Hoopa

Alternate Forms

X

This troublemaker sends anything and everything to faraway places using its loop, which can warp space.

Y

It gathers things it likes and passes them through its loop to teleport them to a secret place.

Omega Ruby

In its true form, it possess a huge amount of power. Legends of its avarice tell how it once carried off an entire castle to gain the treasure hidden within.

Alpha Sapphire

It is said to be able to seize anything it desires with its six rings and six huge arms. With its power sealed, it is transformed into a much smaller form.

Pokédex & Training Data

Classification Mischief Pokémon
Height 0.5 m (1'08")
Weight 9.0 kg (19.8 lbs)
Abilities
EV Yield +3 Sp. Atk
Catch Rate 3
Base Friendship 100
Growth Rate slow
Gender Ratio
Genderless
Egg Groups This Pokemon Cannot Breed

Pokédex Numbers

National #720

Learned Moves

Level Up Moves

X/Y
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Destiny Bond
— — 5 If the user faints this turn, the target automatically will, too.
1 Trick
— 100% 10 User and target swap items.
1 Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
1 Hyperspace Hole
80 — 5 Ignores and destroys protection effects.
6 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
10 Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
15 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
19 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
25 Skill Swap
— — 10 User and target swap abilities.
29 Power Split
— — 10 Averages Attack and Special Attack with the target.
35 Guard Split
— — 10 Averages Defense and Special Defense with the target.
46 Phantom Force
90 100% 10 User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.
50 Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
55 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
68 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
75 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
85 Hyperspace Hole
80 — 5 Ignores and destroys protection effects.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Destiny Bond
— — 5 If the user faints this turn, the target automatically will, too.
1 Trick
— 100% 10 User and target swap items.
1 Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
1 Hyperspace Hole
80 — 5 Ignores and destroys protection effects.
6 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
10 Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
15 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
19 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
25 Skill Swap
— — 10 User and target swap abilities.
29 Guard Split
— — 10 Averages Defense and Special Defense with the target.
29 Power Split
— — 10 Averages Attack and Special Attack with the target.
35 Phantom Force
90 100% 10 User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.
46 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
50 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
50 Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
55 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
68 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
75 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
85 Hyperspace Hole
80 — 5 Ignores and destroys protection effects.

TM/HM Moves

X/Y
Name Class Power Acc. PP Effect
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM20 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM46 Thief
60 100% 25 Takes the target’s item.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target’s Special Defense by one stage.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM60 Quash
— 100% 15 Makes the target act last this turn.
TM63 Embargo
— 100% 15 Target cannot use held items.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
TM98 Power Up Punch
40 100% 20 Raises the user’s Attack by one stage after inflicting damage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
Name Class Power Acc. PP Effect
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM20 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM46 Thief
60 100% 25 Takes the target’s item.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target’s Special Defense by one stage.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM60 Quash
— 100% 15 Makes the target act last this turn.
TM63 Embargo
— 100% 15 Target cannot use held items.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM97 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM98 Power Up Punch
40 100% 20 Raises the user’s Attack by one stage after inflicting damage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
Block
— — 5 Prevents the target from leaving battle.
Covet
60 100% 25 Takes the target’s item.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Dual Chop
40 90% 15 Hits twice in one turn.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
Gunk Shot
120 80% 5 Has a 30% chance to poison the target.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Knock Off
65 100% 20 Target drops its held item.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Magic Room
— — 10 Negates held items for five turns.
Recycle
— — 10 User recovers the item it last used up.
Role Play
— — 10 Copies the target’s ability.
Shock Wave
60 — 20 Never misses.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Skill Swap
— — 10 User and target swap abilities.
Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
— 100% 10 User and target swap items.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 80
Attack 110
Defense 60
Sp. Atk 150
Sp. Def 130
Speed 70
Total 600

Type Defenses

(vs. Gen 6+ rules)

0x
0x
0.5x
0.5x
4x
4x