Fighting Moves
From Pokemon Tabletop Wiki
Contents
Moves by Type
Tier 1
Bulk Up ✦ Fighting Type | |
1 AP, At-Will ✦ Maneuver, Buff | |
Targets: Self | |
Always: You gain the Bulky Buff. While Bulky, you gain a +3/4/5 bonus to Physical Damage and a +2 bonus to Vigor. You may expend the Bulky Buff when hitting with a melee attack to Push the target 2 meters and knock them Prone. |
Circle Throw ✦ Fighting Type | |
1 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 2d6 Physical Fighting Damage. Slide the target to any square adjacent to you. | |
Always: Circle Throw may be used as a Punish Attack. |
Double Kick ✦ Fighting Type | |
1 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 1d6 Physical Fighting Damage. | |
Always: Roll Accuracy an additional time against one target or repeat this attack against a different target. If you hit the same target more than once, do 1d6 additional damage for each hit past the first and ignore all Armor. | |
Boost: Roll Accuracy an additional time against one target or repeat this attack against a different target. If you hit a target three times with Double Kick, they are knocked prone. Half damage on miss. |
Fast Blade ✦ Fighting Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 3d6 Physical Fighting Damage. | |
Critical or SE: The target is knocked Prone. | |
Special: If the Target is Stuck, Fast Blade gets a +3 to its Critical Hit range. | |
Boost: +2d6 Damage. Resisted damage on Miss. |
No Retreat ✦ Fighting Type | |
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.
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Teamfight Tactics ✦ Fighting Type | |
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.
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