#PokeroleSRD/Statblock

Silvally

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

  • RKS System Change the Pokemon’s Type to match the Disc on its Held Item slot. (i.e. Electric Disc makes this Pokemon become an Electric Type)

Stats

HP (4)InitEvade Phys ClashSpec Clash
7 3 3 3 3
Str Dex Vit Spec Ins
3/6 3/6 3/6 3/6 3/6
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.
  • Rage - Normal Type Physical Move learned at Beginner. 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.
  • 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.
  • Multi-Attack - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: This Move’s type will always match the User’s first Type.
  • Heal Block - Psychic Type Support Move learned at Amateur. Targets Area. It’s Accuracy dice are Special+Channel. Effect: No one can regain any lost HP. Lasts 4 Rounds.
  • Imprison - Psychic Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Clever+Channel. Effect: The foe cannot use any Moves known by the User. Lasts for a day.
  • Iron Head - Steel 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 the Foe.
  • Poison Fang - Poison Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 5 Chance Dice to Badly Poison the Foe.
  • 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.
  • 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.
  • 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.
  • Aerial Ace - Flying Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Never Fail.
  • Crush Claw - 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 5 Chance Dice to Reduce the target’s Defense by 2. Lethal.
  • Scary Face - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce the foe’s Dexterity by 2.
  • X-Scissor - Bug Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+3.
  • Take Down - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil. -2 Accuracy.
  • 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.
  • Double Hit - Normal 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.
  • 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.
  • Air Slash - Flying Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 3 Chance Dice to Flinch the foe.
  • Punishment - Dark Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Add up to 7 Dice to the Damage Pool for every Increased Attribute the foe has. (ie. Foe has 1 Increased dice in Dexterity & Strength that equals +2 Dice on the Damage Pool of this attack).
  • Razor Wind - Normal Type Special Move learned at Ace. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: High Critical. Charge.
  • Tri Attack - Normal Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 2 Chance Dice to Paralyze the foe. Roll 2 Chance Dice to Burn the foe. Roll 2 Chance Dice to Freeze the Foe.
  • Double-Edge - Normal Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Recoil.
  • Parting Shot - Dark Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce foe’s Strength and Special. The user switches out, the new Pokemon arrives ready to fight. Roll for its initiative. Switcher Move.