Electro Ball
electric- Move Power
- dex
- Move Time
- 1 action
- PP
- 5
- Duration
- instantaneous
- Range
- 40ft
You hurl an electric orb at a target in range. Make a ranged attack roll, dealing 1d6 + MOVE electric damage on a hit. Compare the target and user's highest speed type (walking, flying, etc.). If the user's speed is higher, roll the next tier's damage dice for this move. In the case of level 17 or higher, double the damage dice.
At Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
- Contest
- cool
- Appeal
- 3
- Jam
- 0
- Effect
- Excites the audience a lot if used first.