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'''Hyper Beam''' (Japanese: '''はかいこうせん''' ''Destruction Beam'') is a damage-dealing {{type|Normal}} [[move]] introduced in [[Generation I]]. It is [[TM15]] in every generation so far, except in [[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]], where it is [[TM48]]. | '''Hyper Beam''' (Japanese: '''はかいこうせん''' ''Destruction Beam'') is a damage-dealing {{type|Normal}} [[move]] introduced in [[Generation I]]. It is [[TM15]] in every generation so far, except in [[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]], where it is [[TM48]]. | ||
==Effect== | ==Effect== | ||
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Hyper Beam will not require a recharge turn if it misses, it breaks a {{m|substitute}}, it knocks out the target, the user is targeted by a {{cat|Binding moves|binding move}} (even if it misses), the user {{status|flinch}}es, or the user is put to {{status|sleep}} after the attack but before the recharge turn. However, {{status|freeze}} does not prevent the need for the recharge turn of Hyper Beam. If the user is {{status|Confusion|confused}}, the recharge turn of Hyper Beam will not count towards the number of turns the user will remain confused. | Hyper Beam will not require a recharge turn if it misses, it breaks a {{m|substitute}}, it knocks out the target, the user is targeted by a {{cat|Binding moves|binding move}} (even if it misses), the user {{status|flinch}}es, or the user is put to {{status|sleep}} after the attack but before the recharge turn. However, {{status|freeze}} does not prevent the need for the recharge turn of Hyper Beam. If the user is {{status|Confusion|confused}}, the recharge turn of Hyper Beam will not count towards the number of turns the user will remain confused. | ||
If one Pokémon attacks first with a {{cat|Binding moves|binding move}} that misses in a round in which the other Pokémon must recharge from a use of Hyper Beam, the user of Hyper Beam will automatically use Hyper Beam again during that turn instead of recharging. If at such a time Hyper Beam has 0 {{PP}}, Hyper Beam will still be used, and afterward {{DL|List of glitches in Generation I|Struggle bypassing|its PP will roll over to 63}}, and full | If one Pokémon attacks first with a {{cat|Binding moves|binding move}} that misses in a round in which the other Pokémon must recharge from a use of Hyper Beam, the user of Hyper Beam will automatically use Hyper Beam again during that turn instead of recharging. If at such a time Hyper Beam has 0 {{PP}}, Hyper Beam will still be used, and afterward {{DL|List of glitches in Generation I|Struggle bypassing|its PP will roll over to 63}}, and full [[PP Up]]s will be applied to it. | ||
An opponent can still use items on the user while it's recharging, in which case it will recharge the turn after. | An opponent can still use items on the user while it's recharging, in which case it will recharge the turn after. | ||
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Hyper Beam will always need to recharge if it hits, even if the target is knocked out, unless the battle is completed in that turn. The binding move [[glitch]] has been fixed. | Hyper Beam will always need to recharge if it hits, even if the target is knocked out, unless the battle is completed in that turn. The binding move [[glitch]] has been fixed. | ||
===Generation III | ===Generation III onward=== | ||
If the user has {{a|Truant}}, the recharge and "loafing around" take place on the same turn. | If the user has {{a|Truant}}, the recharge and "loafing around" take place on the same turn. | ||
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