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Move

Will-O-Wisp

Burns the target — halving their physical Attack and dealing 1/16 max HP chip damage every turn.

Will-O-Wisp inflicts the Burn status condition on the target. A burned Pokémon:

The Burn halving stacks with IntimidateIntimidateabilityWhen this Pokémon enters the battlefield, the opposing Pokémon's Attack stat drops by one stage.Click to read more →’s Attack drop — a Burned Pokémon that was also Intimidated deals about 1/3 its normal physical damage.

Why Rotom-Wash runs it

Rotom-Wash is the primary Will-O-Wisp user in Reg M-A. It fills the defensive pivot role on rain teams and uses Will-O-Wisp for two reasons:

  1. Neuter physical threats. Rain teams are physically fragile. Burning a Landorus-Therian, IncineroarIncineroarpokemonThe most-used Pokémon in Reg M-A. Defines doubles tempo with Fake Out, Intimidate on every switch, and Parting Shot pivots.Click to read more →, or GarchompGarchomppokemonThe premier spread attacker under Tailwind. Earthquake hits both opponents, Scale Shot chains Speed boosts, and Dragon Claw threatens opposing dragons.Click to read more → before it can deal full damage dramatically extends team longevity.
  2. Chip over time. 1/16 HP per turn sounds small, but across 5–8 turns of a game it adds up — especially on slow, tanky Pokémon that expect to stay on the field long.

Will-O-Wisp vs Intimidate

Intimidate (−1 Attack) is a stage-based drop that resets on switch-out. Will-O-Wisp (Burn) is a status condition that persists until the Pokémon is healed or switches out. Against a Pokémon that switches frequently, Intimidate is better. Against a Pokémon staying on the field, Burn is often worse than the −1 because the halving is fixed and the chip adds up.

Stacking both — Burn from Will-O-Wisp and Intimidate from switching in — means physical attackers deal about 1/3 their original damage.

Miss rate

Will-O-Wisp has 85% accuracy. It misses about 1 in 7 times, which is a real consideration in competitive play.