#PokeroleSRD/Statblock

Hitmonchan

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

  • 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.
  • Iron Fist Add 1 Dice to the Damage Pool of Fist Based moves.
  • Inner Focus This Pokemon does not Flinch and cannot be Intimidated. (Intimidate Ability does not have any effect against this Pokemon.)

Stats

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

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Revenge - Fighting Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: If the User has already received damage this round, add 2 Extra Dice to the Damage Pool.
  • Comet Punch - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Successive Actions. Fist Based.
  • Agility - Psychic Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Dexterity+Athletic. Effect: Increase the User’s Dexterity by 2.
  • Pursuit - Dark Type Physical Move learned at Beginner. 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.
  • Mach Punch - Fighting Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Fist Based. Priority 1.
  • Bullet Punch - Steel Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Fist Based. Priority 1.
  • Feint - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Priority 2. This Move ignores any Shielding Move.
  • Vacuum Wave - Fighting Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Priority 1.
  • Quick Guard - Fighting Type Support Move learned at Amateur. Targets User and Allies. It’s Accuracy dice are Dexterity+Athletic. Effect: Priority 3. Shield Move. This move will only protect against Damaging Moves with “Priority”. Reduce 3 Dice from the foe’s Damage Pool. Negate the effects of support moves that target the User and Allies.
  • Thunder Punch - Electric Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Fist Based. Roll 1 Chance Dice to Paralyze foe.
  • Ice Punch - Ice Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Fist Based. Roll 1 Chance Dice to Freeze the foe.
  • Fire Punch - Fire Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Fist Based. Roll 1 Chance Dice to apply Burn 2 to the foe.
  • Sky Uppercut - Fighting Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: -1 Accuracy.
  • Mega Punch - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: -1 Accuracy.
  • Detect - Fighting Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Insight+Alert. Effect: Priority. Shield Move. Reduce 3 Damage this pokemon would receive from a Damaging Move. Negate effects of Support Moves that target the user. Reduce to zero the set damage from a move the user would take.
  • Focus Punch - Fighting Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+6. Effect: Fist Based. Charge Move. The User will flinch if it gets hit before releasing this attack.
  • Counter - Fighting Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Insight+Brawl with a damage pool of +2. Effect: This Move can only deal damage if the Foe has dealt Physical Damage to the User this Round. Roll the same Damage Pool as your Foe plus 2 Extra Dice. Ignore the foe’s Defenses.
  • Close Combat - Fighting Type Physical Move learned at Ace. 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.
  • Rapid Spin - Normal Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Remove Entry Hazards (Spikes, Stealth Rock, etc.) and Leech Seed from the user’s side of the field. Increase user’s Dexterity.
  • Drain Punch - Fighting Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Fist Based. The user restore HP equal to half the damage dealt, rounded down.
  • High Jump Kick - Fighting Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+5. Effect: If Accuracy Roll is unsuccessful, deal 5 Dice of Damage to the User. -1 Accuracy.