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Fell Stinger is a Move learned by Inteleon in Pokemon UNITE. Learn the effects of Fell Stinger, as well as its damage at each level, cooldown time, level to learn and upgrade, status effects it inflicts, and all Pokemon builds using Fell Stinger.
List of Contents
Fell Stinger | |
---|---|
Pokemon | |
Level Learned | Lv. 5 (Upgrade: Lv. 11) |
Move Slot | Slot 2 (ZR) - Replaces Tearful Look |
Move Type | Dash |
Damage Type | Special |
Status Effects | None |
Cooldown | 7s |
Damage (Starting / Final) | |
Starting Level Damage: 347
|
|
Final Level Damage: 837
|
|
All Moves by Damage Dealt |
Has the user fire a sharp stinger in the designated direction, dealing damage to opposing Pokemon it hits. If the stinger hit a wall, the user moves to the point the stinger hit, and this move's cooldown is reduced. If the stinger hits an opposing Pokemon or a wall, the user gains one critical counter.
It's best to use Fell Stinger mainly to reposition rather than to damage opponents. The move doesn't deal that much damage, and all of its effects can be triggered simultaneously when it hits a wall. Given this, it's more benefitial overall for Inteleon to use the move as a repositioning tool.
Use Fell Stinger to quickly jump between walls without breaking Sniper's camouflage, especially when roaming the map and setting up Snipe Shot. The jump is quick enough for Inteleon to reposition to another wall just in time before the camouflage breaks.
Inteleon can use Fell Stinger to quickly deal damage and gain one critical counter charge but only as a last resort. It can then use the charge to follow up with an attack or move.
1.11.1.3 | Range increased from 7m to 10m. (+3m). Increased charges from 1 to 2. |
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Check out the builds of the Pokemon related to this move in the link below:
Move 1 (R) | Move 2 (ZR) |
Fell Stinger
|
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Unite Move (ZL) | |
All Move Lists |
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Fell Stinger: Inteleon Move Effect and Cooldown
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