Flinch: Difference between revisions

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[[File:Paul Chimchar flinch.png|thumb|250px|[[Paul's Chimchar]] flinching]]
[[File:Paul Chimchar flinch.png|thumb|250px|[[Paul's Chimchar]] flinching]]
'''Flinch''' (Japanese: '''ひるむ''' ''Flinch'') is a volatile [[status condition]] in which a Pokémon becomes unable to attack for one turn.
 
'''Flinch''' (Japanese: '''ひるみ''' ''Flinch'') is a transient [[status condition]] in which a Pokémon becomes unable to execute a move for one turn.


==Effect==
==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.
The flinch status is a one-turn status that prevents a Pokémon from executing a move. A Pokémon can flinch only if it is hit by another Pokémon's attacking move before using its move. Most moves that cause flinching are [[physical move]]s.
 
Pokémon with {{a|Inner Focus}} cannot flinch. If a Pokémon with Inner Focus 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]]) appears. Due to flinching always occurring as an additional effect, having {{a|Shield Dust}} or holding a [[Covert Cloak]] also prevents the user from flinching. However, {{cat|Moves that ignore Abilities|moves}} and {{cat|Abilities that ignore other Abilities|Abilities that ignore Abilities}} can bypass these Abilities.
 
Pokémon with {{a|Steadfast}} gain {{stat|Speed}} each time they flinch.  


Pokémon with {{a|Steadfast}} gain {{stat|Speed}} each time they flinch.
[[Dynamax]] Pokémon and [[Tera Raid Battle]] bosses are immune to flinching.


===Generation II===
===Generation II===
A Pokémon holding a [[King's Rock]] has a 12% chance of causing a target to flinch when using certain moves.
A Pokémon holding a [[King's Rock]] has a 12% chance of causing a target to flinch when using certain moves.


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.
If the Pokémon uses a [[multistrike move]], only the final strike has a chance of causing the target to flinch from King's Rock.


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.
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===
===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.
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.
 
Each strike of a multistrike move has an independent chance of causing the target to flinch from King's Rock or Razor Fang.


===Generation V onward===
===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.
A Pokémon with {{a|Stench}} has a 10% chance of making its target flinch when it uses an attacking move. This does not stack with King's Rock, Razor Fang, or moves that already have a chance to cause flinching.


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}}.
Each strike of a multistrike move has an independent chance of causing the target to flinch from Stench.
 
A Pokémon holding a King's Rock or Razor Fang has a 10% chance of causing a target to flinch when using any attacking move that does not already have a chance to cause flinching. The chance of flinching from King's Rock and Razor Fang is affected by {{a|Serene Grace}} and the rainbow created by {{m|Fire Pledge}} and {{m|Water Pledge}}.


