#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)InitEvade Phys ClashSpec Clash
13 5 5 5 5
Str Dex Vit Spec Ins
5/5 5/5 9/9 5/5 9/9
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

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.