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Community POTW #090

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Serebii

And, as if by magic, the webmaster appeared...
Staff member
Admin
Time for the next Pokémon of the Week and this is the second week in our annual three week movie celebration.

This week is a 2-for-1 situation.

First off is...

720.png


Hoopa Confined. The adorable mischievous little Psychic/Ghost type Pokémon. Despite its two 4x weaknesses, it can be a pesky Pokémon and capable of a lot.



Next, is its Omega Ruby & Alpha Sapphire exclusive form change, the 21 foot tall Hoopa Unbound

720-u.png


Hoopa Unbound is capable of a lot more. It hits harder, has less weaknesses and is just an utter pain to deal with.

http://www.serebii.net/pokedex-xy/720.shtml

Go nuts
 

Chinonso

Therians
I'm gonna go ahead and do Hoopa Unbound for this one:

Positives:
+ A fantastic Psychic-type movepool.
+ Amazing mixed attacker, with Attacking stats of 160/170 respectively. This thing hits like a truck, and being able to run mixed sets is always a good thing.
+ Good Special Defence, too, at Base 130.
+ Because it has such an expansive Psychic-type movepool, it's capable of doing some weird things like Skill Swap, Dual Screens and Trick Room (not really recommended).

Negatives:
- A whopping 0 resistances!
- Base 60 Defence is really bad. It literally faints to any X-Scissor.
- It's 4x weak to Bug. OK it has good Special Defence, but you need to have Max Special Defence and HP investment, and be at +1 Special Defence to withstand an unboosted Bug Buzz from a Volcarona. But at least it isn't 4x weak to two types, like a different form of Hoopa...
- Wishes it had better Speed.
- Horrible movepool outside of Psychic type moves (in relation to them, anyway)
- Hyperspace Fury lowers your defence. It's strong and all, but it already has really bad Defence, so that's the last thing it needs.
- Magician, as seen with Delphox, is pretty bad...
- It technically doesn't exist yet.

Ability:
Magician: The user steals the held item the target has when it's hit with a move. This is nice and all, but you have to have no item in the first place for this ability to work. You don't want to gain the wrong item to screw up your strategy, and 100% of the time, you're going to have an item.

Moveset
Lots of Hype-rspace Fury
Hyperspace Fury
Psychic
Fire/Ice/Thunder Punch
Trick

Item: Choice Scarf
EV's: 252 Atk, 168 SpA, 84 Spe.
Hasty Nature
Ability: Magician

This moveset can still pack a punch while still outspeeding things. It outspeeds Max Speed Serperior and Speed ties with things like Raikou (at Max Speed), I think.
 
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Aduro

Mt.BtlMaster
+ Unbound hits nearly as hard as mega rayquaza physically and specialy
+ confined has the special attack equal to kyogre with a plethora of special moves and nasty plot
+ huge offensive movepool as well as trick room substitute thunder wave and taunt
+ hyperspace fury hits through protect and is perfectly accurate in exchange for lowering the defence of a pokemon which couldnt take physical attacks anyway.
+ hyperspace hole is a special variant without the defence drop
+ confined is resistant to poison and psychic and immune to fighting and normal
+ Magician is a nightmare for leftovers sets but requires a lack of item. Wouldnt be surprised t see failed gimmick sets flinging toxic orbs.


- Both have poor HP and speed for ubers and atrocious defence
- Unbound is 4 times Weak to u-turn, after it inevitably becomes uber it will live in fear of genesect and yvetal
- Confined is 4 times weak to pursuit and knock off


A pokemon that hits through protect and hits hard will do extremely well in doubles, particularly with trick room and subs.
 
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Diancie1814

Diancie hunter
Well I think it is my turn I haven't used hoopa but from what I have seen is a great all around attacker with a good move pool and can hit for heavy damage it's defenses are bad but when it hits this hard you boost it's sped it will not matter especially if you have a Pokemon like mega blazekin as a partner in double battles

No item
Hyperspace fury
Fire punch
Psychic
Dark pulse
 

ClefairyRox

Nintendo Fan
Looking at Hoopa, it's a very strange Pokemon. It's typing in both of its forms is pretty good offensively but horrible defensively (those 4x weaknesses, plus very few resistances). Hoopa's confined form in particular is very vulnerable to Pursuit and Knock Off. It's got an odd stat distribution too, with great offenses and Sp. Defense but poor Defense and a Speed stat that I can't put any higher than "eh". However, Hoopa does have access to a number of unique and useful moves, including three that hit through Protect and Detect (Hyperspace Hole, Hyperspace Fury, and Phantom Force), although they'd be more useful if Hoopa was not banned from the Protect-heavy VGC (could be useful in Smogon Doubles, though).

