Hyper Beam
normal- Move Power
- str, dex
- Move Time
- 1 action, recharge
- PP
- 3
- Duration
- instantaneous
- Range
- self (80ft line)
You unleash a concentrated beam of pure energy in a 80 foot line, 5ft wide. Any creature caught in the line must succeed on a DEX save or take 3d8 + MOVE normal damage on a fail and half as much on a save. This move cannot be used on consecutive turns by the same creature.
At Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
- Contest
- cool
- Appeal
- 4
- Jam
- 4
- Effect
- Startles all other Pokemon. User cannot act in the next turn.