111 - Water Pulse
waterInfo
- Puissance
- dex
- Temps d'exécution
- 1 action
- PP
- 10
- Durée
- instantaneous
- Portée
- 30ft
You send a wave of ultrasonic aquatic energy at a creature in range. Make a ranged attack roll, dealing 1d10 + MOVE water damage on a hit. On a natural attack roll of 17 or higher, the target is confused.
At Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 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.