Flinch: Difference between revisions

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m (Daniel Carrero moved page List of moves that cause flinching to Flinch)
m (Daniel Carrero moved page Flinch (status condition) to Flinch)
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#REDIRECT [[Flinch (status condition)]]
'''Flinch''' (Japanese: ひるむ ''Flinch'') is a volatile [[status condition]] in which a Pokémon becomes unable to attack for one turn.
 
==Effect==
The flinch status is a one-turn status that prevents a Pokémon from attacking. A Pokémon can only flinch if it is hit by another Pokémon's move before using its move. Most moves that cause flinching are [[physical move]]s.
 
Pokémon with {{a|Steadfast}} gain {{stat|Speed}} each time they flinch.
 
===Generation II===
A Pokémon holding a [[King's Rock]] or [[Razor Fang]] has a 12% chance of causing a target to flinch when using certain moves, depending on the item.
 
If the Pokémon uses a [[multi-strike move]], only the final strike has a chance of causing the target to flinch from King's Rock, but each strike has a chance of causing the target to flinch from Razor Fang.
 
In this generation only, {{status|sleep}}ing and {{status|freeze|frozen}} Pokémon cannot flinch when hit by moves that cause flinching (but can flinch via King's Rock), and are thus able to successfully execute {{m|Sleep Talk}} or {{m|Snore}} regardless.
 
===Generations III and IV===
A Pokémon holding a King's Rock or Razor Fang has a 10% chance of causing a target to flinch when using the moves affected by these items.
 
===Generation V onward===
A Pokémon holding a King's Rock or Razor Fang has a 10% chance of causing a target to flinch when using any move that deals damage and does not already have a chance to flinch. Moves that can flinch their targets are not affected by King's Rock or Razor Fang.
 
The chance of flinching from Razor Fang is affected by {{a|Serene Grace}} and the rainbow created by {{m|Fire Pledge}} and {{m|Water Pledge}}.
 
==Cause==
===Moves===
The following moves may cause their targets to flinch, but only if the user of the moves hits first.
 
