50 - Overheat
fire- Move Power
- str, con
- Move Time
- 1 action
- PP
- 3
- Duration
- instantaneous
- Range
- self (15ft radius)
With a roar, flames burst from your body in a 30 foot circle, centered on you. Any creature in range must roll a DEX saving throw against your Move DC, taking 5d4 + MOVE fire damage on a failure, or half as much on a success. The power of the move exhausts you, and your next attack is done at disadvantage. If your next attack requires a creature saving throw, they have advantage.
At Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.
Can teach this to:
- Charmander
- Charmeleon
- Charizard
- Vulpix
- Ninetales
- Mankey
- Primeape
- Growlithe
- Arcanine
- Ponyta
- Rapidash
- Magmar
- Flareon
- Moltres
- Mew
- Cyndaquil
- Quilava
- Typhlosion
- Snubbull
- Granbull
- Slugma
- Magcargo
- Houndour
- Houndoom
- Magby
- Entei
- Ho-oh
- Torchic
- Combusken
- Blaziken
- Loudred
- Exploud
- Manectric
- Numel
- Camerupt
- Torkoal
- Solrock
- Groudon
- Rayquaza
- Chimchar
- Monferno
- Infernape
- Magmortar
- Dialga
- Heatran
- Arceus
- Victini
- Tepig
- Pignite
- Emboar
- Pansear
- Simisear
- Zebstrika
- Darumaka
- Darmanitan
- Litwick
- Lampent
- Chandelure
- Heatmor
- Larvesta
- Volcarona
- Reshiram
- Fennekin
- Braixen
- Delphox
- Fletchling
- Fletchinder
- Talonflame
- Litleo
- Pyroar
- Volcanion
- Litten
- Torracat
- Incineroar
- Toucannon
- Salandit
- Salazzle
- Turtonator
- Blacephalon
- Galarian Darumaka
- Galarian Darmanitan
- Scorbunny
- Raboot
- Cinderace
- Carkol
- Coalossal
- Centiskorch
- Annihilape