Template:BindingMove

From Rollo

As a binding move, BindingMove deals damage and also deals 1/8 of the target's maximum HP as damage for 4 to 5 rounds at the end of each round. This move traps the target, preventing switching and escape for the same number of rounds. If the user is holding a Link Orb, the duration will instead be 7 rounds.

If the user faints or switches out, the target will be freed. A trapped porkman will be freed if it successfully uses Axel Jump, Gyro Spin, Pirouette, or Tornado Kick.

A porkman that is Spirit-type, holding a Smoke Ball, or has Runner as its ability can still switch out even if trapped. Any move which normally switches out the user, like U-Turn and Teleport, will still switch out the user even if trapped.