Pin Missile (move)

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Move data

Type Bug
Category Physical Physical
Power 25
Accuracy 85
PP 20  (max. 32)
Introduced Generation 1

Effects

Hits Prob. Power
2 38 50
3 38 75
4 18 100
5 18 125

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 hit of Pin Missile is treated like a separate attack:

  • Each blow can get a critical hit independently.
  • Abilities that activate on contact (Static, Weak Armor, Iron Barbs etc.) activate for each blow.
  • If the Sturdy ability or Focus Sash/Band items activate 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 the Focus Sash/Band items activate 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
User
Ally
Ally

Targets a single adjacent Pokemon.

Game descriptions

Gold/Silver
Crystal
Fires pins that strike 2-5 times.
Ruby/Sapphire
Emerald
Sharp pins are fired to strike 2 to 5 times.
FireRed/LeafGreen Sharp pins are shot at the foe and hit two to five times at once.
Diamond/Pearl
Platinum
HeartGold/SoulSilver
Sharp pins are shot at the foe in rapid succession. They hit two to five times in a row.
Black/White Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.

Learnt by level up

These Pokémon learn Pin Missile at the level specified. The level numbers given are for Pokémon X & Y and may vary in other games; check the Pokémon's dex page for details.

Beedrill
#015 / Bug · Poison
Level 28
Jolteon
#135 / Electric
Level 25
Spinarak
#167 / Bug · Poison
Level 36
Ariados
#168 / Bug · Poison
Level 41
Qwilfish
#211 / Water · Poison
Level 37
Heracross
#214 / Bug · Fighting
Level 31
Zigzagoon
#263 / Normal
Level 25
Cacnea
#331 / Grass
Level 21
Cacturne
#332 / Grass · Dark
Level 21
Skorupi
#451 / Poison · Bug
Level 9
Drapion
#452 / Poison · Dark
Level 9
Maractus
#556 / Grass
Level 10
Ferroseed
#597 / Grass · Steel
Level 18
Ferrothorn
#598 / Grass · Steel
Level 18
Chespin
#650 / Grass
Level 18
Quilladin
#651 / Grass
Level 20
Chesnaught
#652 / Grass · Fighting
Level 20

Learnt by breeding

These Pokémon can learn Pin Missile as an egg move. Their breeding groups are also shown for reference.

Pineco
#204 / Bug
Bug
Forretress
#205 / Bug · Steel
Bug
Roselia
#315 / Grass · Poison
Fairy, Grass
Budew
#406 / Grass · Poison
Undiscovered
Roserade
#407 / Grass · Poison
Fairy, Grass
Venipede
#543 / Bug · Poison
Bug
Whirlipede
#544 / Bug · Poison
Bug
Scolipede
#545 / Bug · Poison
Bug
Joltik
#595 / Bug · Electric
Bug
Galvantula
#596 / Bug · Electric
Bug