Infernal Parade

ghost
Move Power
wis
Move Time
1 action
PP
5
Duration
instantaneous
Range
50ft

You launch a myriad of fireballs. Make a ranged attack, dealing 1d8 + MOVE ghost damage on a hit. If the target is affected by a status condition, double your MOVE modifier when adding damage. On a hit, the target must make a DEX save against your Move DC, becoming burned on failure.

At Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 3d6 at level 10, and 3d10 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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