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Hoopa-Unbound

In-battle formes

HP:80
Attack:160
Defense:60
Sp. Atk:170
Sp. Def:130
Speed:80
Min (-ve nature, 0 IVs)148
Default196
Max Neutral259
Max Positive284
Max Neutral (+1)388
Max Positive (+1)426
Max Neutral (+2)518
Max Positive (+2)568
OverUsed
Assault Vest176

Formes

Strategies

Written by Marnie

Assault Vest

Move 1
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 2
  • Psychic Noise
    For 2 turns, the target is prevented from healing.
    TypePsychic
    CategorySpecial
    Power75 BP
    Accuracy100%
Move 3
  • Drain Punch
    User recovers 50% of the damage dealt.
    TypeFighting
    CategoryPhysical
    Power75 BP
    Accuracy100%
  • Gunk Shot
    30% chance to poison the target.
    TypePoison
    CategoryPhysical
    Power120 BP
    Accuracy80%
Move 4
  • Thunderbolt
    10% chance to paralyze the target.
    TypeElectric
    CategorySpecial
    Power90 BP
    Accuracy100%
  • Gunk Shot
    30% chance to poison the target.
    TypePoison
    CategoryPhysical
    Power120 BP
    Accuracy80%

Hoopa-U takes advantage of its staggering mixed attacking stats, coverage options, and STAB Knock Off and Psychic Noise to become a solid stallbreaker in the metagame. Simultaneously, the Assault Vest and physical bulk investment slightly improve its matchup against offensive teams, capable of trading hits decently well; in particular, Assault Vest magnifies Hoopa-U's natural special bulk to soft check common threats like Gholdengo, Darkrai, Kyurem, and Raging Bolt. Knock Off can remove valuable items like Heavy-Duty Boots and Leftovers from foes like Ting-Lu and Alomomola, while Psychic Noise can shut down the recovery of Gliscor and Clefable, with an even wider range of Pokemon falling victim to both moves, including common defensive staples like Garganacl, Moltres, Clodsire, and Dondozo. Psychic Noise has the added benefit of stopping Hatterene and Primarina's Draining Kiss, letting Hoopa-U potentially win the one-on-one. Aside from providing Hoopa-U with decent longevity, Drain Punch reliably hits Dark-types like Ting-Lu, Darkrai, and Kingambit as well as common Tera Dark users like Clodsire, which can attempt to heal in the face of Hoopa-U's Psychic Noise. Thunderbolt immediately nails physically defensive Water- and Flying-types like Alomomola, Dondozo, Moltres, and Corviknight. On top of working well with Tera Poison, Gunk Shot is another option to threaten common Fairy-types and Tera Fairy users like Primarina, Hatterene, Clefable, Raging Bolt, and Gholdengo while netting the OHKO against Ogerpon-W; the poison chance is also handy against foes like Ting-Lu. The Special Attack EVs allow Hoopa-U to OHKO Keldeo with Psychic Noise, with the remaining Defense EVs letting it reach benchmarks such as surviving Ogerpon-W's Power Whip after Stealth Rock, +1 Tera Normal Dragonite's Extreme Speed after Stealth Rock, and +1 Speed Booster Energy Great Tusk's Headlong Rush. Tera Fairy provides a generally valuable defensive typing against the metagame's Dragon- and Dark-types like Dragapult, Raging Bolt, Kyurem, and Weavile, while Tera Poison flips its Fairy weakness from foes like Iron Valiant, Enamorus, and Primarina. Both Tera types provide a crucial U-turn resistance against pivots like Landorus-T, Dragapult, Cinderace, and Rillaboom as well as letting it stomach otherwise fearsome Fighting-type attacks from Zamazenta and physical Iron Valiant.

Hoopa-U works well on balance and bulky offense teams that appreciate its role compression as a strong stallbreaker and special tank. Defensive pivots like Galarian Slowking, Alomomola, Corviknight, Zapdos, and Moltres are necessary teammates; aside from bringing Hoopa-U into the field safely, they can deal with and switch into troublesome offensive threats that can overrun Hoopa-U, such as Enamorus, Hisuian Samurott, and Weavile. Moreover, Moltres, Zapdos, and Corviknight can punish otherwise no-drawback U-turns aimed at Hoopa-U from foes like Rillaboom, Landorus-T, and Ogerpon-W with Flame Body, Static, and Rocky Helmet, while Alomomola provides crucial Wish support for Hoopa-U. The aforementioned Corviknight as well as other entry hazard control options like Great Tusk and Cinderace also keep Hoopa-U healthy by removing troublesome hazards. The team's own entry hazards from setters like Garganacl, Gliscor, and Clefable are similarly important, as they take advantage of the switches that Hoopa-U forces and further exacerbates its ability to suffocate defensive teams, especially because it makes Heavy-Duty Boots users like Alomomola and Moltres vulnerable to them with Knock Off. Landorus-T is a phenomenal partner on bulky offense teams that similarly covers all of the aforementioned traits; it brings Hoopa-U in safely via U-turn, sets Stealth Rock, and switches into physical attackers like Great Tusk, Cinderace, and opposing Landorus-T. Other wallbreakers like Gholdengo and Raging Bolt can further pressure the opposition together with Hoopa-U, with Gholdengo also capable of defensively covering for its weaknesses against Iron Valiant. Hoopa-U works well with late-game cleaners like Zamazenta that appreciate its positive matchup against bulky teams that they tend to struggle with; in particular, Hoopa-U's ability to either threaten or overwhelm the likes of Dondozo, Moltres, and Clefable makes it take over games more easily. Furthermore, it also complements Hoopa-U by excelling against offensive teams that Hoopa-U has a harder time keeping up with, either offensively threatening or defensively handling foes like Kingambit and Weavile. Other offensive threats like Dragapult are great teammates too, with it in particular capable of bringing Hoopa-U on the field safely via U-turn and crippling foes like Kingambit with status to improve Hoopa-U's matchup against them.

Credits

Moves

 
Power
Accuracy
PP
15
User and ally swap positions; using again can fail.
 
Power
30
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
50
Accuracy
100%
PP
25
10% chance to confuse the target.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
Accuracy
PP
5
If an opponent knocks out the user, it also faints.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
80
Accuracy
100%
PP
10
User on Psychic Terrain: 1.5x power, hits foes.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
120
Accuracy
100%
PP
10
Hits two turns after being used.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
5
5 turns: no Ground immunities, 1.67x accuracy.
 
Power
Accuracy
PP
10
Averages Defense and Sp. Def stats with target.
 
Power
120
Accuracy
80%
PP
5
30% chance to poison the target.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
100
Accuracy
PP
5
Hoopa-U: Lowers user's Def by 1; breaks protect.
 
Power
80
Accuracy
PP
5
Breaks the target's protection for this turn.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
75
Accuracy
100%
PP
5
2x power if the user had a stat lowered this turn.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk by 2.
 
Power
90
Accuracy
100%
PP
10
Disappears turn 1. Hits turn 2. Breaks protection.
 
Power
Accuracy
PP
10
Averages Attack and Sp. Atk stats with target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
65
Accuracy
100%
PP
20
10% chance to confuse the target.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
75
Accuracy
100%
PP
10
For 2 turns, the target is prevented from healing.
 
Power
Accuracy
PP
10
5 turns. Grounded: +Psychic power, priority-safe.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
80
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
5
User sleeps 2 turns and restores HP and status.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
70
Accuracy
90%
PP
10
100% chance to lower target's Sp. Atk by 1.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
Accuracy
PP
10
For 5 turns, all Defense and Sp. Def stats switch.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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