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Emer 8 Lvl: 1 Status

AC: 11 HP: 8 PK level: 2


Speed: 30 Sz: Med Pkl to next 3
STR 8 -1 Delta: 1
DEX 12 1 Prof: +2
CON 13 1 Slots: 3
INT 14 2 SR: 2
WIS 15 2 Specializations:
CHA 10 0 2 Mystic: You gain proficiency in
Arcana. Add a +1 bonus to all skill
Skills:
AH: 4 Percep: 4 checks made by any of your ghost
Insight: 4 Arcana: 4 Pokémon.

Objetos:
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Trainer License:
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Fer 8 Lvl: 1 Status


AC: 11 HP: 8 PK level: 1
Speed: 30 Sz: Med Pkl to next 3
STR 8 -1 Delta: 2
DEX 12 1 Prof: +2
CON 10 0 Slots: 3
INT 15 2 SR: 2
WIS 15 2 Specializations:
CHA 13 1 3 Engineer:
Skills: Increase your Int by +1. Add a +1
AH: 4 Perform: 3 bonus to all skill checks made by any
Persua: 3 of your electric Pokémon.

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Trainer License:
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Mora 8 Lvl: 1 Status


AC: 11 HP: 8 PK level: 2
Speed: 30 Sz: Med Pkl to next 3
STR 15 2 Delta: 1
DEX 13 1 Prof: +2
CON 12 1 Slots: 3
INT 8 -1 SR: 2
WIS 15 2 Specializations:
CHA 10 0 2 Mountaineer:
Skills: Increase your Str, Con, or Dex by
AH: 4 Intimida: 2 +1. Add a +1 bonus to all skill checks
Atheltics: 4 made by any of your rock Pokémon.

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Trainer License:
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Edgar 8 Lvl: 1 Status


AC: 10 HP: 8 PK level: 2
Speed: 30 Sz: Med Pkl to next 3
STR 15 2 Delta: 1
DEX 10 0 Prof: +2
CON 13 1 Slots: 3
INT 12 1 SR: 2
WIS 15 2 Specializations:
CHA 8 -1 1 Steel Worker:
Skills: Increase your Str or Con by +1. Add a +1 bonus to all skill
AH: 4 Sleight: 2 checks made by any of your steel Pokémon.
Atheltics: 4

Objetos:
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Trainer License:
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5 PKBall 5
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Diego 8 Lvl: 1 Status
AC: 12 HP: 8 PK level: 1
Speed: 30 / 30 Sz: Med Pkl to next 3
STR 13 1 Delta: 2
DEX 14 2 Prof: +2
CON 12 1 Slots: 3
INT 10 0 SR: 2
WIS 15 2 Specializations:
CHA 8 -1 1 Swimmer:
Skills: Gain a swim speed equal to your movement speed. Add a +1
AH: 4 Acrobats: 4 bonus to all skill checks made by any of your water Pokémon
Athletic: 3

Objetos:
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Trainer License:
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Lvl:
Status Gastly #092 GHOST POISON Current ex:
AC: 12 HP: 22 22 Nature:
Speed: 30 hover Sz: Med
STR 7 -1
DEX 13 1
CON 11 0 2
INT 6 -2
WIS 16 3
CHA 10 0 Held Item:
Skills: Moves
Sth: 5 Intimidation: 2 Hypnosis:
Decep: 2 You attempt to put the target to sleep. The targe
WIS save against your Move DC, falling asleep
Vulnerabilities:
DARK GHOST PSYCHIC
Resistances: Lick:
BUG FAIRY GRASS POISON You reach out and lick a target. Make a melee a
Immunities: hit, do 1d6 + MOVE ghost damage. On a natura
FIGHTING NORMAL 18 or higher, the target becomes paralyzed.
Senses: Lvl 5: 1d10, 10: 2d8, 17: 5d4.
Darkvision 30 ft Spite:
Levitate: When hit with an attack, you can spend a
Immune to ground moves. reaction to attempt to drain the attacker’s PP, if
Evolution: range. Force the attacker to make a WIS save a
At level 7. Double HP its level Move DC. On a fail, roll a d4. The PP of the mov
and gains 8 AIS. attacked you is decreased by that number.
Content: PP is drained by 1d6 at level 5, 1d8 at level 10,
Gain a +1 to any saving throw they make Mean Look:
You flash an intimidating look at a target,
attempting to freeze them in fear. Force a target
make a WIS save against your Move DC. On a
target cannot flee or be switched out for 3 round