{| width="100%" class="roundy" style="margin:auto; background:#{{dark color}}; border:5px solid #{{dark color light}}"
|-
|
{| border=1 width="100%" class="sortable roundy" style="margin:auto; text-align:center; background:#FFF; border:1px solid #{{dark color}}; border-collapse:collapse"
|-
! Move
! [[Type]]
! [[Damage category|Category]]
! Probability
! [[Power]]
! [[Accuracy]]
! class="unsortable" | Notes
|-
| class="l" | {{m|Air Slash}}
{{typetable|Flying}}
{{statustable|Special}}
| 30%
| 75
| 95%
|
|-
| class="l" | {{m|Astonish}}
{{typetable|Ghost}}
{{statustable|Physical}}
| 30%
| 30
| 100%
|
|-
| class="l" | {{m|Bite}}
{{typetable|Dark}}
{{statustable|Physical}}
| 30%
| 60
| 100%
|
|-
| class="l" | {{m|Bone Club}}
{{typetable|Ground}}
{{statustable|Physical}}
| 10%
| 65
| 85%
|
|-
| class="l" | {{m|Dark Pulse}}
{{typetable|Dark}}
{{statustable|Special}}
| 20%
| 80
| 100%
|
|-
| class="l" | {{m|Double Iron Bash}}
{{typetable|Steel}}
{{statustable|Physical}}
| 30%
| 60
| 100%
| class="l" | Each hit has a separate chance of flinching
|-
| class="l" | {{m|Dragon Rush}}
{{typetable|Dragon}}
{{statustable|Physical}}
| 20%
| {{tt|100|200 if the target has used Minimize (Generation VI)}}
| {{tt|75%|Never misses if the target has used Minimize (Generation VI)}}
|
|-
| class="l" | {{m|Extrasensory}}
{{typetable|Psychic}}
{{statustable|Special}}
| 10%
| 80
| 100%
|
|-
| class="l" | {{m|Fake Out}}
{{typetable|Normal}}
{{statustable|Physical}}
| 100%
| 40
| 100%
| class="l" | Always goes first; only works if it is the user's first turn
|-
| class="l" | {{m|Fire Fang}}
{{typetable|Fire}}
{{statustable|Physical}}
| 10%
| 65
| 95%
| class="l" | May also cause burn (10% chance)
|-
| class="l" | {{m|Fling}}
{{typetable|Dark}}
{{statustable|Physical}}
| 100%
| 30
| 100%
| class="l" | Only if [[King's Rock]] or [[Razor Fang]] is held by user
|-
| class="l" | {{m|Floaty Fall}}
{{typetable|Flying}}
{{statustable|Physical}}
| 30%
| 90
| 95%
|
|-
| class="l" | {{m|Headbutt}}
{{typetable|Normal}}
{{statustable|Physical}}
| 30%
| 70
| 100%
|
|-
| class="l" | {{m|Heart Stamp}}
{{typetable|Psychic}}
{{statustable|Physical}}
| 30%
| 60
| 100%
|
|-
| class="l" | {{m|Hyper Fang}}
{{typetable|Normal}}
{{statustable|Physical}}
| 10%
| 80
| 90%
|
|-
| class="l" | {{m|Ice Fang}}
{{typetable|Ice}}
{{statustable|Physical}}
| 10%
| 65
| 95%
| class="l" | May also cause freeze (10% chance)
|-
| class="l" | {{m|Icicle Crash}}
{{typetable|Ice}}
{{statustable|Physical}}
| 30%
| 85
| 90%
|
|-
| class="l" | {{m|Iron Head}}
{{typetable|Steel}}
{{statustable|Physical}}
| 30%
| 80
| 100%
|
|-
| class="l" | {{m|Low Kick}}
{{typetable|Fighting}}
{{statustable|Physical}}
| 30%
| 50<!--in Generation I-->
| 90%<!--in Generation I-->
| class="l" | Generations I and II only
|-
| class="l" | {{m|Needle Arm}}
{{typetable|Grass}}
{{statustable|Physical}}
| 30%
| 60
| 100%
|
|-
| class="l" | {{m|Rock Slide}}
{{typetable|Rock}}
{{statustable|Physical}}
| 30%
| 75
| 90%
| class="l" | [[Generation II]] onward
|-
| class="l" | {{m|Rolling Kick}}
{{typetable|Fighting}}
{{statustable|Physical}}
| 30%
| 60
| 85%
|
|-
| class="l" | {{m|Secret Power}}
{{typetable|Normal}}
{{statustable|Physical}}
| 30%
| 70
| 100%
| class="l" | May cause flinching only when used in [[cave]]s, on rocky terrain (Generation {{gen|IV}} and {{gen|V}}), in burial grounds ([[Generation VI]]), or in space
|-
| class="l" | {{m|Sky Attack}}
{{typetable|Flying}}
{{statustable|Physical}}
| 30%
| 140
| 90%
| class="l" | [[Generation III]] onward
|-
| class="l" | {{m|Snore}}
{{typetable|Normal}}
{{statustable|Special}}
| 30%
| {{tt|50|40 in Generations II-V}}
| 100%
| class="l" | Fails if the user is not asleep
|-
| class="l" | {{m|Steamroller}}
{{typetable|Bug}}
{{statustable|Physical}}
| 30%
| {{tt|65|130 if the target has used Minimize}}
| {{tt|100%|Never misses if the target has used Minimize (Generation VI)}}
|
|-
| class="l" | {{m|Stomp}}
{{typetable|Normal}}
{{statustable|Physical}}
| 30%
| {{tt|65|130 if the target has used Minimize}}
| {{tt|100%|Never misses if the target has used Minimize (Generation VI)}}
|
|-
| class="l" | {{m|Thunder Fang}}
{{typetable|Electric}}
{{statustable|Physical}}
| 10%
| 65
| 95%
| class="l" | May also cause paralysis (10% chance)
|-
| class="l" | {{m|Twister}}
{{typetable|Dragon}}
{{statustable|Special}}
| 20%
| {{tt|40|80 if the target is using Fly or Bounce}}
| 100%
| class="l" | Can hit targets using {{m|Fly}}, {{m|Bounce}}, or {{m|Sky Drop}}
|-
| class="l" | {{m|Waterfall}}
{{typetable|Water}}
{{statustable|Physical}}
| 20%
| 80
| 100%
| class="l" | [[Generation IV]] onward
|-
| class="l" | {{m|Zen Headbutt}}
{{typetable|Psychic}}
{{statustable|Physical}}
| 20%
| 80
| 90%
|
|-
| class="l" | {{m|Zing Zap}}
{{typetable|Electric}}
{{statustable|Physical}}
| 30%
| 80
| 100%
|
|}
|}
 
