Dizzy Punch
normal- Move Power
- str, dex
- Move Time
- 1 action
- PP
- 5
- Duration
- instantaneous
- Range
- melee
You strike out with a devastating punch. Make a melee attack roll on a target, doing 1d12 + MOVE normal damage on a hit. On a natural attack roll of 18 or more, the target becomes confused. At level 17, a natural attack roll of 17 or more confuses the target.
At Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
- Contest
- cute
- Appeal
- 3
- Jam
- 0
- Effect
- Makes audience expect little of other contestants.