Wrap (move): Difference between revisions

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'''Wrap''' is a mostly accurate {{t|Normal}}-type move introduced in [[Generation I]] that deals very little damage.
'''Wrap''' (Japanese: '''まきつく''' ''Wrap Around'') is a damage-dealing {{type2|Normal}} [[move]] introduced in [[Generation I]].


==Effect==
==Effect==
===Generation I===
===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.  
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 target will be unable to attack, and if the user of Wrap attacks before the target when used, the target 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.  
Damage done by Wrap's continuing duration is done after recurrent damage. If the user switches out before the turn duration ends, the target will be unable to attack during that turn. If the target 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.  
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.  


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-game, the target 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, it is possible 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.
In Stadium, it is possible to select a move during each turn of Wrap's duration. If the target 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===
===Generation II onwards===

Revision as of 20:56, 2 December 2008

Wrap
まきつく Wrap Around
Type  Normal
Category  Physical
PP  20 (max. 32)
Power  15
Accuracy  85%
Priority  0
Range
Opponent Opponent Opponent
Self Ally Ally
Unknown
Availability
Introduced  Generation I
Condition  Tough
Appeal  3 ♥♥♥
Jam  0  
Temporarily stops the crowd from growing excited.
Condition  Tough
Appeal  0  
Earn a higher score the later the Pokémon performs.
Condition  Tough
Appeal  0  
Jamming  0  

Wrap (Japanese: まきつく Wrap Around) is a damage-dealing Template:Type2 move introduced in Generation I.

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 target will be unable to attack, and if the user of Wrap attacks before the target when used, the target 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 target will be unable to attack during that turn. If the target 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.

In-game, the target 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, it is possible to select a move during each turn of Wrap's duration. If the target 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 Wrap.

In the anime

Pokémon

Steelix. Steelix wraps the opponent

Seviper . Same as above.

Learnset

Generation I

By leveling up

#   Pokémon Type Level
0023 Ekans Ekans
Poison --
0024 Arbok Arbok
Poison --
0069 Bellsprout Bellsprout
Grass Poison 13
0070 Weepinbell Weepinbell
Grass Poison --
13
0071 Victreebel Victreebel
Grass Poison --
13
0072 Tentacool Tentacool
Water Poison 13
0073 Tentacruel Tentacruel
Water Poison --
13
0108 Lickitung Lickitung
Normal --
0147 Dratini Dratini
Dragon --
0148 Dragonair Dragonair
Dragon --
0149 Dragonite Dragonite
Dragon Flying --
Bold indicates a Pokémon which gets STAB from this move.
Italic indicates a Pokémon whose evolution or alternate form gets STAB
from this move.


Generation II

By leveling up

#   Pokémon Type Level
0023 Ekans Ekans
Poison --
0024 Arbok Arbok
Poison --
0069 Bellsprout Bellsprout
Grass Poison 11
0070 Weepinbell Weepinbell
Grass Poison --
11
0072 Tentacool Tentacool
Water Poison 30
0073 Tentacruel Tentacruel
Water Poison 30
0108 Lickitung Lickitung
Normal 25
0147 Dratini Dratini
Dragon --
0148 Dragonair Dragonair
Dragon --
0149 Dragonite Dragonite
Dragon Flying --
0213 Shuckle Shuckle
Bug Rock 9
Bold indicates a Pokémon which gets STAB from this move.
Italic indicates a Pokémon whose evolution or alternate form gets STAB
from this move.


Generation III

By leveling up

#   Pokémon Type Level
0023 Ekans Ekans
Poison --
0024 Arbok Arbok
Poison --
0069 Bellsprout Bellsprout
Grass Poison 11
0070 Weepinbell Weepinbell
Grass Poison --
11
0072 Tentacool Tentacool
Water Poison 30
0073 Tentacruel Tentacruel
Water Poison 30
0108 Lickitung Lickitung
Normal 29
0147 Dratini Dratini
Dragon --
0148 Dragonair Dragonair
Dragon --
0149 Dragonite Dragonite
Dragon Flying --
0213 Shuckle Shuckle
Bug Rock 9
0336 Seviper Seviper
Poison --
0350 Milotic Milotic
Water 5
0358 Chimecho Chimecho
Psychic --
0386 Deoxys Deoxys
Psychic --
0386 Deoxys Deoxys
Psychic --
0386 Deoxys Deoxys
Psychic --
0386 Deoxys Deoxys
Psychic --
Bold indicates a Pokémon which gets STAB from this move.
Italic indicates a Pokémon whose evolution or alternate form gets STAB
from this move.


Generation IV

By leveling up

#   Pokémon Type Level
0023 Ekans Ekans
Poison --
0024 Arbok Arbok
Poison --
0069 Bellsprout Bellsprout
Grass Poison 11
0070 Weepinbell Weepinbell
Grass Poison --
11
0072 Tentacool Tentacool
Water Poison 22
0073 Tentacruel Tentacruel
Water Poison 22
0108 Lickitung Lickitung
Normal 17
0147 Dratini Dratini
Dragon --
0148 Dragonair Dragonair
Dragon --
0149 Dragonite Dragonite
Dragon Flying --
0213 Shuckle Shuckle
Bug Rock 27
0336 Seviper Seviper
Poison --
0350 Milotic Milotic
Water --
0358 Chimecho Chimecho
Psychic --
0386 Deoxys Deoxys
Psychic --
0386 Deoxys Deoxys
Psychic --
0386 Deoxys Deoxys
Psychic --
0386 Deoxys Deoxys
Psychic --
0433 Chingling Chingling
Psychic --
0463 Lickilicky Lickilicky
Normal 17
Bold indicates a Pokémon which gets STAB from this move.
Italic indicates a Pokémon whose evolution or alternate form gets STAB
from this move.


Trivia

  • Although Wrap cannot affect Template:Type2s, it can still make them unable to move. This effect only occurs in Generation I, though.

In other languages

  • German: Wickel
  • French: Ligotage
  • Spanish: Repetición
  • Italian: Avvolgibotta

Template:Project MoveDex notice