Hoopa-Unbound

hoopa-unbound.gif

[OVERVIEW]

With absurd offensive stats and access to a wide array of coverage options, Hoopa-U is OU's most fearsome wallbreaker. Thanks to its wallbreaking capabilities, Hoopa-U performs well against balance teams, with very few Pokemon being able to switch into it safely. Hoopa-U also sports a very high Special Defense stat, letting it tank hits from Pokemon such as Mega Alakazam, Thundurus, and Latios. Though Hoopa-U does have considerable strengths, it does have some notable weaknesses that hold it back. Mediocre Speed coupled with low Defense means that it's easily revenge killed by most offensive Pokemon, and while Choice Scarf can somewhat remedy this issue, it hinders Hoopa-U's favorable matchup against more defensive teams. Its Dark / Psychic typing leaves it with only one resistance to take advantage of, making its opportunities to switch in quite limited. Said typing also leaves it 4x weak to Bug, leaving it susceptible to almost all U-turn users.

[SET]
name: Wallbreaker
move 1: Dark Pulse
move 2: Gunk Shot
move 3: Drain Punch
move 4: Psychic / Fire Punch / Hidden Power Ice
item: Life Orb
ability: Magician
nature: Hasty
evs: 160 Atk / 96 SpA / 252 Spe
ivs: 29 HP

[SET COMMENTS]
Moves
========

Dark Pulse hits Pokemon such as Mega Metagross, Jirachi, Slowbro, Latios, Latias, and Reuniclus and 2HKOes Skarmory. Gunk Shot targets Fairy-types such as Clefable, Mega Altaria, Azumarill, and Togekiss. Drain Punch rounds out Hoopa-U's coverage by hitting Pokemon such as Chansey, Tyranitar, Bisharp, and Weavile while also restoring some lost HP lost from Life Orb recoil or other forms of chip damage. Psychic hits targets such as Keldeo and Mega Venusaur while also 2HKOing many physically defensive Pokemon such as Landorus-T, Tank Garchomp, and mixed Hippowdon. Fire Punch targets Pokemon such as Ferrothorn, Mega Scizor, and Klefki. Hidden Power Ice OHKOes Landorus-T, Garchomp, and specially defensive Gliscor. Focus Blast, while less reliable against Heatran, Tyranitar, and Weavile, is also an option to hit Ferrothorn harder. Substitute is another option to ease prediction against offensive teams and prevent Choice Scarf Gothitelle from Tricking a Choice Scarf onto Hoopa-U.

Set Details
========

Running 160 Attack EVs allows Hoopa-U to OHKO mixed defensive Clefable with Gunk Shot, while 96 Special Attack EVs guarantee the OHKO on Tank Garchomp with Hidden Power Ice. Maximum Speed EVs plus a Hasty nature allow Hoopa-U to outspeed as many Pokemon as possible, notably Speed tying with other positive-natured base 80 Speed Pokemon such as Mega Altaria, Gardevoir before it Mega Evolves, and Mamoswine, as well as outspeeding Metagross before it Mega Evolves. Life Orb significantly increases the power of Hoopa-U's attacks while letting switch between its moves, taking full advantage of its wide coverage. A 29 HP IV is used to reduce Life Orb recoil.

Usage Tips
========

This set should be played as a early- and mid-game wallbreaker, breaking down the opposition for a teammate to clean late-game. Hoopa-U should generally be brought in via U-turn or Volt Switch, after a Pokemon has fainted, or on double switches, as Hoopa-U is already worn down by Life Orb recoil and doesn't have many resistances to take advantage of, limiting its opportunities to switch in. Once it's brought in, use the appropriate STAB or coverage move against the foe, either by anticipating a predicted switch or by getting a heavy hit off a bulky Pokemon. Be sure to note that against slower teams, Hoopa-U doesn't have to predict as much when using its attacks. Despite its lack of a Dark-type weakness, Hoopa-U should still be played cautiously when a Pursuit user such as Tyranitar or Weavile is on the opposing team, as its low physical bulk means it can get KOed switching out, especially if it has taken prior damage from Life Orb recoil plus entry hazards. To prevent this sort of scenario, try to use Drain Punch on their predicted switch in.

