[h1]Pokémon Stat Blocks Guide[/h1] ⚠️⚠️ The full guide is live, but I understand the mechanics might feel a bit overwhelming at first—so for now, think of them as suspended until everyone feels comfortable diving in. ⚠️⚠️ [hider=The Guide][h2]Introduction[/h2] This is a comprehensive guide on all the rules that determine the stat blocks for Pokémon. [indent][indent][indent][center]***[b]No need to get intimidated by it.[/b] You don’t have to memorize every detail, and you definitely don’t need to read the whole thing if you’d rather not.***[/center][/indent][/indent][/indent] There’s an example stat block for an Ivysaur at the end of the guide—maybe just checking that will help you understand most of the system all at once. In this game, Pokémon grow from [b]level 1 to 20[/b]. A [b]level 20 Pokémon[/b] is equivalent to level 100 in the traditional games. [i]Each level matters[/i], and every time a Pokémon grows stronger, it’s felt. To know when your Pokémon is going to [b]level up[/b], simply divide it's normal evolving level by 5 and round up. For example, Bulbasaur evolves into Ivysaur at level 16. 15/6 = 3.2 -> rounded up: level 4. There are a few pieces of information in the Pokémon stat block you'll want to pay attention to: [hider=Intro] [b]Attributes[/b] – These define your Pokémon’s strengths and weaknesses. They’re directly inspired by D&D’s ability scores, but here, they have different effects. Each attribute plays a role in battle, performance, or how your Pokémon interacts with the world. [b]HP[/b] – This is your Pokémon’s health. It tells you how much damage they can take before fainting. Tougher Pokémon with higher Constitution can endure more hits. [b]AC[/b] – Stands for Armor Class. It represents how hard it is to land a hit on your Pokémon, whether through physical or special attacks, depending on their defenses. You have a physical and a special one. [b]Moves[/b] – These are the actions your Pokémon can take — offensive strikes, tactical status effects, defensive maneuvers, or dazzling contest techniques. Each one costs 1 Charge to use. You can keep only 4 at a time. [b]Charges[/b] – This is your Pokémon’s stamina. It tells you how many actions they can take before needing a rest. Every move costs 1 Charge, and once they run out, they’re spent until they can recover.[/hider] [hider= Da Guide: step by step] [h2]Attributes[/h2] Every Pokémon has six attributes: [b]Strength[/b], [b]Dexterity[/b], [b]Constitution[/b], [b]Intelligence[/b], [b]Wisdom[/b], and [b]Charisma[/b]. At level 1, each Pokémon gets 75 attribute points, and they earn 1 point every two levels. [hider=Attributes] [indent][b]Strength (STR)[/b] – This affects how hard your physical attacks hit. It's the primary attribute for calculating the damage of physical moves. [b]Dexterity (DEX)[/b] – Governs physical defense, accuracy, and initiative. This affects the Pokémon's [i]physical AC[/i] (how hard it is to hit with physical attacks) and its [i]Initiative[/i] (the order it acts in during combat). [b]Constitution (CON)[/b] – Directly affects your Pokémon’s HP. Most moves that cause conditions like poison, burn, or sleep require a [i]Constitution saving throw[/i] to resist their effects. [b]Intelligence (INT)[/b] – Like Strength, but for special attacks. It determines the power and effectiveness of beams, blasts, and other special-based moves. [b]Wisdom (WIS)[/b] – Functions like Dexterity, but for resisting special attacks. It determines your Pokémon’s [i]special AC[/i]—how hard it is to hit with special moves like Psychic or Flamethrower. [b]Charisma (CHA)[/b] – Directly influences [i]Contests[/i]. A high-Charisma Pokémon will perform better overall (see Contest rules for more details). Charisma also affects the accuracy of [i]status moves[/i] (in the same way Strength does for physical attacks and Intelligence for special ones), and governs [i]happiness-based evolution[/i]. The higher the Charisma, the easier it is to form a deep bond—and evolve through it.