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C/D Hyper Beam (and equivalents) should be buffed
Agreed, BUFF THAT $#!^
I'd be okay with skipping the recharge turn for a KO if you had to recharge when you miss and they lowered the accuracy to 80.
The logic behind skipping the recharge for a KO is that, in a real match, a trainer would sit there thinking for a bit to decide who to use next. Plus, while it isn't shown in game, you are withdrawing the fainted pokemon and switching in a new one, which usually takes a turn anyway.
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No recharge needed and it does 200 points of damage.
Oh, and the user gets STAB for it, regardless of what the type(s) the user has.
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Give them a crit chance = to base speed / 152.
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I want Hyper Beam to be like it was in Gen 1. If it faints a Pokemon, no recharge. I bet it'd get way more uses then.
C. I'd love if the Hyper Beam variants were more viable. Copying my own post from an older topic suggesting move adjustments:
Giga Impact, Hyper Beam, Rock Wrecker and Roar of Time ---> If the foe isn't knocked out, it is forced out.
I think that would make them worth using even with the recharge turn.
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C. I'd love if the Hyper Beam variants were more viable. Copying my own post from an older topic suggesting move adjustments:Giga Impact, Hyper Beam, Rock Wrecker and Roar of Time ---> If the foe isn't knocked out, it is forced out.
Just curious, but what would the point of the Pledges be then? Yes, they only take one turn, but they still take two attacks, if you get what I mean.
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They have to return to Gen 1 status, where they didn't need to recharge if it killed the opposing Pokemon.
Lance's teams in Gen 1, 2 and 3 is FILLED to the brim with Hyper Beam. Hyper Beam is like his signature attack. Even his altest Gen IV rematch has 3 Pokemons with Hyper Beam, the primary user being Dragonite.
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I'd like an ability that lets the user instantly recharge.
Give it to Dragonite.
scrappybristol posted...I'd like an ability that lets the user instantly recharge.
No way the king of RBY should get it.
Signature ability of Tauros:
Moves that require a turn to recharge no longer require it. Critical hit rate is set to 21.4%. Sp. Defense is set equal to Sp. Atk.
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