Hyper Drill

normal
Move Power
str, dex
Move Time
1 action
PP
3
Duration
instantaneous
Range
melee

You crash into a creature, spinning your body like a drill. Make a melee attack, dealing 2d8 + MOVE ground damage on a hit. This attack pierces through defensive moves such as Protect or Detect and ignores AC bonuses from spells such as Shield.

At Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

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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