#PokeroleSRD/Statblock

Exploud

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

  • Soundproof This Pokemon is immune to the damage and effects of all Sound-based moves.
  • Scrappy This Pokemon has the ability to hit Ghost-type Pokemon with Normal-type and Fighting-type moves, dealing Regular Damage. Apply the right resistances or weaknesses to the foe if it has a secondary type.

Stats

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

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Pound - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Uproar - Normal Type Special Move learned at Beginner. 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.
  • Howl - Normal Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Cool+Intimidate. Effect: Increase the User’s Strength.
  • 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.
  • Astonish - Ghost Type Physical Move learned at Amateur. 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.
  • Echoed Voice - Normal Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Sound Based. This move can be used many times in the same Round. Add 1 Extra Dice to the Damage Pool for every consecutive time you use it. Up to 8 dice may be added this way. Reset the effect if the user performs another move, evasion, or clash.
  • Bite - Dark Type Physical Move learned at Amateur. 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.
  • Supersonic - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Tough+Channel. Effect: Confuse the foe. -3 Accuracy.
  • Stomp - Normal Type Physical Move learned at Amateur. 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.
  • Screech - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Tough+Perform. Effect: Reduce the foe’s Defense by 2. Sound Based.
  • 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.
  • Roar - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Low Priority 6. In the wild the battle ends. In an official fight, the Pokemon switches out. If its the last or only Pokemon the move fails. Switcher Move.
  • Sleep Talk - Normal Type Support Move learned at Amateur. Targets Random Foe. It’s Accuracy dice are +. Effect: While this Pokemon is asleep, it may use one of its Moves at random.
  • Synchronoise - Psychic Type Special Move learned at Ace. Targets Area. It’s Accuracy dice are Special+Perform with a damage pool of Special+5. Effect: Sound Based. Choose a Type (Fire, Poison, Steel, etc.) this move only affects those with that Type.
  • Rest - Psychic Type Support Move learned at Ace. 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).
  • Hyper Voice - Normal Type Special Move learned at Ace. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Sound Based.
  • 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.
  • Boomburst - Normal Type Special Move learned at Ace. Targets Area. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+6. Effect: Sound Based.
  • Outrage - Dragon Type Physical Move learned at Pro. Targets Random Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Rampage.
  • Circle Throw - Fighting Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Low Priority 1. The target is hit and knocked back to its trainer forcing them to send out another Pokemon. In the wild the target is sent away. Switcher Move. -1 Accuracy.
  • Whirlpool - Water Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Block. Deal 2 dice of damage at the end of each Round. Lasts 4 Rounds. -2 Accuracy.