You attack a creature you can see within range with small flames. Make a Special attack roll. On a hit, the target takes 1d6 Fire damage. This also burns the target on a natural roll of 19+.
Innate Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You form a swirl of fire around a Pokémon you can see within range. The target must make a Speed/Dexterity saving throw. On a failed save, the target is grappled, and takes 1d6 Fire damage. Until this grapple ends, the target takes 1d6 Fire damage at the start of each of its turns.
On each of its turns, a grappled target can use the Escape a Grapple Action to attempt end the grapple on itself.
You cloak yourself in flame, then charge. Make a Finesse attack roll against a Pokémon you can see within range. On a hit, the target takes 2d6 Fire damage and your Speed is increased by 1 stage until the end of your next turn. You end your turn at the end of the 15-foot line.
Using a Higher-Level Move Slot. The damage increases by 1d6 for each move slot level above 1.
You release blueish-white wisps around you. Choose a number of creatures around you to succeed on a HP/Constitution saving throw or become burned.
You release blueish-white wisps around you. Choose a number of creatures around you to succeed on a HP/Constitution saving throw or become burned.
You release blueish-white wisps around you. Choose a number of creatures around you to succeed on a HP/Constitution saving throw or become burned.
You strike with a fiery punch. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d6 Fire damage. This also burns the target on a natural roll of 19+.
Using a Higher-Level Move Slot. The damage increases by 1d6 for each move slot level above 2.
You strike with a fiery punch. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d6 Fire damage. This also burns the target on a natural roll of 19+.
Using a Higher-Level Move Slot. The damage increases by 1d6 for each move slot level above 2.
You strike with a fiery punch. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d6 Fire damage. This also burns the target on a natural roll of 19+.
Using a Higher-Level Move Slot. The damage increases by 1d6 for each move slot level above 2.
You hurl a blast of fire at a creature you can see within range. Make a Special attack roll. On a hit, the target takes 2d6 Fire damage, and the move burns any Berry or Gem held by the target.
You intensify the sun's rays for the duration. A 60-foot-radius sphere of light intensifies from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
While the sunny weather persists, Fire-type moves deal double damage and Water-type moves deal half damage. Additionally, saving throws for the moves Thunder and Hurricane are made with advantage.
You intensify the sun's rays for the duration. A 60-foot-radius sphere of light intensifies from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
While the sunny weather persists, Fire-type moves deal double damage and Water-type moves deal half damage. Additionally, saving throws for the moves Thunder and Hurricane are made with advantage.
You intensify the sun's rays for the duration. A 60-foot-radius sphere of light intensifies from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
While the sunny weather persists, Fire-type moves deal double damage and Water-type moves deal half damage. Additionally, saving throws for the moves Thunder and Hurricane are made with advantage.
You intensify the sun's rays for the duration. A 60-foot-radius sphere of light intensifies from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
While the sunny weather persists, Fire-type moves deal double damage and Water-type moves deal half damage. Additionally, saving throws for the moves Thunder and Hurricane are made with advantage.
You intensify the sun's rays for the duration. A 60-foot-radius sphere of light intensifies from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
While the sunny weather persists, Fire-type moves deal double damage and Water-type moves deal half damage. Additionally, saving throws for the moves Thunder and Hurricane are made with advantage.
You intensify the sun's rays for the duration. A 60-foot-radius sphere of light intensifies from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
While the sunny weather persists, Fire-type moves deal double damage and Water-type moves deal half damage. Additionally, saving throws for the moves Thunder and Hurricane are made with advantage.
You intensify the sun's rays for the duration. A 60-foot-radius sphere of light intensifies from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
While the sunny weather persists, Fire-type moves deal double damage and Water-type moves deal half damage. Additionally, saving throws for the moves Thunder and Hurricane are made with advantage.
You torch everything around you in an inferno of flames. Each creature within range must make a Speed/Dexterity saving throw. A target takes 5d8 Fire damage, or half as much damage and is not burned on a successful one. This also burns the target on a failed natural roll of 6-.
Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 4. If you use a move slot of level 5+, the range increases by 5 feet per level.