Wring Out

Normal

Summary

Wring Out is a Normal-type move with variable power that depends on the target's current HP. Its base power ranges from 1 to 120, being stronger when the target has higher HP. The move has 100% accuracy, ensuring it hits the target as long as no other factors interfere. Wring Out calculates its power by using the formula: Power = 120 * (Current HP of the target / Maximum HP of the target). As the target's HP decreases, the move's power diminishes. Since it excels when used against high-HP foes, it is often strategically deployed early in battles to maximize its damage potential.

Effect

Inflicts regular damage. Power directly relates to the target's relative remaining HP, given by `1 + 120 * current HP / max HP`, to a maximum of 121.

Short Effect: Power increases against targets with more HP remaining, up to a maximum of 121 power.

Inflicts regular damage. Power directly relates to the target's relative remaining HP, given by `1 + 120 * current HP / max HP`, to a maximum of 121.

Game Descriptions

The user powerfully wrings the foe. The more HP the foe has, the greater this attack’s power.

The user powerfully wrings the foe. The more HP the foe has, the greater this attack’s power.

The user powerfully wrings the foe. The more HP the foe has, the greater this attack’s power.

The user powerfully wrings the target. The more HP the target has, the greater this attack’s power.

The user powerfully wrings the target. The more HP the target has, the greater this attack’s power.

The user powerfully wrings the target. The more HP the target has, the greater the move’s power.

The user powerfully wrings the target. The more HP the target has, the greater the move’s power.

The user powerfully wrings the target. The more HP the target has, the greater the move’s power.

The user powerfully wrings the target. The more HP the target has, the greater the move’s power.

The user powerfully wrings the target. The more HP the target has, the greater the move’s power.

This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.

Move Details

  • Power
  • Accuracy 100%
  • PP 5
  • Priority 0
  • Damage Class Special
  • Generation Generation IV
  • Category Damage

Pokémon That Learn Wring Out

bellsprout
Bellsprout

Types: Grass, Poison

weepinbell
Weepinbell

Types: Grass, Poison

tentacool
Tentacool

Types: Water, Poison

tentacruel
Tentacruel

Types: Water, Poison

lickitung
Lickitung

Types: Normal

tangela
Tangela

Types: Grass

jynx
Jynx

Types: Ice, Psychic

omanyte
Omanyte

Types: Rock, Water

kabuto
Kabuto

Types: Rock, Water

kabutops
Kabutops

Types: Rock, Water

chikorita
Chikorita

Types: Grass

octillery
Octillery

Types: Water

gulpin
Gulpin

Types: Poison

swalot
Swalot

Types: Poison

seviper
Seviper

Types: Poison

lileep
Lileep

Types: Rock, Grass

cradily
Cradily

Types: Rock, Grass

carnivine
Carnivine

Types: Grass

lickilicky
Lickilicky

Types: Normal

tangrowth
Tangrowth

Types: Grass

snivy
Snivy

Types: Grass

servine
Servine

Types: Grass

serperior
Serperior

Types: Grass

frillish
Frillish

Types: Water, Ghost

jellicent
Jellicent

Types: Water, Ghost

guzzlord
Guzzlord

Types: Dark, Dragon

necrozma
Necrozma

Types: Psychic

necrozma-dusk
Necrozma-Dusk

Types: Psychic, Steel

necrozma-dawn
Necrozma-Dawn

Types: Psychic, Ghost

necrozma-ultra
Necrozma-Ultra

Types: Psychic, Dragon