Lvl:
Status Pichu #172 ELECTRIC Current ex:
AC: 11 HP: 13 13 Nature:
Speed: 25 walk Sz: Tiny
STR 9 -1
DEX 14 2 3
CON 10 0
INT 6 -2
WIS 10 0
CHA 10 0 3 Held Item:
Skills: Moves
Acro: 6 Sleight oh: 4 Charm:
Per: 2 You attempt to charm a creature, sharply decrea
A target you choose in range must make a WIS
Objetos: your move DC. On a fail, the target adds -2 to a
Vulnerabilities: you for the duration.
GROUND 5: -3, 10: -4, 17: -5.
Resistances: Thundershock:
ELECTRIC FLYING STEEL You deliver an electric shock to a target in range
Immunities: attack, doing 1d6 + MOVE electric damage on a
Lvl 5: 1d12, 10: 2d8, 17: 4d6.
Senses: Blank:
Normal sight
Static:
When this Pokémon is hit by a melee
attack, roll a d4. On a result of 4, the
attacker takes an amount of electric Blank:
damage equal to this Pokemon's
proficiency bonus.
Evolution:
At level 3. Double HP its level
and gains 7 AIS.
Content:
Gain a +1 to any saving throw they make

Lvl:
Status Nidoran ♂ #032 POISON Current ex:
AC: 12 HP: 24 18 Nature:
Speed: 20 walk Sz: Tiny 6
STR 14 2
DEX 12 1
CON 12 1 3
INT 6 -2
WIS 10 0
CHA 10 0 Held Item:
Skills: Moves
Percep: 2 Athletics: 6 Leer:
You stare down a target, reducing its will. The
creature must make a WIS save against your M
Objetos: a fail, allies may add +1 to any attack they targe
Vulnerabilities: the duration. This modifier can be stacked if it fa
GROUND PSYCHIC multiple leer saves, up to a maximum of +5.
Resistances: GRASS Peck:
BUG FAIRY FIGHTING POISON You hammer down on a target with a peck
Immunities: attack. Make a melee attack roll on a target, doi
MOVE flying damage on a successful hit.
Senses: Higher Levels: The damage dice roll for this mov
Normal sight to 1d10 at level 5, 2d8 at level 10, and 5d4 at le
Poison Point: Focus energy:
When this Pokémon is hit with a You shut your eyes and focus in on the energy
melee attack, roll a 1d4. On a result of 4, the inside you before striking. For the duration, incre
attacker takes an amount of poison damage equal to critical range by 2 (From 20 to 18+ , from 19+ to
this Pokémon’s proficiency modifier. This move is not stackable.
Evolution:
At level 6. Double HP its level Double Kick:
and gains 5 AIS. You strike twice with two devastating kicks.
Content: Make two melee attack rolls, doing 1d6 + MOVE
Gain a +1 to any saving throw they make damage on each successful hit.
1d10 at level 5, 2d8 at level 10, and 5d4 at level

Lvl:
Status Aron #304 STEEL ROCK Current ex:
AC: 14 HP: 24 24 Nature:
Speed: 25 walk Sz: Tiny
STR 15 2
DEX 10 0
CON 13 1 3
INT 6 -2
WIS 10 0
CHA 8 -1 Held Item:
Skills: Moves
Athl: 6 Rock Tomb:
Survival: 2 You summon a collection of boulders that
attempt to surround a target. Force a creature in
Objetos: make a STR saving throw against your Move DC
Vulnerabilities: 1d10 + MOVE rock damage and becoming restr
FIGHTING GROUND WATER failure, or half as much without being restrained
Resistances: ROCK BUG DRAGON success. If it fails, at the beginning of each of its
FAIRY FLYING NORMAL PSYCHIC may attempt to escape with a STR save against
Immunities: DC. While a creature is restrained, you may con
POISON move, as an action, to deal an automatic 1d10 +
Senses: rock damage.
Tremor sense 20 ft 2d8 at level 5, 5d4 at level 10, and 4d8 at level 1
Sturdy: Headbutt
When this Pokémon takes an amount of You really know how to use your head. Make a
damage from a single hit that is equal or greater melee attack roll, doing 1d12 + MOVE normal d
than half the Pokémon's maximum HP, the damage hit. If the natural attack roll is 18 or more, the tar
is halved. prone.
Evolution: 2d8 at level 5, 2d12 at level 10, and 6d6 at level
At level 8. Double HP its level Mud slap:
and gains 11 AIS. You hurl mud at a target in range. Make a
Content: ranged attack roll, doing 1d4 + MOVE ground da
Gain a +1 to any saving throw they make hit. On a hit, the target adds -1 to its attack rolls
of the encounter. This decrease may be stacked
maximum of -5 to hit. The target may take an ac
remove any mud from its face, resetting the effe
2d4 at level 5, 1d12 at level 10, and 4d4 at level
Metal Claw
You strike out with sharp claws. Make a melee
attack roll against a creature, doing 1d8 + MOVE
damage on a hit. If the natural attack roll is 19 o
next attack gets an additional +1 to hit.
2d6 at level 5, 4d4 at level 10, and 3d10 at level

