Flinch: Difference between revisions

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(→‎Intro: wording (counterexamples: Low Kick is affected and no longer flinches on its own; Snore can flinch on its own and via King's Rock in Gen II); Low Kick correction)
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'''{{Status|Flinch}}ing''' is when a Pokémon becomes unable to attack for one turn. The following moves may cause their targets to flinch, but only if the user of the moves hits first. '''Cringing''' is the equivalent condition in the [[Pokémon Mystery Dungeon series]].
'''{{Status|Flinch}}ing''' is when a Pokémon becomes unable to attack for one turn. The following moves may cause their targets to flinch, but only if the user of the moves hits first. '''Cringing''' is the equivalent condition in the [[Pokémon Mystery Dungeon series]].


These moves are not affected by {{DL|Evolution-inducing held item|King's Rock}} or {{DL|Evolution-inducing held item|Razor Fang}} and ignore those items' flinch chance.
From Generation V onward, moves that can flinch their targets are not affected by [[King's Rock]] or [[Razor Fang]].
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{| border=1 width="100%" class="sortable roundy" style="margin:auto; text-align:center; background: #FFFFFF; border:1px solid #{{dark color}}; border-collapse:collapse;"
{| border=1 width="100%" class="sortable roundy" style="margin:auto; text-align:center; background:#FFF; border:1px solid #{{dark color}}; border-collapse:collapse"
|-  
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! Move
! Move
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| 30
| 30
| 100%
| 100%
| class="l" | Only if {{DL|Evolution-inducing held item|King's Rock}} or {{DL|Evolution-inducing held item|Razor Fang}} is held by user.
| class="l" | Only if [[King's Rock]] or [[Razor Fang]] is held by user.
|-
|-
| class="l" | {{m|Headbutt}}
| class="l" | {{m|Headbutt}}
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| 100%
| 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}}
| class="l" | {{m|Needle Arm}}
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| 140
| 140
| 90%
| 90%
|
| class="l" | Generation III onward
|-
|-
| class="l" | {{m|Snore}}
| class="l" | {{m|Snore}}
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| {{tt|50|40 in Generations II-V}}  
| {{tt|50|40 in Generations II-V}}  
| 100%
| 100%
| class="l" | May only be used by a sleeping Pokémon
| class="l" | Fails if the user is not asleep
|-
|-
| class="l" | {{m|Steamroller}}
| class="l" | {{m|Steamroller}}
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| {{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}} or {{m|Bounce}}.
| class="l" | Can hit targets using {{m|Fly}}, {{m|Bounce}}, or {{m|Sky Drop}}
|-
|-
| class="l" | {{m|Waterfall}}
| class="l" | {{m|Waterfall}}
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| 80
| 80
| 100%
| 100%
| class="1" align="left" | Causes flinching Generation {{gen|IV}} and beyond.
| class="l" | Generation IV onward
|-
|-
| class="l" | {{m|Zen Headbutt}}
| class="l" | {{m|Zen Headbutt}}
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| 80
| 80
| 90%
| 90%
|
|-
| class="l" | {{m|Zing Zap}}
{{typetable|Electric}}
{{statustable|Physical}}
| 30%
| 80
| 100%
|
|
|}
|}

Revision as of 17:11, 4 May 2017

050Diglett.png This article is incomplete.
Please feel free to edit this article to add missing information and complete it.
Reason: Japanese name of flinching and cringing and other languages section

Flinching is when a Pokémon becomes unable to attack for one turn. The following moves may cause their targets to flinch, but only if the user of the moves hits first. Cringing is the equivalent condition in the Pokémon Mystery Dungeon series.

From Generation V onward, moves that can flinch their targets are not affected by King's Rock or Razor Fang.

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%
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.
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%
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%


Moves by effect
BurnConfuseDamageFlinch
FreezeParalyzePoisonSleepTraps