The user plants roots in the ground, allowing it to restore 1/16th of its max HP at the end of every turn. This roots the user firmly in place, preventing it from escaping (unless it holds a Smoke Ball or its Trainer uses an escape item) or switching out.
Even moves that switch the target out cannot force a Pokémon under the effect of Ingrain to switch out. However, moves that switch the user out switch a Pokémon out regardless of Ingrain; additionally, a Pokémon under the effect of Ingrain can be switched out when the game allows the player to switch before an opponent sends out their next Pokémon after their previous Pokémon fainted. The effects of Ingrain can be passed by Baton Pass.
Generations IV and V
A Pokémon under the effect of Ingrain can switch out if it holds a Shed Shell. Ingrain prevents the affected Pokémon from being switched out by the Red Card, but does not affect the Eject Button.
Ingrain causes the affected Pokémon to become grounded, and therefore susceptible to Ground-type moves; Spikes, Toxic Spikes, and Sticky Web (only relevant when a Pokémon is switched in via Baton Pass and obtains Ingrain); and terrain—regardless of whether it is Flying-type, has Levitate, holds an Air Balloon, or is under the effect of Magnet Rise or Telekinesis. Magnet Rise fails if used by a Pokémon under the effect of Ingrain; the move Telekinesis cannot affect a Pokémon under the effect of Ingrain.
If a Pokémon is holding a Big Root when Ingrain restores its HP, the amount of HP restored is increased by 30%.
Generation VI onwards
Ghost-type Pokémon under the effects of Ingrain are now able to switch out. However, they still cannot be forced to switch by moves that switch the target out.
If powered up by a Grassium Z into Z-Ingrain, the user's Special Defense stat is raised by one stage.
|| Lays roots that restore HP. The user can't switch out.
|| The user lays roots that restore HP on every turn. It can't switch out.
|| The user lays roots that restore HP on every turn. Because it is rooted, it can't switch out.
| The user lays roots that restore its HP on every turn. Because it is rooted, it can't switch out.
| The user lays roots that restore its HP on every turn. Because it's rooted, it can't switch out.
In other games
In Red Rescue Team and Blue Rescue Team, Explorers of Time, Darkness and Sky, Ingrain is a move with 22PP. The user gains the Ingrain status for 16-30 turns, making the user incapable of moving (though it may attack), unable to switch places with the team leader. The Pokémon gains 10 HP at the end of the second turn, and every five turns after that. This move is affected by Snatch and Taunt.
In Gates to Infinity, the Ingrain status lasts seven turns and the Pokémon gains 15 HP at the end of every second turn.
In Pokémon Super Mystery Dungeon, the Ingrain status lasts three turns and the Pokémon gains 15 HP at the end of every turn.
|| This article has information requiring translation. If you are able to translate Japanese and would like to help, please add the English translation to the section or sections in Japanese.
|| The user gains the Ingrain status. The user becomes incapable of moving, but regains HP over several turns.
|| Gives the user an Ingrain status. A Pokémon with the Ingrain status is incapable of moving but regains HP every few turns.
|| じぶんを ねをはりじょうたいにかえる ねをはりじょうたいの ポケモンは いどうできないが いっていターンごとに ＨＰが かいふくする このわざは ポケモンタワーでは いちばんしたでしか ねをはれない
|| You'll get the Ingrain status. With the Ingrain status, you can't move but keep restoring HP.
|| You'll get the Ingrain status. In the Ingrain status condition, you're unable to move but your HP keeps restoring.
|| You'll get the Ingrain condition. In the Ingrain condition, you're unable to move but your HP keeps restoring.
In the anime
In the manga
In the Pokémon Adventures manga
In other generations
Core series games
Side series games
Spin-off series games
- In Generation III, the status screen erroneously states that the move has 100% accuracy, even though it targets the user (thus it ignores accuracy and evasion checks).
In other languages