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ABCDEFGHIJK
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NameKeywordsActionRangeTargetAccuracyDefenseDamageRechargeRequirementsEffect
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AgilityPsychicMinorPersonalPersonal215th levelGain a +4 bonus to Reflex and move speed until the end of your next turn.
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Aqua TailWater, PhysicalStandardMelee ReachOne creature-2AC5d12515th levelThe target is pushed 2 squares.
4
AssuranceDark, PhysicalStandardMelee ReachOne creature0Fortitude2d12515th levelIf the target has taken damage since the start of its last turn, this attack deals +4d12 damage.
5
BiteDark, PhysicalStandardMelee ReachOne creature0AC3d1027th levelMake a secondary attack. (-2) vs. Fort. On a hit, the target is dazed until the end of your next turn.
6
Body SlamNormal, PhysicalStandardMelee ReachOne creature0AC5d10417th levelShift 3 squares before making this attack. Make a secondary attack. (-2) vs Fort. On a hit, the target is immobilized (save ends).
7
Bone ClubGround, PhysicalStandardRanged 5One creature-3AC3d1235th levelMake a secondary attack. (-4) vs. Fort. On a hit, the target is dazed until the end of your next turn.
8
Bone RushGround, PhysicalStandardMelee ReachOne creature-2AC1d1259th levelYou can use this attack as part of a charge. Make up to a total of five attacks until you miss.
9
BonemerangGround, PhysicalStandardRanged 5One or two creatures-2AC2d1257th levelIf you attack one creature, repeat the attack against that creature.
10
BrineWater, SpecialStandardRanged 5One creature0Reflex3d12515th levelIf the target is bloodied, this attack deals +3d12 damage.
11
BubbleWater, SpecialStandardClose blast 2Each creature0Reflex1d1023rd levelMake a secondary attack. (-4) vs. Fort. On a hit, the target takes a -2 penalty to Reflex and speed until the end of your next turn.
12
CaptivateNormal, CharmStandardClose burst 2Each enemy0Will317th levelEach target takes a -4 penalty to special attack rolls until the end of your next turn.
13
Close CombatFighting, PhysicalStandardMelee ReachOne creature0AC7d12625th levelYou take a -2 penalty to AC, Fortitude, Reflex, and Will until the end of the encounter.
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Confuse RayGhostStandardRanged 10One creature0Will57th levelThe target is confused (save ends).
15
ConfusionPsychic, SpecialStandardRanged 5One creature0Will2d1225th levelMake a secondary attack. (-4) vs. Will. On a hit, the target is confused (save ends).
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CovetNormal, PhysicalStandardMelee ReachOne creature0Reflex3d10113th levelIf you have no held item, you steal the target's held item.
17
Cross ChopFighting, PhysicalStandardMelee ReachOne creature-4AC6d12619th levelThis attack can score a critical hit on a roll of 19-20.
18
CrunchDark, PhysicalStandardMelee ReachOne creature0AC4d12419th levelMake a secondary attack. (-2) vs. Fort. On a hit, the target takes a -2 penalty to AC until the end of your next turn.
19
CurseGhostMinorPersonal or Ranged 5Personal or one creature0Will511th levelIf you're a Ghost type, take damage equal to your bloodied value. The target takes ongoing damage equal to its healing surge value (save ends). If you are not a Ghost type, you gain a +2 bonus to physical attack rolls, AC, Fortitude, a bonus to physical damage rolls equal to half your level, and take a -2 penalty to Reflex and move speed until the end of your next turn.
20
Dark PulseDark, SpecialStandardRanged 5One creature0Reflex4d12415th levelMake a secondary attack. (-2) vs. Fort. On a hit, the target is dazed until the end of your next turn.
21
Destiny BondGhostStandardPersonalPersonal625th levelUntil the end of your next turn, if an enemy reduces you to 0 hit points or fewer with an attack, they are reduced to 0 hit points as well.
