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Hoopa

In-battle formes

HP:80
Attack:110
Defense:60
Sp. Atk:150
Sp. Def:130
Speed:70
Min (-ve nature, 0 IVs)130
Default176
Max Neutral239
Max Positive262
Max Neutral (+1)358
Max Positive (+1)393
Max Neutral (+2)478
Max Positive (+2)524

Formes

Strategies

  • en
Formats:
Written by termnal

Overview

Draft Order: Round 7 onwards

Price Range: 3-5 Points

Overview: Hoopa is a threatening low-tier wallbreaker with great Special Attack held back by its typing and mediocre Speed. It also has niche utility as a spinblocker, being able to threaten Rapid Spin users that it can outspeed, although many can carry coverage for it. Unfortunately, being 4x weak to Dark- and Ghost-type moves while having atrocious Defense and minimal coverage outside of the inconsistent Focus Blast means Hoopa can become very predictable and easy for opponents to play around, with the already common Knock Off being something to constantly be wary about.

Common Roles

Wallbreaker: With its insane Special Attack, Hoopa can blow holes in opposing teams and even beat opposing special walls with Psyshock. Choice item sets can dish out insane damage and catch foes off guard with Trick, and in matchups where being Choice-locked is more inconsistient, Nasty Plot can be used to further boost damage.

Setup Sweeper: With access to Calm Mind and Nasty Plot, Hoopa can be a viable setup sweeper, although it needs more help than other sweepers with its mediocre, and unboostable, Defense and an awkward Speed tier that leaves it moving second versus many foes.

Common Moves

Primary STAB Moves: Psychic, Psyshock, Psychic Noise, Shadow Ball

Setup Moves: Nasty Plot, Calm Mind

Utility Moves: Trick, Destiny Bond, Taunt, Thunder Wave, Substitute, Knock Off

Coverage: Focus Blast, Dark Pulse, Energy Ball, Grass Knot, Thunderbolt

Niche Moves

Trick Room: Against faster teams, Hoopa can set Trick Room for itself and instantly become a threat.

Common Items

Choice Scarf: While not a traditionally fast threat, with a Choice Scarf, Hoopa outspeeds many unboosted foes, allowing it to be a solid revenge killer or sweeper. Additionally, Trick can also be used to cripple foes switching into it.

Choice Specs: Choice Specs allows Hoopa to elevate its wallbreaking power further, crippling even the sturdiest of walls thanks to its enormous Special Attack. As with Choice Scarf, Trick can also be used to hinder walls switching into Hoopa.

Niche Items

Resistance Berries: With its highly exploitable defensive typing, resistance Berries allow Hoopa to take specific attacks to beat would-be checks or get the jump on an unsuspecting foe. Also, after eating the Berry, Hoopa can steal a foe's item with Magician.

Other Damage-Boosting Items: In games where Choice Specs is less valuable, items like Spell Tag, Twisted Spoon, and Life Orb can provide the extra damage while still keeping flexibility with Hoopa's moveset.

Tera

Hoopa makes for a usable secondary Tera Captain, making great use of Terastallization to shed its bad defensive typing and boost its coverage moves with types like Tera Dark and Fighting. While it does not really want to plan to Terastallize every game, even just the threat of it using Terastallization to avoid a KO from the Dark- and Ghost-type moves it fears so much can make opponents second guess their decisions.

Draft Strategy

Hoopa is a great budget wallbreaker but is unlikely to break through more than one foe before it is forced out, so partners that can get it back in or handle the attacks that force it out are necessary.

Knock Off Absorbers: Knock Off is one of the most widely distributed Dark-type moves, and its spamability against many teams means partners like Zapdos and Tinkaton, which can punish mindless Knock Off usage, are essential partners for Hoopa.

Dark- and Ghost-resistant Pokemon: Pokemon Like Ting-Lu, Great Tusk, and Primarina are great partners for Hoopa, being able to sponge blows from the Ghost- and Dark-types it forces opponents to bring.

Entry Hazard Setters: As a wallbreaker, Hoopa appreciates all the extra chip damage it can get, so Pokemon like Hisuian Samurott and Gliscor that can get hazards up and keep them up are valuable partners.

Offensive Pivots: Since Hoopa is relatively frail and slow, allies like Ogerpon and Iron Bundle can force in defensive switch-ins and bring Hoopa in to break through them; this can create a cycle that's very difficult for opponents to break out of.

Checks and Counters

Dark-types: Being immune to Psychic-type moves and resisting Ghost-type moves, Dark-types are one of the biggest limiting factors for Hoopa. Foes like Ting-Lu, Chi-Yu, and Kingambit can all switch in to Hoopa's STAB attacks and force it out with relative ease.

Dark- and Ghost-type coverage: Dark- and Ghost-type moves are widely distributed, and foes usually do not have trouble fitting them onto sets in order to specifically beat Hoopa.

Faster Foes / Priority: With its slow Speed and lack of ways to boost it, faster foes like Greninja and Ogerpon can easily force Hoopa out. Additionally, moves like Sucker Punch and Aqua Jet can easily pick off Hoopa.

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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