Hyper Beam
NormalInfo
- Puissance
- str, dex
- Temps d'exécution
- Action
- PP
- 3
- Durée
- Instantaneous
- Portée
- Self (80-foot line)
You unleash a concentrated beam of pure energy in a 80-foot line, 5ft wide. Any creature caught in the line must succeed on a DEX save against your Move DC or take 3d8 + MOVE normal damage on a fail and half as much on a save. This move cannot be used on consecutive turns by the same creature.
At Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
Contest
Cool
- Appeal
- 4
- Jam
- 4
All Pokemon must make a CHA Saving Throw against your Intimidation/Persuasion DC.