Clamp (move): Difference between revisions
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{{MoveInfobox | {{MoveInfobox | ||
|n=128 | |n=128 | ||
|name=Clamp | |name=Clamp | ||
|jname=からではさむ | |jname=からではさむ | ||
|jtrans= | |jtrans=Shell Squeeze | ||
|jtranslit=Kara de Hasamu | |jtranslit=Kara de Hasamu | ||
|gameimage=Clamp | |gameimage=Clamp PE.png | ||
|gameimage2=Clamp | |gameimage2=Clamp PE 2.png | ||
|gameimagewidth=300 | |gameimagewidth=300 | ||
|type=Water | |type=Water | ||
Line 37: | Line 33: | ||
|target=anyadjacent | |target=anyadjacent | ||
}} | }} | ||
'''Clamp''' (Japanese: '''からではさむ''' '' | '''Clamp''' (Japanese: '''からではさむ''' ''Shell Squeeze'') is a damage-dealing {{type|Water}} [[move]] introduced in [[Generation I]]. Prior to [[Generation III]], it was the [[signature move]] of {{p|Shellder}} and {{p|Cloyster}}. | ||
==Effect== | ==Effect== | ||
===Generation I=== | ===Generation I=== | ||
Clamp inflicts damage and traps the target for 2-5 turns, damaging the target at the end of each turn. 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. Although only the first hit can be a [[critical hit]], each consecutive turn will deal the same amount of damage. Whilst the target is trapped, it will be unable to attack, and if the user of Clamp strikes before the target, when used, the target will also be unable to attack during the same turn. | Clamp has 75 accuracy. Clamp inflicts damage and traps the target for 2-5 turns, damaging the target at the end of each turn. 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. Although only the first hit can be a [[critical hit]], each consecutive turn will deal the same amount of damage. Whilst the target is trapped, it will be unable to attack, and if the user of Clamp strikes before the target, when used, the target will also be unable to attack during the same turn. Clamp will prevent the target from attacking even if it hits a {{OBP|substitute|doll}}. | ||
Damage inflicted by Clamp's continuing duration is done after recurrent damage. If the user switches out before the turn duration ends, the target will be unable to attack during that turn. If the target switches out before the turn duration ends, Clamp will automatically be used against the incoming Pokémon, deducting an additional PP from the move. If at such a time Clamp has 0 PP, Clamp will still be used against the incoming Pokémon. After that use, {{DL|List of glitches in Generation I|Struggle bypassing|the current PP of Clamp will roll over to 63}}, and full | Damage inflicted by Clamp's continuing duration is done after recurrent damage. If the user switches out before the turn duration ends, the target will be unable to attack during that turn. If the target switches out before the turn duration ends, Clamp will automatically be used against the incoming Pokémon, deducting an additional PP from the move. If at such a time Clamp has 0 PP, Clamp will still be used against the incoming Pokémon. After that use, {{DL|List of glitches in Generation I|Struggle bypassing|the current PP of Clamp will roll over to 63}}, and full [[PP Up]]s will be applied to it. | ||
Even if Clamp misses, it will negate the recharge turn normally required for {{m|Hyper Beam}}. Additionally, if the user of Clamp attacks before the user of Hyper Beam during a recharge turn and the use of Clamp 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. | Even if Clamp misses, it will negate the recharge turn normally required for {{m|Hyper Beam}}. Additionally, if the user of Clamp attacks before the user of Hyper Beam during a recharge turn and the use of Clamp 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. | ||
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If the user of Clamp is holding a [[Grip Claw]], the duration will always be five turns. Also, if an affected Pokémon is holding a [[Shed Shell]], it can switch out. | If the user of Clamp is holding a [[Grip Claw]], the duration will always be five turns. Also, if an affected Pokémon is holding a [[Shed Shell]], it can switch out. | ||
