Hyper Beam (move): Difference between revisions

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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 {{DL|Vitamin|PP Up}}s will be applied to it.
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 onwards===
===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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