Team Options
========

Given that Hoopa-U lacks the Speed to threaten fast offensive Pokemon, speed control from the likes of Thunder Wave users is appreciated. Pokemon such as Clefable, Ferrothorn, and Klefki perform well in this role. Ferrothorn and Klefki in particular can switch in on most Fairy-type Pokemon that threaten Hoopa-U and provide additional support with Spikes. Volt Switch and U-turn users such as Rotom-W and Landorus-T pair well with Hoopa-U, bringing it in safely. The former is also able to burn physical attackers with Will-O-Wisp and switch in on Talonflame, while the latter checks fast physical attackers such as Mega Charizard X, Excadrill, and Mega Lopunny. Pokemon that are good catch-all answers against offensive teams such as Mega Manectric, Mega Lopunny, Sand Rush Excadrill, and Talonflame generally pair well with Hoopa-U, as all of them appreciate the wallbreaking that Hoopa-U provides, letting them clean late-game. Mega Manectric and Mega Lopunny can also bring in Hoopa-U safely with Volt Switch and Baton Pass, respectively. Azumarill threatens some offensive Pokemon that outspeed Hoopa-U, such as Excadrill, Landorus, Mega Charizard X, and Keldeo, while Hoopa-U is able to break down Mega Venusaur and Ferrothorn in return. With an Assault Vest, Azumarill also acts as a great check to most Pokemon on rain teams such as Kingdra, Tornadus-T, Keldeo, and Mega Alakazam, all of which can revenge kill Hoopa-U.

Other Dark-types, including Weavile and Bisharp, fare well against faster teams and can wear down Hoopa-U's checks. Fighting-types such as Keldeo, Terrakion, and Breloom are good teammates, as they have a favorable matchup against Pursuit trappers, which can give Hoopa-U many issues. Tank Garchomp is notable for its ability to chip away at physical attackers with the combination of Rough Skin and Rocky Helmet while also providing Stealth Rock support. Strong priority users such as Mega Scizor and Lucario also appreciate Hoopa-U's wallbreaking capabilities for them to clean late-game. Mega Scizor in particular can switch in on most Fairy-types and use some as setup bait. Hoopa-U tends to invite in fast physical attackers due to its mediocre Speed and low Defense, so Skarmory makes for an excellent partner, as it can switch in on Pokemon such as Mega Metagross, Mega Altaria, Mega Scizor, Landorus-T, and Excadril and use the resulting free turns to set up Spikes, which lets Hoopa-U heavily pressure slower teams.

[SET]
name: Choice Scarf
move 1: Hyperspace Fury
move 2: Psychic / Hidden Power Ice
move 3: Gunk Shot
move 4: Drain Punch
item: Choice Scarf
ability: Magician
nature: Hasty
evs: 252 Atk / 4 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Hyperspace Fury deals a lot of damage to Pokemon such as Latios, Slowbro, Mega Metagross, and Gengar. Psychic lets Hoopa-U revenge kill Pokemon such as Keldeo and Mega Lopunny while also netting the 2HKO against Mega Venusaur and Amoonguss. Hidden Power Ice is an alternative to hit Landorus-T, Garchomp, and Gliscor. Gunk Shot lets Hoopa-U hit Fairy-types such as Clefable, Azumarill, and Togekiss and revenge kill Mega Gardevoir. Drain Punch lets Hoopa-U revenge kill Weavile and Choice Scarf Tyranitar while still hitting Ferrothorn and Bisharp.

Set Details
========

Maximum Attack EVs let Hoopa-U hit as hard as possible, while maximum Speed EVs and a Hasty nature let Hoopa-U outspeed as many Pokemon as possible with a Choice Scarf equipped, up to notable Pokemon such as Mega Manectric and Mega Lopunny. A Hasty nature is also used to preserve Hoopa-U's Special Attack stat so that Psychic and Hidden Power Ice still hit for respectable damage.