==Cause==
==Cause==
{{incomplete|section|Items and Abilities}}
===Moves===
===Moves===
The following moves may cause their targets to flinch, but only if the user of the moves hits first.
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:#{{normal color}}; border:5px solid #{{normal color light}}"
{|width="100%"class="roundy"style="margin:auto;background:#{{normal color}};border:5px solid #{{normal color light}}"
|-
|-
|  
|
{| border=1 width="100%" class="sortable roundy" style="margin:auto; text-align:center; background:#FFF; border:1px solid #{{normal color}}; border-collapse:collapse"
{|border=1 width="100%"class="sortable roundy"style="margin:auto;text-align:center;background:#FFF;border:1px solid #{{normal color}};border-collapse:collapse"
|-
! Move
! [[Type]]
! [[Damage category|Category]]
! Probability
! [[Power]]
! [[Accuracy]]
! class="unsortable" | Notes
|-
|-
| class="l" | {{m|Air Slash}}
!Move
![[Type]]
![[Damage category|Category]]
!Probability
![[Power]]
![[Accuracy]]
!class="unsortable"|Notes
|-
|class="l"|{{m|Air Slash}}
{{typetable|Flying}}
{{typetable|Flying}}
{{statustable|Special}}
{{statustable|Special}}
| 30%
|30%
| 75
|75
| 95%
|95%
|
|
|-
|-
| class="l" | {{m|Astonish}}
|class="l"|{{m|Astonish}}
{{typetable|Ghost}}
{{typetable|Ghost}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30%
|30%
| 30
|30
| 100%
|100%
|
|
|-
|-
| class="l" | {{m|Bite}}
|class="l"|{{m|Bite}}
{{typetable|Dark}}
{{typetable|Dark}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30%
|30%
| 60
|60
| 100%
|100%
|
|
|-
|-
| class="l" | {{m|Bone Club}}
|class="l"|{{m|Bone Club}}
{{typetable|Ground}}
{{typetable|Ground}}
{{statustable|Physical}}
{{statustable|Physical}}
| 10%
|10%
| 65
|65
| 85%
|85%
|
|
|-
|-
| class="l" | {{m|Dark Pulse}}
|class="l"|{{m|Dark Pulse}}
{{typetable|Dark}}
{{typetable|Dark}}
{{statustable|Special}}
{{statustable|Special}}
| 20%
|20%
| 80
|80
| 100%
|100%
|
|
|-
|-
| class="l" | {{m|Double Iron Bash}}
|class="l"|{{m|Double Iron Bash}}
{{typetable|Steel}}
{{typetable|Steel}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30%
|30%
| 60
|60
| 100%
|100%
| class="l" | Each hit has a separate chance of flinching
|class="l"|Each hit has a separate chance of flinching
|-
|-
| class="l" | {{m|Dragon Rush}}
|class="l"|{{m|Dragon Rush}}
{{typetable|Dragon}}
{{typetable|Dragon}}
{{statustable|Physical}}
{{statustable|Physical}}
| 20%
|20%
| {{tt|100|200 if the target has used Minimize (Generation VI)}}
|{{tt|100|200 if the target has used Minimize (Generation VI)}}
| {{tt|75%|Never misses if the target has used Minimize (Generation VI)}}
|{{tt|75%|Never misses if the target has used Minimize (Generation VI)}}
|
|
|-
|-
| class="l" | {{m|Extrasensory}}
|class="l"|{{m|Extrasensory}}
{{typetable|Psychic}}
{{typetable|Psychic}}
{{statustable|Special}}
{{statustable|Special}}
| 10%
|10%
| 80
|80
| 100%
|100%
|
|
|-
|-
| class="l" | {{m|Fake Out}}
|class="l"|{{m|Fake Out}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 100%
|100%
| 40
|40
| 100%
|100%
| class="l" | Always goes first; only works if it is the user's first turn
|class="l"|[[Priority|Always goes first]]; only works if it is the user's first turn
|-
|-
| class="l" | {{m|Fiery Wrath}}
|class="l"|{{m|Fiery Wrath}}
{{typetable|Dark}}
{{typetable|Dark}}
{{statustable|Special}}
{{statustable|Special}}
| 20%
|20%
| 90
|90
| 100%
|100%
| class="l" |  
|class="l"|
|-
|-
| class="l" | {{m|Fire Fang}}
|class="l"|{{m|Fire Fang}}
{{typetable|Fire}}
{{typetable|Fire}}
{{statustable|Physical}}
{{statustable|Physical}}
| 10%
|10%
| 65
|65
| 95%
|95%
| class="l" | May also cause burn (10% chance)
|class="l"|May also cause burn (10% chance)
|-
|-
| class="l" | {{m|Fling}}
|class="l"|{{m|Fling}}
{{typetable|Dark}}
{{typetable|Dark}}
{{statustable|Physical}}
{{statustable|Physical}}
| 100%
|100%
| 30
|30
| 100%
|100%
| class="l" | Only if [[King's Rock]] or [[Razor Fang]] is held by user
|class="l"|Only if [[King's Rock]] or [[Razor Fang]] is held by user
|-
|-
| class="l" | {{m|Floaty Fall}}
|class="l"|{{m|Floaty Fall}}
{{typetable|Flying}}
{{typetable|Flying}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30%
|30%
| 90
|90
| 95%
|95%
|  
|
|-
|-
| class="l" | {{m|Headbutt}}
|class="l"|{{m|Headbutt}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30%
|30%
| 70
|70
| 100%
|100%
|
|
|-
|-
| class="l" | {{m|Heart Stamp}}
|class="l"|{{m|Heart Stamp}}
{{typetable|Psychic}}
{{typetable|Psychic}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30%
|30%
| 60
|60
| 100%
|100%
|
|
|-
|-
| class="l" | {{m|Hyper Fang}}
|class="l"|{{m|Hyper Fang}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 10%
|10%
| 80
|80
| 90%
|90%
|
|
|-
|-
| class="l" | {{m|Ice Fang}}
|class="l"|{{m|Ice Fang}}
{{typetable|Ice}}
{{typetable|Ice}}
{{statustable|Physical}}
{{statustable|Physical}}
| 10%
|10%
| 65
|65
| 95%
|95%
| class="l" | May also cause freeze (10% chance)
|class="l"|May also cause freeze (10% chance)
|-
|-
| class="l" | {{m|Icicle Crash}}
|class="l"|{{m|Icicle Crash}}
{{typetable|Ice}}
{{typetable|Ice}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30%
