Techno Blast

normal
Move Power
str, dex
Move Time
1 action
PP
5
Duration
instantaneous
Range
self (80ft line)

You fire a powerful beam of pure light. The line is 80 feet long and 5 feet wide, and all creatues caught in the blast must make a DEX save against your Move DC, taking 3d10 + MOVE damage on a failure, or half as much on a success. The damage type is dependant on the Drive the user holds. (Burn Drive - Fire, Chill Drive - Ice, Douse Drive - Water, Shock Drive - Electric)

At Higher Levels: The damage dice roll for this move changes to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17.

Contest
cool
Appeal
1
Jam
0
Effect
Works well if the user is pumped up.

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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