Range and Blocking Terrain

Blocking Terrain is usually pretty straightforward, but using it in conjunction with Moves that have an Area of Effect may get tricky.   First of all, all Ranged single target Moves originate from the center of the user in most cases, though when using non-square shapes for combatants, such as a serpentine shape for a Milotic, they may instead originate from a specific spot on the body, such as the square(s) representing the head.   When determining whether Blocking Terrain applies, trace the path between the origin of a Move and the target and determine whether or not it passes through any Blocking Terrain that way.   Bursts and Moves that hit all Cardinally Adjacent Targets originate from the user and spread outwards in all directions as shown below. In this case, Blocking Terrain placed blocking where the red lines are would prevent the Move from hitting targets in the corresponding cardinally adjacent squares. Pairs of red lines or blue lines forming “L” shapes could block the corner squares from being hit.

Ranged Blasts work similarly to Bursts; consider their origin point to be the center of the Blast.   Cones, Close Blasts, and Lines are all considered to originate from the user, and you trace the path between the user and the target square as with single target Moves to determine whether Blocking Terrain stops the Move. In the example below, there is a blue wall of Blocking Terrain in the way of the Cone. The Pink squares are hit, but the Gray ones are not, meaning only one of the three Totodiles is hit by the attack.