Hyper Beam
Normal · Special · 6 Pokémon in Reg M-B| Hyper Beam | |
|---|---|
| Type | Normal |
| Category | Special |
| Base power | 150 |
| Accuracy | 90% |
| PP | 5 |
| Priority | 0 |
| Hyper Beam | |
|---|---|
| Type | Normal |
| Category | Special |
| Base power | 150 |
| Accuracy | 90% |
| PP | 5 |
| Priority | 0 |
If this move is successful, the user must recharge on the following turn and cannot select a move.
At 150 base power it is the 1st strongest of the 39 damaging special moves that appear in this format.
6 of the 277 Pokémon measured on the Regulation M-B ladder carry Hyper Beam. The one that matters most is Sylveon, which is on 18.4% of teams and carrys it on 62.5% of its sets. The full list is above, ordered by how much of the format each one is.
As a Normal move it is super effective against nothing, resisted by Rock and Steel, and does nothing at all to Ghost. 16 other Normal moves appear in this format: Protect, Fake Out, Weather Ball, Encore, Hyper Voice, Swords Dance and others.
213 Pokémon legal in this regulation can learn Hyper Beam at all, against the 6 that actually bring it. The gap is the interesting number: it is the set of Pokémon that have the option and decline it. The most-played of those are Kingambit, Incineroar, Garchomp, Basculegion, Sneasler and Sinistcha — each of them measured on the ladder, each of them leaving this move on the shelf.
Across the ladder, Hyper Beam accounts for an expected 0.12 of the six slots on an average team, which makes it the 44th most-brought of the 121 moves this format runs. 99% of that comes from Sylveon alone, so it is really one Pokémon’s move rather than the format’s. Its carriers are mostly Normal (3) and Fairy (2).
Usage is Smogon's published statistics for the Regulation M-B VGC ladder, and the description is the one shipped in the Pokémon Showdown data set. Both are regenerated on every build rather than written by hand, so this page follows the format instead of trailing it. Take any of it to the team builder or the damage calculator.