Flail

normal
Move Power
str, dex
Move Time
1 action
PP
10
Duration
instantaneous
Range
melee

You flail about with a wild strike that increases in power the more injured you are. Make a melee attack roll against a creature, doing 1d6 + MOVE normal damage on a hit. If you are below 50% of your maximum health, double the damage. If you are at 10% or below of your maximum health, triple the damage. The multiplier for this attack occurs before the multiplier for resistances or vulnerabilities.

At Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

Contest
cute
Appeal
1
Jam
0
Effect
Works better the later it is used in a turn.

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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