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DischargeElectric, SpecialStandardClose burst 1Each creature0Reflex4d12 (3d10, multiple targets)421st levelMake a secondary attack. (-2) vs. Fort. On a hit, the target is immobilized (save ends).
23
Double KickFighting, PhysicalStandardMelee ReachOne creature0AC2d625th levelMake two attacks.
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Double TeamNormal, IllusionMovePersonalPersonal45th levelCreates an image yourself in your space. When an enemy makes a melee or ranged attack, they randomly determine whether or not they hit an image. When an image is hit, it is destroyed and you take no damage and suffer no effects of the attack. Blast and burst attacks automatically destroy any images in your space.
25
Double-EdgeNormal, Physical, RecoilStandardMelee ReachOne creature0AC7d12421st levelYou can use this attack as part of a charge. You take damage equal to one-fouth of the damage dealt.
26
Dragon RageDragon, SpecialStandardRanged 5One creature0Reflex40511th levelThis attack ignores vulnerability and resistance.
27
Dream EaterPsychic, Special, HealingStandardRanged 5One creature0Will6d12421st levelThe target must be asleep. Regain hit points equal to half of the damage dealt.
28
Dynamic PunchFighting, PhysicalStandardMelee ReachOne creature-10AC6d12613th levelThe target is confused (save ends).
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Electro BallElectric, SpecialStandardRanged 5One creature0ReflexVaries515th levelDamage is dependent on how much higher in initiative the user is than the target. 0-5 or lower – 3d10, 6-10 – 4d12, 11-19 – 7d12, 20+ – 10d12
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EmberFire, SpecialStandardRanged 5One creature0Reflex2d1025th levelMake a secondary attack. (-4) vs. Fort. On a hit, the target is burned (save ends).
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EndeavorNormal, PhysicalStandardMelee ReachOne creature0FortitudeVaries617th levelDeals damage to the target equal to the difference in remaining hit points between the user and the target. Cannot deal damage if the user has more hit points remaining. This attack ignores weaknesses and resistances, but not immunities
32
ExtrasensoryPsychic, SpecialStandardRanged 5One creature0Will4d12221st levelMake a secondary attack. (-2) vs. Fort. On a hit, the target is dazed until the end of your next turn.
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Faint AttackDark, PhysicalStandardMelee ReachOne creature0AC3d10311th levelThis attack ignores all penalties to attack rolls, as well as all bonuses to defenses and illusions.
34
False SwipeNormal, PhysicalStandardMelee ReachOne creature0AC2d10111th levelCannot reduce the target below 1 hit point.
35
FeintNormal, PhysicalImmediate InterruptMelee ReachThe triggering creature0AC2d659th levelTrigger: An opponent within 5 squares makes an attack, uses Protect, or uses Detect. Shift to a square adjacent to the triggering creature. On a hit, Protect or Detect fails.
36
Final GambitFighting, SpecialStandardMelee ReachOne creature0FortitudeVaries623rd levelYou are reduced to 0 hit points, even if you are holding a Focus Sash or have the Sturdy trait. The target takes damage equal to the number of hit points you had remaining.
37
Fire FangFire, PhysicalStandardMelee ReachOne creature-1Reflex3d12417th levelMake a secondary attack. (-4) vs. Fort. On a hit, the target is dazed until the end of your next turn and burned (save ends).
38
Fire SpinFire, Special, TrapStandardRanged 2One creature-3Reflex2d8413th levelThe target is immobilized, cannot be switched out, and takes fire damage equal to one fourth of its healing surge value at the start of its turn (save ends all).
39
Flame BurstFire, SpecialStandardRanged 5One creature0Reflex4d8411th levelEach creature adjacent to the target takes fire damage equal to one fourth their surge value.
40
Flame WheelFire, PhysicalStandardMelee ReachOne creature0Reflex3d1029th levelIf you are frozen, you automatically save. You can use this attack as part of a charge. Make a secondary attack. (-4) vs. Fort. On a hit, the target is burned (save ends).