|30%
| 85
|85
| 90%
|90%
|
|
|-
|-
| class="l" | {{m|Iron Head}}
|class="l"|{{m|Iron Head}}
{{typetable|Steel}}
{{typetable|Steel}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30%
|30%
| 80
|80
| 100%
|100%
|
|
|-
|-
| class="l" | {{m|Low Kick}}
|class="l"|{{m|Low Kick}}
{{typetable|Fighting}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30%
|30%
| 50<!--in Generation I-->
|50<!--in Generation I-->
| 90%<!--in Generation I-->
|90%<!--in Generation I-->
| class="l" | Generations I and II only
|class="l"|Generations I and II only
|-
|class="l"|{{m|Mountain Gale}}
{{typetable|Ice}}
{{statustable|Physical}}
|30%
|100
|85%
|
|-
|-
| class="l" | {{m|Needle Arm}}
|class="l"|{{m|Needle Arm}}
{{typetable|Grass}}
{{typetable|Grass}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30%
|30%
| 60
|60
| 100%
|100%
|
|
|-
|-
| class="l" | {{m|Rock Slide}}
|class="l"|{{m|Rock Slide}}
{{typetable|Rock}}
{{typetable|Rock}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30%
|30%
| 75
|75
| 90%
|90%
| class="l" | [[Generation II]] onward
|class="l"|[[Generation II]] onward
|-
|-
| class="l" | {{m|Rolling Kick}}
|class="l"|{{m|Rolling Kick}}
{{typetable|Fighting}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30%
|30%
| 60
|60
| 85%
|85%
|
|
|-
|-
| class="l" | {{m|Secret Power}}
|class="l"|{{m|Secret Power}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30%
|30%
| 70
|70
| 100%
|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"|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}}
|class="l"|{{m|Sky Attack}}
{{typetable|Flying}}
{{typetable|Flying}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30%
|30%
| 140
|140
| 90%
|90%
| class="l" | [[Generation III]] onward
|class="l"|[[Generation III]] onward
|-
|-
| class="l" | {{m|Snore}}
|class="l"|{{m|Snore}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Special}}
{{statustable|Special}}
| 30%
|30%
| {{tt|50|40 in Generations II-V}}  
|{{tt|50|40 in Generations II-V}}  
| 100%
|100%
| class="l" | Fails if the user is not asleep
|class="l"|Fails if the user is not asleep
|-
|-
| class="l" | {{m|Steamroller}}
|class="l"|{{m|Steamroller}}
{{typetable|Bug}}
{{typetable|Bug}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30%
|30%
| {{tt|65|130 if the target has used Minimize}}
|{{tt|65|130 if the target has used Minimize}}
| {{tt|100%|Never misses if the target has used Minimize (Generation VI)}}
|{{tt|100%|Never misses if the target has used Minimize (Generation VI)}}
|
|
|-
|-
| class="l" | {{m|Stomp}}
|class="l"|{{m|Stomp}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30%
|30%
| {{tt|65|130 if the target has used Minimize}}
|{{tt|65|130 if the target has used Minimize}}
| {{tt|100%|Never misses if the target has used Minimize (Generation VI)}}
|{{tt|100%|Never misses if the target has used Minimize (Generation VI)}}
|
|
|-
|-
| class="l" | {{m|Thunder Fang}}
|class="l"|{{m|Thunder Fang}}
{{typetable|Electric}}
{{typetable|Electric}}
{{statustable|Physical}}
{{statustable|Physical}}
| 10%
|10%
| 65
|65
| 95%
|95%
| class="l" | May also cause paralysis (10% chance)
|class="l"|May also cause paralysis (10% chance)
|-
|class="l"|{{m|Triple Arrows}}
{{typetable|Fighting}}
{{statustable|Physical}}
|30%
|90
|100%
|class="l"|[[Generation IX]] onward<br>May also lower Defense (50% chance)
|-
|-
| class="l" | {{m|Twister}}
|class="l"|{{m|Twister}}
{{typetable|Dragon}}
{{typetable|Dragon}}
{{statustable|Special}}
{{statustable|Special}}
| 20%
|20%
| {{tt|40|80 if the target is using Fly or Bounce}}
|{{tt|40|80 if the target is using Fly or Bounce}}
| 100%
|100%
| class="l" | Can hit targets using {{m|Fly}}, {{m|Bounce}}, or {{m|Sky Drop}}
|class="l"|Can hit targets using {{m|Fly}}, {{m|Bounce}}, or {{m|Sky Drop}}
|-
|-
| class="l" | {{m|Waterfall}}
|class="l"|{{m|Upper Hand}}
{{typetable|Fighting}}
{{statustable|Physical}}
|100%
|65
|100%
|class="l"|[[Priority|Always goes first]]; only works if the target is also using a priority move
|-
|class="l"|{{m|Waterfall}}
{{typetable|Water}}
{{typetable|Water}}
{{statustable|Physical}}
{{statustable|Physical}}
| 20%
|20%
| 80
|80
| 100%
|100%
| class="l" | [[Generation IV]] onward
|class="l"|[[Generation IV]] onward
|-
|-
| class="l" | {{m|Zen Headbutt}}
|class="l"|{{m|Zen Headbutt}}
{{typetable|Psychic}}
{{typetable|Psychic}}
{{statustable|Physical}}
{{statustable|Physical}}
| 20%
|20%
| 80
|80
| 90%
|90%
|
|
|-
|-
| class="l" | {{m|Zing Zap}}
|class="l"|{{m|Zing Zap}}
{{typetable|Electric}}
{{typetable|Electric}}
{{statustable|Physical}}
{{statustable|Physical}}
| 30%
|30%
| 80
|80
| 100%
|100%
|
|
|}
|}
|}
|}
==Prevention==
{{a|Inner Focus}} prevents the Pokémon from flinching. 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==
==In the spin-off games==
===Mystery Dungeon series===
===Mystery Dungeon series===
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. Before {{pkmn|Super Mystery Dungeon}}, it was called '''Cringe''' (Japanese: '''ひるみ''').
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. Before {{pkmn|Super Mystery Dungeon}}, it was referred to as '''Cringe'''.


