Wingull 111 — what does this card actually do?
This card has 60 HP, a top attack printed at 10 damage and a Lightning weakness.
Colorless · Basic · Celestial Storm · measured against 20,444 cards on file — card data read July 28, 2026
What does Wingull 111 do in a game?
Wingull 111 is a Colorless Pokémon card with 60 HP, printed as Basic.
Its strongest attack, Glide, is printed at 10 damage for 1 Energy — 10 damage per Energy card.
Because of the Lightning weakness, any Lightning attack printed at 30 damage or more removes it in a single turn.
Wingull 111Celestial Storm
Wingull 111 performance summary
60 HP · Colorless · Basic · retreat 1 · Lightning weakness ×2
as of July 28, 2026
damage per Energy card, among cards whose cheapest attack costs 1
Strongest on Attack cost lightness — top 1.8% of the archive. Weakest on Top printed damage — bottom 0.1%.
Each spoke is this card's place among every card in the archive that prints that figure. Further out is stronger — retreat and attack cost are shown as lightness, so a cheap card reaches outward. Counted July 28, 2026.
| Measure | Percentile | Printed value |
|---|---|---|
| Hit points | 13.1% | 60 HP |
| Top printed damage | 0.0% | 10 damage |
| Energy efficiency | 3.1% | 10 per Energy |
| Retreat lightness | 94.4% | 1 Energy |
| Attack cost lightness | 98.2% | 1 Energy |
1 attack printed on the card. The badge is the Energy it asks for.
Among the 17,290 cards in every card in the archive that carry printed HP, this one is number 12,840 at 60 HP.
Wingull 11160 HPPrinted HP
The ceiling of this archive is 380 HP — 320 HP above this card.
Mega Emboar ex 273380 HPWhat stands out on Wingull 111
- Hit points 60 HP puts it in the ~70 band, where 38.6% of 17,290 cards with printed HP sit.
- Energy It returns 10 damage per Energy card against 49.0 for cards whose cheapest attack costs 1.
- Weakness A Lightning attack printed at 30 damage or more removes it in a single turn.
- Legality 3 of the 14 prints that carry this name are legal in Standard play.
Wingull 111 at a glance
- What it is. A Colorless Pokémon card with 60 HP printed as Basic, printed in Celestial Storm.
- What it can do. 1 attack printed on the card, the strongest at 10 damage for 1 Energy.
- What it fears. A Lightning weakness at ×2, which means 30 printed damage is enough to remove it.
- What it costs to move. 1 Energy to retreat, discarded from the card itself.
- Where it can be played. Unlimited and Expanded only.
- What this page does not claim. Deck lists, tournament results and win rates are not published here, because the card files this site reads do not contain them.
What do the attacks on Wingull 111 cost, and what do they hit for?
The card prints 1 attack. The strongest asks for 1 Energy and returns 10 damage, which is 10 damage for every Energy card attached.
| Attack | Energy cost | Cards of Energy | Printed damage | Damage per Energy | Effect |
|---|---|---|---|---|---|
| Glide | 1 Colorless | 1 | 10 | 10 | No extra effect. |
Retreating costs a further 1 Energy, discarded from this card, and that cost is paid on top of anything in the table.
The Energy this attack asks a deck to attach before it can be used, drawn as the symbols printed on the card.
One Energy card attaches per turn, so the number of symbols is also the number of turns the attack waits.
How does Wingull 111 compare with every other card?
Each bar below is the whole archive cut by one printed figure, with the band this card falls into marked. A number on its own says nothing about whether it is high or low — the shape of the archive does.

The ceiling of this archive is Mega Emboar ex at 380 HP — every bar here is measured against it.
This card prints 60 HP, which is 16% of that ceiling.
Every figure in this panel is counted the same way: from the card files this site reads, read July 28, 2026, over the 17,290 cards that print an HP figure. Each bar is measured against the tallest HP in the archive, 380 HP.
17,290 cards in the archive carry a printed HP figure. This one has 60 HP.
Cards in the ~70 band typically print 23 damage and ask 1 Energy to retreat.
| Group | Share | Value |
|---|---|---|
| ~70 — this card | 38.6% | 6,669 cards |
| 80~120 | 33.1% | 5,725 cards |
| 130~180 | 15.5% | 2,679 cards |
| 190~230 | 6.6% | 1,148 cards |
| 240~280 | 3.3% | 567 cards |
| 290~330 | 2.4% | 412 cards |
| 340+ | 0.5% | 90 cards |
16,246 cards print damage on at least one attack. The highest on this card is 10.
