Magnetic Flux
electricInfo
- 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.