Psybeam
PsyInfo
- Puissance
- dex, int, wis
- Temps d'exécution
- Action
- PP
- 10
- Durée
- Instantaneous
- Portée
- 60 feet
You send a beam of invisible, psychic energy at a target in range. The target must make a WIS save against your Move DC, taking 2d6 + MOVE psychic damage on a fail, or half as much on a success. Creatures that fail the save by 5 or more become confused.
At Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Contest
Beauty
- Appeal
- 3
- Jam
- 0
If successfully performed, increase Judge DC by Pokémon’s Charisma modifier for the remainder of the round.