41
FlamethrowerFire, SpecialStandardRanged 5One creature0Reflex6d10419th levelMake a secondary attack. (-4) vs. Fort. On a hit, the target is burned (save ends).
42
Flare BlitzFire, Physical, RecoilStandardMelee ReachOne creature0Reflex7d12425th levelIf you are frozen, you automatically save. You can use this attack as part of a charge. You take damage equal to one-fourth of the damage dealt. Make a secondary attack. (-4) vs. Fort. On a hit, the target is burned (save ends).
43
FlingDark, PhysicalStandardRanged 5One creature0ACVaries515th levelThis attack deals damage depending on the current held item. After this attack is used, the held item is no longer available for use until the end of combat. If there is no held item, this attack deals 1d6 damage.
44
Focus EnergyNormalMinorPersonalPersonal27th levelYour next attack before the end of your next turn can score a critical hit on a roll of 19-20.
45
ForesightNormalMinorPersonalPersonal15th levelYou can hit ghost types with normal and fighting attacks until the end of its next turn. You ignore the effects of all illusion powers when making attack rolls until the end of your next turn.
46
Fury SwipesNormal, PhysicalStandardMelee ReachOne creature-4AC1d1047th levelMake up to a total of five attacks until you miss.
47
GrowlNormal, SoundStandardClose burst 2Each enemy0Will11st levelThe target takes a -2 penalty to physical attack rolls and a penalty to damage rolls equal to half of its level until the end of your next turn.
48
Grudge GhostImmediate InterruptClose burst 10The triggering creature0Will623rd levelTrigger: You are reduced to 0 hit points or fewer by an enemy hitting you with an attack. On a hit, the enemy cannot recharge the triggering power until the end of the encounter.
49
Guard SwapPsychicMinorClose burst 10Personal0Will523rd levelYou and the target exchange any bonuses or penalties to your defenses.
50
GustFlying, SpecialStandardRanged 10One creature0Fortitude2d1015th levelThe target is pushed 1 square. If the target is using Bounce, Fly, or Sky Drop, this attack deals +2d10 damage.
51
HeadbuttNormal, PhysicalStandardMelee ReachOne creature0AC4d849th levelMake a secondary attack. (-2) vs. Fort. On a hit, the target is dazed until the end of your next turn.
52
Heat WaveFire, SpecialStandardClose blast 3Each enemy-2Reflex6d12 (4d10, multiple targets)523rd levelMake a secondary attack. (-4) vs. Fort. On a hit, the target is burned (save ends).
53
Helping HandNormalImmediate InterruptClose burst 5The triggering ally311th levelTrigger: An ally makes an attack roll. If the attack hits, the ally can roll half as many damage dice again and add them to the total damage dealt.
54
HexGhost, SpecialStandardRanged 5One creature0Fortitude2d12519th levelIf the target is affected by a status effect, this attack deals +4d12 damage.
55
Hydro PumpWater, SpecialStandardRanged 5One creature-4Reflex7d12625th levelThe target is pushed 5 squares and knocked prone.
56
Hyper FangNormal, PhysicalStandardMelee ReachOne creature-2AC4d12411th levelMake a secondary attack. (-4) vs. Fort. On a hit, the target is dazed until the end of your next turn.
57
HypnosisPsychicStandardRanged 5One creature-8Will39th levelThe target is asleep (save ends).
58
Ice BeamIce, SpecialStandardRanged 5One creature0Reflex6d10519th levelMake a secondary attack. (-4) vs. Fort. On a hit, the target is frozen (save ends).
59
Ice FangIce, PhysicalStandardMelee ReachOne creature-1Reflex3d12417th levelMake a secondary attack. (-4) vs. Fort. On a hit, the target is dazed until the end of your next turn and frozen (save ends).
60
Ice ShardIce, PhysicalImmediate InterruptRanged 5The triggering creature0Reflex2d10215th levelTrigger: An enemy makes an attack roll within 5 squares.
