Competitive Information for Hypno [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Hypno hypno
Base Stats for Hypno

Psychic

Abilities:
InsomniaInsomnia: This Pokemon cannot fall asleep. Gaining this Ability while asleep cures it.
,
Inner FocusInner Focus: This Pokemon cannot be made to flinch.
,
ForewarnForewarn: On switch-in, this Pokemon is alerted to the foes' move with the highest power.


Evolutions / Family:
Drowzee
Hypno

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


Visit Smogon's Pokedex for more competitive movesets for HypnoVisit Serebii's Pokedex for location, breeding, and other game details about HypnoVisit Bulbapedia for more information about HypnoVisit Pikalytics for competitive usage stats on Hypno

Movesets for Singles


What is a good competitive moveset for Hypno? These builds have been optimized for Pokemon competing in Sun/Moon 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 Sun/Moon generation metagame.


Common team mates for Hypno in Pokemon Sun/Moon:

DittoDrifblimKecleonAvaluggShuckleMeowsticPoliwrathArbokNatuXatuSharpedoUrsaring


Hypno is an awesome Psychic-typed Pokemon. It's a normal sight to see Hypno out in the 7th generation battlefield. Hypno is weak to Bug, Dark, and Ghost-typed attacks.


Species: Hypno
Item: Psychium Z / Fightinium Z
Ability: Insomnia
Nature: Jolly (+Spe, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Focus Punch
- Drain Punch
- Belly Drum / Metronome
- Hypnosis / Zen Headbutt

Physical Sweeper Hypno (Analytic)

Hypno is a phenomenal Physical Sweeper. It's designed to take down the opponent's team with brute physical power. With Insomnia, Hypno cannot fall asleep. gaining this ability while asleep cures it.

Focus Punch is a physical 150-base power Fighting-type move (fails if your Hypno takes damage before it hits).
Drain Punch is a physical 75-base power Fighting-type move (Hypno recovers 50% of the damage dealt).
Belly Drum is a status move (Hypno loses 50% max hp; This also maximizes Hypno's attack stat).
Metronome is a status move (picks a random move).
Hypnosis is a status move (causes the target to fall asleep).
Zen Headbutt is a physical STAB-boosted 80-base power Psychic-type move (20% chance to flinch the target).




Species: Hypno
Item: Normalium Z / Life Orb
Ability: Insomnia
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 Def / 252 Spe
Moveset:
- Double-Edge / Return
- Zen Headbutt / Psycho Cut
- Foul Play
- Drain Punch

Physical Sweeper Hypno (Insomnia)

Hypno is a stupendous Physical Sweeper. It attempts to take down the opponent's team with brute physical power. Focus Sash helps protect Hypno from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Hypno's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Insomnia, Hypno cannot fall asleep. gaining this ability while asleep cures it.

Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Zen Headbutt is a physical STAB-boosted 80-base power Psychic-type move (20% chance to flinch the target).
Psycho Cut is a physical STAB-boosted 70-base power Psychic-type move (high critical hit ratio).
Foul Play is a physical 95-base power Dark-type move (uses target's attack stat in damage calculation).
Drain Punch is a physical 75-base power Fighting-type move (Hypno recovers 50% of the damage dealt).




Species: Hypno
Item: Psychium Z / Life Orb
Ability: Insomnia
Nature: Modest (+SpA, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Synchronoise / Psychic
- Tri Attack
- Shadow Ball
- Dazzling Gleam

Special Sweeper Hypno (Insomnia)

Hypno is pretty popular Special Sweeper. It's meant to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Hypno from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Hypno's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Insomnia, Hypno cannot fall asleep. gaining this ability while asleep cures it.

Synchronoise is a special STAB-boosted 120-base power Psychic-type move (hits adjacent pokemon sharing your Hypno's type).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Tri Attack is a special 80-base power Normal-type move (20% chance to paralyze or burn or freeze target).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).



Movesets for Doubles


What is a good doubles moveset for Hypno? These builds have been optimized for Sun/Moon 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 Sun/Moon generation metagame.


Common team mates for Hypno in Pokemon Sun/Moon:

DittoDrifblimKecleonAvaluggShuckleMeowsticPoliwrathArbokNatuXatuSharpedoUrsaring


Species: Hypno
Item: Normalium Z / Life Orb
Ability: Insomnia
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 Def / 252 Spe
Moveset:
- Double-Edge / Return
- Zen Headbutt / Psycho Cut
- Foul Play
- Drain Punch

Doubles Physical Sweeper Hypno (Insomnia)

Hypno is an awesome Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. Focus Sash helps protect Hypno from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Hypno's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Insomnia, Hypno cannot fall asleep. gaining this ability while asleep cures it.

Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Zen Headbutt is a physical STAB-boosted 80-base power Psychic-type move (20% chance to flinch the target).
Psycho Cut is a physical STAB-boosted 70-base power Psychic-type move (high critical hit ratio).
Foul Play is a physical 95-base power Dark-type move (uses target's attack stat in damage calculation).
Drain Punch is a physical 75-base power Fighting-type move (Hypno recovers 50% of the damage dealt).