Usage Tips
========

This set is designed to revenge kill faster Pokemon that Hoopa-U cannot outspeed normally and should only be brought in after a Pokemon has fainted or with Volt Switch or U-turn. Be cautious when using Hyperspace Fury or Psychic to revenge kill a Pokemon, as locking Hoopa-U into either of those moves invites Pursuit trappers such as Tyranitar and Weavile to switch in. Once Hoopa-U's checks and counters are eliminated or heavily damaged, click the appropriate STAB or coverage move and sweep late-game.

Team Options
========

Pokemon that provide offensive momentum to bring in Hoopa-U safely such as Landorus-T and Manectric pair well with it. Landorus-T is also notable because it's a good blanket check to many physical attackers. Fighting-types such as Mega Lopunny and Keldeo threaten most Pursuit trappers that prey on Hoopa-U's low physical bulk. Keldeo in particular appreciates Hoopa-U's ability to revenge kill Latios and Latias, as well as threaten other Pokemon that give Keldeo issues such as Mega Venusaur and Celebi. Even though Hoopa-U is equipped with a Choice Scarf, it's outsped by Pokemon such as Mega Alakazam, Aerodactyl, and Beedrill. Mega Scizor is an excellent answer to all of these, as it can either pick them off with Bullet Punch or use them as setup bait. Will-O-Wisp Talonflame is a great partner too, as it neuters physical attackers such as Mega Scizor and offensive Dragon Dance Mega Altaria while also crippling Tyranitar and Landorus-T.

[STRATEGY COMMENTS]
Other Options
=============

A Nasty Plot set could be used to break through Mandibuzz, one of Hoopa-U's hardest checks, and other bulky Pokemon on stall teams, but the Life Orb set is generally much more consistent. Assault Vest can be used in order to switch into special attackers such as Latios, Thundurus, and Alakazam much more comfortably at the cost of some power. Thunder can be used to score the OHKO on Mandibuzz, one of the few Pokemon that can switch into most of Hoopa-U's attacks with ease. Grass Knot has use in getting the guaranteed OHKO on Hippowdon and Quagsire, but it doesn't hit much else. Choice Band is also an option to break past some of the bulkiest foes, 2HKOing physically defensive Skarmory with Hyperspace Fury and having a good chance to 2HKO Mandibuzz with Gunk Shot after Stealth Rock. A specially based Choice Scarf set with Trick to cripple special walls is another option, but it has worse coverage overall. Choice Specs sounds appealing at first, but the inability to switch between moves prevents Hoopa-U from taking advantage of its wide coverage, and the power Life Orb provides is sufficient. Taunt lets Hoopa-U prevent defensive Pokemon from recovering, spreading status, and setting up entry hazards, but running it limits Hoopa-U's coverage.

Checks and Counters
===================

**Faster Pokemon**: Most faster Pokemon with access to U-turn, such as Landorus-T, Tornadus-T, and Choice Scarf Jirachi, are able revenge kill Hoopa-U or force it out. Other faster Pokemon such as Mega Lopunny, Mega Aerodactyl, and Mega Beedrill also OHKO it with their respective STAB moves. Mega Aerodactyl and Mega Beedrill in particular are notable for their ability to outspeed even Choice Scarf Hoopa-U. All of these Pokemon, however, cannot switch in due to Hoopa-U's wide coverage and high offensive stats.

**Priority Attacks**: Slower Pokemon that use priority moves, such as Bisharp and Mega Scizor, can pick off Hoopa-U with prior damage. Bulky Mega Scizor is also notable, as it can switch in to any of Hoopa-U's attacks besides Fire Punch and either pick it off with Bullet Punch or OHKO it with U-turn.

**Pursuit Trappers**: Choice Scarf Tyranitar and Life Orb Weavile are problematic for Hoopa-U, as its abysmal physical bulk leaves it vulnerable to Pursuit, especially when it's locked into Psychic or Hyperspace Fury, giving them a free opportunity to switch in after a teammate has fainted and eliminate Hoopa-U.

