#PokeroleSRD/Statblock

Spiritomb

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

  • Pressure While this Pokemon is out, reduce the total Will Points of all foes by half, rounded down.
  • Infiltrator Shield Moves, Safeguard, Substitute, Light Screen, and Reflect are ignored by this Pokemon.

Stats

HP (4)InitEvade Phys ClashSpec Clash
7 1 1 2 2
Str Dex Vit Spec Ins
2/5 1/3 3/6 2/5 3/6
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Curse - Ghost Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Will+Channel. Effect: Roll half the user’s HP as damage dice to itself, ignoring Defenses. The target will remove 1 success from all their rolls until the Curse is lifted.
  • Pursuit - Dark 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 foe is Switching Out or escaping. Add 2 Dice to the Damage Pool and Priority 1 to this move.
  • Confuse Ray - Ghost Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Confuse the foe.
  • Spite - Ghost Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Will+Intimidate. Effect: Reduce Target’s Will to 1 point temporarily. Reset any effects it got from spending Will Points.
  • Shadow Sneak - Ghost Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Priority 1.
  • Feint Attack - Dark Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Never Fail.
  • Hypnosis - Psychic Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Allure. Effect: Put the target to sleep. Dark-Type Pokemon are affected by this move. -4 Accuracy.
  • Dream Eater - Psychic Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+4. Effect: The user restores HP equal to half the damage dealt, rounded down. The target must be asleep, this move will fail otherwise.
  • Ominous Wind - Ghost Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Increase the User’s Strength, Dexterity, Special, Defense, and Sp. Defense.
  • Sucker Punch - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Priority 1. This move can only be used after the Target rolls a damaging move.
  • Nasty Plot - Dark Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Clever+Alert. Effect: Increase the user’s Special by 2.
  • Dark Pulse - Dark Type Special Move learned at Amateur. Targets Random Foe. It’s Accuracy dice are Insight+Channel with a damage pool of Special+3. Effect: Targets random foe. Roll 2 Chance Dice to Flinch the foe.
  • Memento - Dark Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Will+Channel. Effect: The user faints. Reduce foe’s Strength. Dexterity. Special. Defense and Sp. Defense by 2. Lasts for a whole scene.
  • Destiny Bond - Ghost Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Will+Channel. Effect: If the user faints this Round due to Combat damage, the Pokemon that dealt the damage will faint at the same time.
  • Telekinesis - Psychic Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: All attacks against the target have “Never Fail”. The target is immune to Ground Moves. Lasts 2 Rounds.
  • Imprison - Psychic Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Clever+Channel. Effect: The foe cannot use any Moves known by the User. Lasts for a day.