Cards in the ~30 band typically have 70 HP and ask 1 Energy to retreat.
| Group | Share | Value |
|---|---|---|
| ~30 — this card | 42.7% | 6,938 cards |
| 40~60 | 22.0% | 3,566 cards |
| 70~120 | 21.8% | 3,535 cards |
| 130~180 | 9.0% | 1,461 cards |
| 190~250 | 3.8% | 621 cards |
| 260+ | 0.8% | 125 cards |
17,262 cards have at least one attack with an Energy cost. The cheapest on this card asks 1 Energy.
Cards whose cheapest attack costs 1 typically have 93 HP and print 49 damage.
| Group | Share | Value |
|---|---|---|
| 0 | 1.8% | 304 cards |
| 1 — this card | 54.4% | 9,392 cards |
| 2 | 26.4% | 4,565 cards |
| 3 | 14.7% | 2,533 cards |
| 4 | 2.4% | 421 cards |
| 5 | 0.3% | 47 cards |
17,240 cards carry a retreat cost. This one costs 1 Energy to retreat.
Cards with a retreat cost of 1 typically have 81 HP and print 40 damage.
| Group | Share | Value |
|---|---|---|
| 0 | 5.3% | 914 cards |
| 1 — this card | 49.3% | 8,503 cards |
| 2 | 28.6% | 4,926 cards |
| 3 | 12.6% | 2,168 cards |
| 4 | 4.2% | 729 cards |
That is where Wingull 111 stands highest on HP — number 1,460 of 2,171 cards in Colorless cards. Cut the archive a different way and the answer moves, which is what the bars below are for.
- Hit points 60 HP
middle half 60–130 HP - Top printed damage 10 damage
middle half 20–90 damage
- Lowest to highest printed in the archive
- Middle half of the archive
- This card
Each row is stretched from the lowest printed figure to the highest, so the two rows are not on one shared scale — read each row on its own.
Open the group this card falls into
Back to summaryIs Wingull 111 efficient for the Energy it asks for?
Printed damage on its own says nothing — a 10 damage attack that needs 1 Energy and one that needs two are different cards. Dividing one by the other puts every attack on the same scale.
Each bar is what cards asking that much Energy typically print, divided by the Energy they ask for. The number beside the bar is that figure.
Cards whose cheapest attack costs 1 typically return 49.0 damage per Energy card. This card returns 10.
| Group | Share | Value |
|---|---|---|
| 1 Energy | 49.0 | 49 damage typical |
| 2 Energy | 32.5 | 65 damage typical |
| 3 Energy | 34.7 | 104 damage typical |
| 4 Energy | 27.8 | 111 damage typical |
| 5 Energy | 41.8 | 209 damage typical |
| Wingull 111 — this card | 10.0 | 10 damage for 1 Energy |
Further right is a costlier attack, further up is a harder-hitting one, so the cheap and heavy corner is top left. The size of a grey dot is how many cards sit at that Energy cost.
| Group | Typical printed damage | Damage per Energy card | Cards in this group |
|---|---|---|---|
| Cheapest attack costs 0 Energy | 45 | — | 304 |
| Cheapest attack costs 1 Energy | 49 | 49 | 9,392 |
| Cheapest attack costs 2 Energy | 65 | 33 | 4,565 |
| Cheapest attack costs 3 Energy | 104 | 35 | 2,533 |
| Cheapest attack costs 4 Energy | 111 | 28 | 421 |
| Cheapest attack costs 5 Energy | 209 | 42 | 47 |
| Glide | — | 10 | — |
Where this sits once the archive is cut by damage instead
The bars above cut the archive by what an attack asks for. Cut the same archive by what an attack prints and the groups come out differently — the damage ranges on record are gathered on one page, which is where a figure like 10 is read as high or low rather than merely large.
What does being a Colorless card do for Wingull 111?
Type decides two things at once — which cards take double damage from this one, and which cards deal double to it. Both are read from the weakness printed on each group, not from a rule of thumb.
