#PokeroleSRD/Statblock

Victini

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

  • Victory Star This Pokemon’s and All its allies damaging moves gain “Never Miss” while this Pokemon is on the field. This Ability can’t be switched or swapped.

Stats

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

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Searing Shot - Fire Type Special Move learned at Master. Targets All Foes. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Lethal. All Foes in Range. Roll 3 Chance Dice to Apply Burn 2 those Affected.
  • Focus Energy - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Insight+Channel. Effect: All of the user’s damage moves now have High Critical. This effect lasts until end of scene or the user is removed from battle.
  • 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.
  • Incinerate - Fire Type Special Move learned at Master. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Destroy the held Berries of those affected.
  • Quick Attack - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Priority 1. Double the Pokemon’s movement speed.
  • Endure - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Will+Channel. Effect: Priority 5. Shield Move. For the rest of the Round damaging moves can not reduce the user’s HP to less then 1. Status Ailments, Weather Conditions, Recoil, Self inflicted damage can still deal damage.
  • Headbutt - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 3 Chance Dice to Flinch. May call Random Encounters when hitting trees.
  • Flame Charge - Fire Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Increase the User’s Dexterity.
  • Reversal - Fighting 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 Extra Dice to the Damage Pool for every missing HP the User has. Up to 5 Dice may be added this Way.
  • Flame Burst - Fire Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: After dealing damage, the user may roll 1 Dice of Damage against two other Targets.
  • Zen Headbutt - Psychic Type Physical Move learned at Master. 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.
  • Inferno - Fire Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+4. Effect: Lethal. Apply Burn 3 to the Foe. -3 Accuracy.
  • Double-Edge - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Recoil.
  • Flare Blitz - Fire Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Recoil. Roll 1 Chance Dice to Apply Burn 3 to the foe.
  • Final Gambit - Fighting Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Will+Athletic with a damage pool of +0. Effect: Ignore the foe’s Defenses. The user faints after dealing damage.
  • Stored Power - Psychic Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+1. Effect: Add 1 Extra Dice of Damage for each Increased attribute the user has (ie. Clefairy has 1 Increased Point in Defense and 1 Evasion. Stored Power will have 2 Extra Dice on the Damage Pool). Up to 7 Dice may be added.
  • Overheat - Fire Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Lethal. Reduce User’s Special by 2. -1 Accuracy.
  • Trick - Psychic Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Allure. Effect: The foe and the user swap Held Items.
  • Shock Wave - Electric Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail.
  • V-Create - Fire Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+7. Effect: Reduce the user’s Dexterity, Defense, and Sp. Defense.