Essentials

Hyper Fang

Normal physical

Generation 1

Summary

Has a 10% chance to make the target flinch.

Damage Dealt

  • Bug 1
  • Dark 1
  • Dragon 1
  • Electric 1
  • Fairy 1
  • Fighting 1
  • Fire 1
  • Flying 1
  • Ghost 0
  • Grass 1
  • Ground 1
  • Ice 1
  • Normal 1
  • Poison 1
  • Psychic 1
  • Rock ½
  • Steel ½
  • Water 1

Stats

Power
80; percentile 62.0
Accuracy
90% ≈ 72.0 power
PP
15, up to 24 with PP Up PP Up
Target
Selected Pokémon
Effect chance
10
Priority
0 (normal)

Flags

Machines

Generation 1
Not a TM
Generation 2
Not a TM
Generation 3
Not a TM
Generation 4
Not a TM
Generation 5
Not a TM
Generation 6
Not a TM

Effect

Inflicts regular damage. Has a 10% chance to make the target flinch.

Meta

This reflects how the games treat moves and may be somewhat idealistic.

Flavor

Flavor Text

Generation 2
Gold, Silver, Crystal

An attack that may cause flinching.

Generation 3
Ruby, Sapphire, Emerald

Attacks with sharp fangs. May cause flinching.

FireRed, LeafGreen

The foe is attacked with sharp fangs. It may make the foe flinch.

Generation 4
Diamond, Pearl, Platinum, HeartGold, SoulSilver

The user bites hard on the foe with its sharp front fangs. It may also make the target flinch.

Generation 5
Black, White, Black 2, White 2

The user bites hard on the target with its sharp front fangs. It may also make the target flinch.

Generation 6
X, Y

The user bites hard on the target with its sharp front fangs. This may also make the target flinch.

Foreign Names

Italian
Iperzanna
German
Hyperzahn
Spanish
Hip.Colmillo
Czech
Hypertesák
French
Croc de Mort
Japanese
ひっさつまえば (hissatsumaeba)

Contests

Generation 3 Contest

Type
Cool
Appeal
Jam
♥♥♥♥
Flavor text
Badly startles the Pokémon in front.
Use after
None
Use before
None

Generation 4 Super Contest

Type
Cool
Appeal
♡♡
Flavor text
Earn +2 if the Pokémon performs last in the turn.
Use after
None
Use before
None

Similar moves

These moves all have the same effect as Hyper Fang.

Move Type Class PP Power Acc Pri Effect
Rolling Kick Fighting physical 15 60 85%

Has a 30% chance to make the target flinch.

Headbutt Normal physical 15 70 100%

Has a 30% chance to make the target flinch.

Bite Dark physical 25 60 100%

Has a 30% chance to make the target flinch.

Bone Club Ground physical 20 65 85%

Has a 10% chance to make the target flinch.

Waterfall Water physical 15 80 100%

Has a 20% chance to make the target flinch.

Rock Slide Rock physical 10 75 90%

Has a 30% chance to make the target flinch.

Needle Arm Grass physical 15 60 100%

Has a 30% chance to make the target flinch.

Astonish Ghost physical 15 30 100%

Has a 30% chance to make the target flinch.

Extrasensory Psychic special 20 80 100%

Has a 10% chance to make the target flinch.

Dark Pulse Dark special 15 80 100%

Has a 20% chance to make the target flinch.

Air Slash Flying special 15 75 95%

Has a 30% chance to make the target flinch.

Dragon Rush Dragon physical 10 100 75%

Has a 20% chance to make the target flinch.

Zen Headbutt Psychic physical 15 80 90%

Has a 20% chance to make the target flinch.

Iron Head Steel physical 15 80 100%

Has a 30% chance to make the target flinch.

Heart Stamp Psychic physical 25 60 100%

Has a 30% chance to make the target flinch.

Icicle Crash Ice physical 10 85 90%

Has a 30% chance to make the target flinch.

Pokémon

Normal Pokémon get STAB, and have their types highlighted in green.

Pokémon with higher Attack are more suited to Hyper Fang's physical damage, and have the stat highlighted in green.

Generation 1 Generation 2 Generation 3 Generation 4 Generation 5 Generation 6 Pokémon Type Ability Gender Egg Group HP Atk Def SpA SpD Spd Total
Level up: Learned when a Pokémon reaches a certain level.
14 13 13 16 16 16 Rattata Normal Run Away
Guts
Hustle
½ male, ½ female Field 30 56 35 25 35 72 253
14 13 13 16 16 16 Raticate Normal Run Away
Guts
Hustle
½ male, ½ female Field 55 81 60 50 70 97 413
21 21 21 Bidoof Normal Simple
Unaware
Moody
½ male, ½ female Water 1
Field
59 45 40 35 40 31 250
23 23 23 Bibarel Normal Water Simple
Unaware
Moody
½ male, ½ female Water 1
Field
79 85 60 55 60 71 410
49 49 Pachirisu Electric Run Away
Pickup
Volt Absorb
½ male, ½ female Field
Fairy
60 45 70 45 90 95 405
28 28 Patrat Normal Run Away
Keen Eye
Analytic
½ male, ½ female Field 45 55 39 35 39 42 255
32 32 Watchog Normal Illuminate
Keen Eye
Analytic
½ male, ½ female Field 60 85 69 60 69 77 420

External Links