Fusion Flare

fire
Move Power
str
Move Time
1 action
PP
3
Duration
instantaneous
Range
100ft

You summon a gigantic fireball that strikes down from the heavens in a 60 foot circle, centered on a point within range. All creatures caught in the blast must make a DEX save against your Move DC, taking 5d6 + MOVE fire damage on a failure, or half as much on a success. If Fusion Bolt was already used this round, double the damage dealt. Fusion Flare may be used to thaw out the user from the frozen status before attacking.

At Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

Contest
beauty
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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