Razor Wind
normal- Move Power
- str, dex
- Move Time
- 1 action, charge
- PP
- 5
- Duration
- 1 round, concentration
- Range
- self (20ft radius)
When you use this move, strong winds begin to circle around you, granting +2 to AC. On your next turn, if you keep your concentration, you release those winds as an action in a 20 foot radius, centered on you. Each creature in the area must make a DEX save against your Move DC, taking 2d6 + MOVE normal damage on a fail, or half as much on a success.
At Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
- Contest
- cool
- Appeal
- 3
- Jam
- 0
- Effect
- Affected by how well the previous Pokemon’s move went.