Hammer Arm

fighting

Info

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

You put all your power into a strong and heavy fist attack. Make a melee attack, dealing 4d4 + MOVE fighting damage on a hit. Until the beginning of your next turn, you have disadvantage on all DEX saves and your speed is halved.

At Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

Contest

Tough

Appeal
6
Jam
0

Pokemon has disadvantage on all CHA Saving Throws for the remainder of the Appeal Rounds.

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