Grass Moves

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Moves by Type

Tier 1

Aromatherapy ✦ Grass Type tier 1
1 AP, Scene x1 ✦ Maneuver
Targets: Burst 1
Always: All targets choose one Status Condition or Debuff they are suffering from and are cured of that condition.


Branch Poke ✦ Grass Type tier 1
1 AP, At-Will ✦ Strike
Targets: Melee Reach +1, 1 Target ✦ vs Evasion
Hit: 2d6 Physical Grass Damage. Push 1


Cotton Guard ✦ Grass Type tier 1
2 AP, At-Will ✦ Maneuver, Buff
Targets: Self
Always: Gain two Charges of the Cotton Guard buff. As long as you have any Charges of the Cotton Guard buff, gain +6/8/10 Armor against Physical Damage. You may spend a charge of Cotton Guard as a free action to automatically succeed on a Save roll.


Drumroll ✦ Grass Type tier 1
2 AP, At-Will ✦ Strike, Friendly, Sonic
Targets: Burst 1 ✦ vs Resolve
Hit: 1d6 Special Grass Damage.
Always: Create a Drumroll Zone in your square and the targeted squares that lasts until the end of the next round. Allies may give their attacks that target foes in the Drumroll Zone the Sonic tag and cause targets to Flinch on a Super-Effective or Critical Hit.
Boost: +1d6 Damage. Resisted damage on miss. The Drumroll Zone persists as long as you remain in the Zone.


Grassy Terrain ✦ Grass Type tier 1
1 AP, Scene x1 ✦ Maneuver
Targets: Range 3, Blast 3
Always: You create a Zone of Grassy Terrain in the targeted area that lasts until the end of the Scene. Grassy Terrain is Slow and Rough Terrain, and causes all allies and any characters with Grassland or Forest Naturewalk that end their turn in it to gain a Tick of Temporary HP.


Growth ✦ Grass Type tier 1
2 AP, Scene x1 ✦ Maneuver, Buff
Targets: Self
Always: You gain the Grown Up buff. While Grown Up, your attacks deal +1d6 Damage, your Size is increased by +1(to a maximum of Large), and allies may treat you as Cover. You may expend the Grown Up Buff when hitting with an attack to Push all targets of the attack 2 Squares and knock them Prone.
Boost: While Grown Up, increase your Reach by +1 and increase the Damage boost to +2d6.


Leaf Blade ✦ Grass Type tier 1
2 AP, At-Will ✦ Strike, Friendly
Targets: Melee, 1 Target or Pass 4 ✦ vs Evasion
Hit: 2d6 Physical Grass Damage.
Always: Leaf Blade has a +2 to its Critical Range.
Critical or SE: The target is Slowed until the end of its next turn.
Boost: +1d6 Damage. Resisted damage on a miss. Slide 1 all targets.


Leech Seed ✦ Grass Type tier 1
2 AP, Scene x2 ✦ Strike, Limited
Targets: Range 5, 1 Target ✦ vs Evasion
Hit: The target gains Ongoing Damage 5/8/10 (Grass, Save Ends). Whenever the target loses HP from this Ongoing Damage, you gain that much Temp HP.
Always: You Mark the target until the end of your next turn.
Boost: Gains the Accurate keyword. On a Hit, the next Strike that hits the target gains the Drain keyword.


Magical Leaf ✦ Grass Type tier 1
1 AP, At-Will ✦ Strike, Accurate
Targets: Range 4, 1 Target ✦ vs Evasion
Hit: 2d6 Special Grass Damage.


Mega Drain ✦ Grass Type tier 1
2 AP, At-Will ✦ Strike, Drain
Targets: Range 5, 1 Target ✦ vs Vigor
Hit: 2d6 Special Grass Damage.
Boost: +2d6 Damage. Resisted Damage on a miss.


Root Up ✦ Grass Type tier 1
1 AP, At-Will ✦ Strike
Targets: Range 3, 1 Target ✦ vs Evasion
Hit: 2d6 Physical Grass Damage.
Critical or SE: The target is knocked Prone.


Tier 2

Tier 3