This move cannot be learned by any Pokémon by leveling up, so it can currently only be called by Metronome.
Ingrain is a healing Grass-type move.
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 such as Roar, Dragon Tail or Whirlwind cannot force a Pokémon under the effect of Ingrain to switch out. However, moves that switch the user out such as U-turn, Volt Switch or Parting Shot can 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.
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 Big Root is held by the user, the amount of HP restored at the end of each turn is increased by 30%.
Ghost-type Pokémon under the effects of Ingrain are able to switch out. However, they still cannot be forced to switch by moves that switch the target out.
Pokémon that learn Ingrain