[/indent] [/hider] [hider=Modifiers] [b]Modifiers[/b] Each attribute a Pokémon has (Strength, Dexterity, etc.) comes with a [b]modifier[/b]. This modifier is what’s actually added to rolls—like damage, saves, accuracy, or AC. The higher the attribute, the better the modifier. The table below shows how that works: [b]Score Modifier[/b] 1 -5 2–3 -4 4–5 -3 6–7 -2 8–9 -1 10–11 +0 12–13 +1 14–15 +2 16–17 +3 18–19 +4 20+ +5 If your Ivysaur has a Constitution score of 14, for example, that’s a +2 modifier—which means it gets 2 extra HP per level. [/hider] [hider=Build Ideas] Different Pokémon fill different roles in battle, and how you allocate their stats will define the way they move, strike, support, and survive. Below are some general build archetypes to help you think about how your Pokémon might function in your team. These aren't hard rules—just starting points. Every bond is unique. [b]Tank[/b] – A Pokémon built to take hits and keep standing. High [b]Constitution[/b] gives them the raw HP to last. Pair it with high [b]Dexterity[/b] to shrug off physical blows, or [b]Wisdom[/b] to endure special attacks. [b]Physical Striker[/b] – This one hits hard and fast. A high [b]Strength[/b] stat powers up physical attacks, while [b]Dexterity[/b] helps them go early in the turn order and land precise blows. [b]Special Striker[/b] – Similar to the physical variant, but focused on beams, pulses, and elemental blasts. [b]Intelligence[/b] boosts damage, and pairing it with [b]Wisdom[/b] improves survivability against opposing specials. [b]Speedster / Glass Cannon[/b] – High [b]Dexterity[/b] and [b]Strength[/b] or [b]Intelligence[/b], but low Constitution. They hit first, and they hit hard—but they can't take much in return. [b]Disruptor / Status Specialist[/b] – Focused on conditions rather than damage. [b]Charisma[/b] improves accuracy of status moves and contest potential, while [b]Wisdom[/b] or [b]Dexterity[/b] can help them survive long enough to sabotage the field. [b]Support / Healer[/b] – These Pokémon often prioritize [b]Charisma[/b] and [b]Wisdom[/b], especially if they're buffing allies or soothing them mid-battle. They're not front-liners—but they keep front-liners standing. [b]Contest Performer[/b] – Outside battle, this build thrives on stage. High [b]Charisma[/b] is essential, but certain contest styles may also benefit from [b]Dexterity[/b], [b]Intelligence[/b], or even [b]Wisdom[/b], depending on the routine. [b]Balanced All-Rounder[/b] – Some Pokémon are simply good at everything—solid [b]Constitution[/b], decent offense on either side, and the flexibility to adapt mid-fight. Not flashy, but reliable. [b]Evasion-Based Scout[/b] – High [b]Dexterity[/b] and [b]Wisdom[/b], built to never get hit in the first place. These Pokémon weave through danger and can be perfect for Explorers or hit-and-run tactics. [/hider] [hider=Proficiency Bonus] [b]Proficiency Bonus[/b] This is a basic modifier that increases as your Pokémon levels up. It represents overall skill, training, and experience. You’ll use it in a few important places—like when calculating [i]AC[/i], or when determining the [i]DC (Difficulty Class)[/i] for a move that forces a target to resist. Level Proficiency Bonus 1–4 +2 5–8 +3 9–12 +4 13–16 +5 17–20 +6 [i]Don’t worry about calculating this yourself— in the Stat Blocks the Proficiency Bonus will already be included wherever it applies.[/i] [/hider] [h2]HP[/h2] Your Pokémon’s HP shows how much damage they can take before fainting. The tougher the Pokémon, the more hits they can survive—and that’s reflected in their [b]Constitution modifier[/b]. [hider= HP (hit points)] The formula is simple: [b]HP = 5 × Level + (Constitution Modifier × Level)[/b] So if your Pokémon is level 10 with a +2 Constitution modifier, their HP would be: [i]5 × 10 = 50 +2 × 10 = 20 Total: 70 HP[/i] This means every level matters, and Constitution really shapes a Pokémon’s durability. A high-CON Pokémon will always outlast a fragile one at the same level. [/hider] [h2]AC's[/h2] AC is how hard