Mawile

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Mawile - Type: Steel/Fairy

Mawile

Traits
Attacker: +3/4/5 Physical Damage.
Physical Armor: +3/4/5 Armor vs Physical Damage.

Defense Priority: Vigor > Resolve > Evasion
Initiative: 2
Movement: 6
Size: Small

Basic Attacks: Physical Innate Melee

Favored Skills: Covertness, Sway
Deficient Skill: Traversal
Home Biomes: Cave, Mountain

Gifts: Darkvision

Roles

DPS Role Brawler
An Offensive Role that excels at flanking and melee attacks against isolated enemies.
Tank Role Grappler
A Defensive Role that controls enemy movement with Grappling.
Support Role Breaker
A Support Role that uses Tricks to increase the damage enemies take from allies' attacks.

Abilities

Intimidate
Free Action, Scene x1
Trigger: You hit with a Strike or a Move with the Social Keyword
Effect: Choose one hit Target. That target deals Physical Damage as if Resisted one step further until the end of their next turn. The Frequency of this Ability refreshes any time your Strike causes a foe to be Shaken or Defeated.


Ambush
Free Action, Scene x1
Effect: Hide as a Free Action (you must still meet all requirements). The next time this Scene you hit with a damaging attack while Hidden, choose one of the following effects:
  • Choose a hit target. It falls Prone and all allies have +3 to Critical Hit Range against the target while it is Prone.
  • Choose a hit target. They take their next turn as if their Initiative was 0, and they are Vulnerable until the end of that turn.


Moves

Starting Moves

Iron Jaw ✦ Steel Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 3d6 Physical Steel Damage. If the target starts their next turn adjacent to you, they lose two Ticks of HP if they take a normal Move or Disengage action on that turn.
Boost: +2d6 Damage. Resisted Damage on miss. Increase the HP loss on movement to three Ticks.


Play Rough ✦ Fairy Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 3d6 Physical Fairy Damage.
Always: The target chooses—you get to perform a Grapple against them as a Free Action, or they take a -5 penalty to all Physical Damage Rolls until the end of their next turn.
Boost: +2d6 Damage. Resisted Damage on a Miss. On a Hit, do both options instead of the target choosing.


Fake Tears ✦ Dark Type tier 1
1 AP, At-Will ✦ Trick, Social, Limited
Targets: Range 8, 1 Target ✦ vs Resolve
Hit: The target is Vulnerable for one full round, and if it attacks you during the next full round, it becomes Weakened for one full round after the attack resolves.


Tier 1 Natural Moves

Iron Jaw ✦ Steel Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 3d6 Physical Steel Damage. If the target starts their next turn adjacent to you, they lose two Ticks of HP if they take a normal Move or Disengage action on that turn.
Boost: +2d6 Damage. Resisted Damage on miss. Increase the HP loss on movement to three Ticks.


Iron Jaw ✦ Steel Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 3d6 Physical Steel Damage. If the target starts their next turn adjacent to you, they lose two Ticks of HP if they take a normal Move or Disengage action on that turn.
Boost: +2d6 Damage. Resisted Damage on miss. Increase the HP loss on movement to three Ticks.


Iron Jaw ✦ Steel Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 3d6 Physical Steel Damage. If the target starts their next turn adjacent to you, they lose two Ticks of HP if they take a normal Move or Disengage action on that turn.
Boost: +2d6 Damage. Resisted Damage on miss. Increase the HP loss on movement to three Ticks.