Whirlwind
normalInfo
- Move Power
- dex
- Move Time
- 1 action
- PP
- 10
- Duration
- instantaneous
- Range
- self (5ft radius)
You create a whirlwind of spinning air around you, increasing your AC by +2 until the beginning of your next turn. When you activate this move, any creature within 5 feet of you must succeed on a STR saving throw against your Move DC or fall prone. In wild creature battles, this move can be activated to automatically count as a single success in a group DEX check to run away.
Contest
Clever
- Appeal
- 3
- Jam
- 0
Pokemon goes last on the next turn. In the event two similar moves are used in the same turn, the last to use the move goes last. The first to use the move in this case would go second to last.