Competitive Information for Hoopa [X/Y]

Competitive Pokemon X/Y Movesets and Strategies for Hoopa hoopa
Base Stats for Hoopa

Psychic / Ghost

Abilities:
MagicianMagician: If this Pokemon has no item, it steals the item off a Pokemon it hits with an attack.


Evolutions / Family:
Hoopa

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


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

Movesets for Singles


What is a good competitive moveset for Hoopa? These builds have been optimized for Pokemon competing in X/Y 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 X/Y generation metagame.


Hoopa is a remarkable Psychic and Ghost-typed Pokemon. Hoopa are common Pokemon to see in the XY metagame. Hoopa's only type-related weaknesses are Dark and Ghost.


Species: Hoopa
Item: Life Orb / Focus Sash
Ability: Magician
Nature: Modest (+SpA, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Psychic / Psyshock
- Shadow Ball
- Thunderbolt
- Energy Ball

Special Sweeper Hoopa (Magician)

Hoopa is a legendary Special Sweeper. It tries to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Hoopa from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Hoopa's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Magician, if Hoopa has no item it steals the item off a pokemon it hits with an attack.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Shadow Ball is a special STAB-boosted 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Thunderbolt is a special 90-base power Electric-type move (10% chance to paralyze the target).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).




Species: Hoopa
Item: Life Orb
Ability: Magician
Nature: Modest (+SpA, -Atk)
EVs: 252 SpA / 4 SpD / 252 Spe
Moveset:
- Hyperspace Hole
- Focus Blast
- Shadow Ball
- Thunderbolt

Hoopa Special Sweeper (Hyper Hoopa)

Hoopa is a legendary Special Sweeper. This moveset attempts to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Hoopa's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Magician, if Hoopa has no item it steals the item off a pokemon it hits with an attack.

Hyperspace Hole is a special STAB-boosted 80-base power Psychic-type move (breaks the target's protection for this turn).
Focus Blast is a special 120-base power Fighting-type move (10% chance to lower the target's special defense by 1 stage).
Shadow Ball is a special STAB-boosted 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Thunderbolt is a special 90-base power Electric-type move (10% chance to paralyze the target).



Movesets for Doubles


What is a good doubles moveset for Hoopa? These builds have been optimized for X/Y 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 X/Y generation metagame.


Species: Hoopa
Item: Life Orb / Focus Sash
Ability: Magician
Nature: Modest (+SpA, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Psychic / Psyshock
- Shadow Ball
- Thunderbolt
- Energy Ball

Doubles Special Sweeper Hoopa (Magician)

Hoopa is a legendary Special Sweeper. It is meant to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Hoopa from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Hoopa's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Magician, if Hoopa has no item it steals the item off a pokemon it hits with an attack.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Shadow Ball is a special STAB-boosted 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Thunderbolt is a special 90-base power Electric-type move (10% chance to paralyze the target).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).



Movepool


Wondering what moves can Hoopa 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
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Confusion
50
100%
25
10% chance to confuse the target.
Dark Pulse
80
100%
15
20% chance to flinch the target.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Energy Ball
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Grass Knot
--
100%
20
More power the heavier the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Hyperspace Hole
80
--
5
Breaks the target's protection for this 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.
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.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Astonish
30
100%
15
30% chance to flinch the target.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Covet
60
100%
25
If the user has no item, it steals the target's.
Drain Punch
75
100%
10
User recovers 50% of the damage dealt.
Dual Chop
40
90%
15
Hits 2 times in one turn.
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.
Gunk Shot
120
80%
5
30% chance to poison the target.
Hyperspace Fury
100
--
5
Hoopa-U: Lowers user's Def by 1; breaks protect.
Ice Punch
75
100%
15
10% chance to freeze the target.
Knock Off
65
100%
20
1.5x damage if foe holds an item. Removes item.
Last Resort
140
100%
5
Fails unless each known move has been used.
Phantom Force
90
100%
10
Disappears turn 1. Hits turn 2. Breaks protection.
Power-Up Punch
40
100%
20
100% chance to raise the user's Attack by 1.
Return
--
100%
20
Max 102 power at maximum Happiness.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
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.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
Ally Switch
--
--
15
Switches position with the ally on the far side.
Block
--
--
5
Prevents the target from switching out.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Destiny Bond
--
--
5
If an opponent knocks out the user, it also faints.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Embargo
--
100%
15
For 5 turns, the target's item has no effect.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Gravity
--
--
5
For 5 turns, negates all Ground immunities.
Guard Split
--
--
10
Averages Defense and Sp. Def stats with target.
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.
Nasty Plot
--
--
20
Raises the user's Sp. Atk by 2.
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.
Quash
--
100%
15
Forces the target to move last this turn.
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
--
90%
15
Raises the target's Attack by 2 and confuses it.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Thunder Wave
--
100%
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.
Wonder Room
--
--
10
For 5 turns, all Defense and Sp. Def stats switch.

Combo List


These are a list of several common move combinations Hoopa can perform in X/Y. 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 XY Move and Ability Combos for Hoopa

Create a build


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



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