**Fairy-types**: Fairy-types such as Mega Diancie and Mega Gardevoir naturally outspeed non-Choice Scarf Hoopa-U and OHKO with their respective STAB moves. However, Fairy-types are still vulnerable to Gunk Shot. Klefki gets a special mention, as it's one of the few Pokemon that can switch into all of Hoopa-U's moves bar Fire Punch and hit it with Dazzling Gleam or paralyze it with Prankster Thunder Wave, rendering its Choice Scarf set in particular heavily crippled.

**Mandibuzz**: Thanks to its typing and good mixed bulk, Mandibuzz is able to avoid the 2HKO from any move Hoopa-U has at its disposal besides a Life Orb-boosted Focus Blast and the rare Thunder. In return, Mandibuzz OHKOes Hoopa-U with Foul Play after some prior damage or removes its item with Knock Off.
 
Last edited:
Personally I find Psychic to be a lot better than HP Ice on mixed since most of its targets take are outsped and 2HKOed by Psychic anyway 'besides Scarf Lando-T which has a high chance to get OHKOed after rocks), and it's a lot more spammable, actually OHKOs Keldeo, deals a lot more damage to MMan, Rotom and Phys Def Venusaur, a bit more damage to Hippowdon, and removes the need for Gunk Shot for fairies so you can run Fire Punch for Scizor and Klefki.

Focus Blast (and by extesntion Life Orb) should probably be the first slash on NP, half of the reason to run NP is that you can actually beat Mandibuzz which, while not popular, is Hoopa's best counter and something you tend to find on stall which Hoopa is supposed to beat. Also being easily Pursuited by TTar and especially Weavile isn't exactly a good option.
 
Last edited:
I kinda think Hyperspace Fury should at least see a slash next to Dark Pulse on the wallbreaker set.

Also maybe Choice Band in OO? I haven't heard of anyone using it much but the power it brings is undeniable.

252+ Atk Choice Band Hoopa Unbound Hyperspace Fury vs. 252 HP / 252+ Def Skarmory: 178-211 (53.2 - 63.1%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Choice Band Hoopa Unbound Gunk Shot vs. 248 HP / 136+ Def Mandibuzz: 192-227 (45.3 - 53.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
 
Last edited:
Despite the lack of Dark-type weakness, Hoopa-U should still be played cautiously when a Pursuit user such as Tyranitar and Weavile is on the opposing team, as its low physical bulk means it takes a good amount of damage from switching out.
LO Weavile is guranteed to kill with Rocks or your own LO recoil, while Scarf Tyranitar has a slight chance to kill after Rocks and a high chance with Rocks + LO recoil.

252 Atk Life Orb Weavile Crunch vs. 0 HP / 0- Def Hoopa: 270-320 (90.3 - 107%) -- guaranteed OHKO after Stealth Rock

252 Atk Tyranitar Crunch vs. 0 HP / 0- Def Hoopa: 226-267 (75.5 - 89.2%) -- 12.5% chance to OHKO after Stealth Rock
 
I have tested both HP Ice and Psychic, and while being able to OHKO Landorus-T and Garchomp is nice, they are still taking heavy damage from Psychic anyway; in addition, the increased value of being able to deal heavy damage to Mega Venusaur while still being able to 2HKO Hippowdon is still quite handy.

Slash Drain Punch with Focus Blast; while the accuracy can be a letdown against Tyranitar and Bisharp, the ability to deal heavy damage to Ferrothorn without making contact has its uses.

Replace Psychic on the Nasty Plot set with Psyshock; it does loads to Chansey, around 80% around +2 if I recall correctly. Dark Pulse and Psyshock still nail most of the targets of Psychic, so losing it is not that big of a deal.

