Razor Wind

Normal More

Info

Puissance
str, dex
Temps d'exécution
Action
PP
5
Durée
Concentration, up to 1 Round
Portée
Self (20-foot emanation)

When you use this move, strong winds begin to circle around you, granting +2 to AC. On your next turn, if you keep your concentration, you release those winds as an action in a 20-foot emanation, centered on you. Each creature in the area must make a DEX save against your Move DC, taking 2d6 + MOVE normal damage on a fail, or half as much on a success.

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

Cool

Appeal
3
Jam
0

4 if previous Pokémon’s move was a Nat 20 and raised the crowd meter, 3 appeal if previous Pokémon’s move raised crowd meter, 2 if previous Pokémon’s move kept crowd meter the same, 1 if previous Pokémon’s move lowered the crowd meter.

Razor Wind

Normal More

Info

Puissance
str, dex
Temps d'exécution
Action
PP
5
Durée
Concentration, up to 1 Round
Portée
Self (20-foot emanation)

When you use this move, strong winds begin to circle around you, granting +2 to AC. On your next turn, if you keep your concentration, you release those winds as an action in a 20-foot emanation, centered on you. Each creature in the area must make a DEX save against your Move DC, taking 2d6 + MOVE normal damage on a fail, or half as much on a success.

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

Cool

Appeal
3
Jam
0

4 if previous Pokémon’s move was a Nat 20 and raised the crowd meter, 3 appeal if previous Pokémon’s move raised crowd meter, 2 if previous Pokémon’s move kept crowd meter the same, 1 if previous Pokémon’s move lowered the crowd meter.

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