Mortal Spin

poison
Move Power
str, dex
Move Time
1 action
PP
10
Duration
instantaneous
Range
melee

You strike out with an incredibly fast spinning move. All creatures within melee range must make a DEX save against your Move DC, taking 1d4 + MOVE poison damage on a failure, or half as much on a success. Creatures that fail the save are also poisoned.

In addition, this move automatically frees the user from Leech Seed or anything causing it to be grappled or restrained. It is removed from these statuses before the saving throw is made.

At Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 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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