#PokeroleSRD/Statblock

Eelektrik

A Electric 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)InitEvade Phys ClashSpec Clash
6 1 1 2 2
Str Dex Vit Spec Ins
2/5 1/3 2/5 2/5 2/5
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Spark - Electric 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 Paralyze the foe.
  • Thunder Wave - Electric Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Paralyze the foe. -1 Accuracy.
  • Bind - Normal Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Block. Deal 2 dice of damage at the end of each Round. Lasts 4 Rounds. -2 Accuracy.
  • Charge Beam - 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 5 Chance Dice to Increase the User’s Special. -1 Accuracy.
  • Headbutt - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 3 Chance Dice to Flinch. May call Random Encounters when hitting trees.
  • Acid - Poison Type Special Move learned at Amateur. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Reduce Sp. Defense of those affected.
  • Discharge - Electric Type Special Move learned at Amateur. 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.
  • 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.
  • Thunderbolt - Electric 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 Paralyze the foe.
  • Acid Spray - Poison Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Reduce the foe’s Special by 2.
  • Coil - Poison Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Tough+Intimidate. Effect: Increase the User’s Strength, Defense, and Accuracy.
  • 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.
  • Gastro Acid - Poison Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Until the end of the Scene, eliminate any effect the foe’s Ability would do.
  • Zap Cannon - Electric Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+5. Effect: Lethal. Paralyze the Foe. -3 Accuracy.
  • Thrash - Normal Type Physical Move learned at Ace. Targets Random Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Rampage.
  • Giga Drain - Grass Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: The user restores HP equal to half the damage dealt, rounded down.
  • 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.
  • 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.