Pin Missile (move)
Pin Missile ミサイルばり Missile Needle | ||||||||||||
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Range
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Availability
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Pin Missile (Japanese: ミサイルばり Missile Needle) is a damage-dealing Bug-type multi-strike move introduced in Generation I.
Effect
Generation I
Pin Missile inflicts damage, hitting 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. On average, it will hit 3 times, giving it an average power of 42, ignoring the possibility of missing. 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%.
Generation II
All strikes now do damage independently, consequently enabling any of them to be critical.
Generations III and IV
Pin Missile may now continue attacking after a substitute is broken.
Pokémon with the Ability Skill Link will always hit five times when using Pin Missile if it does not miss. However, no Pokémon could naturally possess both Skill Link and Pin Missile until Generation VI.
Generation V
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. On average, it will hit 3.168 times, giving it an average power of 44.352, ignoring the possibility of missing.
Unlike previous generations, if Focus Sash, Focus Band, or Sturdy activate before the last strike is dealt, the following one will cause the defending Pokémon to faint; however, Focus Band can still activate repeatedly to prevent fainting, but each chance is independent of the previous one. Each strike will cause Weak Armor to activate.
Generation VI
Pin Missile now has a base power of 25 and an accuracy of 95%. On average, it will hit 3.168 times, giving it an average power of 79.2, ignoring the possibility of missing.
Description
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Learnset
By leveling up
# | Pokémon | Type | Level | |||||||||||||
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I | II | III | IV | V | VI | |||||||||||
015 | Beedrill | Bug | Poison | 30 | 35 | 35 | 28 | 28 | 28 | |||||||
135 | Jolteon | Electric | 48 | 36 | 36 | 36 | 36 | 36 | 25 | 25 | ||||||
167 | Spinarak | Bug | Poison | 36 | 36 | 36 | ||||||||||
168 | Ariados | Bug | Poison | 41 | 41 | 41 | ||||||||||
211 | Qwilfish | Water | Poison | 28 | 28 | 21 | 37 | 37 | 37 | |||||||
214 | Heracross | Bug | Fighting | 31 | ||||||||||||
263 | Zigzagoon | Normal | 25 | 25 | 25 | 25 | ||||||||||
331 | Cacnea | Grass | 21 | 21 | 21 | 21 | ||||||||||
332 | Cacturne | Grass | Dark | 21 | 21 | 21 | 21 | |||||||||
451 | Skorupi | Poison | Bug | 12 | 12 | 9 | 9 | |||||||||
452 | Drapion | Poison | Dark | --, 12 | 12 | 9 | 9 | |||||||||
556 | Maractus | Grass | 10 | 10 | ||||||||||||
597 | Ferroseed | Grass | Steel | 18 | 18 | |||||||||||
598 | Ferrothorn | Grass | Steel | 18 | 18 | |||||||||||
650 | Chespin | Grass | 18 | |||||||||||||
651 | Quilladin | Grass | 20 | |||||||||||||
652 | Chesnaught | Grass | Fighting | 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. |
By breeding
# | Pokémon | Type | Father | |||||||||||
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II | III | IV | V | VI | ||||||||||
204 | Pineco | Bug | ||||||||||||
315 | Roselia | Grass | Poison | |||||||||||
406 | Budew | Grass | Poison | |||||||||||
543 | Venipede | Bug | Poison | |||||||||||
595 | Joltik | Bug | Electric | |||||||||||
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 the anime
The opponent is hit with a massive amount of pins. | |||
Pokémon | Method | ||
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User | First Used In | Notes | |
Jolteon's fur becomes spiky and it fires yellow needles from its fur at the opponent. | |||
Sparky's Jolteon | The Battling Eevee Brothers | Debut | |
Ethan's Jolteon | Get Along, Little Pokémon | None | |
Qwilfish sucks up water to make its body expand. Then, it glows white and shoots white needles from its body at the opponent. As it's shooting the Pin Missiles, its body shrinks back to regular size. | |||
Harrison's Qwilfish | Dueling Heroes | None | |
Dorian's Qwilfish | Just Add Water | None | |
