#PokeroleSRD/Statblock

Shuckle

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

  • 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.
  • Gluttony This Pokemon can eat any type of food, medicine or herbal medicine with no negative. This pokemon can eat any held berries at any point of the battle as a free action.
  • Contrary If anything would Decrease an Attribute of this Pokemon, Increase it instead. If anything would Increase an Attribute of this Pokemon, Decrease it instead.

Stats

HP (4)InitEvade Phys ClashSpec Clash
9 1 1 1 1
Str Dex Vit Spec Ins
1/2 1/2 5/10 1/2 5/10
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Bide - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of +0. Effect: The User will take the next 2 hits. After those two attacks, you may use this Move again to retaliate with Strength + Twice the Damage Received from those 2 hits.
  • Constrict - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Blocks. Roll 2 Dice of Damage against the foe at the end of each Round. Lasts 4 Rounds.
  • Rollout - Rock 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. 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.
  • Sticky Web - Bug Type Support Move learned at Starter. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: Entry Hazard. Foe Pokemon that enter the battlefield get a Dexterity Reduction of 1. Pokemon with the Levitate ability and Flying Type Pokemon are immune to this effect.
  • Withdraw - Water Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Vitality+Brawl. Effect: Increase User’s Defense.
  • Encore - Normal Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Cool+Allure. Effect: For the duration of this effect, the target will repeat the exact same action sequence it had this round. Target must have had an action sequence. Last 4 Rounds. Priority 3.
  • Wrap - Normal Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Blocks. Roll 2 Dice of Damage against the foe at the end of each Round. Lasts 4 Rounds. -1 Accuracy.
  • Struggle Bug - Bug Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+1. Effect: Reduce the foe’s Special.
  • Safeguard - Normal Type Support Move learned at Amateur. Targets User and Allies. It’s Accuracy dice are Special+Channel. Effect: For the next 4 Rounds, the User and its Allies are immune to Status Ailments (Burn. Poison. Sleep. Confuse. Freeze. Paralysis). Lasts 4 Rounds. Previously inflicted Status Ailments remain.
  • Rest - Psychic Type Support Move learned at Amateur. 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).
  • 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.
  • Gastro Acid - Poison Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Until the end of the Scene, eliminate any effect the foe’s Ability would do.
  • Power Trick - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Channel. Effect: Switch the User’s Strength with its Defense and the User’s Special with its Sp. Defense.
  • Shell Smash - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Strength+Brawl. Effect: Increase the User’s Strength, Special, Dexterity by 2. Reduce the User’s Defense and Special Defense by 2.
  • Bug Bite - Bug Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: If the Target Pokemon is holding a berry, the user eats it and gains its effect.
  • Rock Slide - Rock Type Physical Move learned at Ace. Targets All Foes. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Ranged. Roll 3 Chance Dice to Flinch those affected. -1 Accuracy.
  • Guard Split - Psychic Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Average your Defense and Sp. Defense with your target.
  • Power Split - Psychic Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Average the User’s Strength and Special with the target.
  • 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.
  • Infestation - Bug Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+1. Effect: Blocks. Roll 2 Dice of Damage against the foe at the end of each Round. Lasts 4 Rounds.
  • Stealth Rock - Rock Type Support Move learned at Pro. 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.
  • Acupressure - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Dexterity+Nature. Effect: Increase a Random Attribute. If this Move is used again, the previous Attribute Modifier is removed.