Difference between revisions of "Electric Moves"
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+ | {{Move:Charge}} | ||
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+ | {{Move:Jolt_Strike}} | ||
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{{Move:Thunder_Wave}} | {{Move:Thunder_Wave}} | ||
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+ | {{Move:Thunderbolt}} | ||
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Revision as of 00:16, 16 July 2020
Contents
Moves by Type
Tier 1
Charge ✦ Electric Type | |
1 AP, Scene x2 ✦ Maneuver | |
Targets: Self | |
Always: On your next turn, all Electric-Type Strikes you use deal damage as if one step more effective and deal half damage on a Miss. |
Jolt Strike ✦ Electric Type | |
1 AP, At-Will ✦ Strike, Priority | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 2d6 Physical Electric Damage. |
Nuzzle ✦ Electric Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 2d6 Physical Electric Damage. | |
Always: The target becomes Paralyzed until the end of their next turn. | |
Boost: You may use Nuzzle as a Burst 1, and it gains the Accurate keyword. |
Shock Wave ✦ Electric Type | |
1 AP, At-Will ✦ Strike, Accurate | |
Targets: Range 4, 1 Target ✦ vs Evasion | |
Hit: 2d6 |
Thunder Wave ✦ Electric Type | |
1 AP, At-Will ✦ Trick | |
Targets: Range 5, 1 Target ✦ vs Vigor | |
Hit: The target becomes Paralyzed (Save Ends). If the target is already Paralyzed, you may slide them 3 squares. |
Thunderbolt ✦ Electric Type | |
1 AP, At-Will ✦ Strike | |
Targets: Range 6, 1 Target ✦ vs Evasion | |
Hit: 2d6 Special Electric Damage. | |
Critical or SE: The target is Paralyzed (Save Ends). |
Wild Charge ✦ Electric Type | |
2 AP, At-Will ✦ Strike, Recoil | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 3d6 Physical Electric Damage. | |
Always: This attack gains a +2 bonus to Critical Hit Range. | |
Critical or SE: The target is knocked prone. | |
Boost: +2d6 Damage. Resisted damage on Miss. |