Competitive Information for Hoppip [Ruby/Sapphire]

Competitive Pokemon Ruby/Sapphire Movesets and Strategies for Hoppip hoppip
Base Stats for Hoppip

Grass / Flying

Abilities:
ChlorophyllChlorophyll: If Sunny Day is active, this Pokemon's Speed is doubled.


Evolutions / Family:
Hoppip
Skiploom
Jumpluff

Weakness Chart for Grass/Flying-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
  
  
  
  
0.5x
2x
2x
  
0.25x
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
0x
4x
  
2x
  
2x
  
0.5x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for HoppipVisit Serebii's Pokedex for location, breeding, and other game details about HoppipVisit Bulbapedia for more information about Hoppip

Movesets for Singles


What is a good competitive moveset for Hoppip? These builds have been optimized for Pokemon competing in Ruby/Sapphire Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Ruby/Sapphire generation metagame.


Hoppip is an awesome Grass and Flying-typed Pokemon. Hoppip is not a Pokemon anyone usually expects sees on the battlefield. Hoppip is weak to Fire, Flying, Ice, Poison, and Rock-typed attacks.


Species: Hoppip
Item: Eviolite / Life Orb
Ability: Chlorophyll
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Synthesis
- Defense Curl
- Stun Spore

Physical Sweeper Hoppip (Chlorophyll)

Hoppip is a pretty decent Physical Sweeper. It is meant to take down the opponent's team with brute physical power. Keep in mind back before Generation IV, a move's damage category was determined by its type. Hoppip is not a Pokemon anyone usually expects sees on the battlefield until it was realized Eviolite would make it quite viable. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. Focus Sash helps protect Hoppip from being one-shotted and allowing it to atleast use a crucial move when brought out. With Chlorophyll, if sunny day is active Hoppip's speed is doubled.

Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Synthesis is a status move (heals your Hoppip by a weather-dependent amount).
Defense Curl is a status move (raises your Hoppip's defense by 1 stage).
Stun Spore is a status move (paralyzes the target).




Species: Hoppip
Item: Eviolite / Life Orb
Ability: Chlorophyll
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Solar Beam / Giga Drain
- Confusion
- Synthesis
- Defense Curl

Special Sweeper Hoppip (Chlorophyll)

Hoppip is a pretty decent Special Sweeper. It is designed to take down the opponent's team with high-damaging special attacks. Before Generation IV, a move's damage category was determined by its type. Hoppip is not a Pokemon anyone usually expects sees on the battlefield but Eviolite changes that. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. Focus Sash helps protect Hoppip from being one-shotted and allowing it to atleast use a crucial move when brought out. With Chlorophyll, if sunny day is active Hoppip's speed is doubled.

Solar Beam is a special STAB-boosted 120-base power Grass-type move (charges turn 1. hits turn 2. no charge in sunlight).
Giga Drain is a special STAB-boosted 60-base power Grass-type move (Hoppip recovers 50% of the damage dealt).
Confusion is a special 50-base power Psychic-type move (10% chance to confuse the target).
Synthesis is a status move (heals your Hoppip by a weather-dependent amount).
Defense Curl is a status move (raises your Hoppip's defense by 1 stage).



Movesets for Doubles


What is a good doubles moveset for Hoppip? These builds have been optimized for Ruby/Sapphire Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Ruby/Sapphire generation metagame.


Species: Hoppip
Item: Eviolite / Life Orb
Ability: Chlorophyll
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Synthesis
- Defense Curl
- Stun Spore

Doubles Physical Sweeper Hoppip (Chlorophyll)

Hoppip is a spectacular Physical Sweeper. It's goal is to take down the opponent's team with brute physical power. Previously before Generation IV, a move's damage category was determined by its type. Hoppip is not a Pokemon anyone usually expects sees on the battlefield without an Eviolite attached. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. Focus Sash helps protect Hoppip from being one-shotted and allowing it to atleast use a crucial move when brought out. With Chlorophyll, if sunny day is active Hoppip's speed is doubled.

Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Synthesis is a status move (heals your Hoppip by a weather-dependent amount).
Defense Curl is a status move (raises your Hoppip's defense by 1 stage).
Stun Spore is a status move (paralyzes the target).




Species: Hoppip
Item: Eviolite / Life Orb
Ability: Chlorophyll
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Solar Beam / Giga Drain
- Confusion
- Synthesis
- Defense Curl

Doubles Special Sweeper Hoppip (Chlorophyll)

Hoppip is a fabulous Special Sweeper. It's purpose is to take down the opponent's team with high-damaging special attacks. Keep in mind back before Generation IV, a move's damage category was determined by its type. Hoppip is not a Pokemon anyone usually expects sees on the battlefield without an Eviolite attached to it. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. Focus Sash helps protect Hoppip from being one-shotted and allowing it to atleast use a crucial move when brought out. With Chlorophyll, if sunny day is active Hoppip's speed is doubled.

Solar Beam is a special STAB-boosted 120-base power Grass-type move (charges turn 1. hits turn 2. no charge in sunlight).
Giga Drain is a special STAB-boosted 60-base power Grass-type move (Hoppip recovers 50% of the damage dealt).
Confusion is a special 50-base power Psychic-type move (10% chance to confuse the target).
Synthesis is a status move (heals your Hoppip by a weather-dependent amount).
Defense Curl is a status move (raises your Hoppip's defense by 1 stage).



Movepool


Wondering what moves can Hoppip learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Bullet Seed
10
100%
30
Hits 2-5 times in one turn.
Confusion
50
100%
25
10% chance to confuse the target.
Giga Drain
60
100%
5
User recovers 50% of the damage dealt.
Mega Drain
40
100%
10
User recovers 50% of the damage dealt.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Aerial Ace
60
--
20
This move does not check accuracy.
Double-Edge
120
100%
15
Has 1/3 recoil.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Return
--
100%
20
Max 102 power at maximum Happiness.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Tackle
35
95%
35
No additional effect.
Amnesia
--
--
20
Raises the user's Sp. Def by 2.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Cotton Spore
--
85%
40
Lowers the target's Speed by 2.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Encore
--
100%
5
The target repeats its last move for 3-6 turns.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
70%
20
Lowers the target's accuracy by 1.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Leech Seed
--
90%
10
1/8 of target's HP is restored to user every turn.
Mimic
--
--
10
The last move the target used replaces this one.
Poison Powder
--
75%
35
Poisons the target.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Sleep Powder
--
75%
15
Causes the target to fall asleep.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Splash
--
--
40
No competitive use.
Stun Spore
--
75%
30
Paralyzes the target.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Swords Dance
--
--
30
Raises the user's Attack by 2.
Synthesis
--
--
5
Heals the user by a weather-dependent amount.
Tail Whip
--
100%
30
Lowers the foe(s) Defense by 1.
Toxic
--
85%
10
Badly poisons the target.

Combo List


These are a list of several common move combinations Hoppip can perform in Ruby/Sapphire. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive RS Move and Ability Combos for Hoppip

Create a build


Have an idea in mind for Hoppip that you'd like to test? Customize the IVs, EVs and their Ruby/Sapphire moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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