17,249 cards carry an energy type. The note under each name is the weakness printed most often on that group.
| Group | Share | Value |
|---|---|---|
| Psychic | 13.5% | 2,335 cards |
| Water | 14.1% | 2,435 cards |
| Colorless — this card | 12.6% | 2,173 cards |
| Fire | 9.1% | 1,574 cards |
| Fighting | 10.9% | 1,884 cards |
| Lightning | 8.8% | 1,520 cards |
| Grass | 13.8% | 2,387 cards |
| Metal | 5.4% | 925 cards |
| Darkness | 7.2% | 1,249 cards |
| Dragon | 3.1% | 530 cards |
| Fairy | 1.4% | 237 cards |
Read from the weakness printed on each group. The first row is this card; the rest are groups that most often print a Colorless weakness.
What being a Colorless card is worth
No group in the archive most often prints a Colorless weakness, so this type gains nothing automatic from the weakness rule. Going the other way, Colorless cards are themselves most exposed to Lightning.
What knocks out Wingull 111 in one hit, and what does it knock out?
Weakness doubles the damage a Lightning attack deals to this card, so the bar it has to clear is 30 printed damage rather than 60.
30 damage becomes 60 against this card
Wingull 11160 HPWhy this card was picked to stand opposite
Of the 1,064 cards in the archive that can remove Wingull 111 in a single attack, this one clears the bar by the smallest margin — 30 printed damage against a bar of 30. Anything printed higher removes it just as surely, so this is where the line actually sits, and this print is legal in Standard play today.
Read from the two boxes in the lower-left corner of the card — weakness multiplies incoming damage, resistance subtracts from it.
What the Fighting resistance changes
Damage from Fighting attacks is reduced before it is applied, so an attack printed high enough to knock this card out on paper may not do it. Resistance is a flat subtraction, not a multiplier — it does not scale with the attack.
| Card | Set | HP | Printed damage | After weakness |
|---|---|---|---|---|
| Pikachu ex (57) | Ascended Heroes | 200 | 300 | 600 |
| Pikachu ex (277) | Ascended Heroes | 200 | 300 | 600 |
| Pikachu ex (57) | Surging Sparks | 200 | 300 | 600 |
| Pikachu ex (219) | Surging Sparks | 200 | 300 | 600 |
| Pikachu ex (238) | Surging Sparks | 200 | 300 | 600 |
| Pikachu ex (247) | Surging Sparks | 200 | 300 | 600 |
60 HP against a Lightning ×2 weakness means any Lightning attack printed at 30 damage or more is enough. 1,074 cards in the archive clear that bar.
Back to summaryWhat is Wingull as a Pokémon, across every card it has been printed on?
Wingull 111 is one print of Wingull. The figures below are about the Pokémon rather than this single card — how many times it has been printed, how tough those prints run, and how many of them can still be played.
Every Wingull print on record, split by whether it can still be entered in Standard play.
Legality is read from the print rather than from the Pokémon, so an older copy of the same Pokémon is a different card for tournament purposes.
Back to summaryWhat has to be in play before Wingull 111 can be?
Wingull evolves from an earlier stage, so the whole line has to be built before this card reaches the field.
- It is not the end of the line either — Pelipper evolves from this card, so a deck can keep going past it.
- The line runs 2 stages, so the first card has to be in play 1 turn before this one can be.
Every print of a stage is counted, not just the one shown in the chain above, so the bar is the ceiling that stage has reached rather than one card from it.
Is this the strongest Wingull print, and can the older ones still be played?
14 prints carry this name in the archive. They share a Pokémon but not a card — printed HP, printed damage and tournament legality all move from one print to the next.
Bar height and the number above each bar = highest HP that year; the two digits below = the year.
| Set | Regulation mark | Standard | |
|---|---|---|---|
| Wingull 203/091 | SV: Paldean Fates | Mark G | Legal in Standard |
| Wingull 041/192 | SWSH02: Rebel Clash | Mark D | Not legal in Standard |
| Wingull 158/193 | SV02: Paldea Evolved | Mark G | Legal in Standard |
| Wingull 18/108 | XY - Roaring Skies | No mark printed | Not legal in Standard |
| Wingull 111/168 | SM - Celestial Storm | No mark printed | Not legal in Standard |
| Wingull 37/149 | SM Base Set | No mark printed | Not legal in Standard |
| Wingull 038/159 | SV09: Journey Together | Mark H | Legal in Standard |
| Wingull 81/99 | Arceus | No mark printed | Not legal in Standard |
| Wingull 95/106 | Great Encounters | No mark printed | Not legal in Standard |
| Wingull 81/107 | EX Deoxys | No mark printed | Not legal in Standard |
| Wingull 77/109 | EX Ruby and Sapphire | No mark printed | Not legal in Standard |
| Wingull 70/100 | EX Crystal Guardians | No mark printed | Not legal in Standard |
| Wingull 84/100 | EX Sandstorm | No mark printed | Not legal in Standard |
| Wingull 80/99 | Arceus | No mark printed | Not legal in Standard |
3 of the 14 prints listed here are legal in Standard play. An older print of the same Pokémon is a different card for legality, because legality is read from the print rather than from the name — so owning the cheap old copy does not always mean you can enter with it.
