Power doubles every turn this move is used in succession after the first, resetting after five turns.
Inflicts regular damage. User is forced to use this move for five turns. Power doubles every time this move is used in succession to a maximum of 16x, and resets to normal after the lock-in ends. If this move misses or becomes unusable, the lock-in ends. If the user has used defense curl since entering the field, this move has double power.
Move descriptions from different games
"Attacks 5 turns with rising power."
"Attacks 5 turns with rising power."
"An attack lasting 5 turns with rising intensity."
"An attack lasting 5 turns with rising intensity."
"A 5-turn rolling attack that becomes stronger each time it hits."
"The user continually rolls into the foe over five turns. It becomes stronger each time it hits."
"The user continually rolls into the foe over five turns. It becomes stronger each time it hits."
"The user continually rolls into the foe over five turns. It becomes stronger each time it hits."
"The user continually rolls into the target over five turns. It becomes stronger each time it hits."
"The user continually rolls into the target over five turns. It becomes stronger each time it hits."
"The user continually rolls into the target over five turns. It becomes more powerful each time it hits."
"The user continually rolls into the target over five turns. It becomes more powerful each time it hits."
"The user continually rolls into the target over five turns. It becomes more powerful each time it hits."
"The user continually rolls into the target over five turns. It becomes more powerful each time it hits."
"The user continually rolls into the target over five turns. It becomes more powerful each time it hits."
"The user continually rolls into the target over five turns. It becomes more powerful each time it hits."
"The user rolls into the target to deal damage, then becomes fixated on using this move."
"The user continually rolls into the target over five turns. This attack becomes more powerful each time it hits."
Move combinations that work well together in contests
Detailed effect when used in contests
Prevents the Applause Meter from rising for the rest of the turn.
"Temporarily stops the crowd from getting excited."
Detailed effect when used in super contests
"Allows performance of the same move twice in a row."