Judging from two other topics, this topic is probably what we need.
What you need to know about wrap
With 'wrap' we really mean 4 moves: Wrap, Fire Spin, Clamp, and Bind. They prevent your opponent from attacking after they hit during the whole 2-5 turns the attack may last instead of preventing switches. So, if you are faster than your opponent, you can keep using Wrap over and over again and they cannot hit you back. Only the first hit of the 2-5 attack sequence wastes a PP and is subject to miss due to accuracy. The Wrapping Pokemon isn't allowed to use any other attack until the 2-5 turn sequence ends. In addition, a critical hit is only calculated for the first hit; if it does score a critical hit, every remaining sequence hit will do that amount of damage. Using a trapping move can also be used to get a free switch. For example: Cloyster uses Clamp on an incoming Starmie. Cloyster can switch out freely the turn after while Starmie will stay immobilized for that turn, but will still be released from the Clamp. The Pokemon will also remain immobilized if the user of the partial trapping technique is fully paralyzed mid sequence, but the sequence will end.
If a Wrapped Pokemon switches out while in the middle of a Wrap sequence, the sequence resets, and the accuracy must be tested again on the switch-in and another PP is wasted. If at such a time the trapping move has 0 PP, it will still be used against the incoming Pokemon. After that use, the current PP of the trapping move will roll over to 63.
If the target of the partial trapping move just used Hyper Beam, it won't have to recharge if the partial trapping move misses on the recharge turn. Additionally, if the user of the partial trapping move attacks before the user of Hyper Beam during a recharge turn and the partial trapping move 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 its PP will roll over 63.
A final interesting note concerning only Wrap and Bind, is that while as they are Normal-type attacks and deal no damage when used against a Ghost-type, they will still immobilize it.
So why this topic?
In other topics - namely this and this one - wrap was brought up, extensively in the former. There has been some good discussion but ultimately it is misplaced and scattered over topics as off-topic. In this topic, we can discuss all that is wrap.
*How do you counter Wrap?
*Is wrap broken?
*Should it be banned/suspected?
*What do wrap teams look like?
What you need to know about wrap
With 'wrap' we really mean 4 moves: Wrap, Fire Spin, Clamp, and Bind. They prevent your opponent from attacking after they hit during the whole 2-5 turns the attack may last instead of preventing switches. So, if you are faster than your opponent, you can keep using Wrap over and over again and they cannot hit you back. Only the first hit of the 2-5 attack sequence wastes a PP and is subject to miss due to accuracy. The Wrapping Pokemon isn't allowed to use any other attack until the 2-5 turn sequence ends. In addition, a critical hit is only calculated for the first hit; if it does score a critical hit, every remaining sequence hit will do that amount of damage. Using a trapping move can also be used to get a free switch. For example: Cloyster uses Clamp on an incoming Starmie. Cloyster can switch out freely the turn after while Starmie will stay immobilized for that turn, but will still be released from the Clamp. The Pokemon will also remain immobilized if the user of the partial trapping technique is fully paralyzed mid sequence, but the sequence will end.
If a Wrapped Pokemon switches out while in the middle of a Wrap sequence, the sequence resets, and the accuracy must be tested again on the switch-in and another PP is wasted. If at such a time the trapping move has 0 PP, it will still be used against the incoming Pokemon. After that use, the current PP of the trapping move will roll over to 63.
If the target of the partial trapping move just used Hyper Beam, it won't have to recharge if the partial trapping move misses on the recharge turn. Additionally, if the user of the partial trapping move attacks before the user of Hyper Beam during a recharge turn and the partial trapping move 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 its PP will roll over 63.
A final interesting note concerning only Wrap and Bind, is that while as they are Normal-type attacks and deal no damage when used against a Ghost-type, they will still immobilize it.
So why this topic?
In other topics - namely this and this one - wrap was brought up, extensively in the former. There has been some good discussion but ultimately it is misplaced and scattered over topics as off-topic. In this topic, we can discuss all that is wrap.
*How do you counter Wrap?
*Is wrap broken?
*Should it be banned/suspected?
*What do wrap teams look like?