Fire Spin (move): Difference between revisions

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(In the anime - AG063)
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=In the anime=
=In the anime=


===Episodes===
==Pokémon==
* [[AG063|AG063 ''Take the Lombre Home!'']]. The mysterious {{p|Solrock}} of the forest used it to free [[Ash's Pikachu]] from [[Jessie]], [[James]] and [[Meowth (Team Rocket)|Meowth]].
'''{{p|Solrock}}'''. The fire is created in the middle of its top rock.
* Used by a wild Solrock in [[AG063|''Take the Lombre Home!'']].


===Differences between Pokémon===
*{{p|Solrock}}: In spite of that in AG063 we can't see Solrock doing the move, all the fire attacks of this Pokémon are created in the middle of its top rock.


=In other languages=
=In other languages=

Revision as of 01:48, 8 April 2007

Fire Spin
ほのおのうず Swirl of Fire
[[File:|center]]
Type  Fire
Category  Special
PP  15 (max. 24)
Power  15
Accuracy  70%
Priority  {{{priority}}}
  • Does not make contact
  • Not affected by Magic Coat
  • Not affected by Snatch
  • Affected by King's Rock
Target
Foe Foe Foe
Self Ally Ally
Does not affect any Pokémon*
Availability
Introduced  [[Generation {{{gen}}}]]
Condition  Beauty
Appeal  3 ♥♥♥
Jam  0  
???
Condition  Beauty
Appeal  0  
Condition  Beauty
Appeal  0  
Jamming  0  

Fire Spin (Japanese: ほのおのうず Swirl of Fire) is a mostly accurate Fire-type move introduced in Generation I that deals very little damage.

In the anime

Pokémon

Solrock. The fire is created in the middle of its top rock.


In other languages

Spanish: Giro Fuego.

Effect

Generation I

Fire Spin does damage for 2-5 turns. 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. Though technically only the first attack can critical hit, every attack during the duration will do the same amount of damage. During this turn duration, the opponent will be unable to attack, and if the user of Fire Spin attacks before the opponent when used, the opponent will be unable to attack during that round as well.

Damage done by Fire Spin's continuing duration is done after recurrent damage. If the user switches out before the turn duration ends, the opponent will be unable to attack during that turn. If the opponent 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.

In-game, the opponent will get to select a move during each turn of Fire Spin's duration, and will attack your incoming pokémon with the selected move if you decide to switch before the duration is over.

In Stadium, you get to select a move during each turn of Fire Spin's duration. If the opponent 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.

Learnset

Generation III

By leveling up

By breeding

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