#PokeroleSRD/Statblock

Tangrowth

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

  • Chlorophyll If Sunny Weather is in effect, Increase 2 Points to this Pokemon’s Dexterity Attribute.
  • Leaf Guard If Sunny weather is in effect, this Pokemon can’t have any Status Conditions inflicted. Previously inflicted conditions remain.
  • Regenerator This Pokemon may Heal up to 4 Damage or up to 2 Lethal Damage on its own every day. The Pokemon must be out of combat to benefit from this effect.

Stats

HP (5)InitEvade Phys ClashSpec Clash
8 2 2 3 3
Str Dex Vit Spec Ins
3/6 2/4 3/7 3/6 2/4
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Block - Normal Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl. Effect: Blocks.
  • Ingrain - Grass Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Special+Nature. Effect: User Heals 1 HP at the end of every Round. While this move is active the User is now Blocked.
  • 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.
  • Sleep Powder - Grass Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Special+Nature. Effect: Put the Target to Sleep. -2 Accuracy.
  • Vine Whip - Grass Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Absorb - Grass Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+1. Effect: The user restores HP equal to half the damage dealt rounded down.
  • Poison Powder - Poison Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Poison the Foe. -2 Accuracy.
  • 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.
  • Growth - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Nature. Effect: Increase the User’s Strength and Special.
  • Mega Drain - Grass Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: The user restores HP equal to half the damage dealt, rounded down.
  • Knock Off - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: The target Pokemon loses its held item.
  • Stun Spore - Grass Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Nature. Effect: Paralyze the Foe. -2 Accuracy.
  • Natural Gift - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Strength+3. Effect: User loses its held berry. Ranged. See Natural Gift on p.432 for more info.
  • Slam - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: -2 Accuracy.
  • Ancient Power - Rock 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.
  • Giga Drain - Grass Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: The user restores HP equal to half the damage dealt, rounded down.
  • Tickle - Normal Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl. Effect: Reduce the foe’s Strength and Defense.
  • Wring Out - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Remove 1 Dice from the Damage Roll for every missing HP of the Target. Up to 4 dice may be removed this way.
  • Grassy Terrain - Grass Type Support Move learned at Ace. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: If successful, spend 1 Will point to activate. Everyone in the user’s side of the field heals 1 HP at the end of each round. Add 1 Extra Dice to the Damage Rolls of Grass Type Moves.
  • Power Whip - Grass Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+5. Effect: -2 Accuracy.
  • Nature Power - Normal Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Special+Nature with a damage pool of Special+3. Effect: The type of this move is determined by the environment. See Nature Power p.432 for more info.
  • Confusion - Psychic Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Confuse the foe.
  • Amnesia - Psychic Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Insight+Alert. Effect: Increase the User’s Sp. Defense by 2.