Primary effect
This move's power is doubled if the user is poisoned badly poisoned burned or paralyzed. Although this move is a physical move the damage it deals is not halved when the user is burned.
Rapid Spin functions as a pivotal Normal-type physical move designed for both offensive momentum and defensive utility. The move clears entry hazards such as Stealth Rock, Spikes, and Toxic Spikes from the user's side while simultaneously boosting the user's Speed stat by one stage. These tactical interactions define its essential role for competitive battle configurations.
Rapid Spin functions as a pivotal physical attack that simultaneously clears hazards like Stealth Rock and Spikes from the user's side of the field while boosting Speed. By evaluating this move's contact-based utility, players can optimize battle flow, ensuring the user escapes restrictive effects like Leech Seed while gaining the necessary tempo to dictate subsequent interactions.
Power
50
Accuracy
100%
Priority
0
Effect rate
—
Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web Stealth Rock Spikes and Toxic Spikes statuses from the user's side. Boosts the user's Speed stat by 1 stage.
Rapid Spin functions through specific internal markers that define its performance within complex match scenarios. By identifying whether a move involves physical contact, players can anticipate interactions with defensive abilities or held items that trigger upon physical strikes. These mechanical flags provide the necessary context to predict how this utility tool navigates hazards and speed-boosting windows during active combat.
Rapid Spin remains essential for clearing entry hazards like Stealth Rock or Spikes. Reviewing the specific Pokemon capable of learning this move allows for better integration into team builds. Examining this learner pool provides clarity on which members offer the necessary support to keep the field clean during matches while simultaneously securing crucial speed boosts for the user.
Rapid Spin offers a unique combination of field hazard removal and Speed augmentation. Comparing this move against other support options helps isolate distinct advantages in battlefield utility, role consistency, and specific team synergy requirements. Reviewing these parallels allows for precise assessment of how individual move mechanics impact overall strategic execution.
Primary effect
This move's power is doubled if the user is poisoned badly poisoned burned or paralyzed. Although this move is a physical move the damage it deals is not halved when the user is burned.
Primary effect
The user gains the Recharging status on the turn after this move is used.
Primary effect
Has a 30% chance of paralyzing the target. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Primary effect
The user takes 1/3 of the damage dealt by this move.
Primary effect
Deals damage to the target equal to its remaining HP minus the user's remaining HP. This move fails if the target's HP is the same as or lower than the user's.
Review comprehensive combat data for additional moves, items, and abilities to refine your battle strategies. Compare specific move categories and type interactions to maximize effectiveness across all your competitive team compositions.