61
ImprisonPsychic, ZoneStandardClose burst 5Each enemy511th levelCreates a zone that lasts until the end of your next turn. Any enemy that enters or starts its turn in the zone cannot use any powers known by the user until the end of their next turn. Sustain minor.
62
InfernoFire, SpecialStandardRanged 10One creature-10Reflex6d12621st levelThe target is burned (save ends).
63
Iron DefenseSteelMinorPersonalPersonal415th levelGain a +4 bonus to AC until the end of your next turn.
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Karate ChopFighting, PhysicalStandardMelee ReachOne creature0AC2d1227th levelThis attack can score a critical hit on a roll of 19-20.
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Last ResortNormal, PhysicalStandardMelee ReachOne creature0AC9d12625th levelThis attack cannot be used until the Pokemon has used every other power they know at least once during the encounter.
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LeerNormal, GazeStandardClose blast 3Each enemy0Will21st levelThe target takes a -2 penalty to AC until the end of your next turn.
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LickGhost, PhysicalStandardMelee ReachOne creature0Fortitude1d1025th levelMake a secondary attack. (-2) vs. Fort. On a hit, the target is immobilized (save ends).
68
Light ScreenPsychic, ZoneStandardClose burst 5Each ally211th levelCreates a zone that lasts until the end of your next turn. Any ally in that zone that is hit by a special attack reduces the damage done by your level. Sustain minor.
69
Low KickFighting, PhysicalStandardMelee ReachOne creature0ACVaries35th levelDamage is dependent on the target's size. Tiny – 1d10, Small – 2d10, Medium – 3d10, Large – 4d12, Huge – 6d12, Gargantuan – 7d12.
70
Low SweepFighting, PhysicalStandardMelee ReachOne enemy0AC3d1039th levelThe target takes a -2 penalty to Reflex and move speed (save ends both).
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Mean LookNormal, GazeStandardRanged 5One enemy0Will615th levelThe target is immobilized and cannot be switched out (save ends both).
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MistIce, ZoneStandardClose burst 5Each ally213th levelCreates a zone that lasts until the end of your next turn. Any ally in the zone is immune to attacks that cause penalties to attack rolls, damage rolls, defenses, or speed as their primary attack. Secondary attacks that cause penalties may still affect creatures within the zone. Sustain minor.
73
MoonlightNormal, HealingMinorPersonalPersonal617th levelSpend a healing surge and regain hit points equal to your bloodied value. If you are in a zone of sunlight, regain additional hit points equal to your healing surge value. If you are in a zone of rain, sandstorm, or hail, instead only regain hit points equal to your healing surge value.
74
Nasty PlotDarkMinorPersonalPersonal315th levelGain a +4 bonus to special attack rolls and a bonus to special damage rolls equal to your level until the end of your next turn.
75
Night ShadeGhost, SpecialStandardRanged 5One creature0FortitudeVaries411th levelDeals damage to the target equal to three times the user's level. This attack ignores vulnerability and resistance, but not immunities.
76
NightmareGhostStandardRanged 5One creature0Fortitude423rd levelThe target must be asleep. At the end of the target's next turn, it takes damage equal to its healing surge value. The target will continue to take damage at the end of its turn until it wakes up.
77
Odor SleuthNormalMinorPersonalPersonal15th levelYou can hit ghost types with normal and fighting attacks until the end of its next turn. You ignoree the effects of all illusion powers when making attack rolls until the end of your next turn.
78
PaybackDark, PhysicalStandardMelee ReachOne creature0Fortitude2d12517th levelIf the target acted in initiative before you, this attack deals +4d12 damage.
79
Perish SongNormal, Sound, ZoneStandardClose burst 5Each creature629th levelCreates a zone that lasts until the end of your next turn. Any creature that remains in the zone until the end of your next turn is reduced to 0 hit points.
80
Pin MissileBug, PhysicalStandardRanged 5One creature-3AC1d8313th levelMake up to a total of five attacks until you miss.
