#PokeroleSRD/Statblock

Yveltal

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

  • Dark Aura Increase 2 dice to all Damage Pools of Dark-Type Moves of all Pokemon in the field. This effect does not stack. Pokemon and Trainers on the field will not cooperate with each other.

Stats

HP (8)InitEvade Phys ClashSpec Clash
14 6 6 7 7
Str Dex Vit Spec Ins
7/7 6/6 6/6 7/7 6/6
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Hurricane - Flying Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Lethal. Roll 3 Chance Dice to Confuse the Foe. If Rain Weather in effect ignore this moves reduced accuracy. -2 Accuracy.
  • Razor Wind - Normal Type Special Move learned at Master. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: High Critical. Charge.
  • Taunt - Dark Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: The target Pokemon can only perform Damaging Moves and Evasion actions for the next 4 Rounds.
  • Roost - Flying Type Support Move learned at Master. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Basic Heal. Until the User’s next action this Pokemon will be vulnerable to Ground Type moves.
  • Double Team - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Dexterity+Evasion. Effect: The User can now make up to 5 Evasions per Round.
  • Air Slash - Flying Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 3 Chance Dice to Flinch the foe.
  • Snarl - Dark Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Insight+Perform with a damage pool of Special+2. Effect: Sound Based. Reduce the foe’s Special.
  • Oblivion Wing - Flying Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+4. Effect: Lethal. High Critical.
  • Disable - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Insight+Channel. Effect: The Target cannot use the last move it performed. 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.
  • Foul Play - Dark Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of +3. Effect: S.T.A.B of the user and Strength of the foe apply for this move’s damage.
  • 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.
  • 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.
  • Dragon Rush - Dragon Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+4. Effect: Roll 2 Chance Dice to Flinch the foe. -2 Accuracy.
  • Focus Blast - Fighting Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Roll 1 Chance Dice to Reduce foe’s Sp. Defense. -2 Accuracy.
  • Sucker Punch - Dark Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Priority 1. This move can only be used after the Target rolls a damaging move.
  • 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.
  • Sky Attack - Flying Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+6. Effect: Lethal. High Critical. Charge Move. Roll 3 Chance Dice to Flinch the foe. -1 Accuracy.
  • Tailwind - Flying Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: For the Next 4 Rounds, Increase the Dexterity of the User and All Allies in the field by 2.
  • Heat Wave - Fire Type Special Move learned at Master. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Target all foes in Range. Roll 1 Chance Dice to Burn those affected. -1 Accuracy.
  • Rain Dance - Water Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Rain Weather is activated for the next 4 Rounds.
  • Defog - Flying Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: Remove all Barriers (ie. Light Screen, Reflect), Entry Hazards (Toxic Spikes, Stealth Rock, etc.), and Terrains (Misty Terrain, Electric Terrain, etc.) from the battlefield.