Thousand Waves
ground- Move Power
- dex, wis
- Move Time
- 1 action
- PP
- 5
- Duration
- instantaneous
- Range
- self (60ft cone)
A wave of green energy courses through the battlefield in a 60 foot cone, centered on you. Any creature caught in the wave must make a DEX save against your Move DC, taking 2d8 + MOVE ground damage on a failure, or half as much on a success. Any creature that fails the saving throw cannot flee or be switched out as long as you remain in battle.
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.
- Contest
- tough
- Appeal
- 3
- Jam
- 0
- Effect
- Brings down the energy of any Pokemon that have already used a move this turn.