#PokeroleSRD/Statblock ====== Deoxys (Defense Form) ====== A **Psychic** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Pressure** While this Pokemon is out, reduce the total Will Points of all foes by half, rounded down. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |13 |5 |5 |5 |5 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |5/5 |5/5 |9/9 |5/5 |9/9 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Leer** - //Normal Type// Support Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Reduce the Defense of those affected. * ☐ **Wrap** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Blocks. Roll 2 Dice of Damage against the foe at the end of each Round. Lasts 4 Rounds. -1 Accuracy. * ☐ **Night Shade** - //Ghost 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. * ☐ **Teleport** - //Psychic Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Special+Channel//. **Effect:** In the wild, the battle ends. In official battles, it counts as the Pokemon being recalled. Teleportation distances depend on Special and Storyteller’s discretion. * ☐ **Knock Off** - //Dark Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** The target Pokemon loses its held item. * ☐ **Spikes** - //Ground Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** Foe Pokemon that enter the battlefield will lose 1 HP, this effect does not stack. Pokemon with the Levitate ability and Flying Type Pokemon are immune to this effect. Entry Hazard. * ☐ **Psychic** - //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 Reduce the foe’s Sp. Defense. * ☐ **Snatch** - //Dark Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Clever+Stealth//. **Effect:** Erase any Increase or Decrease on the foe’s Traits, and place them on the User instead. * ☐ **Psycho Shift** - //Psychic Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Clever+Channel//. **Effect:** Transfer the User’s Status Ailments to the target. The user is now cured. * ☐ **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. * ☐ **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. * ☐ **Amnesia** - //Psychic Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Insight+Alert//. **Effect:** Increase the User’s Sp. Defense by 2. * ☐ **Psycho Boost** - //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. Reduce User’s Special by 2. -1 Accuracy. * ☐ **Recover** - //Normal Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Special+Nature//. **Effect:** Basic Heal. If successful, spend 1 Will point to activate. May cure Lethal Damage. * ☐ **Counter** - //Fighting Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Insight+Brawl// with a damage pool of //+2//. **Effect:** This Move can only deal damage if the Foe has dealt Physical Damage to the User this Round. Roll the same Damage Pool as your Foe plus 2 Extra Dice. Ignore the foe’s Defenses. * ☐ **Mirror Coat** - //Psychic Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //+0//. **Effect:** The move only works if the foe just used a Special Attack. Roll the same Damage Pool as your foe’s last attack and add 2 Extra Damage Dice. Ignore the foe’s Defenses. * ☐ **Bind** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Block. Deal 2 dice of damage at the end of each Round. Lasts 4 Rounds. -2 Accuracy. * ☐ **Signal Beam** - //Bug Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+3//. **Effect:** Roll 1 Chance Dice to Confuse the foe.