Wrap (move): Difference between revisions
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{{Moveentry|024|Arbok|1|Poison||--}} | {{Moveentry|024|Arbok|1|Poison||--}} | ||
{{Moveentry|069|Bellsprout|2|Grass|Poison|11}} | {{Moveentry|069|Bellsprout|2|Grass|Poison|11}} | ||
{{Moveentry|070|Weepinbell|2|Grass|Poison|-- | {{Moveentry|070|Weepinbell|2|Grass|Poison|--, 11}} | ||
{{Moveentry|072|Tentacool|2|Water|Poison|22}} | {{Moveentry|072|Tentacool|2|Water|Poison|22}} | ||
{{Moveentry|073|Tentacruel|2|Water|Poison|22}} | {{Moveentry|073|Tentacruel|2|Water|Poison|22}} |
Revision as of 03:16, 7 September 2008
Wrap まきつく Wrap Around | ||||||||||||
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Wrap is a mostly accurate Normal-type move introduced in Generation I that deals very little damage.
Effect
Generation I
Wrap does damage for 2-5 turns. There is a 37.5% chance that it will attack for 2 turns, a 37.5% chance that it will attack for 3 turns, a 12.5% chance that it will attack for 4 turns, and a 12.5% chance that it will attack for 5 turns. Though technically only the first attack can critical hit, every attack during the duration will do the same amount of damage. During this turn duration, the opponent will be unable to attack, and if the user of Wrap attacks before the opponent when used, the opponent will be unable to attack during that round as well.
Damage done by Wrap's continuing duration is done after recurrent damage. If the user switches out before the turn duration ends, the opponent will be unable to attack during that turn. If the opponent switches out before the turn duration ends, Wrap will automatically be used against the incoming pokémon, deducting an additional PP from the move. If at such a time Wrap has 0 PP, Wrap will still be used against the incoming Pokémon. After that use, the current PP of Wrap will roll over to 63, and full PP ups will be applied to it.
Even if Wrap misses, it will negate the recharge turn normally required for Hyper Beam. Additionally, if the user of Wrap attacks before the user of Hyper Beam during a recharge turn and the use of Wrap misses, the user of Hyper Beam will automatically use Hyper Beam during that turn. If at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards its current PP will roll over to 63, and full PP ups will be applied to it.
Although Wrap can't damage ghost types, it can immobilize them.
In-game, the opponent will get to select a move during each turn of Wrap's duration, and will attack your incoming pokémon with the selected move if you decide to switch before the duration is over.
In Stadium, you get to select a move during each turn of Wrap's duration. If the opponent switches out before the duration ends, the incoming pokémon will not automatically be attacked. Wrap will negate the recharge turn of Hyper Beam only if successful.
Generation II Onwards
Wrap does damage for 2-5 turns. Unlike the first generation, both user and target will be able to attack during the attack's duration. The damage dealt by Wrap will apply to the target at the end of every turn. While the target is wrapped, it cannot be recalled. If the target uses the move Rapid Spin while wrapped, it will be freed from the Wrap.
In the anime
- Steelix using Wrap on Ash's Snorlax.PNG
Harrison's Steelix using Wrap on Ash's Snorlax.
Pokémon
Steelix. Steelix wraps the opponent
- Used by Harrison's Steelix in Playing with Fire!.
Seviper . Same as above.
- Used by Jessie's Seviper from ??? to ???
Learnset
Generation I
By leveling up
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Generation II
By leveling up
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Generation III
By leveling up
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Generation IV
By leveling up
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In other languages
- French: Ligotage
- German: Wickel
- Spanish: Repetición
- Italian: Avvolgibotta