{{m|Quash}} inflicts the Flinch status on the target as its sole effect in Mystery Dungeon.
{{m|Quash}} inflicts the Flinch status on the target as its sole effect in Mystery Dungeon.


==In the anime==
==In animation==
[[File:Paul Magmar flinch.png|thumb|250px|{{TP|Paul|Magmar}} flinching in the {{pkmn|anime}}]]
[[File:Cynthia Togekiss Serene Grace.png|thumb|250px|{{AP|Pikachu}} flinching in the {{pkmn|anime}}]]
In ''[[DP081|Chim - Charred!]]'', [[Ash's Chimchar]] flinched when [[Paul's Ursaring]] used {{m|Secret Power}} on it on a rocky terrain.
===[[Original series]]===
In ''[[EP249|I Politoed Ya So!]]'', [[Misty's Politoed]] made [[Jessie's Arbok]] flinch with {{m|Headbutt}}.


In ''[[DP128|A Pyramiding Rage!]]'', [[Paul's Magmar]] flinched when [[Brandon's Legendary titans#Registeel|Brandon's Registeel]] hit it with {{m|Iron Head}}, preventing it from carrying out [[Paul]]'s order to use {{m|Will-O-Wisp}}.
===''[[Pokémon the Series: Diamond and Pearl]]''===
{{-}}
In ''[[DP015|Shapes of Things to Come!]]'', [[Paul's Chimchar]] flinched when [[Roark's Cranidos]] used {{m|Zen Headbutt}} on him, preventing him from carrying out [[Paul]]'s order to use {{m|Dig}}.
 