Lvl:
Status Froakie #656 WATER Current ex:
AC: 13 HP: 18 18 Nature:
Speed: 25 w / 25 sw Sz: Tiny
STR 9 0
DEX 16 3 4
CON 12 1
INT 6 -2
WIS 10 0
CHA 10 0 Held Item:
ed. Add a +1 Skills: Moves
er Pokémon Survival: 2 Pound:
Acrobatics: 7 You crush a creature with a pound attack. Make
a melee attack roll against a target, doing 1d6 +
Objetos: normal damage on a hit.
Vulnerabilities: 1d12 at level 5, 2d8 at level 10, and 4d6 at level
ELECTRIC GRASS Growl:
Resistances: You target a creature with an intimidating
FIRE ICE STEEL WATER growl. The creature must make a WIS save aga
Immunities: Move DC. On a fail, it adds -1 to any attack it ma
duration. This modifier can be stacked if it fails m
Senses: growl saves, up to a maximum of -5.
Normal sight Blank:
Protean:
This Pokémon's type changes to the type of
move it uses, just before the move is used. It takes
on the new type's resistances, vulnerabilities, and
immunities. Blank:
Evolution:
At level 6. Double HP its level
and gains 6 AIS.
Content:
Gain a +1 to any saving throw they make
2 Ex to next: 800 Prof: +2
600 D Exp: 200 STAB: +0
Careful +2 WIS -2 STR Status
Loyal

Moves:
PP: 10 1 9
put the target to sleep. The target must make a Type: PSYCHIC
nst your Move DC, falling asleep on a failure: Spell: I/W
Dur: Inst
Range: 30 ft
PP: 15 2 13
and lick a target. Make a melee attack roll. On a Type: GHOST
OVE ghost damage. On a natural attack roll of Spell: D/W
he target becomes paralyzed. Dur: Inst
: 2d8, 17: 5d4. Range: Melee
PP: 3 0 3
an attack, you can spend a Type: GHOST
mpt to drain the attacker’s PP, if they are in Spell: WIS
he attacker to make a WIS save against your Dur: Inst
a fail, roll a d4. The PP of the move that Range: 30 ft
s decreased by that number. Action: Reaction
by 1d6 at level 5, 1d8 at level 10, and 1d10 at level 17.
PP: 3 0 3
timidating look at a target, Type: GHOST
reeze them in fear. Force a target in range to Spell: ST / CA
ave against your Move DC. On a fail, the Dur: 3 rounds
ee or be switched out for 3 rounds. Range: 50 ft
Action: 1 action

1 Ex to next: 200 Prof: +2


D Exp: 200 STAB: +0
Energetic +2 DEX -2 CAR Status
Loyal

Moves:
PP: 10 0 10
charm a creature, sharply decreasing its attack. Type: FAIRY
hoose in range must make a WIS save against Spell: Cha/W
. On a fail, the target adds -2 to all attacks against Dur: 1 min
Range: 80 ft

PP: 15 0 15
electric shock to a target in range. Make a ranged Type: ELECTRIC
d6 + MOVE electric damage on a hit. Spell: S/D
: 2d8, 17: 4d6. Dur: Inst
PP: 0 0
Type:
Spell:
Dur:
Range:
PP: 0 0
Type:
Spell:
Dur:
Range:

