Magnet Bomb

steel

Info

Move Power
str, dex
Move Time
1 action
PP
5
Duration
instantaneous
Range
60ft

You hurl a steel ball that seeks out a creature in range, never missing. This move is guaranteed to hit for 1d6 + MOVE steel damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.

At Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

Context

Contest
cool
Appeal
2
Jam
0
Effect
Works great if the user goes first this turn.

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