Clamp can | Clamp can be used as the second move of a [[Contest combination|Pokémon Contest combination]], with the user gaining 3 bonus appeal points if {{m|Rain Dance}} was used in the previous turn. | ||
Clamp is now affected by [[King's Rock]]. | |||
===Generation V=== | ===Generation V=== | ||
Clamp's accuracy is increased to 85, its PP is increased to 15, and it lasts four to five turns. If a [[Binding Band]] is held by the user, the damage done at the end of each turn will increase from 1/16 of the target's maximum HP to 1/8. | Clamp's accuracy is increased to 85, its PP is increased to 15, and it lasts four to five turns. If a [[Binding Band]] is held by the user, the damage done at the end of each turn will increase from 1/16 of the target's maximum HP to 1/8. If the user of Clamp is holding a [[Grip Claw]], the duration will be 7 turns. | ||
===Generations VI and VII=== | ===Generations VI and VII=== | ||
The end turn damage of Clamp is increased from 1/16 to 1/8 of the target's maximum HP. If the user is holding a [[Binding Band]], the end turn damage of Clamp will increase to 1/6 of the target's maximum HP. Ghost-type Pokémon cannot be trapped by Clamp. | The end turn damage of Clamp is increased from 1/16 to 1/8 of the target's maximum HP. If the user is holding a [[Binding Band]], the end turn damage of Clamp will increase to 1/6 of the target's maximum HP. Ghost-type Pokémon cannot be trapped by Clamp. | ||
===Generation VIII=== | ===Generation VIII onwards=== | ||
Clamp cannot be selected in a battle. | Clamp cannot be selected in a battle. | ||
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{{movedescentry|{{gameabbrev4|DPPtHGSS}}{{gameabbrevss|PBR}}|The foe is clamped and squeezed by the user's very thick and sturdy shell for two to five turns.}} | {{movedescentry|{{gameabbrev4|DPPtHGSS}}{{gameabbrevss|PBR}}|The foe is clamped and squeezed by the user's very thick and sturdy shell for two to five turns.}} | ||
{{movedescentry|{{gameabbrev5|BWB2W2}}<br>{{gameabbrev6|XYORAS}}<br>{{gameabbrev7|SMUSUMPE}}|The target is clamped and squeezed by the user's very thick and sturdy shell for four to five turns.}} | {{movedescentry|{{gameabbrev5|BWB2W2}}<br>{{gameabbrev6|XYORAS}}<br>{{gameabbrev7|SMUSUMPE}}|The target is clamped and squeezed by the user's very thick and sturdy shell for four to five turns.}} | ||
{{movedescentry|{{gameabbrev8| | {{movedescentry|{{gameabbrev8|SwShBDSPLA}}<br>{{gameabbrev9|SV}}|This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.}} | ||
|} | |} | ||
|}{{left clear}} | |}{{left clear}} | ||
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==Learnset== | ==Learnset== | ||
===By [[Level|leveling up]]=== | ===By [[Level|leveling up]]=== | ||
{{Movehead/ | {{Movehead/Games|Water|g7=2|g8=none|g9=none}} | ||
{{Moveentry/8| | {{Moveentry/8|0090|Shellder|type=Water|1|Water 3|Water 3|23|41|41{{sup/3|RSE}}<br>43{{sup/3|FRLG}}|25|25|25|25|22|STAB='''}} | ||
{{Moveentry/8| | {{Moveentry/8|0091|Cloyster|type=Water|type2=Ice|1|Water 3|Water 3|1|−|−|−|−|−|−|−|STAB='''}} | ||
{{Moveentry/8| | {{Moveentry/8|0366|Clamperl|type=Water|1|Water 1|Water 1|||1|1|1|1|1||STAB='''}} | ||
{{Moveentry/8| | {{Moveentry/8|0688|Binacle|type=Rock|type2=Water|1|Water 3|Water 3||||||20|20||STAB='''}} | ||
{{Moveentry/8| | {{Moveentry/8|0689|Barbaracle|type=Rock|type2=Water|1|Water 3|Water 3||||||20|20||STAB='''}} | ||
{{Movefoot|Water|8}} | {{Movefoot|Water|8}} | ||
==In other games== | ==In other games== | ||
===[[Pokémon Mystery Dungeon series]]=== | |||
In the [[Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team|Rescue Team]], [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness|Explorers]], and [[Pokémon Mystery Dungeon (WiiWare)|Adventure Squad]] series, Clamp deals damage and can inflict the {{DL|Status condition (Mystery Dungeon)|Constriction}} status condition on the enemy. With this, the Pokémon cannot move (though it may attack), cannot switch places with the team leader, and loses 5 HP every two turns (for 4-6 turns). | |||
