Pin Missile (move)

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
Pin Missile
ミサイルばり Missile Needle
Pin Missile V.png
Type  Bug
Category  Physical
PP  20 (max. 32)
Power  25
Accuracy  95%
Priority  0
Range
Opponent Opponent Opponent
Self Ally Ally
Normal: May affect anyone adjacent to the user
Availability
Introduced  Generation I
Condition  Cool
Appeal  2 ♥♥
Jam  1
Startles the Pokémon that has the Judge's attention.
Condition  Cool
Appeal  2 ♥♥
Allows performance of the same move twice in a row.
Condition  Cool
Appeal  0  
Jamming  0  

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

Games Description
An attack that fires many needle-like projectiles from the body. Strikes several times.
Fires pins that strike 2-5 times.
RSE Sharp pins are fired to strike 2 to 5 times.
FRLG 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.


Learnset

By leveling up

# Pokémon Type Level
I II III IV V VI
015 Beedrill Beedrill Bug Poison 30 35 35 28 28 28
135 Jolteon Jolteon Electric Electric 48 36 36 36 36 36 25 25
167 Spinarak Spinarak Bug Poison       36 36 36
168 Ariados Ariados Bug Poison       41 41 41
211 Qwilfish Qwilfish Water Poison   28 28 21 37 37 37
214 Heracross Heracross Bug Fighting           31
263 Zigzagoon Zigzagoon Normal Normal     25 25 25 25
331 Cacnea Cacnea Grass Grass     21 21 21 21
332 Cacturne Cacturne Grass Dark     21 21 21 21
451 Skorupi Skorupi Poison Bug       12 12 9 9
452 Drapion Drapion Poison Dark       --, 12 12 9 9
556 Maractus Maractus Grass Grass         10 10
597 Ferroseed Ferroseed Grass Steel         18 18
598 Ferrothorn Ferrothorn Grass Steel         18 18
650 Chespin Chespin Grass Grass           18
651 Quilladin Quilladin Grass Grass           20
652 Chesnaught 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
II III IV V VI
204 Pineco Pineco Bug Bug Beedrill Beedrill BeedrillSpinarakAriadosSkorupiDrapion BeedrillSpinarakAriadosSkorupiDrapion
315 Roselia Roselia Grass Poison   CacneaCacturne CacneaCacturne CacneaCacturneMaractusFerroseedFerrothorn
406 Budew Budew Grass Poison     CacneaCacturne CacneaCacturneMaractusFerroseedFerrothorn
543 Venipede Venipede Bug Poison       BeedrillSpinarakAriadosSkorupiDrapion
595 Joltik Joltik Bug Electric       BeedrillSpinarakAriadosSkorupiDrapion
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

Sparky Jolteon Pin Missile.png
Jolteon
Clemont Chespin Pin Missile.png
Chespin
Cameron Ferrothorn Pin Missile.png
Ferrothorn
Paul Drapion Pin Missile.png
Drapion
The opponent is hit with a massive amount of pins.
Pokémon Method
User First Used In Notes
Jolteon 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 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 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 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 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 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
Mime Jr. 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
Skorupi 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
Maractus 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 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


In the Pokémon Adventures manga


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.

In other languages

Language Title
Mandarin Chinese 飛彈針 Fēi​dàn​ Zhēn
Denmark Flag.png Danish Nålemissil
The Netherlands Flag.png Dutch Naaldraket
Finland Flag.png Finnish Neulaohjus (EP040)
Piikkiohjus (Advanced Generation)
France Flag.png French Dard-Nuée
Germany Flag.png German Nadelrakete
Greece Flag.png Greek Βλήματα Βελόνες
Indonesia Flag.png Indonesian Jarum Rudal
Peluru Jarum
Italy Flag.png Italian Missilspillo
South Korea Flag.png Korean 바늘미사일 Bineul Missile
Norway Flag.png Norwegian Nålestikk
Poland Flag.png Polish Szpilo Pocisk
Portuguese Brazil Flag.png Brazil Míssil de Espinhos
Portugal Flag.png Portugal Ataque Míssil

Míssil (Black and White series)

Romania Flag.png Romanian Proiectilul Ascuțit
Serbia Flag.png Serbian Bodljikavi Projektil
Spanish CELAC Flag.png Latin America Misil Aguja (anime)
Spain Flag.png Spain Pin Misil


Project Moves and Abilities logo.png 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.