In ''[[DP040|Top-Down Training!]]'', Paul's {{p|Weavile}} flinched when faced with [[Cynthia's Garchomp]]'s {{m|Dragon Rush}}, leaving it unable to dodge the attack.
 
In ''[[DP081|Chim - Charred!]]'', {{Ash}}'s {{p|Chimchar}} flinched when [[Paul's Ursaring]] used {{m|Secret Power}} on him on a rocky terrain.
 
In ''[[DP128|A Pyramiding Rage!]]'', [[Paul's Magmar]] flinched when [[Brandon's legendary giants#Registeel|Brandon's Registeel]] hit it with {{m|Iron Head}}, preventing it from carrying out Paul's order to use {{m|Will-O-Wisp}}. This forced him to [[recall]] Magmar and send {{p|Nidoking}} out in its place.
 
In ''[[DP177|A Grand Fight for Winning!]]'', during the finals of the [[Sinnoh Grand Festival]], [[Dawn's Piplup]] was made to flinch when [[Zoey's Glameow]] hit him with {{m|Fake Out}}, preventing him from being able to use {{m|Hydro Pump}}.
 
In [[DPS01]], [[Johanna's Glameow]] made Dawn's Piplup flinch with Fake Out during a practice battle.
 
===''[[Pokémon the Series: Black & White]]''===
In ''[[BW079|Caution: Icy Battle Conditions!]]'', [[Ash's Krokorok]] flinched when [[Brycen]]'s {{p|Vanillish}} hit him with {{m|Astonish}}.
 
===''[[Pokémon Journeys: The Series]]''===
In ''[[JN116|Pride of a Champion!]]'', [[Diantha]]'s {{p|Gourgeist}} flinched when {{an|Lance}}'s {{p|Hydreigon}} scored a hit on it with {{m|Dark Pulse}}.
 
In ''[[JN123|Bewitch, Battle, and Bewilder!]]'', [[Ash's Pikachu]] flinched when {{an|Cynthia}}'s {{p|Togekiss}} hit him with {{m|Air Slash}}, the flinch chance getting boosted by Togekiss's {{a|Serene Grace}}. This prevented Pikachu from being able to use {{m|Electroweb}} and left him open to get hit by a {{m|Zen Headbutt}}. In [[JN124|the next episode]], Togekiss attempted to also make [[Ash's Lucario]] flinch, but it resisted flinching thanks to it possessing {{a|Inner Focus}}.


==In the manga==
==In the manga==
Line 329: Line 377:


===Pokémon Adventures===
===Pokémon Adventures===
===={{chap|Ruby & Sapphire}}====
===={{MangaArc|Ruby & Sapphire}}====
In ''[[PS247|The Beginning of the End with Kyogre & Groudon IX]]'', [[Brawly's Hariyama]] used Fake Out to make [[Blaise]]'s two {{p|Slugma}} flinch.
In ''[[PS247|The Beginning of the End with Kyogre & Groudon IX]]'', [[Brawly's Hariyama]] used Fake Out to make [[Blaise]]'s two {{p|Slugma}} flinch.


In ''[[PS258|Rayquaza Redemption I]]'', {{adv|Wally}}'s {{p|Kecleon}} caused [[Norman's Slaking]] to flinch with {{m|Astonish}}.
In ''[[PS258|Rayquaza Redemption I]]'', {{adv|Wally}}'s {{p|Kecleon}} caused [[Norman's Slaking]] to flinch with {{m|Astonish}}.


===={{chap|Sword & Shield}}====
===={{MangaArc|Sword & Shield}}====
In [[PASS11]], a {{pkmn2|wild}} {{p|Cramorant}} flinched after [[Hop]] had his {{p|Pincurchin}} use {{m|Zing Zap}} on it.
In ''[[PASS11|Gulp Gulp!! Pokémon]]'', a {{pkmn2|wild}} {{p|Cramorant}} flinched after [[Hop]] had his {{p|Pincurchin}} use {{m|Zing Zap}} on it.
{{-}}
{{-}}
==In the TCG==
Flinching does not exist in the [[Pokémon Trading Card Game]]. However, the recurring {{TCG|attack}} {{m|Fake Out}} inflicts the {{TCG|Special Condition}} {{DL|Paralysis (status condition)|In the TCG|Paralyzed}} on a successful {{TCG|coin}} flip. This suggests that Flinching is replaced by Paralyzed in the TCG.


