Thunder

electric
Move Power
str, dex
Move Time
1 action
PP
5
Duration
instantaneous
Range
self (20ft radius)

Powerful electric energy arcs out from you, hitting any creature in a 20 foot radius, centered on you. Creatures caught in the area must make a DEX save against your Move DC, taking 3d6 + MOVE electric damage on a fail, and half as much on a success. Creatures that fail the saving throw by 5 or more become paralyzed. Creatures in range that are in flight or in the invulnerable stage of Fly or Bounce take double damage from this move.

At Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.

Contest
cool
Appeal
1
Jam
0
Effect
Works better the more excited the crowd is.

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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