The biggest problem I see with Hoopa is its Speed, which isn't too good either in or out of Trick Room; it will only be outrunning walls or those with little Speed investment. Thus, I'd say a Choice Scarf is a solid option for it, especially since Hoopa can learn Trick. Hoopa's fairly starved for coverage options outside of its STABs, but Psychic/Dark and Psychic/Ghost have very similar coverage, and are only resisted by Dark-types. Hoopa does get Focus Blast, Drain Punch, and Brick Break for those guys, at least. Hoopa can also learn Thunder Wave as an additional means of Speed control, and crippling a fast foe is always useful. Hoopa's a bit too slow to make Destiny Bond ideal, but it could be a good move to use if you know Hoopa will go down.
 

ger9119

Well-Known Member
Hoopa-Unbound @ Expert Belt/Life Orb
Ability: Magician
EVs: 88 Atk / 168 SpA / 252 Spe
Hasty Nature
- Focus Blast
- Gunk Shot
- Psychic
- Hyperspace Fury

Dedicated Mixed Attacker, outstanding coverage. It gets stuff like Energy Ball and a few other quality moves but this seems like the most solid spread for it
 

Shinzan

Active Member
So this is the first POTW involving a Pokemon yet to be officially released. So from what little we know, there is little to no reason to use Confined Forme over Unbound Forme and the only reason I can think of using it is to give it Ghost STABs, which is okay at best. So I'm probably expecting most entries to cover Unbound Formes. That said, I am clueless whether Hyperspace Hole and Hyperspace Fury can co-exist in one set at the same time.

Sounds like a Load of Hoop(l)a!
Hoopa Confined @ Choice Scarf
Ability: Magician
EVs: 252 SpAtk / 252 Spe / 4 HP
Timid Nature
- Shadow Ball
- Hyperspace Hole/Psychic/Psyshock
- Focus Blast
- Trick/Destiny Bond

Suppose you decide to use it in Confined Forme, how would you make good use of what it has? Shadow Ball is your primary STAB to go to to handle Ghosts that threatens it. For its other STAB, Psychic has more power while Psyshock is good for bypassing special walls. Hyperspace Hole should also be taken to account with the amount of Protect users in competitive play. Focus Blast is mainly for dealing with Dark Types, but its shaky accuracy leaves much to be desired. The last slot should be used for situational counters. Trick renders stall useless, while Destiny Bond deals with sweepers that could wreck your team. Full speed investment is recommended for this set.

Jumping through the Hoopa and Unbound
Hoopa Unbound @ Life Orb
Ability: Magician
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Knock Off/Hyperspace Fury
- Zen Headbutt
- Gunk Shot
- Drain Punch/Fire Punch

So using Unbound Forme, there is a Physical attacker set, a Special Attacker Set, and a Mixed Attacker Set. This is a physical attacker set. However, this set is different from the others in that it attempts to cover for its less than sufficient physical defense by maximizing its physical bulk, hence why Impish nature is chosen over Adamant. Knock Off is the first choice for its Dark STAB since it has more PP to use than Hyperspace Fury and comes with a more permanent effect, but the tradeoff is that 97.5 BP (before STAB) only works once per mon at best when compared to a consistent 100 BP move that can break through Protect. However, Hyperspace Fury is second choice only because the lowering of its defense by one stage per use makes it a hassle for dealing with physical attackers afterwards, especially Banded Scizor. Zen Headbutt is your only Psychic STAB. Gunk Shot demolishes slower fairies like Azumarill, but the shaky accuracy could ruin its day. The last slot is up to how you want to use Unbound Hoopa. Drain Punch recovers health lost through tanking hits, and can wreck Steel Types like Heatran that think they can switch in on a Gunk Shot, while the other option Fire Punch is good for dealing with things like Mega-Mawile and Klefki and specifically wrecks bugs like Scizor and its Mega. Life Orb is to ensure that even with little atk investment, Hoopa can still hit hard which comes in handy with Drain Punch in its arsenal.
 

