Grookey
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Grookey — Type: Grass
Favored Skills: Finesse, Focus
Deficient Skill: Covertness
Home Turf: Grassland
Gifts: Placeholder
Initiative: 2
Movement: 5
Size: Small
Traits
Physical Attacker: +3/4/5 Physical Damage.
Sap Sipper: The user is Immune to Grass-type attacks, and when hit by a Grass-type Attack, their next Physical attack deals +1d6 Damage.
Defense Priority: Vigor > Resolve > Evasion
Basic Attacks: Physical Innate Melee
Physical Grass Ranged
Roles
Brawler | |
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An Offensive Role that excels at flanking and melee attacks against isolated enemies. |
Bulwark | |
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A Defensive Role that stops enemies in their tracks and acts as Cover for allies. |
Field Master | |
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A Support Role that manipulates Zones and Hazards to its advantage. |
Abilities
Wild Rhythm |
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Free Action, Scene x2 ✦ Limited |
Trigger: You use a Move with the Sonic Keyword |
Effect: Foes hit by the Move become Enraged until the end of your next turn. |
Moves
Starting Moves
Branch Poke ✦ Grass Type | |
1 AP, At-Will ✦ Strike | |
Targets: Melee Reach +1, 1 Target ✦ vs Evasion | |
Hit: 2d6 Physical Grass Damage. Push 1 |
Screech ✦ Normal Type | |
2 AP, At-Will ✦ Strike, Friendly, Sonic | |
Targets: Burst 2 | |
Hit: Until the end of your next turn, the targets are Vulnerable against the next Physical attack against them. | |
Always: The targets cannot cannot apply Armor to the next Physical attack that hits them before the end of your next turn. | |
Boost: Until the end of your next turn, Physical attacks against the targets gain +1 Boon to Accuracy and deal +1d6 damage. |
Double Hit ✦ Normal Type | |
1 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 1d6 Physical Normal Damage. | |
Special: Roll Accuracy twice for this attack. If both rolls hit, this attack deals +1d6 damage and you may Push 2. |
Tier 1 Natural Moves
Drumroll ✦ Grass Type | |
2 AP, At-Will ✦ Strike, Friendly, Sonic | |
Targets: Burst 1 ✦ vs Resolve | |
Hit: 1d6 Special Grass Damage. | |
Always: Create a Drumroll Zone in your square and the targeted squares that lasts until the end of the next round. Allies may give their attacks that target foes in the Drumroll Zone the Sonic tag and cause targets to Flinch on a Super-Effective or Critical Hit. | |
Boost: +1d6 Damage. Resisted damage on miss. The Drumroll Zone persists as long as you remain in the Zone. |
Grassy Terrain ✦ Grass Type | |
1 AP, Scene x1 ✦ Maneuver | |
Targets: Range 3, Blast 3 | |
Always: You create a Zone of Grassy Terrain in the targeted area that lasts until the end of the Scene. Grassy Terrain is Slow and Rough Terrain, and causes all allies and any characters with Grassland or Forest Naturewalk that end their turn in it to gain a Tick of Temporary HP. |
Bulldoze ✦ Ground Type | |
2 AP, At-Will ✦ Strike | |
Targets: Burst 1 ✦ vs Vigor | |
Hit: 2d6 Physical Ground Damage. | |
Always: All spaces in the area of effect become Slow Terrain for one full round. | |
Boost: +1d6 Damage. Resisted Damage on Miss. All squares adjacent to the area of effect, besides squares you occupy, also become Slow Terrain for one full round. |
Tier 1 Tutor Moves
Snarl ✦ Dark Type | |
2 AP, At-Will ✦ Strike, Social, Sonic | |
Targets: Cone 2 ✦ vs Resolve | |
Hit: 2d6 Special Dark Damage. | |
Always: The targets deal Special Damage as if Resisted one step further until the end of their next turn (Limited). | |
Boost: Snarl becomes your choice of a Cone 3 or a Burst 1. Half damage on miss. |
Taunt ✦ Dark Type | |
1 AP, At-Will ✦ Trick, Social, Limited | |
Targets: Range 6, 1 Target ✦ vs Resolve | |
Hit: The target becomes Enraged (Save Ends). |