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obsidian:pokerole2.0-statblocks:srd-necrozma_dusk_mane_form [2023/07/20 19:39]
willowlark created
— (current)
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-#PokeroleSRD/Statblock 
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-====== Necrozma (Dusk Mane Form) ====== 
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-A **Psychic/Steel** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: 
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-  * **Prism Armor** Negate all automatic Damage from any Super Effective Move dealt to this Pokemon. 
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-===== Stats ===== 
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-^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ 
-|11        |5       |5         |8             |6             | 
-|**Str**   |**Dex** |**Vit**   |**Spec**      |**Ins**       | 
-|8/8       |5/    |7/      |6/          |6/          | 
-|**Tough** |**Cool**|**Beauty**|**Clever**    |**Cute**      | 
-|1         |1       |1         |1             |1             | 
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-===== Skills ===== 
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-^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ 
-|                                 | 
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-===== Moves ===== 
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-  * ☐ **Moonlight** - //Fairy Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Basic Heal. If successful spend 1 Will point to activate. If performed at Night or Sunny Weather is in effect this move becomes a Complete Heal. If Rain/Sandstorm Weather is in effect this move only heals 1 HP 
-  * ☐ **Morning Sun** - //Normal Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Vitality+Nature//. **Effect:** Basic Heal. If successful spend 1 Will point to activate. Complete Heal during Sunny Weather. If Rain/Sandstorm Weather is in effect or it’s night or you are indoors/underground this move only heals 1 HP. 
-  * ☐ **Charge Beam** - //Electric Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 5 Chance Dice to Increase the User’s Special. -1 Accuracy. 
-  * ☐ **Mirror Shot** - //Steel Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 3 Chance Dice to Confuse the foe. -2 Accuracy. 
-  * ☐ **Metal Claw** - //Steel Type// Physical Move learned at //Master//. 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. 
-  * ☐ **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. 
-  * ☐ **Slash** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** High Critical. Lethal. 
-  * ☐ **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. 
-  * ☐ **Rock Blast** - //Rock Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Ranged. Successive Actions. -1 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. 
-  * ☐ **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. 
-  * ☐ **Psycho Cut** - //Psychic Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** High Critical. 
-  * ☐ **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//. 
-  * ☐ **Autotomize** - //Steel Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Dexterity+Channel//. **Effect:** Increase the User’s Dexterity by 2. User’s weight is halved for the rest of Scene. 
-  * ☐ **Photon Geyser (Special)** - //Psychic Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+4//. **Effect:** This Move’s Damage Pool, can be rolled with either the Strength or Special Attribute, dealing Physical or Special Damage respectively. Choose whatever is most convenient for the user. 
-  * ☐ **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. 
-  * ☐ **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. 
-  * ☐ **Wring Out** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Remove 1 Dice from the Damage Roll for every missing HP of the Target. Up to 4 dice may be removed this way. 
-  * ☐ **Prismatic Laser** - //Psychic Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+6//. **Effect:** Lethal. Must Recharge. 
-  * ☐ **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. 
-  * ☐ **Shadow Claw** - //Ghost Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** High Critical. 
-  * ☐ **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. 
-  * ☐ **Sunsteel Strike** - //Steel Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+4//. **Effect:** Lethal. If anything on the foe’s side of the field would prevent this move from dealing damage (Pokemon types. Abilities. Shield Moves. Weather. Or Barriers.) ignore it. This Move cannot be Clashed.