Specialbeamcanon

SUCH PERFECTION
Jafar's Evil Plot
720UMS.png

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Psyshock
- Dark Pulse
- Focus Blast
Typical wallbreaking set that demolishes defensive cores. Dark Pulse is the to go STAB while Psyshock hits specially defensive stuff. Focus Blast is the best option against Psychic/Dark resists as Fighting is perfect coverage with Psychic/Dark as only Dark types and the Steel Fairies laugh at that STAB combo and they will not enjoy eating a +2 Focus Blast in the face. It needs paralysis or sticky web support(doesn't effect ungrounded mons tho) to deal with fast physical attackers though. Base 80HP/130SpDef can handle most special attackers that isn't Volcarona or Specs Keldeo. Diancie is a huge threat as it's immune to Thunder Wave and outspeeds unless it mega evolved in the first turn. And it loses it's Sticky Web immunity after megaevolving. Scarf Lando-T is immune to T-wave and Sticky Web and uses you as U-Turn bait. It dislikes 2 Dark Pulses tho. Even if Talonflame is paralyzed, its 50/50 if it will either priority Brave Bird first or if the parahax prevents it from attacking.
 
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Karxrida

Lost in the Waves
Full paralysis happens 25% of the time, not 50%.
 

Rocxidi

The Jim Reaper
Hoopa @ Assault Vest
Ability: Magician
EVs: 252 HP / 88 Atk / 168 SpA
Hasty Nature
- Focus Blast
- Gunk Shot / Fire Punch / Ice Punch
- Psychic
- Shadow Ball / Phantom Force

Hoopa-Unbound @ Assault Vest
Ability: Magician
EVs: 252 HP / 88 Atk / 168 SpA
Hasty Nature
- Focus Blast
- Gunk Shot / Fire Punch / Ice Punch
- Psychic
- Hyperspace Fury / Knock Off
 

Karxrida

Lost in the Waves
It'd be cool of you guys posting mixed attacking sets would tell us what KOs Hoopa nets with the EVs you gave.
 

ger9119

Well-Known Member
It'd be cool of you guys posting mixed attacking sets would tell us what KOs Hoopa nets with the EVs you gave.

88 Atk Life Orb Hoopa Gunk Shot vs. 252 HP / 160 Def Clefable: 382-450 (96.9 - 114.2%) -- 81.3% chance to OHKO
88 Atk Life Orb Hoopa Gunk Shot vs. 252 HP / 252 Def Clefable: 346-408 (87.8 - 103.5%) -- 25% chance to OHKO
88 Atk Life Orb Hoopa Gunk Shot vs. 252 HP / 252+ Def Mega Altaria: 242-286 (68.3 - 80.7%) -- guaranteed 2HKO
88 Atk Life Orb Hoopa Gunk Shot vs. 64 HP / 0 Def Mega Altaria: 330-390 (107.4 - 127%) -- guaranteed OHKO
88 Atk Life Orb Hoopa Gunk Shot vs. 252 HP / 220+ Def Sylveon: 348-411 (88.3 - 104.3%) -- 25% chance to OHKO


88 Atk Life Orb Hoopa Knock Off (97.5 BP) vs. 252 HP / 104+ Def Mew: 354-421 (87.6 - 104.2%) -- 25% chance to OHKO
168 SpA Life Orb Hoopa Focus Blast vs. 252 HP / 168 SpD Ferrothorn: 302-356 (85.7 - 101.1%) -- 6.3% chance to OHKO
88 Atk Life Orb Hoopa Knock Off (97.5 BP) vs. 4 HP / 252+ Def Eviolite Chansey: 289-341 (45 - 53.1%) -- 30.5% chance to 2HKO
88 Atk Life Orb Hoopa Gunk Shot vs. 4 HP / 252+ Def Chansey: 355-419 (55.2 - 65.2%) -- guaranteed 2HKO
168 SpA Life Orb Hoopa Focus Blast vs. 4 HP / 252 SpD Chansey: 304-359 (47.3 - 55.9%) -- 78.5% chance to 2HKO
168 SpA Life Orb Hoopa Psychic vs. 252 HP / 112 SpD Hippowdon: 253-298 (60.2 - 70.9%) -- guaranteed 2HKO after Leftovers recovery

