The user continually rolls into the target over five turns. It becomes more powerful each time it hits.
User is forced to use this move for five turns. Power doubles every time this move is used in succession to a maximum of 16×, 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.