Volt Tackle
ElectricInfo
- Move Power
- str, dex
- Move Time
- 1 action
- PP
- 10
- Duration
- instantaneous
- Range
- melee
You electrify yourself and then charge at the target. When activating this move, you flash forward 15 feet and make a melee attack roll against a creature, dealing 2d10 + Move electric damage on a hit. On a hit, you also take a quarter of the total (rounded down) in typeless recoil damage.
At Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Contest
Cool
- Appeal
- 6
- Jam
- 0
Pokemon has disadvantage on all CHA Saving Throws for the remainder of the Appeal Rounds.