168 SpA Life Orb Hoopa Psychic vs. 244 HP / 192+ SpD Gliscor: 204-242 (57.9 - 68.7%) -- guaranteed 2HKO after Poison Heal
168 SpA Life Orb Hoopa Focus Blast vs. 248 HP / 192+ SpD Heatran: 289-341 (75 - 88.5%) -- guaranteed 2HKO after Leftovers recovery
168 SpA Life Orb Hoopa Psychic vs. 248 HP / 0 SpD Rotom-W: 211-250 (69.6 - 82.5%) -- guaranteed 2HKO after Leftovers recovery
168 SpA Life Orb Hoopa Focus Blast vs. 0 HP / 4 SpD Mega Scizor: 198-233 (70.4 - 82.9%) -- guaranteed 2HKO
168 SpA Life Orb Hoopa Psychic vs. 252 HP / 8 SpD Landorus-T: 265-313 (69.3 - 81.9%) -- guaranteed 2HKO after Leftovers recovery

Here's some calcs against some of the more common defensive things, I can run more but I don't they they will matter much. Switching into it's attacks will be tough unless it's resisted or immune.
 
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Airo

That One Guy
Both forms of Hoopa have to deal with the problem of having an embarrassing 4x weakness against a fairly common attacking type. Knock Offs and U-turns can be found everywhere, and it doesn't help that both forms also sport rather low 80/60 physical defenses. Confined and Unbound hit 70 and 80 base Speed, respectively, neither of which are particularly impressive. Hoopa also suffers from being stuck with the ability Magician, which proves useless without relying on tricks like Trick or Fling. Hoopa's potential lies in excellent mixed offensive stats and a great 130 Special Defence, allowing it to function as a potent wallbreaker with great STABs, as well as handle Special Attackers not carrying a 4x effective move.

Abilities:
Magician: Hoopa's only ability, and a rather disappointing one at that. As aforementioned, needs Trick or Fling to function. If only Gems were available... Ah, but the nerf to their boost hurt their viability, anyway.

Confined
Although its Confined form comes with 80 BST less than Unbound, 50 of that went into boosting physical Attack, a stat it does not need so terribly much except for mixed attacking. Confined Hoopa is generally fine sticking to attacking on the special side anyway, as its Ghost typing doesn't provide any notable physical STAB, except for perhaps Phantom Force, although it is generally too unreliable to be used. Unfortunately, its signature move, Hyperspace Hole is pretty useless with only 80 BP, its Protect-piercing capabilities outclassed by Psyshock's physical defense targeting and Psychic's higher BP. (Hyperspace Hole has some merit in doubles, ensuring Hoopa will be able to deal damage to its target.) Its unique typing also makes Confined hard to use: a 4x weakness to two very common attacking types, Ghost and Dark, make Hoopa extremely vulnerable to revenge killing, especially by Pursuit trapping.

Tearing Holes into Their Walls (Even without Hyperspace Hole)
Item: Life Orb/Leftovers
Ability: Magician
Nature: Modest (+SpAtk, -Atk) or Timid (+Spd, -Atk)
EVs: 252 HP/252 SpAtk/4 Spd or 4 Def/252 SpAtk/252 Spd
- Psychic/Psyshock
- Shadow Ball
- Calm Mind/Nasty Plot
- Focus Blast
Hoopa takes advantage of one of two great boosting moves to set up and destroy walls standing in its way. STAB moves coming off of 150 SpAtk boosted by nature are very powerful, especially with once Hoopa sets up. Focus Blast is Hoopa's best coverage; I personally despise its accuracy, but there's really no other Special attack that matches it. The only other thing covering Dark types is Signal Beam, which is vastly inferior regarding its BP and general type matchups. A Timid nature with 252 Speed EVs can be run for a more typical set, since, considering its 70 base Speed, Hoopa's tying with Metagross, and outspeeding threats like Tyranitar and Scizor.

