Endure
10/10 PP
Category | Power | Accuracy |
---|---|---|
- | - |
Always leaves at least 1HP.
The user's HP cannot be lowered below 1 by any means for the remainder of this turn. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. This move cannot be selected by assist or metronome.