PF Move: Charge Spin
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Charge Spin | ||
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Type -type | Category | Origin |
The user spins at breakneck speed to store momentum for a powerful blow. Trapping moves and entry hazards are negated if it hits. | ||
Power150 | Accuracy090 | PP05 |
Priority0 | TargetSingle Pokémon except user | Signature moveYes |
Contact: Yes Blocked by Protect: Yes Blocked by Magic Coat: No Stolen by Snatch: No Used by Mirror Move: Yes Boosted by King's Rock: Yes Sound-based: No |
A two-turn move that charges on the first turn, and attacks on the second. This move will not need a charging turn if the user is holding a Power Herb, or is under the effects of Gigacharge. If this move successfully deals damage, it will free the user from the effects of Leech Seed and partial trapping moves such as Wrap and Fire Spin, and will remove all layers of entry hazards (Spikes, Stealth Rock) from the user's side of the field.
This move will end prematurely (doing no damage and not activating its effects) if the user succumbs to flinching, paralysis, sleep, being frozen, infatuation or confusion damage mid-use. If this occurs, PP will not be deducted from Charge Spin and it will not count as the last move used. In a triple battle, this move may target anyone facing or adjacent to the user. This move is the signature move of ShinE, and is not available for use in other suggestions' movelists. |
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