2 Ex to next: 800 Prof: +2


600 D Exp: 200 STAB: +0
Brave +2 STR -2 WIS Status
Loyal

Moves:
PP: 15 1 14
n a target, reducing its will. The Type: NORMAL
make a WIS save against your Move DC. On Spell: W/Ch
y add +1 to any attack they target it with for Dur: 1 min
his modifier can be stacked if it fails Range: 60 ft
aves, up to a maximum of +5.
PP: 20 2 18
own on a target with a peck Type: FLYING
melee attack roll on a target, doing 1d6 + Spell: S/D
amage on a successful hit. Dur: Inst
The damage dice roll for this move changes Range: Melee
l 5, 2d8 at level 10, and 5d4 at level 17.
PP: 5 0 5
eyes and focus in on the energy Type: NORMAL
ore striking. For the duration, increase your Spell:
y 2 (From 20 to 18+ , from 19+ to 17+, etc.). Dur: 1 min con
ot stackable. Range: 30 ft
Action: Bonus
PP: 10 0 10
e with two devastating kicks. Type: FIGHTING
ee attack rolls, doing 1d6 + MOVE fighting Spell: ST / DX
ch successful hit. Dur: Inst
, 2d8 at level 10, and 5d4 at level 17. Range: Melee
Action: 1 action

2 Ex to next: 800 Prof: +2


600 D Exp: 200 STAB: +0
Arrogant +2 STR -2 CAR Status
Loyal

Moves:
PP: 10 0 10
a collection of boulders that Type: ROCK
ound a target. Force a creature in range to Spell: STR
aving throw against your Move DC, taking Dur: Inst
rock damage and becoming restrained on a Range: 30 ft
as much without being restrained on a Action: 1 Action
ils, at the beginning of each of its turns, it
escape with a STR save against your Move
eature is restrained, you may continue this
ction, to deal an automatic 1d10 + MOVE

5d4 at level 10, and 4d8 at level 17.


PP: 10 0 10
w how to use your head. Make a Type: NORMAL
oll, doing 1d12 + MOVE normal damage on a Spell: STR
al attack roll is 18 or more, the target falls Dur: Inst
Range: Melee
2d12 at level 10, and 6d6 at level 17. Action: 1 Action
PP: 5 4 1
at a target in range. Make a Type: GROUND
roll, doing 1d4 + MOVE ground damage on a Spell: S/D
e target adds -1 to its attack rolls for the rest Dur: Inst
er. This decrease may be stacked, up to a Range: 40 ft
to hit. The target may take an action to Action: 1 Action
ud from its face, resetting the effect.
1d12 at level 10, and 4d4 at level 17.
PP: 10 0 10
with sharp claws. Make a melee Type: STEEL
nst a creature, doing 1d8 + MOVE steel Spell: STR
hit. If the natural attack roll is 19 or 20, your Dur: Inst
s an additional +1 to hit. Range: Melee
4d4 at level 10, and 3d10 at level 17 Action: 1 Action

1 Ex to next: 200 Prof: +2


D Exp: 200 STAB: +0
Skittish +2 DEX -2 STR Status
Loyal

Moves:
PP: 20 0 20
eature with a pound attack. Make Type: NORMAL
roll against a target, doing 1d6 + MOVE Spell: S/D
Dur: Inst
, 2d8 at level 10, and 4d6 at level 17 Range: Melee
PP: 20 0 20
eature with an intimidating Type: NORMAL
ature must make a WIS save against your Spell: Ch/S
a fail, it adds -1 to any attack it makes for the Dur: 1 min
modifier can be stacked if it fails multiple Range: 100 ft
p to a maximum of -5.
PP: 0 0
Type:
Spell:
Dur:
Range:
PP: 0 0
Type:
Spell:
Dur:
Range:
Poisoned

