move learned at Starter. 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.
  • 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.
  • Pin Missile - Bug Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Ranged. Successive Actions.
  • Knock Off - Dark Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: The target Pokemon loses its held item.
  • Ice Fang - Ice Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 2 Chance Dice to Flinch the foe. Roll 2 Chance Dice to Freeze the foe. -1 Accuracy.
  • Fire Fang - Fire Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 2 Chance to Flinch the Foe. Roll 2 Chance Dice to Burn the foe. -1 Accuracy.
  • Thunder Fang - 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 2 Chance Dice to Flinch the foe. Roll 2 Chance Dice to Paralyze the foe.
  • Acupressure - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Dexterity+Nature. Effect: Increase a Random Attribute. If this Move is used again, the previous Attribute Modifier is removed.
  • Pursuit - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: If the foe is Switching Out or escaping. Add 2 Dice to the Damage Pool and Priority 1 to this move.
  • Bug Bite - Bug Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: If the Target Pokemon is holding a berry, the user eats it and gains its effect.
  • Poison Fang - Poison Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 5 Chance Dice to Badly Poison the Foe.
  • Venoshock - Poison 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 already poisoned, add 2 Extra Dice to the Damage Pool.
  • Hone Claws - Dark Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Increase the User’s Strength and Accuracy.
  • 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.
  • Night Slash - Dark Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Lethal. High Critical.
  • Scary Face - Normal Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce the foe’s Dexterity by 2.
  • Crunch - Dark Type Physical Move learned at Ace. 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.
  • Fell Stinger - Bug Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: If the foe faints due to damage from this attack increase the user’s Strength by 2.
  • Cross Poison - Poison Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: High Critical. Roll 1 Chance Dice to Poison the foe.
  • Agility - Psychic Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Dexterity+Athletic. Effect: Increase the User’s Dexterity by 2.
  • Aqua Tail - Water Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 3 Chance Dice to Flinch the foe. -1 Accuracy.
  • Poison Tail - Poison Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: High Critical. Roll 1 Chance Dice to Poison the Foe.