Lance Master Brain
Posts : 481 Points : 1412 Join date : 2010-02-11 Age : 36 Location : Whirl Islands
| Subject: Hyper Beam Tue Apr 20, 2010 4:32 am | |
| Type Normal Category Special PP 5 (max. 8 ) Power 150 Accuracy 90% Priority {{{priority}}} * Does not make contact * Affected by Protect * Not affected by Magic Coat * Not affected by Snatch * Affected by BrightPowder * Affected by King's Rock Hyper Beam inflicts 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, 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. In a round where the target 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 afterward its PP will roll over to 63, and full PP ups will be applied to it. If a frozen Pokémon that has not yet recharged is defrosted via Haze, it will remain unable to attack, switch, or do anything, and nothing (not even being refrozen and then defrosted by a Fire-type move) will be able to change this. | |
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