Magnetic Flux

electric

Info

Move Power
none
Move Time
1 action
PP
10
Duration
1 round
Range
Self (40-ft radius)

You use your electric energy to manipulate magnetic fields. Until the beginning of your next turn, any creature in range with the Plus or Minus ability gains a bonus to their AC equal to your proficiency modifier, and any saving throw they are forced to make is rolled with advantage.

Contest

Clever

Appeal
1
Jam
0

Doubles the Appeal Points of a successful move in the next round. Pokemon also has advantage on CHA Saving Throws until after their move next round is performed.

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