Frozen

Burned

Paralized

Asleep

Confused

Flinched

Invisible

Blinded

Charmed

Concentrating
Deafened
Frightened

Grappled
Incapacitated
Petrified

Prone

Restrained

Stunned

Surprised

Unconscious

Exhausted 1
Exhausted 2
Exhausted 3
Exhausted 4
Exhausted 5
Exhausted 6

Loyalty

-3 Disloyal

-2 Indifferent
-1 Upset

0 Neutral

1 Content

2 Pleased

3 Loyal
A poisoned creature has disadvantage on all ability checks and attack rolls, and takes an amount of
damage equal to its proficiency bonus at the end of each of its turns until it faints or is cured of its poison.
(Poison and Steel types are immune to this status condition)
A frozen creature is incapacitated and restrained. In combat, it can attempt to break free of the ice with a
STR save at the end of each of its turns against a DC of 10 + the proficiency bonus of the creature that
caused this status. Outside of combat, the frozen status lasts for one hour. The frozen status ends
immediately if the frozen creature takes damage from a move that has the possibility of causing the
"burned" status. (Ice types are immune to this status condition)
A burned Pokémon rolls all damage rolls twice and takes the lower result (this bypasses and does not
cancel out with things like Savage Attacker, Iron Fist, Weather, etc). In addition, the creature takes an
amount of damage equal to its proficiency bonus at the beginning of each of its turns until it faints or is
cured of its burns. (Fire types are immune to this status condition)
A paralyzed creature has disadvantage on any STR or DEX saving throws and moves at half speed.
When a paralyzed Pokémon begins its turn, it must first roll a d4. On a result of 1, the Pokémon is
incapacitated and restrained until the beginning of their next turn and must forfeit their remaining action
and bonus action to their trainer. If a creature is paralyzed and confused/asleep, the paralysis roll comes
first. If it fails, it does not roll to wake or be confused. (Electric types are immune to this status condition)

A creature that falls asleep is affected immediately and through its next three full turns in battle. During
this time, the creature is incapacitated and restrained, and rolls all saving throws with disadvantage. A
sleeping creature can roll a d20 when subject to a move AND at the end of each of its turns, ending the
status immediately on a result of 11 or higher.
A confused creature is affected immediately and for three rounds. During this time, it loses its ability to
take reactions and its speed is halved. When a Confused Pokémon uses an action or bonus action on its
turn, it must first roll a d20. On a result of 10 or lower, the Pokémon drops concentration, hurts itself for an
amount of typeless damage equal to its proficiency modifier, and the move fails. On a roll of 16 or
higher, the status ends immediately.

A flinched Pokémon has disadvantage on any attack roll, skill check, or saving throw it makes before the
end of its next turn. If it activates a move that requires a saving throw during that time, the target has
advantage on the roll.
You cannot be seen except by special means
You count as heavily obscured for the purposes of hiding
You make Attack rolls at advantage
Attack rolls made against you have disadvantage
Automatic failure on sight-based checks
You have disadvantage on Attack rolls
Attack rolls against you have advantage

You cannot target the creature that charmed you with attacks or harmful effects.
The creature that charmed you has advantage on social interactions with you (Charisma based checks).
The creature is concentrating in a spell.
Automatic failure on hearing-based checks
You cannot willingly move closer to the source of your fear
You have disadvantage on Attack rolls while you can see the source of your fear
You have disadvantage on Ability checks while you can see the source of your fear
Your speed is reduced to 0 and cannot be increased
You cannot take actions, bonus actions, or reactions
You physically turn to stone, and your weight is multiplied by 10
You’re incapacitated (see incapacitated)
You cannot move
You cannot speak
You automatically fail Strength and Dexterity saving throws
Attack rolls against you have advantage
You do not age while petrified
You have resistance to all damage
You are immune to poisons and diseases
Your movement requires 1 additional foot of movement speed for each foot of movement (essentially half
speed)
You can spend half of your movement speed to stand up and end this condition
Creatures within 5 feet of you have advantage on their Attack rolls against you
Creatures more than 5 feet from you have disadvantage on their Attack rolls against you
Your speed is reduced to 0 and cannot be increased
You have disadvantage on Attack rolls
Attack rolls against you have advantage
You have disadvantage on Dexterity saving throws
You’re incapacitated (see incapacitated)
You cannot move
You cannot speak
You automatically fail Strength and Dexterity saving throws
Attack rolls against you have advantage
You cannot take actions, bonus actions, or reactions during the 1st round of combat
(not actually a condition but included for disambiguation)

You’re incapacitated (see incapacitated)


You cannot move
You cannot speak
You automatically fail Strength and Dexterity saving throws
Attack rolls against you have advantage
Attacks against you automatically result in critical hits if the attacker is within 5 feet of you.
You are unaware of your surroundings
You fall prone (see prone)
You drop any items you were holding
Disadvantage on Ability Checks
Speed halved
Disadvantage on Attack rolls and Saving Throws
Hit point maximum halved
Speed reduced to 0
Death

Loyalty
Disloyal Pokémon hold disdain for being captured, and would rather be free. They have no need to
impress or obey their trainers, and actively disobey orders. Pokémon at this level have the same
saving throw penalty as the "Upset" and "Indifferent" levels. In addition, before activating a move,
the trainer must roll higher than a 15 on a d20 roll or the move fails.

