Hyper Beam (move): Difference between revisions
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name=Hyper Beam | | name=Hyper Beam | | ||
jname=はかいこうせん | | jname=はかいこうせん | | ||
jtrans= | jtrans=Destruction Beam | | ||
desc=Powerful, but leaves the user immobile the next turn. | | desc=Powerful, but leaves the user immobile the next turn. | | ||
type=Normal | | type=Normal | |
Revision as of 17:48, 10 September 2006
Hyper Beam はかいこうせん Destruction Beam | ||||||||||||
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Hyper Beam is a slightly inaccurate and very highly-damaging Normal-type move introduced in Generation I. Template:Project MoveDex autoarticle notice
In other languages
French: ultralaser, German: hyperstrahl, Italian: iper raggio, Spanish: hiperrayo, Dutch: hyperstraal, Portuguese: Hiper Raio.
Effect
Generation I
Hyper Beam does damage. A recharge turn is required on the turn after damage is done, during which no action may be performed.
Hyper Beam will not require a recharge turn if it misses, breaks a Substitute, or faints the opponent, or if the user is targeted by a partial trapping move (even if it misses), flinches, or is put to sleep after the attack but before the recharge turn. However, freeze does not negate the recharge turn of Hyper Beam. If the user is confused, the recharge turn of Hyper Beam will not count towards the number of turns the user will remain confused.
In a round where the opponent attacks before a user which must recharge, if the opponent uses a partial trapping move that misses, the user 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 PP will roll over to 63, and full PP ups will be applied to it.
If a frozen Pokémon that has not recharged gets defrosted via Haze, it will remain unable to attack, switch, or do anything, and nothing (not even getting refrozen and then defrosted by a Fire move) will be able to change this.
In Stadium, Hyper Beam requires a recharge turn every time it is used.
Learnset
Generation III
By leveling up
By TM
In Generation III, Hyper Beam is TM15.