Axe Kick

fighting
Move Power
str, dex
Move Time
1 action
PP
5
Duration
instantaneous
Range
melee

You leap into the air to slam your heel upon the target. Make a melee attack, doing 2d6 + MOVE fighting damage on a hit. On a miss, you take 1 damage.

On a successful hit, the target must succeed a CON save against your Move DC or become confused.

At Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 5d8 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.

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