Species: Hypno
Item: Psychium Z / Life Orb
Ability: Insomnia
Nature: Modest (+SpA, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Synchronoise / Psychic
- Dazzling Gleam
- Tri Attack
- Shadow Ball

Doubles Special Sweeper Hypno (Insomnia)

Hypno is a pretty decent Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Hypno from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Hypno's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Insomnia, Hypno cannot fall asleep. gaining this ability while asleep cures it.

Synchronoise is a special STAB-boosted 120-base power Psychic-type move (hits adjacent pokemon sharing your Hypno's type).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).
Tri Attack is a special 80-base power Normal-type move (20% chance to paralyze or burn or freeze target).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).



Movepool


Wondering what moves can Hypno 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
Confusion
50
100%
25
10% chance to confuse the target.
Dazzling Gleam
80
100%
10
No additional effect. Hits adjacent foes.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Future Sight
120
100%
10
Hits two turns after being used.
Grass Knot
--
100%
20
More power the heavier the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Psybeam
65
100%
20
10% chance to confuse the target.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Psyshock
80
100%
10
Damages target based on Defense, not Sp. Def.
Psywave
--
100%
15
Random damage equal to 0.5x-1.5x user's level.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Synchronoise
120
100%
10
Hits adjacent Pokemon sharing the user's type.
Tri Attack
80
100%
10
20% chance to paralyze or burn or freeze target.
Zap Cannon
120
50%
5
100% chance to paralyze the target.
Bide
--
--
10
Waits 2 turns; deals double the damage taken.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Double-Edge
120
100%
15
Has 33% recoil.
Drain Punch
75
100%
10
User recovers 50% of the damage dealt.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fire Punch
75
100%
15
10% chance to burn the target.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Foul Play
95
100%
15
Uses target's Attack stat in damage calculation.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Low Kick
--
100%
20
More power the heavier the target.
Low Sweep
65
100%
20
100% chance to lower the target's Speed by 1.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Pound
40
100%
35
No additional effect.
Power-Up Punch
40
100%
20
100% chance to raise the user's Attack by 1.
Psycho Cut
70
100%
20
High critical hit ratio.
Rage
20
100%
20
Raises the user's Attack by 1 if hit during use.
Return
--
100%
20
Max 102 power at maximum Happiness.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Skull Bash
130
100%
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
Submission
80
80%
20
Has 1/4 recoil.
Take Down
90
85%
20
Has 1/4 recoil.
Thief
60
100%
25
If the user has no item, it steals the target's.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Wake-Up Slap
70
100%
10
Power doubles if target is asleep, and wakes it.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
Ally Switch
--
--
15
The user swaps positions with its ally.
Assist
--
--
20
Uses a random move known by a team member.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Barrier
--
--
20
Raises the user's Defense by 2.
Baton Pass
--
--
40
User switches, passing stat changes and more.
Belly Drum
--
--
10
User loses 50% max HP. Maximizes Attack.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Disable
--
100%
20
For 4 turns, disables the target's last move used.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Flatter
--
100%
15
Raises the target's Sp. Atk by 1 and confuses it.
Guard Swap
--
--
10
Swaps Defense and Sp. Def changes with target.
Hypnosis
--
60%
20
Causes the target to fall asleep.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Magic Room
--
--
10
For 5 turns, all held items have no effect.
Meditate
--
--
40
Raises the user's Attack by 1.
Metronome
--
--
10
Picks a random move.
Mimic
--
--
10
The last move the target used replaces this one.
Nasty Plot
--
--
20
Raises the user's Sp. Atk by 2.
Nightmare
--
100%
15
A sleeping target is hurt by 1/4 max HP per turn.
Poison Gas
--
90%
40
Poisons the foe(s).
Power Split
--
--
10
Averages Attack and Sp. Atk stats with target.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Psychic Terrain
--
--
10
5 turns. Grounded: +Psychic power, priority-safe.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Recycle
--
--
10
Restores the item the user last used.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Role Play
--
--
10
User replaces its Ability with the target's.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Skill Swap
--
--
10
The user and the target trade Abilities.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Snatch
--
--
10
User steals certain support moves to use itself.
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
--
85%
15
Raises the target's Attack by 2 and confuses it.
Switcheroo
--
100%
10
User switches its held item with the target's.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Telekinesis
--
--
15
For 3 turns, target floats but moves can't miss it.
Teleport
--
--
20
Fails when used.
Thunder Wave
--
90%
20
Paralyzes the target.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Trick
--
100%
10
User switches its held item with the target's.
Trick Room
--
--
5
Goes last. For 5 turns, turn order is reversed.
Wish
--
--
10
Next turn, 50% of the user's max HP is restored.

Combo List


These are a list of several common move combinations Hypno can perform in Sun/Moon. 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 SM Move and Ability Combos for Hypno

Create a build


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



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