Pin Missile (move)

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Pin Missile
ミサイルばり Missile Needle
Pin Missile V.png
[[File:|center]]
Type  Bug
Category  Physical
PP  20 (max. 32)
Power  25
Accuracy  95%
Priority  {{{priority}}}
Target
Foe Foe Foe
Self Ally Ally
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 the target 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. Ignoring the possibility of missing, it will hit 3 times on average, giving it an average power of 42. 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.

Generation III

Pin Missile may now continue attacking after breaking a substitute.

Generation IV

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. Ignoring the possibility of missing, it will hit 3.168 times on average, giving it an average power of 44.352.

If a Focus Sash, Focus Band, or Sturdy activates before the last strike is dealt, the following strike will cause the defending Pokémon to faint. A Focus Band can still activate repeatedly to prevent fainting, but each chance is independent of the previous one.

If the target has Weak Armor, each strike will activate it.

Generation VI

Pin Missile now has a base power of 25 and an accuracy of 95%. Ignoring the possibility of missing, it will hit 3.168 times on average, giving it an average power of 79.2.

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.
PMDRB Inflicts damage on the target, even at a distance. It hits two to five times in succession.
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 Bug Poison 30 35 35 28 28 28
135   Jolteon Electric 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 Normal     25 25 25 25
331   Cacnea Grass 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 12 9 9
556   Maractus Grass Grass         10 10
597   Ferroseed Grass Steel         18 18
598   Ferrothorn Grass Steel         18 18
650   Chespin Grass Grass           18
651   Quilladin Grass 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
II III IV V VI
204   Pineco Bug 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

 
Jolteon
 
Chespin
 
Ferrothorn
 
Drapion
The opponent is hit with a massive amount of pins.
Pokémon Method
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 shoots 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 its stingers start to glow white. It then releases either multiple small, white needles or two large needles the size of the 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 above its head, and a thin white line connects the two claws. It then thrusts its claws forward and 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 streams 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
  The spikes on Chespin's head stiffen and glow white. It then fires multiple glowing white spikes surrounded by light green streams of energy from them at the opponent.
Clemont's Chespin Mega-Mega Meowth Madness! None
Manon's Hari-san SS029 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
  Danish Nålemissil
  Dutch Naaldraket
  Finnish Neulaohjus (original series)
Piikkiohjus (Advanced Generation)
  French Dard-Nuée
  German Nadelrakete
  Greek Βλήματα Βελόνες
  Indonesian Jarum Rudal
Peluru Jarum
  Italian Missilspillo
  Korean 바늘미사일 Bineul Missile
  Norwegian Nålestikk
  Polish Szpilo Pocisk
Portuguese   Brazil Míssil de Espinhos
  Portugal Ataque Míssil

Míssil (Black and White series)

  Romanian Proiectilul Ascuțit
  Serbian Bodljikavi Projektil
Spanish   Latin America Misil Aguja (anime)
  Spain Pin Misil


  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.