it is to hit your Pokémon during battle. There are [b]two types of AC[/b]: one for [i]physical attacks[/i], and another for [i]special attacks[/i]. [hider= AC (armor class)] The formulas are: [b]Physical AC = 8 + Proficiency Bonus + Dexterity Modifier[/b] [b]Special AC = 8 + Proficiency Bonus + Wisdom Modifier[/b] Physical AC is used when your Pokémon is being targeted by physical moves—things like Tackle, Bite, or Close Combat. Special AC comes into play when facing moves like Flamethrower, Psybeam, or Thunderbolt. If your Pokémon is especially agile or perceptive, they’ll be harder to land a hit on. High Dexterity means they’re good at dodging physical blows; high Wisdom means they can read and react to incoming special attacks. [/hider] [h2]Moves[/h2] Each Pokémon can know [b]up to 4 moves[/b] at a time. These are the actions they can take in battle—whether they’re attacking, supporting allies, weakening enemies, or enhancing themselves. [hider=Moves] Every move will have its own description: what it does, what kind of damage it deals (if any), and whether it requires a saving throw or affects AC. All of that will be listed clearly in the move’s entry. There are [b]four types of moves[/b] in the Veluria system: [b]Physical Attacks[/b] – These are close-range strikes like Tackle, Brick Break, or Play Rough. They add your Pokémon’s [b]Strength modifier[/b] to the damage, and are checked against the target’s [b]Physical AC (DEX-based)[/b]. [b]Special Attacks[/b] – These include elemental blasts, beams, or pulses—like Flamethrower, Shadow Ball, or Thunderbolt. They add your [b]Intelligence modifier[/b] to damage and go against the target’s [b]Special AC (WIS-based)[/b]. [b]Self-Inflicting Status Moves[/b] – These are buffs or debuffs your Pokémon applies to [i]themselves[/i]. Things like Swords Dance, Agility, or Iron Defense. They don’t require any rolls and are usually modified by [b]Charisma[/b]. [b]Status Moves (Targeted)[/b] – These apply conditions or stat changes to [i]other Pokémon[/i], like Growl, Confuse Ray, or Toxic. They’re powered by [b]Charisma[/b] as well, and might require the target to make a saving throw—usually a Constitution or Wisdom save, depending on the effect. [i]All of this will already be written into the move itself on your stat block, so don’t worry about memorizing it. Just focus on what your Pokémon does best—and how they do it.[/i] [hr] The [b]damage of moves is also affected by your Pokémon’s level tier[/b]. As they grow stronger, their attacks hit harder. This multiplier is already factored into move damage in GM-provided stat blocks, but here's how it works: Level 1–5 → ×1 (base damage) Level 6–10 → ×2 Level 11–15 → ×3 Level 16–20 → ×4 [/hider] [h2]Charges[/h2] Charges represent how many actions your Pokémon can take between rests. Every time your Pokémon uses a move, it spends [b]1 Charge[/b]. Once they run out, they’ll need to rest—either at a Pokémon Center, at camp, or through some other downtime—before they can act again. [hider=Charges] All moves cost 1 Charge. No exceptions. Whether it’s an attack, a buff, or a debuff, it still costs one. Pokémon start with [b]6 Charges[/b] at level 1, and gain [b]+2 Charges every 3 levels[/b]. That means more seasoned Pokémon can stay in battle longer and do more before tiring out. Here’s how it scales: Level 1–3 → 6 Charges Level 4–6 → 8 Charges Level 7–9 → 10 Charges Level 10–12 → 12 Charges Level 13–15 → 14 Charges Level 16–18 → 16 Charges Level 19–20 → 18 Charges If a Pokémon runs out of Charges, it is considered [b]incapacitated[/b]—it can no longer take actions in combat until it has rested and recovered. It isn’t fainted, but it’s spent, too exhausted to keep going. Keeping an eye on your Charges is just as important as managing HP. [/hider] [h2][b]Resting and Managing Resources[/b][/h2] As mentioned earlier, not every moment calls for the full stat block. Smaller scenes—like chasing off a flock of low-level Pokémon, having a quick race, or letting a partner Pokémon help