• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Staff applications for our PokéCommunity Daily and Social Media team are now open! Interested in joining staff? Then click here for more info!
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

3rd Gen What causes fire spin to end?

S-MAN

Banned
  • 130
    Posts
    9
    Years
    As the title states, I am needing to know the causes for fire spin to end if it's not merely strict on its 2-5 turns effect.
    Reason for asking is because I need to know if fire spin ends upon the user fainting or switching.
    And if so how does it end upon switching/faint? Does it merely lose its trapping effect, damage/turn or both?
    I don't know if anything is different between this and other gens. Only care about the third of course.
     
    It's just random for how long it goes, I believe. It doesn't wait on the Pokemon to faint and it can't be switched if it's trapped in Fire Spin. When it does go away, it stops its trapping and damaging effect each turn.
     
    There is no real way to stop Fire Spin, Whirlpool, Sand Tomb and other similar variants in all Generation III games.

    In case your Pokémon is trapped in a Trainer Battle, you are stringly suggested to keep an eye to your Pokémon's HP, recover its HP when it needs help.

    If you are caught in a Wild Battle, you can 'stop' it with the Run Away Ability or attach the hold item called Smoke Ball by running from that battle. Of course, either actions are going to end the battle immediately.
     
    There is no real way to stop Fire Spin, Whirlpool, Sand Tomb and other similar variants in all Generation III games.

    In case your Pokémon is trapped in a Trainer Battle, you are strongly suggested to keep an eye at your Pokémon's HP, recover its HP when it needs help.

    If you are caught in a Wild Battle, you can 'stop' it with the Run Away Ability or attach the hold item called Smoke Ball (attach the said item before battle) by running from that battle. Of course, either actions are going to end the battle immediately.
     
    Last edited:
    Back
    Top