Fire Spin (move)

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**Fire Spin** (Japanese: **ほのおのうず** *Flame Swirl*) is a damage-dealing Fire move introduced in Generation I.

## Effect

### Generation I

Fire Spin has a power of 15 and an accuracy of 70. Fire Spin 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. While the target is trapped, it will be unable to attack, and if the user of Fire Spin strikes before the target, when used, the target will also be unable to attack during the same turn.

Damage done by Fire Spin'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, Fire Spin will automatically be used against the incoming Pokémon, deducting an additional PP from the move. If at such a time Fire Spin has 0 PP, Fire Spin will still be used against the incoming Pokémon. After that use, the current PP of Fire Spin will roll over to 63, and full PP Ups will be applied to it.

In Pokémon Stadium, if the target Pokémon switches out before the duration ends Fire Spin is ended and the user's turn is skipped.

Even if Fire Spin misses, it will negate the recharge turn normally required for Hyper Beam. Additionally, if the user of Fire Spin attacks before the user of Hyper Beam during a recharge turn and the use of Fire Spin 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 Fire Spin's duration, and will hit an incoming Pokémon with the selected move if the user switches out before the duration is over.

Fire Spin cannot thaw a frozen target.

In Stadium, a move can be selected during each turn of Fire Spin's duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. Fire Spin will negate the recharge turn of Hyper Beam only if successful.

### Generation II

The target is now able to attack during Fire Spin'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. The quote "<Pokémon> was trapped!" will appear. It also traps the target, preventing switching and escape. If a trapped Pokémon uses Rapid Spin, it will be freed.

### Generations III and IV

Fire Spin can now thaw a frozen target.

If a wild Pokémon uses Fire Spin on the player's Pokémon, the player may now 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 "<Pokémon> was trapped in the vortex!"

If the user of Fire Spin is holding a Grip Claw, the duration of Fire Spin will always be 5 turns. Also, if an affected Pokémon is holding a Shed Shell, it can switch out.

Fire Spin can also be used as part of a Pokémon Contest combination, with the user gaining extra four appeal points if the move Sunny Day was used in the prior turn.

### Generation V

Fire Spin's power and accuracy were raised to 35 and 85 respectively, and now lasts for 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. The text changes again, this time to "<Pokémon> was trapped in the fiery vortex!"

### Generation VI onward

The end turn damage of Fire Spin 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 Fire Spin will increase to 1/6 of the target's maximum HP. Ghost-type Pokémon cannot be trapped by Fire Spin.

## Description

 **IHHIMH** | The target is attacked by engulfing an intense fire that surrounds the target in a violent of vortex of flames that rages 4 to 5 turns.

## In other games

### Pokémon GO

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* Prior to an update to Niantic's servers on February 21, 2017, Fire Spin had a power of 15 and a duration of 1.55 seconds.

### Description

 **Conq.** | The target becomes trapped within a fierce vortex of fire that hits them four to five times.

## In the anime

### In the main series

#### Pokédex entries

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## In the manga

### In The Electric Tale of Pikachu manga

* Ash called out Charizard to use Fire Spin in *Pikachu's Plan* but the move was used off-screen.

### In the Pocket Monsters Platinum: Aim to Be Battle King!! manga

* Yū's Infernape was revealed to know Fire Spin in PBK2 but it was not shown using it.

## Trivia

* Despite the function of binding moves being changed from Generation I to Generation II, Fire Spin's description in Pokémon Stadium 2 still states it makes the target unable to move. This is also the case for Bind and Wrap.
* Fire Spin is the only Fire move introduced in Generation I that cannot inflict a burn.

## In other languages

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de:Feuerwirbel
fr:Danse Flamme
it:Turbofuoco (mossa)
ja:ほのおのうず
pl:Fire Spin
zh:火焰旋涡（招式）