I recognize you have not gotten to teammates yet, but when you do, be sure to emphasize speed and threat control. Pokemon that can blanket check offensive threats, such as Wobbuffet, Mega Manectric, and Talonflame are appreciated. Also mention Lucario, Hawlucha, Mega Scizor, Scarf Terrakion, and other cleaners, especially Lucario and Mega Scizor because they can really appreciates opposing teams being weakened with Hoopa-U's wrecking ball capabilities and can emergency check offensive Pokemon with their priority attacks.
 
So I'm pretty new to this, but I've been fiddling round with the spread for the Choice Scarf set and doing some calcs and I've come up with some interesting stuff. Perhaps put this as an alternative EV spread?

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 76 SpA / 180 Spe
Lonely Nature
- Hyperspace Fury
- Psychic
- Gunk Shot
- Hidden Power Fire/Drain Punch

Investing just 180 into Spe and giving it a +Atk nature still allows it to outspeed base-115s as well as Gengar, the Latis and Mega Metagross. It also gives it some important KOs, such as the OHKO on Azumarill and the 2HKO on Mega Slowbro. Plus it allows you to invest in SpA which makes the Psychic STAB more powerful. I've run some calcs and this spread basically allows you to OHKO/2HKO almost the entire of OU. You just need to be careful of bulky grounds like TankChomp, Hippo and Physically Defensive Gliscor.

Also, I'd like to point out that HP Fire is an option over Drain Punch because it lets you 2HKO Skarmory (Fire Punch doesn't), as well as Ferrothorn and Scizor. Drain Punch means you aren't walled by Tyranitar and allows for some recovery, but has less coverage.

Ultimately, deciding whether to invest in speed or power comes down to whether you want to outspeed Mega Lopunny and Mega Manectric or whether you want to KO a larger portion of the meta while still being able to beat most of the things the Scarf set it designed to beat. It's dependent on what you need for your team, really.

Oh, and even if you do want to outspeed Mega Lopunny and Mega Manectric, you only need 200 speed investment and a + nature, so it might be worth adding another 52 EVs to SpA instead.
 
Last edited:
For superior wallbreaking, would a choice band set be vaiable, with coverage as hyperspace fury, gunk shot, fire punch, and drain punch. Useful for breaking walls like chansey, skarm, ferrothorn, clefable, scrotom-w, t-tar (if it has no boosts), celebi and other slow walls.
 
No Choice Band, no subpunch or any mentions even remotely close to those omg lol. Also I don't think Hyperspace Fury should even get a mention on it's Life Orb set as Dark Pulse is soooo much harder to switch into. If using Life Orb Psychic is the better option don't slash Psyshock. Only works for the subpar NP set.

I know this is a WIP but had to really address some of the stuff I was reading finally man oh man.
 
I understand that this is still WIP, but I have a few comments.

I don't really like Drain Punch on LO Hoopa-U. While the healing and accuracy is all well and good, the power drop between it and Focus Blast is just so big that I don't really think its worth it the vast majority of the time - not to mention that all of its targets barring the blobs and SpD Tran (the latter of which still takes more from Focus Blast anyway) are being hit on their lower defense. IMO slash Drain Punch after Focus Blast as Hoopa really benefits from the additional firepower as it just aids it so much when it comes to balance breaking.

IMO give Hyperspace Hole an OO mention as it is useful to let the LO set deal with SubCM Keld that otherwise subs on the forced switch. The ability to OHKO an unsuspecting Keldeo can be big on certain teams, but the move has extremely limited use beyond this.

NP is subpar as hell. The main draw of using Hoopa over Manaphy (aside from being able beat Gothitelle without running Shed Shell) is its ability to destroy balance and stall without setting up, and using NP is just removing a moveslot that could be used for coverage to aid you in breaking balance/stall. IMO put it down to OO.
So I'm pretty new to this, but I've been fiddling round with the spread for the Choice Scarf set and doing some calcs and I've come up with some interesting stuff. Perhaps put this as an alternative EV spread?

