#PokeroleSRD/Statblock

Metagross

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

  • Clear Body Other Pokemon cannot Increase or Decrease the Attributes of this Pokemon. This Pokemon can still Increase or Decrease its own Attributes.
  • Light Metal This Pokemon weighs 50% less than it’s supposed to. Moves with damage based on weight get their damage pool modified accordingly.

Stats

HP (5)InitEvade Phys ClashSpec Clash
8 2 2 3 3
Str Dex Vit Spec Ins
3/7 2/5 3/7 3/6 2/5
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Take Down - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil. -2 Accuracy.
  • Confusion - Psychic Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Confuse the foe.
  • Metal Claw - Steel Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 1 Chance Dice to Increase the user’s Strength. -1 Accuracy.
  • Magnet Rise - Electric Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Nature. Effect: For the Next 4 Rounds the User gains immunity against Ground Type Moves.
  • Pursuit - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: If the foe is Switching Out or escaping. Add 2 Dice to the Damage Pool and Priority 1 to this move.
  • Miracle Eye - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Alert. Effect: The User may hit Dark Type Pokemon with Psychic Moves. The Pokemon ignores Evasion modifiers. Opponents can’t reduce the User’s Accuracy.
  • Zen Headbutt - Psychic Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 3 Chance Dice to Flinch the foe. -1 Accuracy.
  • Bullet Punch - Steel Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Fist Based. Priority 1.
  • Scary Face - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce the foe’s Dexterity by 2.
  • Agility - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Dexterity+Athletic. Effect: Increase the User’s Dexterity by 2.
  • Psychic - Psychic Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Reduce the foe’s Sp. Defense.
  • Meteor Mash - Steel Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Fist Based. Roll 2 Chance Dice to Increase the User’s Strength. -1 Accuracy.
  • Hammer Arm - Fighting Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+4. Effect: After dealing damage, Reduce user’s Dexterity. -1 Accuracy.
  • Iron Defense - Steel Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Vitality+Channel. Effect: Increase the User’s Defense by 2.
  • Hyper Beam - Normal Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Must Recharge. Lethal. -1 Accuracy.
  • Self Destruct - Normal Type Physical Move learned at Pro. Targets Area. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+8. Effect: After performing the move, the user receives damage equal to its remaining HP.
  • Block - Normal Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl. Effect: Blocks.
  • Telekinesis - Psychic Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: All attacks against the target have “Never Fail”. The target is immune to Ground Moves. Lasts 2 Rounds.