Flinch

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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

Pokémon the Series

Pokémon the Series: Gold and Silver

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!, during the Masters Eight Tournament semifinals, Cynthia's Togekiss used Air Slash in conjunction with its Serene Grace Ability to make Ash's Pikachu flinch. 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 INFATUATION
FAINTING
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