Discharge

electric
Move Power
dex
Move Time
1 action
PP
10
Duration
instantaneous
Range
self (10ft radius)

You let loose a flare of electricity in a 20 foot circle, centered on you, striking all creatures around you. Creatures in the area must make a DEX saving throw against your Move DC. On a fail, a creature takes 2d6 + MOVE electric damage. If a creature fails the save by 5 or more, it is paralyzed.

At Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

Contest
beauty
Appeal
2
Jam
2
Effect
Startles all of the Pokemon to act before the user.

This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc. Portions of the material may be property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.

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