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 76 SpA / 180 Spe
Lonely Nature
- Hyperspace Fury
- Psychic
- Gunk Shot
- Hidden Power Fire/Drain Punch

Investing just 180 into Spe and giving it a +Atk nature still allows it to outspeed base-115s as well as Gengar, the Latis and Mega Metagross. It also gives it some important KOs, such as the OHKO on Azumarill and the 2HKO on Mega Slowbro. Plus it allows you to invest in SpA which makes the Psychic STAB more powerful. I've run some calcs and this spread basically allows you to OHKO/2HKO almost the entire of OU. You just need to be careful of bulky grounds like TankChomp, Hippo and Physically Defensive Gliscor.

Also, I'd like to point out that HP Fire is an option over Drain Punch because it lets you 2HKO Skarmory (Fire Punch doesn't), as well as Ferrothorn and Scizor. Drain Punch means you aren't walled by Tyranitar and allows for some recovery, but has less coverage.

Ultimately, deciding whether to invest in speed or power comes down to whether you want to outspeed Mega Lopunny and Mega Manectric or whether you want to KO a larger portion of the meta while still being able to beat most of the things the Scarf set it designed to beat. It's dependent on what you need for your team, really.

Oh, and even if you do want to outspeed Mega Lopunny and Mega Manectric, you only need 200 speed investment and a + nature, so it might be worth adding another 52 EVs to SpA instead.
IDK if it is worth it to not fully invest in speed tbh. Max speed allows you to tie with Mega Beedrill, which can be important as otherwise it will always outpace and OHKO with U-Turn, and the ability to tie with it can be extremely useful late-game if its your only shot at winning. Additionally, regarding your Lonely spread, the ability to reliably RK Lopunny is one of the main reasons to use Scarf Hoopa-U in the first place, so losing out on this for the sake of wallbreaking (which isn't the aim of this set) isn't ideal at all.
 
if you use Focus Blast over Drain Punch on the current set of initial slashes you're actually walled by Chansey which is really really sad and for me reason enough to prioritise Drain > Focus. Pulse+Drain Punch+Rocks always KOes any tran variant so it's not like you have to majorly predict it either whereas it sucks having to predict Bish / Weav / Scarftar with a 70% accurate move. Also Tran isn't exactly the worst Pokemon in the world for Hoopa to face 1v1 if it really needs to.

96 SpA Life Orb Hoopa Unbound Focus Blast vs. 4 HP / 252 SpD Eviolite Chansey: 195-231 (30.3 - 35.9%) -- 44.9% chance to 3HKO

96 SpA Life Orb Hoopa Unbound Dark Pulse vs. 252 HP / 252+ SpD Heatran: 133-156 (34.4 - 40.4%) -- 38.9% chance to 3HKO after Leftovers recovery

160 Atk Life Orb Hoopa Unbound Drain Punch vs. 252 HP / 0 Def Heatran: 224-265 (58 - 68.6%) -- guaranteed 2HKO after Leftovers recovery
 
if you use Focus Blast over Drain Punch on the current set of initial slashes you're actually walled by Chansey which is really really sad and for me reason enough to prioritise Drain > Focus. Pulse+Drain Punch+Rocks always KOes any tran variant so it's not like you have to majorly predict it either whereas it sucks having to predict Bish / Weav / Scarftar with a 70% accurate move. Also Tran isn't exactly the worst Pokemon in the world for Hoopa to face 1v1 if it really needs to.

96 SpA Life Orb Hoopa Unbound Focus Blast vs. 4 HP / 252 SpD Eviolite Chansey: 195-231 (30.3 - 35.9%) -- 44.9% chance to 3HKO

96 SpA Life Orb Hoopa Unbound Dark Pulse vs. 252 HP / 252+ SpD Heatran: 133-156 (34.4 - 40.4%) -- 38.9% chance to 3HKO after Leftovers recovery

160 Atk Life Orb Hoopa Unbound Drain Punch vs. 252 HP / 0 Def Heatran: 224-265 (58 - 68.6%) -- guaranteed 2HKO after Leftovers recovery

Drain Punch doesn't even do that much to Chansey anyways; while Chansey is 2HKOd after Stealth Rock, Drain Punch only does 55% damage at most, so it is not like it is leaving large enough of a dent into Chansey's health should it get a safe turn to switch in. I recognize the accuracy issues when predicting Pursuit switch-ins, but Drain Punch really does not give you that much leverage over Chansey.
 
