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.