in a light moment—don’t require rolling or detailed mechanics. In those cases, just [b]mark off a single used Charge[/b], and move on with the story. But when the stakes rise—battles against other Trainers, Gym matches, contests, or dangerous wild encounters—you’ll need to be more careful. [b]Resources matter[/b]. HP and Charges don’t come back on their own. A full night’s rest restores [b]5 + Constitution modifier HP[/b], and [b]2 Charges[/b]. It helps, but it’s slow. Pushing your team day after day will wear them down. Sending a Pokémon to a [b]Pokémon Center[/b] will restore it [b]completely[/b]—HP, Charges, status effects, everything. But it takes [b]1 hour[/b] of in-game time. And time matters. If you’re not careful, [i]you might miss your contest, your train, or your moment.[/i] This system rewards planning, pacing, and knowing when to hold back. A powerful Pokémon that’s out of Charges is just as helpless as a fainted one. [/hider] [h2] Example Stat Block[/h2] [hider=Basic Stat Block] [center][b]Ivysaur – Level 4[/b][/center] [b]Type:[/b] Grass/Poison [b]HP:[/b] 36 [b]Charges:[/b] 8 [b]Proficiency Bonus:[/b] +2 [b]AC (Physical):[/b] 11 [b]AC (Special):[/b] 9 [b]Special Ability:[/b] [b]Overgrow[/b] – When Ivysaur has [i]less than 1/3 of its HP[/i], all Grass-type offensive moves deal [b]+50% damage[/b]. [b]Attributes (Total: 77 points)[/b] STR 12 (+1) DEX 12 (+1) CON 18 (+4) INT 10 (+0) WIS 8 (–1) CHA 15 (+2) [hr] [b]Moves:[/b] Each move costs [b]1 Charge[/b] to use. [b]Razor Leaf[/b] – [i]Physical Attack – Grass-type[/i] A flurry of sharp-edged leaves is launched at the target. [b]Damage:[/b] 1d6 +1 [b]Targets:[/b] Physical AC [b]Acid Spray[/b] – [i]Special Attack – Poison-type[/i] Ivysaur spits a stream of corrosive poison. [b]Damage:[/b] 1d6 +0 [b]Targets:[/b] Special AC On hit, the target’s Physical AC is reduced by -1 for 2 turns. [b]Leech Seed[/b] – [i]Status Move (Targeted)[/i] Ivysaur plants a draining seed in the target. [b]DC:[/b] 12 Constitution save On failure, the target takes 2 damage at the end of each of their turns for 3 rounds. Ivysaur regains 1 HP at each tick. [b]Growth[/b] – [i]Status Move (Self-inflicted)[/i] Ivysaur focuses and absorbs sunlight. Gain +1 to Strength and Intelligence for the next 3 turns. [/hider] [hider=Explained Calculations Stat Block] [center][b]Ivysaur – Level 4[/b][/center] [b]Type:[/b] Grass/Poison [b]HP:[/b] 36 (5 × 4 = 20, + CON modifier [+4] × 4 = +16) [b]Charges:[/b] 8 (Level 4 → Tier 2 → 8 Charges) [b]Proficiency Bonus:[/b] +2 [b]AC (Physical):[/b] 11 (8 + Proficiency + DEX modifier = 8 + 2 + 1) [b]AC (Special):[/b] 9 (8 + Proficiency + WIS modifier = 8 + 2 –1) [b]Special Ability:[/b] [b]Overgrow[/b] – When Ivysaur has [i]less than 1/3 of its HP[/i], all Grass-type offensive moves deal [b]+50% damage[/b]. [b]Attributes (Total: 77 points)[/b] STR 12 (+1) DEX 12 (+1) CON 18 (+4) INT 10 (+0) WIS 8 (–1) CHA 15 (+2) (75 points is where all Pokémon start. They get +1 every two levels, so at level 4 he has 77 points total.) [hr] [b]Moves:[/b] Each move costs [b]1 Charge[/b] to use. [b]Razor Leaf[/b] – [i]Physical Attack – Grass-type[/i] A flurry of sharp-edged leaves is launched at the target. [b]Damage:[/b] 1d6 +1 (STR) [b]Targets:[/b] Physical AC If Ivysaur has less than 12 HP, this move deals +50% damage (Overgrow). [b]Acid Spray[/b] – [i]Special Attack – Poison-type[/i] Ivysaur spits a stream of corrosive poison. [b]Damage:[/b] 1d6 +0 (INT) [b]Targets:[/b] Special AC On hit, the target’s Physical AC is reduced by -1 for 2 turns. [b]Leech Seed[/b] – [i]Status Move (Targeted)[/i] Ivysaur plants a draining seed in the target. [b]DC:[/b] 12 Constitution save (Calculated as 8 + Proficiency [+2] + CHA [+2]) On failure, the target takes 2 damage at the end of each of their turns for 3 rounds. Ivysaur regains 1 HP at each tick. [b]Growth[/b] – [i]Status Move (Self-inflicted)[/i] Ivysaur focuses and absorbs sunlight. Gain +1 to Strength and Intelligence for the next 3 turns. No roll required. [/hider][/hider]