Naw Drain Punch has a ton more consistency. Cause you play on would be switch ins such as TTar trying to pursuit trap you, hitting Chansey without the necessity for nasty plot to break it, and the way Chanseys function they always get worn down in range for 2HKO. Getting a much more consistent on hit on stuff like Heatran is huge. If you're looking at it in a vacuum then sure you could say that FB has more benefits but the reality is that unless you're running a purely NP set it really doesn't. On top of accuracy issues it's much more easy to just click Drain Punch, get HP back, and maintain Hoopa-U's longevity. Drain Punch on certain switch ins can win you games. The potential to miss and not even gain anything back for yourself in the form of Drain Punch is unappealing. If your goal is to break stall you still accomplish it with a lure option on its AoA set anyways. Don't slash Focus Blast before Drain Punch.
 
1st check so here goes

Wallbreaker

Moves
I don't really like the idea of slashing Fire Punch with Gunk Shot which is arguably Hoopa's most important move, I would either move it to 4th move or give it a mention in moves.

Set Details
96 SpA EVs guarantee the OHKO on 252 hp / 76 SpD Garchomp after SR, so I'd clear that up a little

Team Options
Clefable + Ferrothorn are mentioned for Twave + Spikes, add Klefki here too
I'd add Weavile + Bisharp here too because they're solid against offense and dark spam is great :o
Mention Fighting types too because the likes of Bisharp, ScarfTar and Weavile are insanely threatening to Hoopa
TankChomp too because it punishes a bunch of priority users / physical attackers + sets sr

Nasty Plot

Team Options
BulkyChomp again for the same reasons as above
Mention MegaGross and ScarfRachi because they're solid fairy switchins (fuck twave clef tho), MegaGross can annoy offensive teams (and loves having fat stuff weakened for it), especially with Bullet Punch and Jirachi provides U-turn support, can lure out the likes of Scizor with Fire Punch and has HWish support in case Hoopa gets weakened too much
I'd bring up Spikers / Toxic Spikers here too because forcing a ton of switches and racking up hazard damage is cool and helps kill stuff more quickly, which is nice because with Hoopa you're on a timer, especially with the awful defensive typing and no recovery on this set, which is cut even shorter with Sub, and want to OHKO as much as possible

Other Options
Might as well put AV in here. It gives Hoopa a little more bulk to switch into the likes of Latis and stuff. I don't like AV that much but I've seen it work so I suppose it deserves a short mention here.

good stuff though, QC 1/3
 
"96 Special Attack EVs guarentees the OHKO on Tank Garchomp"

This seems a little bit confusing considering that Psychic is the main slash -- are the remaining EVs just dumped into SpA and the fact that Garchomp is OHKOd if you decide to run HP Ice just a coincidence, or is there a better spread that non HP Ice using LO hoopas should use?
 
Honestly think NP Hoopa-U is kind of pointless when Life Orb smashes stall teams already. I get that it's technically a thing but so is Calm Mind Mega Diancie but nobody uses that (not entirely sure why that got a writeup). I actually don't see any reason to use it; the only teams you can actually set up on are super passive and get obliterated by Hoopa based on its mixed attacking prowess already.

Albacore mentioned beating Mandibuzz as an advantage, but Thunderbolt (despite not really helping with anything else) is still an option. I don't see the need to run an entirely new set just to beat the one hard check when it beats everything else just fine with a Life Orb. Mandibuzz is 2HKO'd by CB Gunk Shot with Rocks up btw, and CB is a set I would rather use as you can almost just click HSF til you run out of PP considering it actually almost 2HKO's standard Clefable and blows back any non resistant wall.

