Grookey

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Grookey — Type: Grass

Grookey

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

DPS Role Brawler
An Offensive Role that excels at flanking and melee attacks against isolated enemies.
Tank Role Bulwark
A Defensive Role that stops enemies in their tracks and acts as Cover for allies.
Support Role Field Master
A Support Role that manipulates Zones and Hazards to its advantage.

Abilities

Wild Rhythm
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 tier 1
1 AP, At-Will ✦ Strike
Targets: Melee Reach +1, 1 Target ✦ vs Evasion
Hit: 2d6 Physical Grass Damage. Push 1


Screech ✦ Normal Type tier 1
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 tier 1
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 tier 1
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 tier 1
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 tier 1
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 tier 1
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 tier 1
1 AP, At-Will ✦ Trick, Social, Limited
Targets: Range 6, 1 Target ✦ vs Resolve
Hit: The target becomes Enraged (Save Ends).