==In other languages==
==In other languages==
''Flinch''
{{langtable|color={{normal color}}|bordercolor={{normal color dark}}
{{langtable|color={{normal color}}|bordercolor={{normal color dark}}
|zh_cmn=畏缩了
|zh_cmn=畏縮 / 畏缩 ''{{tt|Wèisuō|Flinch}}''
|zh_yue=畏縮了
|zh_yue=畏縮 ''{{tt|Waisūk|Flinch}}''
|fi=Pelko
|fi=Pelko
|de=Zurückschrecken
|de=Zurückschrecken
|es=Retroceder<sup>Gen. I-VII</sup><br/>Amedrentar<sup>Gen. VIII</sup>
|pt_br=Recuar
|fr=Apeurer
|es=Amedrentado<sup>Gen. VIII</sup><br>Retroceder<sup>Gen. I-VII</sup>
|it=Tentennare
|ko=풀죽게
}}
{|
|- style="vertical-align:top"
|
''Flinched''
{{langtable|color={{normal color}}|bordercolor={{normal color dark}}
|de=Schreckt zurück<sup>Gen. I-IV</sup><br/>Zurückgeschreckt<sup>Gen. V+</sup>
|es=Retrocedió<sup>Gen. I-IV</sup><br/>Retrocedido<sup>Gen. V-VII</sup><br/>Amedrentado<sup>Gen. VIII</sup>
|fr=Apeuré
|it=Tentenna
|ko=죽어
|zh_cmn=手畏缩
|zh_yue=手畏縮
}}
|
''Cringe''
{{langtable|color={{normal color}}|bordercolor={{normal color dark}}
|fr=Peur
|fr=Peur
|de=Zurückschrecken
|it=Tentennamento
|it=Tentennamento
|es=Amedrentado
|ko=풀죽음 ''Puljugeum''
|ko=풀죽음
}}
}}
|
 
''Cringed''
{{langtable|color={{normal color}}|bordercolor={{normal color dark}}
|fr=A peur
|ko=죽이
|de=Schreckt zurück
|it=Tentenna
|es=Amedrentó
}}
|}
{{-}}
{{-}}
{{StatusNav|normal}}<br>
{{StatusNav|normal}}
 
{{Project Games notice|game mechanic}}
{{Project Games notice|game mechanic}}


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[[es:Amedrentado]]
[[es:Amedrentado]]
[[fr:Statut#Peur]]
[[it:Tentennamento]]
[[ja:ひるみ]]
[[ja:ひるみ]]
[[zh:畏缩(状态)]]
[[zh:畏缩(状态)]]

Latest revision as of 04:51, 22 September 2024

Paul's Chimchar flinching

Flinch (Japanese: ひるみ Flinch) is a transient status condition in which a Pokémon becomes unable to execute a move for one turn.

Effect

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

Pokémon with Inner Focus cannot flinch. If a Pokémon with Inner Focus 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) appears. Due to flinching always occurring as an additional effect, having Shield Dust or holding a Covert Cloak also prevents the user from flinching. However, moves and Abilities that ignore Abilities can bypass these Abilities.

Pokémon with Steadfast gain Speed each time they flinch.

Dynamax Pokémon and Tera Raid Battle bosses are immune to flinching.

Generation II

A Pokémon holding a King's Rock has a 12% chance of causing a target to flinch when using certain moves.

If the Pokémon uses a multistrike move, only the final strike has a chance of causing the target to flinch from King's Rock.

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.

Each strike of a multistrike move has an independent chance of causing the target to flinch from King's Rock or Razor Fang.

Generation V onward

A Pokémon with Stench has a 10% chance of making its target flinch when it uses an attacking move. This does not stack with King's Rock, Razor Fang, or moves that already have a chance to cause flinching.

Each strike of a multistrike move has an independent chance of causing the target to flinch from Stench.

A Pokémon holding a King's Rock or Razor Fang has a 10% chance of causing a target to flinch when using any attacking move that does not already have a chance to cause flinching. The chance of flinching from King's Rock and Razor Fang is affected by Serene Grace and the rainbow created by Fire Pledge and Water Pledge.

