Fire Spin (move): Difference between revisions

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*French: '''Danse-flammes'''
*French: '''Danse-flammes'''
*German: '''Feuerwirbel'''
*German: '''Feuerwirbel'''
*Italian: '''Turbofuoco'''


{{Project MoveDex notice}}
{{Project MoveDex notice}}

Revision as of 19:30, 23 July 2008

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}}}
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  
Earn a higher score the later the Pokémon performs.
Condition  Beauty
Appeal  0  
Jamming  0  

Fire Spin (Japanese: ほのおのうず Swirl of Fire) is a mostly accurate Template:Type2 move introduced in Generation I that deals very little damage.

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 an incoming Pokémon with the selected move if the user switches out 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.

Generation II onwards

The opponent is no longer unable to attack during Fire Spin's duration, and can act normally. Instead, it simply deals damage at the end of each round (like poison) for two to five turns upon use, in addition to the damage dealt when it is used. It also traps the opponent, preventing switching.

In the anime

Pokémon

Charmander. Charmander opens its mouth and a spiraling flame is released.

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

Combusken. Combusken opens its mouth and a vortex of fire is released.

Magmar. Magmar opens its mouth and releases a twister of fire.

Chimchar. Chimchar blows fire out of its mouth, which then turns into a twister. The twister then hits into the opponent.

Learnset

Generation I

By leveling up

Generation II

By leveling up

Generation III

By leveling up

Generation IV

By leveling up

In other languages

  • Spanish: Giro Fuego
  • French: Danse-flammes
  • German: Feuerwirbel
  • Italian: Turbofuoco

Template:Project MoveDex notice

Variations of the move Fire Spin
PhysicalIC HOME.png ClampSand Tomb
SpecialIC HOME.png Fire SpinWhirlpool