Spikes
ground- Move Power
- str, dex
- Move Time
- 1 reaction
- PP
- 5
- Duration
- instantaneous
- Range
- 80ft
You set a trap of spikes that hurts creature that come into battle. If a trainer is in range and switches out a creature, you can spend a reaction to make a ranged attack on the incoming creature with spikes that come out of the ground, doing 1d6 + MOVE ground damage on a hit.
At Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
- Contest
- clever
- Appeal
- 2
- Jam
- 0
- Effect
- Makes the remaining Pokemon nervous.