Hurricane
flying- Move Power
- str, dex
- Move Time
- 1 action
- PP
- 5
- Duration
- instantaneous
- Range
- 40ft
You whip up a maelstrom of harsh winds. Each creature in a 30 ft radius, centered on a point within range, must make a STR saving throw against your Move DC, taking 3d6 + MOVE flying damage and knocked prone on a failure, or half as much damage without being knocked prone on a success. Targets that fail the saving throw by 5 or more become confused. If this attack is activated during rain, the targets roll their saving throws with disadvantage. If used during harsh sunlight, the targets roll their saves with advantage.
At Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
- Contest
- tough
- Appeal
- 2
- Jam
- 1
- Effect
- Badly startles all Pokemon that successfully showed their appeal.