Back to summaryWhich other cards share the Pokémon behind Wingull 111?
Every card below carries the same Pokédex number as this one, so they are the same Pokémon printed as different cards — different stages, different mechanics and different names all sit in this group.
What was printed next to Wingull 111 in Celestial Storm?
A card is met inside a set, not on its own, and the number on it is the order that set gave it. The cards either side are the ones a collector actually turns past to reach this one.
These are the cards numbered either side of #111 in Celestial Storm. The badge on each card is its printed HP. Point at a card to see it full size.Tap a card to open its page.
Which rules apply to Wingull 111, and where can it be played?
Two kinds of rule meet on one card — the sentence printed on the card face, and the rulebook clauses that apply because of what the card carries.
| Clause | What the rulebook says | Cards it applies to | Share of the archive |
|---|---|---|---|
| Weakness | Some Pokemon have Weakness or Resistance to Pokemon of certain types, marked in the lower-left corner of the card. | 16,744 cards | 81.9% |
| Retreat | Retreat your Active Pokemon (only once per turn). | 17,244 cards | 84.3% |
| Energy per turn | You can attach Energy just once each turn! | 17,180 cards | 84.0% |
Counted across 20,444 English cards. A clause applies to this card because the card carries the property the clause names, not because we judged it to.
| Format | Status | What that means |
|---|---|---|
| Standard | Not listed | This card is not listed for this format |
| Expanded | Legal | Can be played in this format |
| Unlimited | Legal | Can be played in this format |
Read from the format list recorded with the card. Formats rotate on a schedule set by the organiser, and that schedule is not published on this page.
Where this card can be played
This card is legal in Unlimited and Expanded play. It was released on August 3, 2018.
Wingull 111 in depth — what these figures add up to
Three readings of the same card, side by side: what it costs to get going, where it sits among the cards it will be compared with, and what takes it off the field.
What it asks a deck for
- Its hardest attack, Glide, needs 1 Energy attached. Energy attaches once a turn, so that attack waits 1 turn from an empty card.
- That works out at 10 damage for every Energy card attached.
- Moving it out of the active spot costs 1 more Energy, discarded from the card itself.
Where its HP stands, cut four ways
What actually removes it
- A Lightning attack printed at 30 damage removes it in a single turn — that is the bar, not its 60 HP.
- 1,074 cards in the archive clear that bar.
- Damage from Fighting attacks is reduced before it is applied, so an attack that clears the bar on paper may still fall short.
Wingull 111 card record
| Hit points | 60 HP | Type | Colorless |
|---|---|---|---|
| Weakness | Lightning ×2 | Retreat cost | 1 Energy |
| Card type | Basic | Pokédex number | #278 |
| Set | Celestial Storm | Card number | 111 of 168 |
| Series | Sun & Moon | Released | August 3, 2018 |
| Rarity | Common | Illustrator | Ken Sugimori |
| Tournament legality | Unlimited and Expanded only | ||
Read from the printed card face, the set listing and the official format list.
What does Wingull 111 cost?
This page is about what the card does. The figure below is the one number worth carrying across, read on August 14, 2026.
Wingull 111 — frequently asked questions
How much damage does it take to knock out Wingull 111?
What is the strongest attack on Wingull 111?
What is the retreat cost of Wingull 111?
Can an older Wingull print be played in a tournament?
Can Wingull 111 be played in a tournament?
Does this page say how good Wingull 111 is in a deck?
Where these card facts come from
Card facts are read once from openly published card files and do not change between readings — a printed card cannot gain HP. The places below are where the same information can be checked. Last updated: July 28, 2026 — the counts and rankings on this page were taken from the card files read on that day.
Primary official source
First-party official sources — the body that issues the data itself, such as a government agency, a statutory register or a rights holder publishing its own records.
Industry source
Second-party sources — marketplaces, trade associations, research institutes and companies that compile data about the market.