#PokeroleSRD/Statblock

Necrozma (Dusk Mane Form)

A Psychic/Steel Pokemon with a Nature nature at Rank rank. It’s Abilities are:

  • Prism Armor Negate all automatic Damage from any Super Effective Move dealt to this Pokemon.

Stats

HP (4)InitEvade Phys ClashSpec Clash
11 5 5 8 6
Str Dex Vit Spec Ins
8/8 5/5 7/7 6/6 6/6
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Moonlight - Fairy Type Support Move learned at Master. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Basic Heal. If successful spend 1 Will point to activate. If performed at Night or Sunny Weather is in effect this move becomes a Complete Heal. If Rain/Sandstorm Weather is in effect this move only heals 1 HP
  • Morning Sun - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Basic Heal. If successful spend 1 Will point to activate. Complete Heal during Sunny Weather. If Rain/Sandstorm Weather is in effect or it’s night or you are indoors/underground this move only heals 1 HP.
  • Charge Beam - Electric Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 5 Chance Dice to Increase the User’s Special. -1 Accuracy.
  • Mirror Shot - Steel Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 3 Chance Dice to Confuse the foe. -2 Accuracy.
  • Metal Claw - Steel Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 1 Chance Dice to Increase the user’s Strength. -1 Accuracy.
  • 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.
  • Slash - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: High Critical. Lethal.
  • Stored Power - Psychic Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+1. Effect: Add 1 Extra Dice of Damage for each Increased attribute the user has (ie. Clefairy has 1 Increased Point in Defense and 1 Evasion. Stored Power will have 2 Extra Dice on the Damage Pool). Up to 7 Dice may be added.
  • Rock Blast - Rock Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Ranged. Successive Actions. -1 Accuracy.
  • Night Slash - Dark Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Lethal. High Critical.
  • Gravity - Psychic Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Flying and Levitating Pokemon can be hit by Ground Type Moves. Lasts 4 Rounds.
  • Psycho Cut - Psychic Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: High Critical.
  • Power Gem - Rock Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
  • Autotomize - Steel Type Support Move learned at Master. Targets User. It’s Accuracy dice are Dexterity+Channel. Effect: Increase the User’s Dexterity by 2. User’s weight is halved for the rest of Scene.
  • Photon Geyser (Special) - Psychic Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+4. Effect: This Move’s Damage Pool, can be rolled with either the Strength or Special Attribute, dealing Physical or Special Damage respectively. Choose whatever is most convenient for the user.
  • Stealth Rock - Rock Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Dexterity+Stealth. Effect: Entry Hazard. Foe Pokemon that enter the battlefield lose 1 HP. This effect does not stack.
  • 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.
  • Wring Out - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Remove 1 Dice from the Damage Roll for every missing HP of the Target. Up to 4 dice may be removed this way.
  • Prismatic Laser - 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. Must Recharge.
  • Outrage - Dragon Type Physical Move learned at Master. Targets Random Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Rampage.
  • Shadow Claw - Ghost Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: High Critical.
  • Magnet Rise - Electric Type Support Move learned at Master. Targets User. It’s Accuracy dice are Insight+Nature. Effect: For the Next 4 Rounds the User gains immunity against Ground Type Moves.
  • Sunsteel Strike - Steel Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+4. Effect: Lethal. If anything on the foe’s side of the field would prevent this move from dealing damage (Pokemon types. Abilities. Shield Moves. Weather. Or Barriers.) ignore it. This Move cannot be Clashed.