Ingrain is a Grass-type status move with no power and perfect accuracy. When used, it causes the user to plant its roots, restoring 1/16th of its maximum HP at the end of each turn. However, once rooted, the user cannot switch out or be forcibly switched out by moves such as Roar or Whirlwind. The user is also immune to moves that would force it to flee, such as Dragon Tail. Additionally, Ingrain negates the effects of partial trapping moves like Fire Spin. Ingrain is often used for its healing benefits, especially in combination with other recovery or defensive strategies.
Prevents the user from switching out. User regains 1/16 of its max HP at the end of every turn. If the user was immune to ground attacks, it will now take normal damage from them. roar and whirlwind will not affect the user. The user cannot use magnet rise. The user may still use u turn to leave the field. This effect can be passed with baton pass.
Short Effect: Prevents the user from leaving battle. User regains 1/16 of its max HP every turn.
Prevents the user from switching out. User regains 1/16 of its max HP at the end of every turn. If the user was immune to ground attacks, it will now take normal damage from them. roar and whirlwind will not affect the user. The user cannot use magnet rise. The user may still use u turn to leave the field. This effect can be passed with baton pass.