Hoopa

Alternate Forms

No entry available for this game era.

Pokédex & Training Data

Classification Mischief Pokémon
Height 6.5 m (21'04")
Weight 490.0 kg (1080.3 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

Sun/Moon
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 Fury
100 — 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.
46 Knock Off
65 100% 20 Target drops its held item.
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 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
75 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
85 Hyperspace Fury
100 — 5 Ignores and destroys protection effects.
Ultra Sun/Ultra Moon
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 Fury
100 — 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.
46 Knock Off
65 100% 20 Target drops its held item.
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 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
75 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
85 Hyperspace Fury
100 — 5 Ignores and destroys protection effects.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
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.
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.
TM97 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
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.
Laser Focus
— — 30 Guarantees a critical hit with the user’s next move.
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.
Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
Throat Chop
80 100% 15 Prevents the target from using sound-based moves for two turns.
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 160
Defense 60
Sp. Atk 170
Sp. Def 130
Speed 80
Total 680

Type Defenses

(vs. Gen 6+ rules)

0x
4x
2x