#PokeroleSRD/Statblock

Tapu Lele

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

  • Psychic Surge When this Pokemon comes out, it automatically starts the effects of the Move Psychic Terrain. (In case of stalemate the Pokemon with higher Will might keep the dominant Terrain)
  • Telepathy This Pokemon won’t receive damage from moves performed by its allies.

Stats

HP (4)InitEvade Phys ClashSpec Clash
9 6 6 5 7
Str Dex Vit Spec Ins
5/5 6/6 5/5 7/7 6/6
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Psychic Terrain - Psychic Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: For the next 4 Rounds, all Psychic Attacks will deal 1 Extra Dice of Damage. No Pokemon on the ground can use moves with increased Priority.
  • Aromatic Mist - Fairy Type Support Move learned at Master. Targets One Ally. It’s Accuracy dice are Insight+Nature. Effect: Increase one Ally’s Defense and Sp. Defense.
  • Aromatherapy - Grass Type Support Move learned at Master. Targets User and Allies. It’s Accuracy dice are Insight+Nature. Effect: Cure User and Allies from Burn, Freeze, Paralysis, Poison, or Sleep.
  • Mean Look - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Blocks.
  • Draining Kiss - Fairy Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: The User restores HP equal to half the damage dealt, rounded down.
  • Astonish - Ghost Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Roll 3 Chance Dice to Flinch the foe.
  • Withdraw - Water Type Support Move learned at Master. Targets User. It’s Accuracy dice are Vitality+Brawl. Effect: Increase User’s Defense.
  • Confusion - Psychic 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 Confuse the foe.
  • Psywave - Psychic Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Insight+Channel with a damage pool of +0. Effect: Roll Damage Dice according to the User’s Rank. 1 Dice at Starter Rank. 2 Dice at Beginner Rank. 3 dice at Amateur Rank. 4 Dice at Ace Rank. 5 Dice at Professional Rank. Ignores Defense.
  • 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.
  • Sweet Scent - Normal Type Support Move learned at Master. Targets All Foes. It’s Accuracy dice are Special+Nature. Effect: Those affected cannot evade moves performed by the user. Attracts wild Pokemon if used outside of battle.
  • Psyshock - Psychic Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: This Move is resisted with the Foe’s Defense instead of its Sp. Defense
  • Tickle - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl. Effect: Reduce the foe’s Strength and Defense.
  • Nature’s Madness - Fairy Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Insight+Nature with a damage pool of +0. Effect: Damage Roll is Half of the Foe’s remaining HP (up to 10) Rounded down. If the remaining HP of the foe is 1, this move fails. Ignore the foe’s Defenses. -1 Accuracy.
  • Extrasensory - Psychic Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Flinch the foe.
  • Flatter - Dark Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Cool+Allure. Effect: Increase the foe’s Special. Confuse foe.
  • 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.
  • Magic Room - Psychic Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: No one can use their Held Item nor any other Item. Lasts 4 Rounds.
  • 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.
  • Wonder Room - Psychic Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Defense and Sp. Defense will be calculated with Insight instead of Vitality. Lasts 4 Rounds.
  • Telekinesis - Psychic Type Support Move learned at Master. 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.