Tricky Little Ghost
Item: Choice Scarf/Choice Specs
Ability: Magician
Nature: Timid (+Spd, -Atk)
EVs: 4 Def/252 SpAtk/252 Spd
- Psychic/Psyshock
- Shadow Ball
- Trick
- Destiny Bond/Thunder Wave
With a Choice item in hand, Hoopa is free to use a classic Trick set to ruin the enemies momentum. Although Scarfs are usually seen on Trick sets, the boost from Specs makes Hoopa a force to be reckoned with, and is better at crippling any physical attackers that expect to receive a Scarf. The fourth move is somewhat filler; Destiny Bond can nab some KOs on opponents that would Pursuit trap and shut down Sucker Punch, while Thunder Wave has always been a great utility move that Hoopa can use to good effect once its Choice item has been Tricked away.

Unbound
Hoopa's Unbound form, sporting higher stats and a Dark type instead of Ghost, typically enjoys more freedom than Confined, outspeeding more threats, getting enhanced mixed attacking capabilities, and taking neutral damage from Dark and Ghost types. It only needs to watch out for powerful physical Fighting type moves, which it is no longer is immune to, and the large amount of speedy Pokemon that carry U-turn, which now easily OHKOs Hoopa. Unbound also gets to enjoy an actually viable signature move, Hyperspace Fury, which, with 100 BP, will always be stronger than Knock Off, and provide more consistent damage output. Its low PP isn't too much of a problem, since it can't be stalled out by Protect. The one stage reduction to physical defense is a bit worrisome, but all things considered, Hoopa doesn't take physical hits well anyway.

*Confined's aforementioned sets can be run by Unbound, just with Shadow Ball replaced by Dark Pulse for proper STAB. Hidden Power Fire can also replace Focus Blast as coverage, since there isn't as much a need to deal with Dark types anymore, and it also now OHKOs even bulky variants of Mega Scizor.

Fury of the Fiend
Item: Life Orb
Ability: Magician
Nature: Jolly (+Spd, -SpAtk)
EVs: 252 Atk/4 Def/252 Spd
- Hyperspace Fury/Knock Off
- Zen Headbutt
- Fire Punch/Ice Punch/Gunk Shot/Drain Punch
- Fire Punch/Ice Punch/Gunk Shot/Drain Punch
Like Confined's first set, except being physical and having no set up moves available. First two moves are STAB, while final two moves are whatever coverage you need. Fire Punch helps deal with Ferrothorn and Scizor, and will OHKO some less bulkier Scizor variants. Ice Punch decimates Dragon types; that goes without saying. Gunk Shot takes care of Fairy types. Drain Punch can take care of Steel/Rock types while having the nice bonus of healing some HP.

Six-Handed Schemer
Item: Choice Scarf/Choice Band
Ability: Magician
Nature: Jolly (+Spd, -SpAtk)
EVs: 4 Def/252 Atk/252 Spd
- Hyperspace Fury/Knock Off
- Zen Headbutt
- Trick
- Destiny Bond/Thunder Wave
Another physical swap of an aforementioned set. Fairly self-explanatory, although if you're running Knock Off, be careful not to use it on a foe you gave your Choice item to and free them from the lock.

Mischievous Djinn
Item: Iron Ball/Any Fossil/Flame Orb/King's Rock/Razor Fang
Ability: Magician
Nature: Jolly (+Spd, -SpAtk)
EVs: 4 Def/252 Atk/252 Spd
- Fling
- Hyperspace Fury/Zen Headbutt
- Thunder Wave/Zen Headbutt
- Gunk Shot
Despite it being a rather desperate way of trying to utilize Magician, Fling serves it purpose of simultaneously throwing away Hoopa's item and stealing away the opponent's at the same time. Item choice is important here, as Iron Ball serves as a powerful 130 BP Fling at the expense of initially cutting Speed, the fossils all give 100 BP Flings making them effectively Hyperspace Fury without needing it in the moveset or using up its PP, the Flame Orb creates a weak, although Burn-inducing Fling (a 100 accuracy Will-o-Wisp with some damage, basically), and the Rock/Fang creates a flinching Fling, acting like a makeshift Fake Out with the bonus of stealing the opponent's item. Zen Headbutt is there in case you want more than just Dark STAB. Gunk Shot targets the Fairy types that would resist Fling. Thunder Wave serves as decent utility, as well as a panic button of sorts against enemies that would laugh at Magician+Fling antics (e.g. most Megas and Guts users).

