Difference between revisions of "Hurricane Spin (technique)"

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|image=https://i.imgur.com/yDMCjYQ.gif
 
|image=https://i.imgur.com/yDMCjYQ.gif
 
|imagelink=https://zelda.gamepedia.com/Spin_Attack
 
|imagelink=https://zelda.gamepedia.com/Spin_Attack
|tier=legendary
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|tier=master
|p=20
 
 
|time=action
 
|time=action
|summary=You make up to ten melee attacks in one turn.
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|summary='''''Action.''''' You make up to four attacks with one action, but become [[Stunned]] until your next turn
|You charge and spin with reckless, hurricane force while striking wildly with a melee weapon or [[unarmed strike]]. Until the end of your turn, you cannot be targeted with [[reactions]]. You can make up to eight melee attacks this turn.{{a}}You cannot add [[bonus dice]] to the damage rolls of these attacks, but each attack deals force damage instead of its normal damage type if you wish.  You cannot make any [[bonus action]] on a turn you use this technique.  You are [[stunned]] from the end of your turn until the start of your next turn.
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|You charge forth and spin with reckless, hurricane force while attacking wildly. Until the end of your turn, no creatures can use [[reaction]]s—even boss reactions. As part of this action you can move a distance up to your speed, and make four melee weapon attacks or unarmed strikes. After the fourth attack, you become [[Stunned]] until the start of your next turn.
 
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{{clear}}
 
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{{Source}}
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{{Source|The Wind Waker|Hyrule Warriors}}

Latest revision as of 19:56, 31 March 2024

master technique — action
You charge forth and spin with reckless, hurricane force while attacking wildly. Until the end of your turn, no creatures can use reactions—even boss reactions. As part of this action you can move a distance up to your speed, and make four melee weapon attacks or unarmed strikes. After the fourth attack, you become Stunned until the start of your next turn.


The material on this page is based primarily on content found in The Wind Waker and Hyrule Warriors, both of which are copyright Nintendo Co., Ltd.