Hypnosis (move): Difference between revisions

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appeal=1 |
appeal=1 |
jam=3 |
jam=3 |
cdesc=??? |
cdesc=Badly startles those that have made appeals. |
appealsc=2 |
appealsc=2 |
scdesc=Prevents the Voltage from going down in the same turn. |
scdesc=Prevents the Voltage from going down in the same turn. |

Revision as of 23:36, 6 October 2007

Hypnosis
さいみんじゅつ Hypnosis
Type  Psychic
Category  Status
PP  20 (max. 32)
Power  —
Accuracy  70%
Priority  0
Range
Opponent Opponent Opponent
Self Ally Ally
Unknown
Availability
Introduced  [[Generation {{{gen}}}]]
Condition  Smart
Appeal  1
Jam  3 ♥♥♥
Badly startles those that have made appeals.
Condition  Smart
Appeal  2 ♥♥
Prevents the Voltage from going down in the same turn.
Condition  Smart
Appeal  0  
Jamming  0  

Hypnosis (Japanese: さいみんじゅつ Hypnosis) is a fairly accurate non-damaging Psychic-type move introduced in Generation I.

Effect

Generation I

Hypnosis puts the opponent to sleep.

Hypnosis can't affect an opponent that already has a major status ailment.

In Stadium, Hypnosis can't affect an opponent that has a substitute.

In the anime


Pokémon

Gengar. Gengar put's its hands together and releases black circles that expand as the move toward it's target.

Hypno. Hypno simply swings its pendulum in front of its target's face until it falls asleep.


Learnset

Generation I

By leveling up

Generation II

By leveling up

Generation III

By leveling up

Generation IV

By leveling up

In other languages

French: Hypnose, Brazilian Portuguese: 'Hipnose, German: Hypnose, Italian: Ipnosi, Spanish: Hipnosis, Dutch: Hypnose.

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