Hyper Mode
- This article is about the state Shadow Pokémon enter in Pokémon Colosseum. For its equivalent in Pokémon XD: Gale of Darkness, see Reverse Mode.
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This article is incomplete. Please feel free to edit this article to add missing information and complete it. Reason: Details on what happens in each disobedience case (especially "using" an item out of disobedience). Can a disobedient Shadow Pokémon switch out while under the effect of Ingrain or a binding move? |

Hyper Mode (Japanese: ハイパー状態 Hyper State) is a condition Shadow Pokémon will sometimes enter in Pokémon Colosseum.
A Shadow Pokémon enters Hyper Mode during a Pokémon battle, and it will spend a turn having its emotions "rise to a fever pitch". It will only have a chance of entering Hyper Mode if it has been ordered to use Shadow Rush. Its status meter will turn red and black, and an aura of the same color will appear around the Pokémon, presumably only seen by Rui.
Entering Hyper Mode
The frequency at which a Shadow Pokémon enters Hyper Mode is based on combination of its Nature and how much of Heart Gauge it has left. In most cases, this rate slowly decreases with progress towards purification, but for certain Natures it stays at the same value even when ready for purification, and for some other ones it first increases before decreasing.[1]
| Natures | Chance | |||||
|---|---|---|---|---|---|---|
| Five bars | Four bars | Three bars | Two bars | One bar | Zero bars | |
| Adamant, Bashful, Hardy, Relaxed | 30% | 70% | 50% | 25% | ||
| Calm, Lonely, Modest, Timid | 30% | 25% | 20% | 15% | 10% | 5% |
| Bold, Brave, Lax, Quirky, Sassy | 50% | 40% | 30% | 20% | 10% | 5% |
| Hasty, Impish, Naughty, Rash | 50% | 40% | 30% | 25% | 12% | |
| Careful, Docile, Quiet, Serious | 20% | 15% | 10% | 5% | ||
| Gentle, Jolly, Mild, Naive | 50% | |||||
Effects of Hyper Mode
- Shadow Rush has a 90.625% chance to land a critical hit. More specifically, it adds a 90% chance that Shadow Rush will land a critical hit, similar to a additional effect. Failing that, it has the usual 6.25% chance to land a critical hit regardless.
- If the Pokémon is ordered to use any move other than Shadow Rush, it may take one of the following actions instead:
- It may disobey and use another move.
- It may turn and attack its teammate.
- It may hurt itself, as if it were confused.
- It may attempt to use its held item, even if it doesn't hold one.[2]
- It may attack its Trainer or the opposing Trainer (which has no battle effect).
- It may do nothing at all.
- It may return to its Poké Ball, even if under the effect of Block, Mean Look, or Spider Web. (If there is no Pokémon it can switch with, it will try but be unable to switch.)
- Items cannot be used on a Pokémon in Hyper Mode, except Scents.
- There is a small chance it will leave Hyper Mode on its own in battle.
Ending Hyper Mode
Hyper Mode can be ended by either calling to a Pokémon in battle, using a Scent on it, leaving it at the Pokémon Day Care, or a 1/256 chance that it ends naturally[1]. Doing this will "open the door to its heart" a bit and bring it closer to being purified. Some Shadow Pokémon respond to this better than others, based on their Nature (even if the Heart Gauge isn't sufficiently empty to discover the Shadow Pokémon's Nature), even going so far as to have a whole fifth of their Heart Gauge cleared just by calling it out of Hyper Mode.
If a Pokémon faints during battle, it will leave Hyper Mode. If it faints from Poison damage while the player walks in the overworld, it will stay in Hyper Mode when healed.
In other languages
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References
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This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |

