Fire Spin ほのおのうず Flame Swirl
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| The foe becomes trapped within a fierce vortex of fire that rages for two to five turns.
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| Battles
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Target
| Foe
| Foe
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| Self
| Ally
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| May affect anyone but the user
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| Availability
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| Contests
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| Super Contests
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Fire Spin (Japanese: ほのおのうず Flame Swirl) is a damage-dealing Fire-type move introduced in Generation I. The move Magma Storm is considered to be a more powerful variation of this move.
Effect
Generation I
Fire Spin inflicts damage and traps the target for 2-5 turns, damaging the target at the end of each turn. 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. Although only the first hit can be a critical hit, each consecutive turn will deal the same amount of damage. Whilst the target is trapped, it will be unable to attack, and if the user of Fire Spin strikes before the target, when used, the target will also be unable to attack during the same turn.
Damage done by Fire Spin'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, Fire Spin will automatically be used against the incoming Pokémon, deducting an additional PP from the move. If at such a time Fire Spin has 0 PP, Fire Spin will still be used against the incoming Pokémon. After that use, the current PP of Fire Spin will roll over to 63, and full PP ups will be applied to it.
Even if Fire Spin misses, it will negate the recharge turn normally required for Hyper Beam. Additionally, if the user of Fire Spin attacks before the user of Hyper Beam during a recharge turn and the use of Fire Spin 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.
The target will be able to select a move during each turn of Fire Spin's duration, and will hit an incoming Pokémon with the selected move if the user switches out before the duration is over.
In Stadium, a move can be selected during each turn of Fire Spin's duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. Fire Spin will negate the recharge turn of Hyper Beam only if successful.
Generation II
The target is now able to attack during Fire Spin's duration, and can act normally. Instead, Fire Spin inflicts damage at the end of each round (similar to being poisoned) for two to five turns upon use, in addition to the damage dealt when it is used. It also traps the target, preventing switching and escape.
Generation III
The effects of Fire Spin are the same as in Generation II, but if a wild Pokémon uses Fire Spin on the player's Pokémon, the player may escape if his or her Pokémon has the Run Away ability. However, Run Away does not allow the player to switch the Pokémon out.
In addition to the effects of Wrap in Generation III, if the user of Fire Spin is holding a Grip Claw, the duration of Fire Spin is always 5 turns.
Learnset
| #
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| Pokémon
| Type
| Father
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| 058
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| Growlithe
| Fire
| Vulpix, Ninetales Ponyta, Rapidash Flareon Torchic, Combusken, Blaziken Torkoal Chimchar, Monferno, Infernape
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| 228
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| Houndour
| Dark | Fire
| Vulpix, Ninetales Ponyta, Rapidash Flareon Torchic, Combusken, Blaziken Torkoal Chimchar, Monferno, Infernape
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Bold indicates a Pokémon which gets STAB from this move. Italic indicates a Pokémon whose evolution gets STAB from this move. *Indicates Pokémon that can only learn the move through chain breeding.
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In the anime
In other languages
- Dutch: Vuurdraak
- Spanish: Giro Fuego
- French: Danse-flammes
- German: Feuerwirbel
- Italian: Turbofuoco
- Norwegian: Ildspinn, Flammespinn
- Hindi: Aag Ka Gola