Synthesis

grass
Move Power
con
Move Time
1 action
PP
3
Duration
instantaneous
Range
self

You regenerate from the inside, healing some of your wounds. Heal yourself for 1d12 + MOVE hit points. If activated in harsh sunlight, double the healing dice.

At Higher Levels: The healing dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

Contest
clever
Appeal
1
Jam
0
Effect
Effectiveness varies depending on when it is used.

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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