#PokeroleSRD/Statblock

Diancie (Mega Form)

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

  • Magic Bounce All Support moves that target this Pokemon or its side of the battlefield will have its effects redirected into the foe’s instead.

Stats

HP (5)InitEvade Phys ClashSpec Clash
11 6 6 8 8
Str Dex Vit Spec Ins
8/8 6/6 6/6 8/8 6/6
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Tackle - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Harden - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Increase the User’s Defense.
  • Rock Throw - Rock Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Strength+2. Effect: Ranged. -1 Accuracy.
  • Sharpen - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Dexterity+Athletic. Effect: Increase the User’s Strength.
  • Smack Down - Rock Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Strength+2. Effect: Ranged. Remove the foe’s Immunity to Ground-Type Attacks.
  • Reflect - Psychic Type Support Move learned at Master. Targets User and Allies. It’s Accuracy dice are Special+Channel. Effect: User and Allies will receive 1 less Damage from Physical Attacks. Lasts 4 Rounds.
  • Stealth Rock - Rock Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Dexterity+Stealth. Effect: Entry Hazard. Foe Pokemon that enter the battlefield lose 1 HP. This effect does not stack.
  • Guard Split - Psychic Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Average your Defense and Sp. Defense with your target.
  • Ancient Power - Rock Type Special Move learned at Master. 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.
  • Flail - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Add 1 Dice to the Damage Roll for every missing HP the user has. Up to +5 Dice may be added this way.
  • Skill Swap - Psychic Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Clever+Perform. Effect: Switch Abilities with the foe. The abilities Flower Gift. Illusion. Imposter. Stance Change. Wonder Guard. Plot Device and others cannot be switched.
  • Power Gem - Rock Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
  • Trick Room - Psychic Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Invert the order of Initiative. Lasts 4 Rounds.
  • Stone Edge - Rock Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Channel with a damage pool of Strength+4. Effect: Ranged. High Critical. Lethal. -2 Accuracy.
  • Moonblast - Fairy Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+3. Effect: Roll 3 Chance Dice to Reduce foe’s Special.
  • Diamond Storm - Rock Type Physical Move learned at Master. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Strength+4. Effect: Ranged. Roll 5 Chance Dice to Increase the User’s Defense by 2.
  • Light Screen - Psychic Type Support Move learned at Master. Targets User and Allies. It’s Accuracy dice are Special+Channel. Effect: User and Allies will receive 1 less Damage from Special Attacks. Lasts 4 Rounds.
  • Safeguard - Normal Type Support Move learned at Master. Targets User and Allies. It’s Accuracy dice are Special+Channel. Effect: For the next 4 Rounds, the User and its Allies are immune to Status Ailments (Burn. Poison. Sleep. Confuse. Freeze. Paralysis). Lasts 4 Rounds. Previously inflicted Status Ailments remain.
  • Magnet Rise - Electric Type Support Move learned at Master. Targets User. It’s Accuracy dice are Insight+Nature. Effect: For the Next 4 Rounds the User gains immunity against Ground Type Moves.
  • Iron Defense - Steel Type Support Move learned at Master. Targets User. It’s Accuracy dice are Vitality+Channel. Effect: Increase the User’s Defense by 2.
  • Dazzling Gleam - Fairy Type Special Move learned at Master. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.