Wrap (move): Difference between revisions
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Revision as of 05:56, 22 January 2009
Wrap まきつく Wrap Around | ||||||||||||
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Wrap (Japanese: まきつく Wrap Around) is a damage-dealing Template:Type2 move introduced in Generation I.
Effect
Generation I
Wrap inflicts 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
Wrap inflicts damage for 2-5 turns. Unlike the first generation, both user and target will be able to attack during Wrap's duration. The damage dealt by Wrap will apply to the target at the end of each 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 a wild Pokémon battle, if the wild Pokémon uses Wrap, the player will be unable to escape.
Generation III onwards
The effects of Wrap are the same as in Generation II, but if a wild Pokémon uses Wrap on the player's Pokémon, the player may escape if his or her Pokémon has the Run Away ability. However, Run Away does not allow the player to switch the Pokémon out.
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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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