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.