As for the advantage of Substitute on this set well it's perfectly viable on the LO set seeing as Dark / Fighting / Poison is perfect neutral coverage iirc.
 
IMO give Colbur an OO mention as it allows Hoopa to safely stay in on Weavile, which otherwise forces you out and traps you with Pursuit. This can be handy v.s. certain builds and it makes Hoopa just a little more self-sufficient v.s. offensive teams (albeit only a little)
 
If you're going to give Focus Blast(yuck) a slash on AoA you should probably give Hyperspace Fury a slash also because at least you have some way of breaking special walls like Chansey. Honestly I wouldn't even slash Focus but yeah if it does get a slash Hyperspace deserves one too.

On the current slashes I don't think it's realistic that HP Ice is slashed but Fire Punch isn't. I pretty much never consider using HP Ice because I feel that in using one slot for 3 pokemon(2 of which get smacked really really hard by Psychic anyway and the other is generally rare at this stage of the metagame) you limit yourself hugely. The way I see Hoopa's slots you could probably slash Fire Punch behind both Gunk and Psychic because I feel any combo of Psychic, Gunk and Fire Punch is threatening enough to be on the analysis, at that point it's down to personal preference. I just find HP Ice very mediocre. Sub is better than it too.

Don't really have a comment on scarf because I haven't used it, I find NP so mediocre though because in 80% of games it's just going to be a wasted slot. I honestly think this can just go to the top of OO and be quite happy there.
 
If anything Chople could be used to take reduced damage from Low Kick.

I don't know if Hoopa-U survives it even after Chople and the loss of LO is significant.
 
Oh Christ I forgot about that.

Please ignore the point where I forgot it was Psychic-type and for some reason was Tyranitar (blame Ubers okay?)
 
Last edited:
This is mostly solid but here's what I have:
Wallbreaker

Moves:
Bump Psychic / HP Ice down to the last slot. This is the most auxillary slot – Dark STAB and Gunk Shot are totally mandatory while Fighting coverage for steels/Chansey is generally the next most important.

Remove Focus Blast. There is no need to rely on its shaky accuracy and hitting Ferrothorn harder is something that Fire Punch already accomplishes.

Either slash Fire Punch with Drain Punch or mention it in the moves section. Hitting Mega Scizor and Ferrothorn for 4x SE is huge when they are some of its better checks. It is also Hoopa's best way of hitting Klefki. The reason it would replace Drain Punch and not the 4th moveslot is it is your form of steel coverage.

Slash HSF with Dark Pulse, but leave Dark Pulse as the main option. While Dark Pulse is harder to switch into most of the time, HSF is actually stronger (even with the base stat differential) and still avoids contact with Rocky Chomp. Added bonus of smashing through Protect users like Gliscor and Alomomola.

Would also mention that if HSF is run, a max attack spread is fine since 0 SpA Psychic is still hitting its intended targets hard enough (cleanly 2HKOs Hippo).

Grass Knot doesn’t need to be slashed, but I’d make a mention of it as an alternative to Psychic (below Substitute) – the main draw is blowing back Hippo completely since it can (sort of) check Hoopa at full HP, and OHKOing Quagsire is a plus.

Mention Tbolt as an option for Mandibuzz - bonus of hitting AV Torn-T really hard on switchins, beating waters more easily and luring ground types to weaken them if you have a Volt-Turn core. This one I'm not super adamant about so if the next person wants you to remove it that's fine, but I think the main set should at least have something listed as counterplay for Mandibuzz.

Usage Tips:
About when to predict and not;

Recognize what you're up against: against slow teams Hoopa doesn't need to predict much because it can get away with spamming Dark STAB and change up the coverage when a resist comes in. Predicting is only necessary is when something can switch in and scare you out; particularly ScarfTar as it can force a 50/50 and potentially just KO you.


Choice Scarf

Moves:
Once again I’d drop Psychic to the 4th moveslot as it is the most auxillary slot.

When implemented QC 2/3
 
Back
Top