Indifferent Pokémon do not care if their trainers win or lose. They will sometimes obey orders, and other
times simply refuse to act. Pokémon at this level have the same saving throw penalty as the "Upset"
level. In addition, before activating a move, must roll higher than a 10 on a d20 roll or the move
fails.
Upset Pokémon hold a small grudge against their trainers that affects them in battle. Pokémon at this
level add -1 to any saving throw they make.

Neutral Pokémon acts normally with no stat modifiers. It responds to its trainers commands and acts on
its own accord outside of combat as an Active Pokémon. Most freshly caught Pokémon begin at this level
or lower depending on the circumstances of their catch.

A content Pokémon shows a fondness and respect for their owners. Caught Pokémon very rarely begin at
any loyalty level higher than this. Pokémon at this level gain an additional +1 to any saving throw
they make.
A pleased Pokémon puts great trust in their owners, and enjoys spending quality time with them.
Pokémon at this level gain the same saving throw bonus as the "Content" level. In addition, they
increase their maximum HP by half their level (rounded up) and gain one skill proficiency of their
choice. (In the case where a Pokémon would dip below this Loyalty and come back, the same skill
must be selected. If a Pokémon would evolve and gain an identical skill naturally, it may choose a
different proficiency at that time.)

Pokémon at this level have an incredible bond with their trainers, willing to risk their own life for their
trainer's safety. Pokémon at this level gain the same saving throw bonus and chosen skill
proficiency as the "Pleased" level. In addition, their maximum HP increase becomes equal to their
level, and they gain "expertise" in a single existing skill proficiency of their choice. (If a Pokémon
chooses "expertise" in a natural skill proficiency that it would lose due to evolving, the Pokémon
maintains proficiency, but loses "expertise" in that skill.)
Types Die Nature + -

BUG POISON 1 Reckless +2 STR -2 DEX

ELECTRIC STEEL 2 Rash +2 STR -2 CON

FIRE DRAGON 3 Brave +2 STR -2 WIS

GRASS FIGHTING 4 Arrogant +2 STR -2 CAR

NORMAL GHOST 5 Skittish +2 DEX -2 STR

ROCK ICE 6 Hasty +2 DEX -2 CON

DARK PSYCHIC 7 Energetic +2 DEX -2 CAR

FAIRY WATER 8 Clumsy +2 DEX -2 WIS

FLYING GROUND 9 Apathetic +2 CON -2 DEX

10 Stubborn +2 CON -2 WIS


11 Grumpy +2 CON -2 CAR

12 Relaxed +2 CON -2 STR

13 Careful +2 WIS -2 STR


14 Curious +2 WIS -2 CON
15 Naughty +2 WIS -2 CAR

16 Cheerful +2 CAR -2 STR

17 Sassy +2 CAR -2 DEX

18 Innocent +2 CAR -2 WIS

19 Hardy +1 AC -2 DEX

20 Nimble +1 AC -2 STR

Level Prof Pk STAB Exp to level up:


Pokemon lvls
Pokeslots: SR

1 +2 +0 200 3 3 2

2 +2 +0 800 6 3 2
3 +2 +1 2,000 9 3 5

4 +2 +1 6,000 12 3 5

5 +3 +1 12,000 20 4 5

6 +3 +1 20,000 24 4 8

7 +3 +2 30,000 28 4 8

8 +3 +2 44,000 32 4 10
9 +4 +2 62,000 36 4 10
10 +4 +2 82,000 50 5 10
11 +4 +3 104,000 55 5 12
12 +4 +3 128,000 60 5 12
13 +5 +3 158,000 65 5 12
14 +5 +3 194,000 70 5 14
15 +5 +4 234,000 90 6 14
16 +5 +4 278,000 96 6 14
17 +6 +4 326,000 102 6 15
18 +6 +5 382,000 108 6 15
19 +6 +5 450,000 114 6 15
20 +6 +5 - 0 6 15

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