Ingrain
grass- Move Power
- con
- Move Time
- 1 action
- PP
- 10
- Duration
- 3 rounds
- Range
- self
You pierce the ground with roots, absorbing natural energy and fixing you in place. At the end of each of your next three turns (including this one), heal yourself for 1d6 + MOVE hit points. For the duration of this move, your movement speed drops to zero and you may not flee or be switched out by your trainer unless forced by an opponent's moves or abilities.
At Higher Levels: The healing dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
- Contest
- clever
- Appeal
- 1
- Jam
- 0
- Effect
- Gets the Pokemon pumped up. Helps prevent nervousness, too.