#PokeroleSRD/Statblock ====== Celesteela ====== A **Steel/Flying** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Beast Boost** If a foe faints because of an attack dealt by this Ultra-Beast, Increase 1 Point to its Attribute with highest limit. Up to 3 points can be increased this way. Only Ultra-Beasts might have this Ability. Beast Boost can’t be swapped or copied. ===== Stats ===== ^**HP (9)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |15 |4 |4 |6 |6 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |6/6 |4/4 |6/6 |6/6 |6/6 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Wide Guard** - //Rock Type// Support Move learned at //Master//. Targets //User and Allies//. It’s Accuracy dice are //Vitality+Brawl//. **Effect:** Priority 3. Shield. Reduce 3 Damage the User and Allies would receive from a damaging move. Reduce to zero the set damage from a move the User and Allies would take. * ☐ **Air Slash** - //Flying Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Roll 3 Chance Dice to Flinch the foe. * ☐ **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. * ☐ **Absorb** - //Grass Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+1//. **Effect:** The user restores HP equal to half the damage dealt rounded down. * ☐ **Harden** - //Normal Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Vitality+Nature//. **Effect:** Increase the User’s Defense. * ☐ **Tackle** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. * ☐ **Smack Down** - //Rock Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Strength+2//. **Effect:** Ranged. Remove the foe’s Immunity to Ground-Type Attacks. * ☐ **Mega Drain** - //Grass 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. * ☐ **Leech Seed** - //Grass Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Nature//. **Effect:** If successful spend 1 Will point to activate. At the end of each Round, Roll 1 Dice of Damage to the foe. User heals for 1 HP for every damage dealt this way. Grass Type Pokemon are immune to this Move. -1 Accuracy. * ☐ **Metal Sound** - //Steel Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Tough+Perform//. **Effect:** Sound Based. Reduce the foe’s Special Defense by 2. * ☐ **Iron Head** - //Steel 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. * ☐ **Giga Drain** - //Grass Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** The user restores HP equal to half the damage dealt, rounded down. * ☐ **Flash Cannon** - //Steel 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 Reduce the foe’s Sp. Defense. * ☐ **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. * ☐ **Seed Bomb** - //Grass Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Ranged. * ☐ **Skull Bash** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Increase the User’s Defense. Charge. * ☐ **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. * ☐ **Heavy Slam** - //Steel 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 for every 50 kgs. of weight above the target’s weight, up to +4 Extra Dice. * ☐ **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. * ☐ **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. * ☐ **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. * ☐ **Fly** - //Flying Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Charge Move. While charging this move the User will be out of range, with the exception of the attacks Hurricane and Thunder.