#PokeroleSRD/Statblock

Xerneas

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

  • Fairy Aura Increase 2 dice to all Damage Pools of Fairy-Type Moves of all Pokemon in the field. This effect does not stack. Pokemon and Trainers on the field will not attack the user of this Ability.

Stats

HP (6)InitEvade Phys ClashSpec Clash
12 6 6 7 7
Str Dex Vit Spec Ins
7/7 6/6 6/6 7/7 6/6
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Heal Pulse - Psychic Type Support Move learned at Master. Targets One Ally. It’s Accuracy dice are Will+Channel. Effect: Basic Heal. If successful spend 1 Will to activate.
  • 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.
  • Ingrain - Grass Type Support Move learned at Master. Targets User. It’s Accuracy dice are Special+Nature. Effect: User Heals 1 HP at the end of every Round. While this move is active the User is now Blocked.
  • Take Down - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil. -2 Accuracy.
  • 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.
  • Aurora Beam - Ice 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 Reduce foe’s Strength.
  • Gravity - Psychic Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Flying and Levitating Pokemon can be hit by Ground Type Moves. Lasts 4 Rounds.
  • Geomancy - Fairy Type Support Move learned at Master. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Charge Move. The user charges, then Increases by 2 its Dexterity, Special and Sp. Defense scores on its next Turn.
  • 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.
  • Megahorn - Bug Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Lethal Damage. -2 Accuracy.
  • Night Slash - Dark Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Lethal. High Critical.
  • Horn Leech - Grass Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: The User restores HP equal to half the damage dealt, rounded down.
  • Psych Up - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Insight+Channel. Effect: Copy the Target’s Attribute and Trait Modifiers and keep them until the end of the scene.
  • Misty Terrain - Fairy Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: Creatures standing on the battlefield won’t be affected by Status Ailments. Dragon Type attacks won’t add their Power to the Damage Pool. Lasts 4 Rounds.
  • Nature Power - Normal Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Nature with a damage pool of Special+3. Effect: The type of this move is determined by the environment. See Nature Power p.432 for more info.
  • Close Combat - Fighting Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: After dealing damage, Reduce the User’s Defense and Sp. Defense.
  • Giga Impact - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+6. Effect: Must Recharge. Lethal. -1 Accuracy.
  • Outrage - Dragon Type Physical Move learned at Master. Targets Random Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Rampage.
  • 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
  • Thunder - Electric Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Lethal. Roll 3 Chance Dice to Paralyze foe. If performed under Sunny Weather, Accuracy becomes -3 instead. If performed under Rain Weather, Ignore this Moves Reduced Accuracy. -2 Accuracy.
  • 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.
  • Endeavor - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Will+Channel with a damage pool of +0. Effect: Roll Damage equal to the Difference between user’s Full HP and its Current HP (up to 10). User cannot reduce the target’s HP to lower than its own remaining HP. Ignore foe’s Defenses.