Hyper Beam (move): Difference between revisions

→‎Effect: Checked it
(Undo revision 599407 by Rafalucario (Talk) Meh... and poorly worded)
(→‎Effect: Checked it)
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==Effect==
==Effect==
===Generation I===
===Generation I===
Hyper Beam inflicts severe damage. A recharge turn is required on the turn after damage is done, during which no action may be performed.
Hyper Beam inflicts severe damage. A recharge turn is required on the turn after damage is done, during which no action may be performed. Though its power is 150, the target's {{stat|Defense}} will be halved when damage from this attack is calculated, giving it an effective power of 300.


Hyper Beam will not require a recharge turn if it misses, breaks a {{m|Substitute}}, defeats the target, 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.
Hyper Beam will not require a recharge turn if it misses, breaks a {{m|Substitute}}, defeats the target, 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.
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In Stadium, Hyper Beam requires a recharge turn every time it is used.
In Stadium, Hyper Beam requires a recharge turn every time it is used.


===Generation II===
===Generation II onwards===
This move now requires a recharge turn as long as it hits something.
The target's Defense is not halved anymore for the damage calculation of this move. Hyper Beam will always recharge if it hits, even if the target is knocked out.


==In the anime==
==In the anime==
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