#PokeroleSRD/Statblock ====== Hoopa ====== A **Psychic/Ghost** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Magician** This Pokemon will steal the Held Item of a foe it just hit. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |8 |5 |5 |6 |8 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |6/6 |5/5 |4/4 |8/8 |7/7 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Trick** - //Psychic Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Allure//. **Effect:** The foe and the user swap Held Items. * ☐ **Destiny Bond** - //Ghost Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Will+Channel//. **Effect:** If the user faints this Round due to Combat damage, the Pokemon that dealt the damage will faint at the same time. * ☐ **Ally Switch** - //Psychic Type// Support Move learned at //Master//. Targets //One Ally//. It’s Accuracy dice are //Special+Channel//. **Effect:** User switches back. Choose another Pokemon to take its place. It will be ready to fight on the next Round. Switcher Move. * ☐ **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. * ☐ **Astonish** - //Ghost Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Roll 3 Chance Dice to Flinch the foe. * ☐ **Magic Coat** - //Psychic Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Priority 4. Redirect the effects of a Support Move that would affect the user or its side of the battlefield towards the foe’s (ie. The foe used Stealth Rock, with Magic Coat it will now affect the foe’s side instead of yours). * ☐ **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. * ☐ **Psybeam** - //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. * ☐ **Skill Swap** - //Psychic Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Clever+Perform//. **Effect:** Switch Abilities with the foe. The abilities Flower Gift. Illusion. Imposter. Stance Change. Wonder Guard. Plot Device and others cannot be switched. * ☐ **Power Split** - //Psychic Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Average the User’s Strength and Special with the target. * ☐ **Guard Split** - //Psychic Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Average your Defense and Sp. Defense with your target. * ☐ **Phantom Force** - //Ghost Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+3//. **Effect:** Charge Move. While charging this Move, other Moves will not affect the user. If the Target made a Shielding Action the shield is destroyed and won’t have any effect. * ☐ **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. * ☐ **Wonder Room** - //Psychic Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** Defense and Sp. Defense will be calculated with Insight instead of Vitality. Lasts 4 Rounds. * ☐ **Trick Room** - //Psychic Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** Invert the order of Initiative. Lasts 4 Rounds. * ☐ **Shadow Ball** - //Ghost 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 foe’s Sp. Defense. * ☐ **Nasty Plot** - //Dark Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Clever+Alert//. **Effect:** Increase the user’s Special by 2. * ☐ **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. * ☐ **Hyperspace Hole** - //Psychic Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel// with a damage pool of //Special+3//. **Effect:** Ignore Defenses. Never Miss. This Move Bypasses the effects of any Shield Move effect on the foe. * ☐ **Telekinesis** - //Psychic Type// Support Move learned at //Master//. 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. * ☐ **Magic Room** - //Psychic Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** No one can use their Held Item nor any other Item. Lasts 4 Rounds. * ☐ **Confide** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Cute+Allure//. **Effect:** Reduce the foes’ Special.