Wrap (move): Difference between revisions

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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. While it's inflicting damage, the text "<Pokémon>'s attack continues!" appears.
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. While it's inflicting damage, the text "<Pokémon>'s attack continues!" appears.


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, {{DL|List of glitches in Generation I|Struggle bypassing|the current PP of Wrap will roll over to 63}}, and full [[PP Up]]s 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, {{DL|List of glitches (Generation I)|Struggle bypassing|the current PP of Wrap will roll over to 63}}, and full [[PP Up]]s will be applied to it.


Even if Wrap misses, it will negate the recharge turn normally required for {{m|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 {{m|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.