Aqua Step

water
Move Power
str
Move Time
1 action
PP
5
Duration
instantaneous
Range
melee

You charge at your target with fluid dance steps. Make a melee attack, dealing 2d6 + MOVE water damage on a hit. At the end of your turn, regardless of whether you hit, your movement speed increases by 10ft until the end of your next turn.

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.

This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc. Portions of the material may be property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.

Something went wrong...

You can help by reporting this error!