Magnetic Flux

electric
Move Power
none
Move Time
1 action
PP
10
Duration
1 round
Range
40ft

You use your electric energy to manipulate magnetic fields. Until the beginning of your next turn, any creature in range with the Plus or Minus ability gains a bonus to their AC equal to your proficiency modifier, and any saving throw they are forced to make is rolled with advantage.

Contest
clever
Appeal
1
Jam
0
Effect
Gets the Pokemon pumped up. Helps prevent nervousness, too.

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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