Falinks

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Falinks — Type: Fighting

Falinks

Favored Skills: Force, Focus
Deficient Skill: Finesse
Home Turf: Mountain
Gifts: Placeholder

Initiative: 3
Movement: 6
Size: Large

Traits
Battle Armor: Takes normal damage from Critical Hits.
Physical Attacker: +3/4/5 Physical Damage.

Defense Priority: Evasion > Vigor > Resolve
Basic Attacks: Physical Innate Melee

Roles

DPS Role Brawler
An Offensive Role that excels at flanking and melee attacks against isolated enemies.
Tank Role Guardian
A Defensive Role that can intercept attacks aimed at its allies.
Support Role Tactician
A Support Role that can give boosts to its allies or reposition them when using Maneuvers.

Abilities

Squad Formation
Static
Effect: Each time Falinks finishes a Move or Disengages, they must choose one of the Formation effects below. The benefits last until they choose another Formation. Each formation changes the Falink’s Defense priority.
  • Blockade: The Falink occupy a Blast 2 (as normal for a Large sized Pokemon). Defenses: Evasion > Vigor > Resolve
  • Line: The Falink occupy a Line 4. Defenses: Vigor > Resolve > Evasion
  • Stack: The Falink stack together to occupy one square. Defenses: Resolve > Evasion > Vigor


Moves

Starting Moves

Lunge ✦ Bug Type tier 1
1 AP, At-Will ✦ Strike, Inaccurate
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 3d6 Physical Bug Damage.
Always: After you use Lunge, you may Disengage into any square adjacent to the target. If you end your turn adjacent to the target, they gain a -3/4/5 penalty to their next damage roll.


No Retreat ✦ Fighting Type tier 1
1 AP, At-Will ✦ Maneuver
Targets: Self
Always: You must forfeit your Move action this turn to use No Retreat. You may immediately change formation. Until the start of your next turn, you gain an effect based on your current formation.
  • Blockade: +3/4/5 armor against all damage
  • Line: +3/4/5 to damage rolls
  • Stack: You gain a Boon to attack and save rolls.


Teamfight Tactics ✦ Fighting Type tier 1
1 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 2d6 Physical Fighting Damage.
Special: The Move has different additional effects based on the current Formation being used.
  • Blockade: The attack deals +1D more on a hit.
  • Line: The target becomes Vulnerable, on a hit or miss.
  • Stack: You instead target a Line 4. After resolving the attack, you must change to Line formation.


Tier 1 Natural Moves

Iron Head ✦ Steel Type tier 1
1 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 2d6 Physical Steel Damage.
Critical or SE: The target is pushed 1 meter away and knocked prone.
Special: You may forfeit your Move action when you hit with this attack; if you do, the target is Flinched.


Iron Defense ✦ Steel Type tier 1
2 AP, At-Will ✦ Maneuver, Buff
Targets: Self
Always: Gain two Charges of the Iron Wall Buff. As long as you have any Charges of the Iron Wall Buff, gain +6/8/10 Armor against Physical Damage and foes cannot Move or target attacks through your square regardless of Size. You may spend Charges of Iron Wall in the following ways:
  • As a Free Action when an Area attack that targets you hits you and/or your allies to cause all targets of the attack to take Damage as if Resisted one step further.
  • As a Free Action at the start of your turn to cause all adjacent squares to become Cover when resolving foes’ attacks until the end of your next turn.
Boost: You may use Iron Defense as an Interrupt when targeted by an Area attack. That attack gains +1 Bane to all Accuracy Rolls.


Protect ✦ Normal Type tier 1
1 AP, Daily x2 ✦ Maneuver, Interrupt
Targets: Self
Hit: You are hit by an attack.
Always: You treat the attack as if it had missed you. You take +1 Bane to all Accuracy and Save Checks until the end of your next turn.


Tier 1 Tutor Moves

Knightly Valour ✦ Steel Type tier 1
1 AP, Scene x1 ✦ Maneuver
Targets: Burst 1
Always: Until the end of your next turn, you and all allies in the area of effect are Slowed, gain +5 Physical Armor, and are immune to Critical Hits.


Dragon Rush ✦ Dragon Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 3d6 Physical Dragon Damage.
Always: Push the target up to 3 squares and move along with the target as you Push them. This does not provoke Punish Attacks. Dragon Rush deals Super-Effective Damage to the Fighting Type.
Critical or SE: The target is Flinched.
Boost: +2d6 Damage. Resisted Damage on miss.