#PokeroleSRD/Statblock

Granbull

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

  • Intimidate When this Pokemon comes into battle, Reduce 1 Point to the Strength of all foes in range. This effect will last for as long as this Pokemon is out. Reduce random encounters with wild Pokemon.
  • Quick Feet While affected by any Status Condition, Increase 2 Points to this Pokemon’s Dexterity Attribute. The Pokemon may be inflicted with Paralysis condition but this Ability prevents its effects.
  • Rattled The first time this Pokemon is hit by a Bug, Dark, or Ghost-Type Attack, increase 1 Point to its Dexterity Attribute.

Stats

HP (4)InitEvade Phys ClashSpec Clash
6 2 2 3 2
Str Dex Vit Spec Ins
3/7 2/4 2/5 2/4 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.
  • Charm - Fairy Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Cute+Allure. Effect: Reduce foe’s Strength by 2.
  • Scary Face - Normal Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce the foe’s Dexterity by 2.
  • 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.
  • 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.
  • Lick - 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 Paralyze the Foe.
  • 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.
  • Rage - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: If the Pokemon receives damage after using this move. Increase the User’s Strength. This effect can stack up to 3 times.
  • Roar - Normal Type Support Move learned at Ace. 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.
  • 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.
  • Payback - Dark Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Add 2 Extra Dice to the Damage Pool if the target already damaged you this Round.
  • 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.
  • Outrage - Dragon 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.
  • 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.
  • Water Pulse - Water Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 3 Chance Dice to Confuse the foe.
  • Close Combat - Fighting Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: After dealing damage, Reduce the User’s Defense and Sp. Defense.