==Prevention==
{{a|Inner Focus}} prevents the Pokémon from {{status|flinch}}ing. However, Pokémon with this Ability can still flinch to a Pokémon with {{a|Mold Breaker}}, {{a|Teravolt}}, or {{a|Turboblaze}}. While some descriptions state that the user flinches, {{m|Focus Punch}} failing due to taking damage is not flinching, so the move is unaffected by Inner Focus. If the Pokémon is hit by a move that always causes flinching, the message '''"<Pokémon>'s <sc>Inner Focus</sc> prevents flinching!"''' ([[Generation III]]) or '''"<Pokémon> won't flinch because of its Inner Focus!"''' ([[Generation IV]]) will appear.
 
[[Dynamax]] Pokémon are immune to flinching.
 
==In the spin-off games==
===Mystery Dungeon series===
'''Cringe'''{{sup/md|RB}}{{sup/md|TDS}}{{sup/md|GTI}}/'''Flinch'''{{sup/md|SMD}} is the equivalent {{md|status condition}} in the [[Pokémon Mystery Dungeon series]]. The Pokémon cannot use any regular attacks, special attacks, or orbs, but may throw items. If in the middle of a linked move, the rest of the linked move is skipped.
 
{{m|Quash}} inflicts the Flinch status on the target in {{pkmn|Super Mystery Dungeon}}.
 
==In the anime==
[[File:Ash Chimchar flinch.png|thumb|200px|{{TP|Ash|Chimchar}} flinching]]
[[File:Paul Magmar flinch.png|thumb|200px|{{TP|Paul|Magmar}} flinching]]
 
* In ''[[DP081|Chim - Charred!]]'', [[Ash's Infernape|Ash's Chimchar]] flinched from {{m|Secret Power}} used by [[Paul's Ursaring]]'s.
* In ''[[DP128|A Pyramiding Rage!]]'', [[Paul's Magmortar|Paul's Magmar]] flinched from {{m|Iron Head}} used by [[Brandon's Legendary titans#Registeel|Brandon's Registeel]].
 
{{-}}
==In other languages==
* ''Flinch''
{{langtable|color={{normal color}}|bordercolor={{normal color dark}}
|de=Zurückschrecken
|es=Amedrentar
|fr=Apeurer
|it=Tentennare
|ja=ひるむ ''Flinch''
}}
 
* ''Flinched''
{{langtable|color={{normal color}}|bordercolor={{normal color dark}}
|de=Zurückgeschreckt
|es=Amedrentado
|fr=Apeuré
|it=Tentennato
|ja=ひるみ ''Flinched''
}}
{{StatusNav|status}}<br>
{{Project Games notice|game mechanic}}
 
[[Category:Terminology]]
[[Category:Game mechanics]]
 
[[es:Amedrentado]]
[[ja:ひるみ]]
[[zh:畏缩(状态)]]

Revision as of 23:12, 10 September 2020

Flinch (Japanese: ひるむ Flinch) is a volatile status condition in which a Pokémon becomes unable to attack for one turn.

Effect

The flinch status is a one-turn status that prevents a Pokémon from attacking. A Pokémon can only flinch if it is hit by another Pokémon's move before using its move. Most moves that cause flinching are physical moves.

Pokémon with Steadfast gain Speed each time they flinch.

Generation II

A Pokémon holding a King's Rock or Razor Fang has a 12% chance of causing a target to flinch when using certain moves, depending on the item.

If the Pokémon uses a multi-strike move, only the final strike has a chance of causing the target to flinch from King's Rock, but each strike has a chance of causing the target to flinch from Razor Fang.

In this generation only, sleeping and frozen Pokémon cannot flinch when hit by moves that cause flinching (but can flinch via King's Rock), and are thus able to successfully execute Sleep Talk or Snore regardless.

Generations III and IV

A Pokémon holding a King's Rock or Razor Fang has a 10% chance of causing a target to flinch when using the moves affected by these items.

