Fire spin (move) – bulbapedia, the community-driven pokémon encyclopedia electricity vs gas heating costs

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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.

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.

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.

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 " was trapped!" will appear. It also traps the target, preventing switching and escape. If a trapped Pokémon uses Rapid Spin, it will be freed.

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 " was trapped in the vortex!"

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 " was trapped in the fiery vortex!"

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.

Light red energy flickers off Vulpix and its eyes glow light blue. Its eyes then glow red and a flame is released. When the flame hits the ground, it turns into a fiery tornado and hits the opponent, or Vulpix releases a spiraling stream of fire from its mouth at the opponent.

Charmeleon opens its mouth and a flame is released at the opponent from its mouth or Charmeleon slams its hands onto the ground and a thin streak of fire shoots across the ground in front of it towards its target. The flame turns into a fiery tornado and it hits the opponent.

Magmar releases a twister of orange-yellow fire at the opponent, or Magmar releases a spiraling red-yellow stream of fire from its mouth at the opponent. As the fire reaches the opponent, it curls around it, surrounding it in a tornado of red-yellow fire.

Chimchar releases a spiraling fire from its mouth that forms together into a vortex and hits the opponent. When hit, the opponent becomes trapped in a pillar of fire, or Chimchar opens its mouth and a ball of red-orange fire forms in front of it. A spiraling red-orange fire is then fires at the opponent.

Ponyta kicks its two back feet outwards and the flames on its tail stretched and curves. Multiple orbs of fire surrounded in a fiery aura also shoot out of its mane and spin around in circles behind it. A huge horizontal vortex of fire then shoots out from Ponyta’s body behind it. As the opponent becomes trapped in the vortex of fire, the orbs of flames dart around and hit the opponent as well.