81
ProtectNormalImmediate InterruptPersonalPersonal511th levelTrigger: When an attack is made against you. Until the start of your next turn, you are immune to the effects of any attacks that require attack rolls, including damage.
82
PunishmentDark, PhysicalStandardMelee ReachOne creature0Fortitude3d10619th levelAdd +1d10 damage for each bonus to attack rolls, damage rolls, defenses, and speed the target currently possesses.
83
PursuitDark, PhysicalStandardMelee ReachOne creature0Fortitude2d1039th levelSpecial: Can be used as an Immediate Interrupt. Trigger: An enemy within 5 squares switches out. Shift to a square adjacent to the triggering enemy and make an attack roll. On a hit, this attack deals +2d10 damage.
84
Quick AttackNormal, PhysicalImmediate InterruptMelee ReachThe triggering creature0AC2d1025th levelTrigger: An enemy makes an attack roll within 5 squares. Shift 4 squares and make an attack against the triggering creature.
85
RageNormal, PhysicalStandardMelee ReachOne creature0AC1d1037th levelUntil the end of your next turn, each time you are hit by an attack you gain a bonus to your next damage roll equal to half your level.
86
Rain DanceWater, ZoneStandardClose burst 5Each creature615th levelCreates a zone of rain that lasts until the end of your next turn. Sustain minor.
87
Rapid SpinNormal, PhysicalStandardMelee ReachEach enemy in reach0AC1d1019th levelYou automatically save against any effects caused by Trap powers, as well as Leech Seed. Any Spikes, Stealth Rocks, or Poison Spikes within reach are removed.
88
RetaliateNormal, PhysicalStandardMelee ReachOne creature0AC4d8619th levelIf an ally has been reduced to 0 hit points or less since the end of your last turn, this attack deals +5d8 damage.
89
RevengeFighting, PhysicalStandardMelee ReachOne creature0AC3d10515th levelIf the target has damaged you since the end of your last turn, this attack deals +3d10 damage.
90
ReversalFighting, PhysicalStandardMelee ReachOne creature0ACVaries421st levelDamage is dependent on the user's remaining hit points. 76-100% - 1d10, 51-75% - 2d10, 26-50% - 4d12, >1-25% - 6d12, 1 hit point – 10d12.
91
RoarNormal, SoundStandardClose blast 3Each enemy0Will311th levelThe target is pushed its move speed away from you.
92
SafeguardNormal, ZoneStandardClose burst 5Each ally221st levelCreates a zone that lasts until the end of your next turn. While in the zone, allies are immune to status effects caused by enemy attacks. Sustain minor.
93
Sand-AttackGroundStandardRanged 5One creature0Reflex43rd levelThe target takes a -2 penalty to attack rolls until the end of your next turn.
94
Scary FaceNormalStandardRanged 5One creature0Will513th levelThe target takes a -4 penalty to Reflex and move speed until the end of your next turn.
95
ScratchNormal, PhysicalStandardMelee ReachOne creature0AC2d1011st level
96
ScreechNormal, SoundStandardClose blast 3Each enemy-3Will113th levelThe target takes a -4 penalty to AC until the end of your next turn.
97
Seismic TossNormal, PhysicalStandardMelee ReachOne creature0FortitudeVaries311th levelDeals damage to the target equal to three times the user's level. This attack ignores vulnerability and resistance, but not immunities.
98
Shadow BallGhost, SpecialStandardRanged 5One creature0Reflex4d12419th levelMake a secondary attack. (-2) vs. Fort. On a hit, the target takes a -2 penalty to Fortitude and Will until the end of your next turn.
99
Sheer ColdIce, SpecialStandardRanged 5One creature-15Fortitude625th levelReduces the target to 0 hit points. If the target is higher level, the attack will always fail. You gain a +1 to hit for every level above the target you are.
100
SingNormal, Sound, SleepStandardClose burst 1Each enemy-9Will47th levelThe target is asleep (save ends).
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