Pin Missile

(move)
Learnset All moves Help

Type:

Bug

Category:

Physical

Power: 25

Accuracy: 85%

PP:

20  (max. 32)

Introduced

Generation 1

Effects

Hits Prob Power
2 3/8 50
3 3/8 75
4 1/8 100
5 1/8 125

Pin Missile hits 2-5 times per turn used. The probability of each interval is shown to the right, with the total power after each hit. Each strike of Pin Missile is treated like a separate attack: Each strike can get a critical hit independently. Abilities that activate on contact (Static, Weak Armor, Iron Barbs etc.) activate for each strike. If the Sturdy ability, Focus Sash, or Focus Band activates before the final hit, the subsequent hit will still deal damage and therefore cause the opponent to faint. If the first hit breaks a Substitute, the second hit will deal damage to the target Pokémon. The move Counter only counters the final hit, but Bide counters the complete damage. The Skill Link ability will cause Pin Missile to always hit the maximum number of times.

Changes

In Generations 2-4, if a Focus Sash or Focus Band activates before the final hit, subsequent hits do not cause the holder to faint. In Generations 1-3, Pin Missile ends immediately if any hit breaks a Substitute. In Generation 1, each hit will always deal the same damage – if the first critical hits, so will the rest. In Generations 1-5, Pin Missile has a base power of 14, resulting in possible powers of 28, 42, 56 or 70.

Move target

Foe   Foe   Foe
         
Self   Ally   Ally
May affect anyone adjacent to the user

Game descriptions

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
Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.

Learnset

 

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