Cause

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Items and Abilities

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
Fiery Wrath Dark Special 20% 90 100%
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
Mountain Gale Ice Physical 30% 100 85%
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)
Triple Arrows Fighting Physical 30% 90 100% Generation IX onward
May also lower Defense (50% chance)
Twister Dragon Special 20% 40 100% Can hit targets using Fly, Bounce, or Sky Drop
Upper Hand Fighting Physical 100% 65 100% Always goes first; only works if the target is also using a priority move
Waterfall Water Physical 20% 80 100% Generation IV onward
Zen Headbutt Psychic Physical 20% 80 90%
Zing Zap Electric Physical 30% 80 100%

In the spin-off games

Mystery Dungeon series

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. Before Super Mystery Dungeon, it was referred to as Cringe.

Quash inflicts the Flinch status on the target as its sole effect in Mystery Dungeon.

In animation

Pikachu flinching in the anime

Original series

In I Politoed Ya So!, Misty's Politoed made Jessie's Arbok flinch with Headbutt.

Pokémon the Series: Diamond and Pearl

In Shapes of Things to Come!, Paul's Chimchar flinched when Roark's Cranidos used Zen Headbutt on him, preventing him from carrying out Paul's order to use Dig.

In Top-Down Training!, Paul's Weavile flinched when faced with Cynthia's Garchomp's Dragon Rush, leaving it unable to dodge the attack.

In Chim - Charred!, Ash's Chimchar flinched when Paul's Ursaring used Secret Power on him on a rocky terrain.

In A Pyramiding Rage!, Paul's Magmar flinched when Brandon's Registeel hit it with Iron Head, preventing it from carrying out Paul's order to use Will-O-Wisp. This forced him to recall Magmar and send Nidoking out in its place.

In A Grand Fight for Winning!, during the finals of the Sinnoh Grand Festival, Dawn's Piplup was made to flinch when Zoey's Glameow hit him with Fake Out, preventing him from being able to use Hydro Pump.

In DPS01, Johanna's Glameow made Dawn's Piplup flinch with Fake Out during a practice battle.

Pokémon the Series: Black & White

In Caution: Icy Battle Conditions!, Ash's Krokorok flinched when Brycen's Vanillish hit him with Astonish.

Pokémon Journeys: The Series

In Pride of a Champion!, Diantha's Gourgeist flinched when Lance's Hydreigon scored a hit on it with Dark Pulse.

In Bewitch, Battle, and Bewilder!, Ash's Pikachu flinched when Cynthia's Togekiss hit him with Air Slash, the flinch chance getting boosted by Togekiss's Serene Grace. This prevented Pikachu from being able to use Electroweb and left him open to get hit by a Zen Headbutt. In the next episode, Togekiss attempted to also make Ash's Lucario flinch, but it resisted flinching thanks to it possessing Inner Focus.

In the manga

Pocket Monsters Platinum: Aim to Be Battle King!!

In PBK7, Shin's Tyrogue used Fake Out on 's Heatran, causing it to flinch.

Pokémon Adventures

Ruby & Sapphire arc

In The Beginning of the End with Kyogre & Groudon IX, Brawly's Hariyama used Fake Out to make Blaise's two Slugma flinch.

In Rayquaza Redemption I, Wally's Kecleon caused Norman's Slaking to flinch with Astonish.

Sword & Shield arc

In Gulp Gulp!! Pokémon, a wild Cramorant flinched after Hop had his Pincurchin use Zing Zap on it.

In the TCG

Flinching does not exist in the Pokémon Trading Card Game. However, the recurring attack Fake Out inflicts the Special Condition Paralyzed on a successful coin flip. This suggests that Flinching is replaced by Paralyzed in the TCG.

In other languages

Language Title
Chinese Cantonese 畏縮 Waisūk
Mandarin 畏縮 / 畏缩 Wèisuō
Finland Flag.png Finnish Pelko
France Flag.png French Peur
Germany Flag.png German Zurückschrecken
Italy Flag.png Italian Tentennamento
South Korea Flag.png Korean 풀죽음 Puljugeum
Brazil Flag.png Brazilian Portuguese Recuar
Spain Flag.png Spanish AmedrentadoGen. VIII
RetrocederGen. I-VII


Status conditions
BURN FREEZE PARALYSIS POISON
SLEEP CONFUSION FLINCH FAINTING
Project Games logo.png This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.