From {{pkmn|Super Mystery Dungeon}}, it instead can cause the Clamp status condition which causes the enemy to lose 3 HP at the end of every 2 turns (lasting 6 turns). | |||
{{MDMoveheader|type=water}} | |||
{{MDMoveRow|game=RB|pow=6|pp=17|acc=78%|range=Front|target=Enemy|cuts=No}} | |||
{{MDMoveRow|game=TDS|pow=6|pp=17|acc=78%|range=Front|target=Enemy|cuts=No}} | |||
{{MDMoveRow|game=BSL|pow=6|pp=17|acc=78%|range=Front|target=Enemy|cuts=No}} | |||
{{MDMoveRow|game=SMD|pow=3|powmax=99|pp=15|ppmax=30|acc=95%|accmax=98%|range=Front|target=Enemy|cuts=No}} | |||
{{MDMovefoot|type=water|RB=yes|TDS=yes|BSL=yes|SMD=yes|RTDX=yes}} | |||
==={{g|Rumble Rush}}=== | |||
{{RumbleRushPhysicalAttack|move=Clamp|type=Water | |||
|stars=1 | |||
|pow=13.09219 | |||
|charge=0.9 | |||
|range=Arc (melee) | |||
|hits=3 | |||
|projectiles=1 | |||
|crit=1.5 | |||
|effect=None}} | |||
===Description=== | ===Description=== | ||
{{movedesc|Water}} | {{movedesc|Water}} | ||
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==In the anime== | ==In the anime== | ||
{{moveanime|type=water|exp=yes|gen=The user | {{moveanime|type=water|exp=yes|gen=The user clamps and squeezes the target.|image1=Jessie Shellder Clamp.png|image1p=Jessie's Shellder|image2=Clamperl Clamp.png|image2p=Clamperl|image3=Tyra Cloyster.png|image3p=Cloyster|image4=Shellder Clamp.png|image4p=Wild Shellder}} | ||
{{movep|type=water|ms=091|pkmn=Cloyster|method=Cloyster closes its shell on the opponent.}} | {{movep|type=water|ms=091|pkmn=Cloyster|method=Cloyster closes its shell on the opponent.}} | ||
{{movemid|type=water|user=Tyra|user1=Tyra's Cloyster|startcode=EP036|startname=The Bridge Bike Gang|notes=Debut}} | {{movemid|type=water|user=Tyra|user1=Tyra's Cloyster|startcode=EP036|startname=The Bridge Bike Gang|notes=Debut}} | ||
{{movep|type=water|ms=090|pkmn=Shellder|method=Shellder closes its shell over the opponent, | {{movep|type=water|ms=090|pkmn=Shellder|method=Shellder closes its shell over the opponent; or, Shellder bites the opponent.}} | ||
{{movemid|type=water|user=List of Pokémon temporarily owned by the Team Rocket trio#Shellder|user1=Jessie's Shellder|startcode=EP066|startname=The Evolution Solution | {{movemid|type=water|user=List of Pokémon temporarily owned by the Team Rocket trio#Shellder|user1=Jessie's Shellder|startcode=EP066|startname=The Evolution Solution}} | ||
{{movemid|type=water|user=Shellder (Pokémon)|user1=Multiple wild Shellder|startcode=EP260|startname=A Crowning Achievement}} | {{movemid|type=water|user=Shellder (Pokémon)|user1=Multiple wild Shellder|startcode=EP260|startname=A Crowning Achievement}} | ||
{{movemid|type=water|user=Shellder (Pokémon)|user1=A wild Shellder|startcode=HZ006|startname=The Ancient Poké Ball}} | |||
{{movep|type=water|ms=366|pkmn=Clamperl|method=Clamperl closes its shell over the opponent.}} | {{movep|type=water|ms=366|pkmn=Clamperl|method=Clamperl closes its shell over the opponent.}} | ||
{{movemid|type=water|user=Clamperl (Pokémon)|user1=A wild Clamperl|startcode=AG093|startname=Clamperl of Wisdom}} | {{movemid|type=water|user=Clamperl (Pokémon)|user1=A wild Clamperl|startcode=AG093|startname=Clamperl of Wisdom}} | ||
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==In the manga== | ==In the manga== | ||
=== | ===Pokémon Adventures=== | ||
{{movemanga|type=water|exp=yes|gen=The user clamps its shell over the opponent.|image1=Lorelei Shellder Clamp Adventures.png|image1p=Shellder}} | {{movemanga|type=water|exp=yes|gen=The user clamps its shell over the opponent.|image1=Lorelei Shellder Clamp Adventures.png|image1p=Shellder}} | ||
{{movep|type=water|ms=090|pkmn=Shellder|method=Shellder closes its shell over the opponent.}} | {{movep|type=water|ms=090|pkmn=Shellder|method=Shellder closes its shell over the opponent.}} | ||
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|genVI=Clamp VI | |genVI=Clamp VI | ||