Beedrill puts its arms in front of it and the arm stingers on its arms start to glow white. It then releases multiple white needles from the arm stingers all over the battlefield, or Beedrill's arm stingers start to glow white and it releases two large needles the size of the arm stingers at the opponent. | |||
Jimmy's Beedrill | The Legend of Thunder! | None | |
Galen's two Beedrill | Pokémon Ranger and the Temple of the Sea | None | |
Cacnea points one or two of its arms out and the dark green spikes on its hands glow white. It then shoots a barrage of white needles at the opponent, or Cacnea's hands glow white and multiple white, arrow-headed streams of pins are released from them at the opponent. Sometimes the pins are fired from the dark spines in its head. | |||
James's Cacnea | A Poached Ego! | None | |
Cacturne releases multiple white glowing streams of pins from the dark green patches on its arms and legs at the opponent. | |||
Harley's Cacturne | Rhapsody in Drew | None | |
Drapion's claws glow white and it brings them back above its head, and a thin white line connects the two claws. It then thrusts its claws forward and it releases multiple glowing white streams of pins from them at the opponent. It can also release glowing white pins from the claw at the end of its tail. | |||
J's Drapion | Ill-Will Hunting! | None | |
Aaron's Drapion | A Trainer and Child Reunion! | None | |
Paul's Drapion | Familiarity Breeds Strategy! | None | |
The ball on Mime Jr.'s head glow white. Its hands also glow white and it releases glowing white streams of pins from its hands at the opponent. | |||
James's Mime Jr. | Dawn's Early Night! | Used via Mimic | |
The claws on Skorupi's arms glow white and it fires multiple glowing white streams of pins with arrowheads from the claws at the opponent. | |||
A Coordinator's Skorupi | Another One Gabites the Dust! | None | |
The three claws on the end of one of Maractus's hands glow white and it fires three streams of glowing white pins from its claws at the opponent, or Maractus raises its arms and points both of them at the opponent. The claws at the end of both arms glow white and it releases three stream of white pins from each hand at the opponent. | |||
Toby's Marra | A Maractus Musical! | None | |
Toby's Racca | A Maractus Musical! | None | |
Toby's Tussy | A Maractus Musical! | None | |
Ferrothorn's arms glow white and it fires multiple glowing white streams with arrowheads from the arms at the opponent. | |||
Cameron's Ferrothorn | The Road to Humilau! | None |
In the manga
In The Electric Tale of Pikachu manga
The user fires pins from their body at the opponent. | |||
Pokémon | Method | ||
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User | First Chapter Used In | Notes | |
Jolteon raises its backside in the air slightly and the fur around it grows longer and sharp. Jolteon then fires multiple spear-like pins from the spiked fur at the opponent. | |||
Sparky's Jolteon | To Evolve or Not to Evolve, That is the Question! | Debut | |
Eevee raises its backside in the air slightly and its grows longer and spikes out. Eevee then fires multiple spear-like pins from the spiked fur at the opponent. | |||
Mikey's Eevee | To Evolve or Not to Evolve, That is the Question! | Used via Mimic |
In the Pokémon Adventures manga
The user fires pins from their body at the opponent. | |||
Pokémon | Method | ||
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User | First Chapter Used In | Notes | |
Jolteon fires multiple large triangle-shaped pins from the collar around its neck at the opponent. | |||
Red's Vee | Clefabulous Clefable | Debut | |
Qwilfish releases two beams of energy from its eyes at the opponent. | |||
The Battle Factory's Qwilfish | VS. Seedot | None |
In other generations
Trivia
- Before Generation VI, Pin Missile was the only move with a base power of 14. It was one of three moves in the main series games to have a base power that is not a multiple of 5, the other two being Comet Punch and Fury Swipes.
- All of these moves happen to be multi-strike moves.
In other languages
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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. |