#PokeroleSRD/Statblock

Geodude

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

  • Rock Head This Pokemon will not receive damage from Recoil.
  • Sturdy The first time this Pokemon would faint due to a Damaging move, it will remain at 1 HP instead. Status Conditions and Self inflicted damage will still cause it to faint. The Pokemon must rest for an hour before benefiting from Sturdy again.
  • Sand Veil If Sandstorm Weather is in effect, increase 1 Point to the Evasion of this Pokemon. The Pokemon is immune to damage from Sandstorm weather.

Stats

HP (3)InitEvade Phys ClashSpec Clash
6 1 1 2 1
Str Dex Vit Spec Ins
2/5 1/3 3/6 1/3 1/3
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.
  • Defense Curl - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Vitality+Brawl. Effect: Increase the User’s Defense.
  • Mud Sport - Ground Type Support Move learned at Beginner. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: For the next 4 Rounds Electric Type attacks won’t add their Power to the Damage Pool.
  • Rock Polish - Rock Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Dexterity+Channel. Effect: Increase User’s Dexterity by 2.
  • Rollout - Rock Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Successive Actions. Add 1 Extra Dice to the Damage Roll of the last Rollout hit the user performs. If the Pokemon used Defense Curl this Round, add 1 Extra Dice to the Damage Roll of every hit. -1 Accuracy.
  • Magnitude - Ground Type Physical Move learned at Amateur. Targets Area. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+0. Effect: Ranged. 1 Dice to determine this Move’s Power
  • Rock Throw - Rock Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Strength+2. Effect: Ranged. -1 Accuracy.
  • Rock Blast - Rock Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Ranged. Successive Actions. -1 Accuracy.
  • Smack Down - Rock Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Strength+2. Effect: Ranged. Remove the foe’s Immunity to Ground-Type Attacks.
  • Self Destruct - Normal Type Physical Move learned at Amateur. Targets Area. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+8. Effect: After performing the move, the user receives damage equal to its remaining HP.
  • Bulldoze - Ground Type Physical Move learned at Amateur. Targets Area. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Reduce the Dexterity of those affected.
  • Stealth Rock - Rock Type Support Move learned at Amateur. Targets Battlefield. It’s Accuracy dice are Dexterity+Stealth. Effect: Entry Hazard. Foe Pokemon that enter the battlefield lose 1 HP. This effect does not stack.
  • Earthquake - Ground Type Physical Move learned at Ace. Targets Area. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+4. Effect: Area Attack. Ranged.
  • Explosion - Normal Type Physical Move learned at Ace. Targets Area. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+10. Effect: After the damage is dealt the User faints. Lethal.
  • Double-Edge - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Recoil.
  • Stone Edge - Rock Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Channel with a damage pool of Strength+4. Effect: Ranged. High Critical. Lethal. -2 Accuracy.
  • Rock Climb - Normal Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 2 Chance Dice to Confuse the foe. Outside of battle it may be used to climb with ease. -2 Accuracy.
  • Wide Guard - Rock Type Support Move learned at Pro. Targets User and Allies. It’s Accuracy dice are Vitality+Brawl. Effect: Priority 3. Shield. Reduce 3 Damage the User and Allies would receive from a damaging move. Reduce to zero the set damage from a move the User and Allies would take.
  • Sucker Punch - Dark Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Priority 1. This move can only be used after the Target rolls a damaging move.