#PokeroleSRD/Statblock

Klinklang

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

  • Plus If an ally Pokemon has the ability “Minus”, Increase 2 Points to the Special Attribute of this Pokemon.
  • Minus If an ally Pokemon on the field has the ability “Plus”, Increase 2 Points to the Special Attribute of this Pokemon.
  • Clear Body Other Pokemon cannot Increase or Decrease the Attributes of this Pokemon. This Pokemon can still Increase or Decrease its own Attributes.

Stats

HP (5)InitEvade Phys ClashSpec Clash
8 2 2 3 2
Str Dex Vit Spec Ins
3/6 2/5 3/6 2/5 2/5
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Vice Grip - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Charge - Electric Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Add 2 Dice to the Damage Pool to the next Electric Damaging move the user performs.
  • Thunder Shock - 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 1 Chance Dice to Paralyze the foe.
  • Gear Grind - Steel Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Double Action. -1 Accuracy.
  • Gear Up - Steel Type Support Move learned at Amateur. Targets One Ally. It’s Accuracy dice are Vitality+Channel. Effect: Increase the Strength and Special of one Steel-Type or Electric-Type Ally.
  • Magnetic Flux - Electric Type Support Move learned at Amateur. Targets User and Allies. It’s Accuracy dice are Insight+Nature. Effect: Increase the Defense and Sp. Defense of User and all its Electric and Steel Type Allies.
  • Bind - Normal Type Physical Move learned at Amateur. 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 Amateur. 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.
  • Autotomize - Steel Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Dexterity+Channel. Effect: Increase the User’s Dexterity by 2. User’s weight is halved for the rest of Scene.
  • Mirror Shot - Steel Type Special Move learned at Amateur. 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. -2 Accuracy.
  • 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.
  • 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.
  • Metal Sound - Steel Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Tough+Perform. Effect: Sound Based. Reduce the foe’s Special Defense by 2.
  • Shift Gear - Steel Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Dexterity+Channel. Effect: Increase the User’s Strength by 1 and Dexterity by 2.
  • Lock-On - Normal Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Insight+Alert. Effect: The next attack the user performs has 2 automatic unremovable successes on its Accuracy Roll.
  • 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.
  • 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.
  • Iron Defense - Steel Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Vitality+Channel. Effect: Increase the User’s Defense by 2.
  • Gravity - Psychic Type Support Move learned at Pro. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Flying and Levitating Pokemon can be hit by Ground Type Moves. Lasts 4 Rounds.
  • Magnet Rise - Electric Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Insight+Nature. Effect: For the Next 4 Rounds the User gains immunity against Ground Type Moves.