|genVI2=Clamp VI 2 | |genVI2=Clamp VI 2 | ||
|SMUSUM=Clamp VII | |||
|SMUSUM2=Clamp VII 2 | |||
}} | }} | ||
===Side series games=== | ===Side series games=== | ||
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|type=Water | |type=Water | ||
|PMDRB=Clamp PMD RB | |PMDRB=Clamp PMD RB | ||
|PSMD=Clamp PSMD | |||
}} | }} | ||
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{{Langtable|color={{water color}}|bordercolor={{water color dark}} | {{Langtable|color={{water color}}|bordercolor={{water color dark}} | ||
|zh_yue=貝殼夾擊 ''{{tt|Buihok Gaapgīk|Shell Clamp}}'' {{tt|*|Games}}<br>殼夾 ''{{tt|Hokgaap|Shell Clamp}}'' {{tt|*|Pre-Gen VII Media}} | |zh_yue=貝殼夾擊 ''{{tt|Buihok Gaapgīk|Shell Clamp}}'' {{tt|*|Games}}<br>殼夾 ''{{tt|Hokgaap|Shell Clamp}}'' {{tt|*|Pre-Gen VII Media}} | ||
|zh_cmn=貝殼夾擊 / 贝壳夹击 ''{{tt|Bèiké Jiájí / Bèiké Jiájī|Shell Clamp}}'' {{tt|*|Games}}<br>夾殼 / 夹壳 ''{{tt| | |zh_cmn=貝殼夾擊 / 贝壳夹击 ''{{tt|Bèiké Jiájí / Bèiké Jiájī|Shell Clamp}}'' {{tt|*|Games}}<br>夾殼 / 夹壳 ''{{tt|Jiāké|Clamp Shell}}'' {{tt|*|Pre-Gen VII Media}} | ||
|cs=Sevření | |cs=Sevření | ||
|da=Klemme<!--source: Danish version of The Official Pokémon Handbook--> | |da=Klemme<!--source: Danish version of The Official Pokémon Handbook--> | ||
Line 175: | Line 200: | ||
}} | }} | ||
{{-}} | {{-}} | ||
{{ | {{Fire Spin|water}} | ||
{{-}} | {{-}} | ||
{{Project Moves and Abilities notice}} | {{Project Moves and Abilities notice}} | ||
Line 181: | Line 206: | ||
[[Category:Binding moves]] | [[Category:Binding moves]] | ||
[[Category:Moves in Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]] | [[Category:Moves in Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]] | ||
[[Category:Moves unusable in Pokémon Sword and Shield]] | |||
[[Category:Moves unusable in Pokémon Scarlet and Violet]] | |||
[[de:Schnapper]] | [[de:Schnapper]] |
Latest revision as of 09:21, 31 August 2024
Clamp からではさむ Shell Squeeze | ||||||||||||
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Clamp (Japanese: からではさむ Shell Squeeze) is a damage-dealing Water-type move introduced in Generation I. Prior to Generation III, it was the signature move of Shellder and Cloyster.
Effect
Generation I
Clamp has 75 accuracy. Clamp inflicts damage and traps the target for 2-5 turns, damaging the target at the end of each turn. 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. Although only the first hit can be a critical hit, each consecutive turn will deal the same amount of damage. Whilst the target is trapped, it will be unable to attack, and if the user of Clamp strikes before the target, when used, the target will also be unable to attack during the same turn. Clamp will prevent the target from attacking even if it hits a substitute.
Damage inflicted by Clamp's continuing duration is done after recurrent damage. If the user switches out before the turn duration ends, the target will be unable to attack during that turn. If the target switches out before the turn duration ends, Clamp will automatically be used against the incoming Pokémon, deducting an additional PP from the move. If at such a time Clamp has 0 PP, Clamp will still be used against the incoming Pokémon. After that use, the current PP of Clamp will roll over to 63, and full PP Ups will be applied to it.
Even if Clamp misses, it will negate the recharge turn normally required for Hyper Beam. Additionally, if the user of Clamp attacks before the user of Hyper Beam during a recharge turn and the use of Clamp 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.
The target will be able to select a move during each turn of Clamp's duration, and will hit an incoming Pokémon with the selected move if the user switches out before the duration is over.
In Pokémon Stadium, if the target switches out before Clamp's duration ends, the move is ended and the user's turn is skipped. A move can be selected during each turn of Clamp's duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. Clamp will negate the recharge turn of Hyper Beam only if successful.
Generation II
The target is now able to attack during Clamp's duration, and can act normally. Instead, it inflicts 1/16 of the target's maximum HP as damage for two to five turns upon use, in addition to the damage dealt when it is used. "<Pokémon> was CLAMPED by <User>!" will appear. It also traps the target, preventing switching and escape. If the user switches out, the target will be freed. If a trapped Pokémon uses Rapid Spin, it will be freed.
Generations III and IV
The effects of Clamp are the same as in Generation II, but if a wild Pokémon uses Clamp on the player's Pokémon, the player may escape if the affected Pokémon has Run Away or is holding a Smoke Ball. However, these do not allow the player to switch the Pokémon out. The text also changes to "<User> CLAMPED <Pokémon>!"
If the user of Clamp is holding a Grip Claw, the duration will always be five turns. Also, if an affected Pokémon is holding a Shed Shell, it can switch out.
Clamp can be used as the second move of a Pokémon Contest combination, with the user gaining 3 bonus appeal points if Rain Dance was used in the previous turn.
Clamp is now affected by King's Rock.
Generation V
Clamp's accuracy is increased to 85, its PP is increased to 15, and it lasts four to five turns. If a Binding Band is held by the user, the damage done at the end of each turn will increase from 1/16 of the target's maximum HP to 1/8. If the user of Clamp is holding a Grip Claw, the duration will be 7 turns.
Generations VI and VII
The end turn damage of Clamp is increased from 1/16 to 1/8 of the target's maximum HP. If the user is holding a Binding Band, the end turn damage of Clamp will increase to 1/6 of the target's maximum HP. Ghost-type Pokémon cannot be trapped by Clamp.
Generation VIII onwards
Clamp cannot be selected in a battle.
Description
|
Learnset
By leveling up
# | Pokémon | Types | Egg Groups | Level | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
I | II | III | IV | V | VI | VII | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
0090 | Water 3 | 23 | 41 | 41RSE 43FRLG |
25 | 25 | 25 | 25 | 22 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
0091 | |
Water 3 | 1 | − | − | − | − | − | − | − | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
0366 | Water 1 | 1 | 1 | 1 | 1 | 1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
0688 | |
Water 3 | 20 | 20 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
0689 | |
Water 3 | 20 | 20 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Bold indicates a Pokémon gains STAB from this move. Italics indicates a Pokémon whose evolution or alternate form receives STAB from this move. A dash (−) indicates a Pokémon cannot learn the move by the designated method. An empty cell indicates a Pokémon that is unavailable in that game/generation. |
In other games
Pokémon Mystery Dungeon series
In the Rescue Team, Explorers, and Adventure Squad series, Clamp deals damage and can inflict the Constriction status condition on the enemy. With this, the Pokémon cannot move (though it may attack), cannot switch places with the team leader, and loses 5 HP every two turns (for 4-6 turns).
From Super Mystery Dungeon, it instead can cause the Clamp status condition which causes the enemy to lose 3 HP at the end of every 2 turns (lasting 6 turns).
|
Pokémon Rumble Rush
Description
|
In the anime
The user clamps and squeezes the target. | |||
Pokémon | Method | ||
---|---|---|---|
User | First Used In | Notes | |
Cloyster closes its shell on the opponent. | |||
Tyra's Cloyster | The Bridge Bike Gang | Debut | |
Shellder closes its shell over the opponent; or, Shellder bites the opponent. | |||
Jessie's Shellder | The Evolution Solution | None | |
Multiple wild Shellder | A Crowning Achievement | None | |
A wild Shellder | The Ancient Poké Ball | None | |
Clamperl closes its shell over the opponent. | |||
A wild Clamperl | Clamperl of Wisdom | None | |
A wild Clamperl | Meloetta's Moonlight Serenade | None |
In the manga
Pokémon Adventures
The user clamps its shell over the opponent. | |||
Pokémon | Method | ||
---|---|---|---|
User | First Chapter Used In | Notes | |
Shellder closes its shell over the opponent. | |||
Lorelei's Shellder | Striking Golduck | Debut |
In other generations
Core series games
Side series games
Spin-off series games
In other languages
|
Variations of the move Fire Spin | ||||
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This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games. |
- Moves
- Moves that can target any adjacent Pokémon
- Water-type moves
- Tough moves
- Physical moves
- Generation I moves
- Moves in Pokémon Mystery Dungeon: Rescue Team DX
- Moves in Pokémon Rumble Rush
- Binding moves
- Moves in Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!
- Moves unusable in Pokémon Sword and Shield
- Moves unusable in Pokémon Scarlet and Violet