From Bulbapedia, the community-driven Pokémon encyclopedia.
Pin Missile (Japanese: ミサイルばり Missile Needle) is a damage-dealing Bug-type multi-strike move introduced in Generation I. It is TM07 in Generation VIII.
Pin Missile inflicts damage, hitting the target 2-5 times per use. There is a 37.5% chance that it will hit 2 times, a 37.5% chance that it will hit 3 times, a 12.5% chance that it will hit 4 times, and a 12.5% chance that it will hit 5 times. Provided that the move does not miss, it will hit 3 times on average, giving it an average power of 42. Although only the first strike can be a critical hit, each successive one will deal the same amount of damage.
Pin Missile will end immediately if it breaks a substitute. Bide and Counter will only acknowledge the last strike of this move.
Pin Missile has a base power of 14 and an accuracy of 85%.
All strikes now do damage independently, consequently enabling any of them to be critical. Pin Missile may now continue attacking after breaking a substitute.
If the user is holding a King's Rock, the final strike has a chance to cause the opponent to flinch.
Generations III and IV
Pokémon with the Ability Skill Link will always hit five times when using Pin Missile, if it does not miss.
If the user is holding a King's Rock or Razor Fang, each consecutive hit has an equal chance to cause the opponent to flinch.
There is now a ~33.3% chance that it will hit 2 times, a ~33.3% chance it will hit 3 times, a ~16.7% chance it will hit 4 times, and a ~16.7% chance it will hit 5 times. Provided that the move does not miss, it will hit ~3.167 times on average, giving it an average power of ~44.333.
If a Focus Sash, Focus Band, or Sturdy activates before the last strike is dealt, the following strike will cause the defending Pokémon to faint. A Focus Band can still activate repeatedly to prevent fainting, but each chance is independent of the previous one.
If the target has Weak Armor, each strike will activate it.
Generation VI onwards
Pin Missile now has a base power of 25 and an accuracy of 95%. Provided that the move does not miss, it has an average power of ~79.2.
If the target has Weak Armor or Stamina, each strike will activate it.
|| An attack that fires many needle-like projectiles from the body. Strikes several times.
|| Fires pins that strike 2-5 times.
|| Sharp pins are fired to strike 2 to 5 times.
|| Sharp pins are shot at the foe and hit two to five times at once.
|| Sharp pins are shot at the foe in rapid succession. They hit two to five times in a row.
| Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
In other games
In Red Rescue Team and Blue Rescue Team, Pin Missile is a move with 4 base power, 78% accuracy, and 17 PP. The attack will generate 2-5 projectiles that travel up to 10 tiles away and hit the first Pokémon it encounters, ally or enemy. If a Pokémon faints in middle of the attack, the remaining projectiles will be able to hit a new target. This move's base critical hit rate is lower than normal, at 1%.
In Explorers of Time, Darkness and Sky, the move's PP has been decreased to 10 and its accuracy to 45%.
|| Inflicts damage on the target, even at a distance. It hits two to five times in succession.
|| Inflicts damage on the target, even at a distance, using 2 to 5 attacks in a single turn.
|| はなれたポケモンに ２〜５かいれんぞくで ダメージを あたえる
|| It damages even a faraway Pokémon 2 to 5 times in a row.
| It damages a Pokémon, even one far away, 2 to 5 times in a row.
In the anime
In the manga
In The Electric Tale of Pikachu manga
In the How I Became a Pokémon Card manga
- Jolteon was revealed to have used Pin Missile in PW31, but only the move itself was shown.
In the Pokémon Adventures manga
In the Pokémon Pocket Monsters manga
In the Pokémon Try Adventure manga
| The user fires spikes from their body at the opponent.
|| First Chapter Used In
|| Drapion fires large spikes from its body at the opponent.
| Soro's Drapion
In other generations
Core series games
Side series games
Spin-off series games
- Before Generation VI, Pin Missile was the only move with a base power of 14. It was also one of three moves in the core series games to have a base power that is not a multiple of 5, the other two being Comet Punch and Fury Swipes.
In other languages