Overview
A Hyper Potion is a medicine item that restores up to 200 HP to one conscious Pokémon. Healing stops at the Pokémon's maximum HP, and fainted Pokémon at 0 HP must be revived before a Hyper Potion can be applied. Because 200 HP covers the entire health bar of most raid and Gym attackers, a single Hyper Potion is usually enough to bring an injured attacker back to full strength.
Save Max Potions for exceptionally high-HP defenders missing more than 200 HP, and use standard Potions or Super Potions to top off minor scratches.
How to get it
Spin Gym and PokéStop Photo Discs and open Gifts from friends once you unlock Hyper Potions at Trainer Level 22.
Earn Hyper Potions from Raid Battles, Team GO Rocket Leader or Boss battles, Field, Timed, and Special Research tasks, and specific level-up milestones (10 at Level 22 and 10 at Level 24).
Complete Routes, place in PokéStop Showcases, or progress through monthly GO Pass tracks to earn occasional supplementary bundles.
How to use it
Open your Item Bag or the pre-battle team-selection screen, choose Hyper Potion, and tap a conscious Pokémon with missing HP, or tap Heal All to restore multiple injured Pokémon at once. Fainted Pokémon must be revived first.
Worth knowing
A single Hyper Potion fully heals many attackers. Save Max Potions for Pokémon missing more than 200 HP.
Trainer Battles do not leave persistent HP damage, so GO Battle League does not require healing supplies between matches.
Match the Potion to the missing HP
Before using a Hyper Potion, compare your Pokémon's missing HP to the item's 200 HP cap so you do not waste healing power. For example, a Pokémon at 35/180 HP is missing 145 HP; one Hyper Potion restores all 145 HP and brings it to 180/180 HP.
By contrast, a high-stamina Pokémon at 80/320 HP is missing 240 HP. One Hyper Potion brings it to 280/320 HP, leaving a 40 HP deficit that requires a second Potion, whereas a single Max Potion would restore all 240 HP at once.
Only certain combat modes leave persistent damage after the battle ends. Gym battles, Raid Battles, Max Battles, and Team GO Rocket battles leave your team injured or fainted, requiring Potions and Revives afterward. By contrast, Trainer Battles—including the GO Battle League, battles with friends, and Team Leader training—reset your Pokémon's HP as soon as the match concludes, so you never need to spend Hyper Potions between matches.
Unlock and planning for repeated battles
Hyper Potions unlock at Trainer Level 22 (349,000 total XP) in the current Level 1–80 leveling system. Reaching Level 22 awards 10 Hyper Potions and adds the item to the reward pools for PokéStops, Gyms, and Gifts. You receive another 10 Hyper Potions at Level 24 before level-up medicine rewards shift to Max Potions at Level 25.
Older guides written before the October 2025 progression update list Level 15 as the unlock milestone, and main-series Pokémon databases note a 120 HP recovery in newer console generations; in Pokémon GO, Hyper Potions require Level 22 and always restore up to 200 HP regardless of your Trainer level.
Pairing a standard Revive with one Hyper Potion fully restores almost any fainted Pokémon in the game. Because a standard Revive restores 50% of a fainted Pokémon's maximum HP, adding a 200 HP Hyper Potion completely heals any Pokémon with up to 400 maximum HP. Only an exceptionally bulky defender above 400 maximum HP, such as a high-level Blissey, will be left with a couple of missing HP after that combination.
Keep a balanced stock of Revives alongside your Hyper Potions, since Potions alone cannot wake a fainted team. During Raid Battles, you can heal in the lobby before combat starts or after your party faints—or after leaving active combat—and then rejoin the raid using the same Raid Pass while time remains on the clock.
