#PokeroleSRD/Statblock

Hoopa (Unbound Form)

A Psychic/Dark 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 (7)InitEvade Phys ClashSpec Clash
11 5 5 8 9
Str Dex Vit Spec Ins
8/8 5/5 4/4 9/9 7/7
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

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.
  • 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.
  • 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.
  • Dark Pulse - Dark Type Special Move learned at Master. 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.
  • 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.
  • Hyper Beam - Normal Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Must Recharge. Lethal. -1 Accuracy.
  • 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.
  • Throat Chop - Dark Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: The target cannot use any “Sound Based” Move for the rest of the scene.