Difference between revisions of "Electric Moves"

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== Tier 1 ==
 
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Revision as of 00:16, 16 July 2020

Moves by Type

Tier 1

Charge ✦ Electric Type tier 1
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 tier 1
1 AP, At-Will ✦ Strike, Priority
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 2d6 Physical Electric Damage.


Nuzzle ✦ Electric Type tier 1
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 tier 1
1 AP, At-Will ✦ Strike, Accurate
Targets: Range 4, 1 Target ✦ vs Evasion
Hit: 2d6


Thunder Wave ✦ Electric Type tier 1
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 tier 1
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 tier 1
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.


Tier 2

Tier 3