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Acrobatics is a Move learned by Inteleon in Pokemon UNITE. Learn the effects of Acrobatics, as well as its damage at each level, cooldown time, level to learn and upgrade, status effects it inflicts, and all Pokemon builds using Acrobatics.
List of Contents
Acrobatics | |
---|---|
Pokemon | |
Level Learned | Lv. 5 (Upgrade: Lv. 11) |
Move Slot | Slot 2 (ZR) - Replaces Tearful Look |
Move Type | Dash |
Damage Type | Special |
Status Effects | Slow |
Cooldown | 8s |
Damage (Starting / Final) | |
Starting Level Damage: 287
|
|
Final Level Damage: 734
|
|
All Moves by Damage Dealt |
Has the user glide in the designated direction, and if the user hits an opposing Pokemon or wall, it can glide in a designated direction again. If the user hits an opposing Pokemon while gliding, the user deals damage to it and decreases its movement speed. Every time this move is used, the user gains one critical counter. This move can also be used while attacking with Liquidation.
Inteleon can choose the direction it will land whenever it hits a wall or opponent with Acrobatics. Utilize this mechanic to stay on top of targets or escape.
Inteleon can use Acrobatics while firing Liquidation. Use this special interaction to dodge moves and attacks while Inteleon is using Liquidation.
Use Acrobatics to reposition near walls while camouflaged. Since Sniper's camouflage takes about 1 second to break whenever Inteleon moves away from walls, using Acrobatics to quickly jump near another wall allows the Pokemon to stay in camouflage while repositioning.
Use Acrobatics to quickly gain one critical counter charge. Doing so allows Inteleon to set up its moves and attacks and ensure that they deal critical damage.
Remember that hitting an opponent or wall with Acrobatics gives Inteleon an additional critical counter charge.
Check out the builds of the Pokemon related to this move in the link below:
Move 1 (R) | Move 2 (ZR) |
Acrobatics
|
---|---|
Unite Move (ZL) | |
All Move Lists |
---|
Acrobatics: Inteleon Move Effect and Cooldown
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