Endure

normal
Move Power
none
Move Time
1 reaction
PP
3
Duration
instantaneous
Range
self

On an instance of taking damage that would otherwise cause you to faint, you may instead fall to 1HP on the first instance of this reaction. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.

Contest
tough
Appeal
3
Jam
0
Effect
Causes the user to move later on the next turn.

This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc. Portions of the material may be property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.

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