Generation V onward

A Pokémon holding a King's Rock or Razor Fang has a 10% chance of causing a target to flinch when using any move that deals damage and does not already have a chance to flinch. Moves that can flinch their targets are not affected by King's Rock or Razor Fang.

The chance of flinching from Razor Fang is affected by Serene Grace and the rainbow created by Fire Pledge and Water Pledge.

Cause

Moves

The following moves may cause their targets to flinch, but only if the user of the moves hits first.

Move Type Category Probability Power Accuracy Notes
Air Slash Flying Special 30% 75 95%
Astonish Ghost Physical 30% 30 100%
Bite Dark Physical 30% 60 100%
Bone Club Ground Physical 10% 65 85%
Dark Pulse Dark Special 20% 80 100%
Double Iron Bash Steel Physical 30% 60 100% Each hit has a separate chance of flinching
Dragon Rush Dragon Physical 20% 100 75%
Extrasensory Psychic Special 10% 80 100%
Fake Out Normal Physical 100% 40 100% Always goes first; only works if it is the user's first turn
Fire Fang Fire Physical 10% 65 95% May also cause burn (10% chance)
Fling Dark Physical 100% 30 100% Only if King's Rock or Razor Fang is held by user
Floaty Fall Flying Physical 30% 90 95%
Headbutt Normal Physical 30% 70 100%
Heart Stamp Psychic Physical 30% 60 100%
Hyper Fang Normal Physical 10% 80 90%
Ice Fang Ice Physical 10% 65 95% May also cause freeze (10% chance)
Icicle Crash Ice Physical 30% 85 90%
Iron Head Steel Physical 30% 80 100%
Low Kick Fighting Physical 30% 50 90% Generations I and II only
Needle Arm Grass Physical 30% 60 100%
Rock Slide Rock Physical 30% 75 90% Generation II onward
Rolling Kick Fighting Physical 30% 60 85%
Secret Power Normal Physical 30% 70 100% May cause flinching only when used in caves, on rocky terrain (Generation IV and V), in burial grounds (Generation VI), or in space
Sky Attack Flying Physical 30% 140 90% Generation III onward
Snore Normal Special 30% 50 100% Fails if the user is not asleep
Steamroller Bug Physical 30% 65 100%
Stomp Normal Physical 30% 65 100%
Thunder Fang Electric Physical 10% 65 95% May also cause paralysis (10% chance)
Twister Dragon Special 20% 40 100% Can hit targets using Fly, Bounce, or Sky Drop
Waterfall Water Physical 20% 80 100% Generation IV onward
Zen Headbutt Psychic Physical 20% 80 90%
Zing Zap Electric Physical 30% 80 100%

Prevention

Inner Focus prevents the Pokémon from flinching. However, Pokémon with this Ability can still flinch to a Pokémon with Mold Breaker, Teravolt, or Turboblaze. While some descriptions state that the user flinches, Focus Punch failing due to taking damage is not flinching, so the move is unaffected by Inner Focus. If the Pokémon is hit by a move that always causes flinching, the message "<Pokémon>'s Inner Focus prevents flinching!" (Generation III) or "<Pokémon> won't flinch because of its Inner Focus!" (Generation IV) will appear.

Dynamax Pokémon are immune to flinching.

In the spin-off games

Mystery Dungeon series

CringeRBTDSGtI/FlinchSMD is the equivalent status condition in the Pokémon Mystery Dungeon series. The Pokémon cannot use any regular attacks, special attacks, or orbs, but may throw items. If in the middle of a linked move, the rest of the linked move is skipped.

Quash inflicts the Flinch status on the target in Super Mystery Dungeon.

In the anime

Chimchar flinching
Magmar flinching


In other languages

  • Flinch
Language Title
Japan Flag.png Japanese ひるむ Flinch
France Flag.png French Apeurer
Germany Flag.png German Zurückschrecken
Italy Flag.png Italian Tentennare
Spain Flag.png Spanish Amedrentar
  • Flinched
Language Title
Japan Flag.png Japanese ひるみ Flinched
France Flag.png French Apeuré
Germany Flag.png German Zurückgeschreckt
Italy Flag.png Italian Tentennato
Spain Flag.png Spanish Amedrentado
Status conditions
BURN FREEZE PARALYSIS POISON
SLEEP CONFUSION FLINCH FAINTING


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