#PokeroleSRD/Statblock ====== Gothitelle ====== A **Psychic** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Frisk** When this Pokemon enters the battlefield, Storyteller must reveal its trainer the held item of one foe. * **Competitive** The first time this Pokemon gets an Attribute reduced by a foe during a battle, increase 2 Points to its Special. * **Shadow Tag** All foes become Blocked. Ghost-type Pokemon are immune to this effect. Pokemon with the same ability are immune to this effect. ===== Stats ===== ^**HP (5)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |8 |2 |2 |2 |3 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/4 |2/4 |3/6 |3/6 |3/6 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Pound** - //Normal Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. * ☐ **Confusion** - //Psychic Type// Special Move learned at //Starter//. 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. * ☐ **Tickle** - //Normal Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl//. **Effect:** Reduce the foe’s Strength and Defense. * ☐ **Play Nice** - //Normal Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Cute+Allure//. **Effect:** Reduce the foe’s Strength. * ☐ **Fake Tears** - //Dark Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Cute+Perform//. **Effect:** Reduce the foe’s Sp. Defense by 2. * ☐ **Double Slap** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Successive Actions. -2 Accuracy. * ☐ **Psybeam** - //Psychic Type// Special Move learned at //Amateur//. 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. * ☐ **Embargo** - //Dark Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** The target cannot use its held item nor can its trainer use items on it. * ☐ **Feint Attack** - //Dark Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Never Fail. * ☐ **Psyshock** - //Psychic Type// Special Move learned at //Amateur//. 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 * ☐ **Flatter** - //Dark Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Cool+Allure//. **Effect:** Increase the foe’s Special. Confuse foe. * ☐ **Future Sight** - //Psychic Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel// with a damage pool of //Special+5//. **Effect:** Strikes at the end of the next Round. It bypasses any Shield Move and cover. If the target retires or switches out from battle the damage will be dealt to the next opponent or to one of its allies. * ☐ **Heal Block** - //Psychic Type// Support Move learned at //Amateur//. Targets //Area//. It’s Accuracy dice are //Special+Channel//. **Effect:** No one can regain any lost HP. Lasts 4 Rounds. * ☐ **Psychic** - //Psychic Type// Special Move learned at //Ace//. 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. * ☐ **Telekinesis** - //Psychic Type// Support Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** All attacks against the target have “Never Fail”. The target is immune to Ground Moves. Lasts 2 Rounds. * ☐ **Charm** - //Fairy Type// Support Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Cute+Allure//. **Effect:** Reduce foe’s Strength by 2. * ☐ **Magic Room** - //Psychic Type// Support Move learned at //Ace//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** No one can use their Held Item nor any other Item. Lasts 4 Rounds. * ☐ **Heal Pulse** - //Psychic Type// Support Move learned at //Pro//. Targets //One Ally//. It’s Accuracy dice are //Will+Channel//. **Effect:** Basic Heal. If successful spend 1 Will to activate. * ☐ **Helping Hand** - //Normal Type// Support Move learned at //Pro//. Targets //One Ally//. It’s Accuracy dice are //Dexterity+Perform//. **Effect:** Target Pokemon gets 2 Extra Dice on its next Skill, Accuracy and Damage Rolls. Priority 5. * ☐ **Dark Pulse** - //Dark Type// Special Move learned at //Pro//. Targets //Random Foe//. It’s Accuracy dice are //Insight+Channel// with a damage pool of //Special+3//. **Effect:** Targets random foe. Roll 2 Chance Dice to Flinch the foe.