Trop Kick

grass
Move Power
str, dex
Move Time
1 action
PP
10
Duration
instantaneous
Range
melee

You attempt to land an intense kick of tropical origins on the target.  Make a melee attack, dealing 1d12 + MOVE grass damage on a hit. On a natural role of 16 or more, the target adds -1 to any attack it makes for the remainder of combat.  This modifier can be stacked up to a maximum of -3.

At Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

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.

Something went wrong...

You can help by reporting this error!