Hyper Beam (move)

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
Hyper Beam
はかいこうせん Destruction Beam
Type  Normal
Category  uncategorized
PP  5 (max. 8)
Power  150
Accuracy  90%
Priority  0
  • Does not make contact
  • Not affected by Magic Coat
  • Not affected by Snatch
  • Affected by King's Rock
Range
Opponent Opponent Opponent
Self Ally Ally
Unknown
Availability
Introduced  [[Generation {{{gen}}}]]
Condition  Cool
Appeal  4 ♥♥♥♥
Jam  4 ♥♥♥♥
???
Condition  Cool
Appeal  0  
Condition  Cool
Appeal  0  
Jamming  0  

Hyper Beam is a slightly inaccurate and very highly-damaging Normal-type move introduced in Generation I. It is often represented falsely as the most powerful move ever. 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.

Template:Project MoveDex notice

Generation I TMs
01020304050607080910111213141516171819202122232425
26272829303132333435363738394041424344454647484950
Generation I HMs
0102030405
Generation II TMs
01020304050607080910111213141516171819202122232425
26272829303132333435363738394041424344454647484950
Generation II HMs
01020304050607
Generation III TMs
01020304050607080910111213141516171819202122232425
26272829303132333435363738394041424344454647484950
Generation III HMs
0102030405060708RSE
Generation IV TMs
0102030405060708091011121314151617181920212223
2425262728293031323334353637383940414243444546
4748495051525354555657585960616263646566676869
7071727374757677787980818283848586878889909192
Generation IV HMs
01020304 • 05 (DPPtHGSS) • 060708