Unleashed Breaker
Item: Life Orb/Expert Belt
Ability: Magician
Nature: Hasty (+Spd, -Def)
EVs: 88 Atk/168 SpAtk/252 Spd
- Psychic
- Knock Off
- Gunk Shot
- Hidden Power Fire/Hidden Power Ice
And finally, we arrive at the awaited mixed attacking wallbreaking set. STAB is divided between physical and special. Psychic is Hoopa's most powerful Psychic type STAB. Knock Off is an important tool for breaking Eviolite walls and being an excellent disruption in general. Gunk Shot takes care of the Fairy types that pose a threat to Hoopa and can tank either of its STAB moves. The last move is whichever Hidden Power you desire. Fire to care of troublesome Steel types, or Ice to take of Dragon type threats.

Other Options
Hoopa, for all its offensive prowess, still has access to a decent support movepool.
Skill Swap passes on Hoopa's mediocre ability to the enemy, and, hopefully, brings in a better ability.
Wonder Room's exchange of physical and special defensive stats can screw with an opponent's attempts to hit Hoopa on its frail physical Defense.
Dual Screens allow Hoopa to provide helpful team support.
Thunderbolt and Energy Ball are nice moves with great BP, but the coverage they bring isn't too impressive.

Double and Triple Battle Options
Hoopa's signature moves, Hyperspace Hole and Hyperspace Fury are able to simplify prediction thanks to ignoring Protect. Dual screens and Ally Switch help mitigate the damage your opponent is able to dish out.

Partners
Becuase of Hoopa's physical frailty and somewhat mediocre Speed, it enjoys partners that are able to set up Reflect or Tailwind. Fast Fighting types with Mach Punch or Vacumn Wave can help Confined form deal with Sucker Punchers, and most fast, powerful Pokemon carrying Fire Blast as coverage can help Unbound deal with Scizor and other U-turn threats.

Counters
Confined doesn't have much Speed, so there are a large list of notable threats that can OHKO easily with a 4x effective move. Just about anything with Sucker Punch or Knock Off threatens Hoopa. Bisharp can come in on any move that isn't Focus Blast, and threaten with Sucker Punch and/or Pursuit. Bulky variants of Scizor can take two hits from Shadow Ball and OHKO with Knock Off. Alakazam can take any hit that isn't Shadow Ball and outspeed and OHKO with its own Shadow Ball. Landorus can take any move Confined dishes out and OHKO with Knock Off.

Unbound is a little harder to deal with. Higher offensive and Speed stats means that it can wallbreak and outspeed Pokemon that would normally give Confined Hoopa trouble. In addition, there aren't too many things that enjoy being hit by a STAB Knock Off coming from 160 base Attack, even if not fully invested. Still, any Pokemon that can manage to take a hit and retaliate with any Bug type attack or a decently powered physical attack should make quick work of Unbound Hoopa. Since there aren't too many things that can take two hits from mixed Hoopa, it comes down to picking something that can take a predicted hit and outspeed for an easy kill. Examples include Talonflame, Garchomp, and banded Dragonite or Scizor.
 
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Karxrida

Lost in the Waves
Magician is not worth abusing, especially if you're forced to run a redundant coverage option like Fling. Never run it.

Skill Swap is way too inconsistent to be OO worthy, plus you're letting a Wallbreaker give something a free switch-in on top of that.

Wonder Room is a gimmick and can backfire spectacularly for your teammates.

Hoopa is too slow to provide Dual Screens support. Just run Azelf.
 

Shinzan

Active Member
Fury of the Fiend
Item: Life Orb
Ability: Magician
Nature: Jolly (+Spd, -SpAtk)
EVs: 252 Atk/4 Def/252 Spd
- Hyperspace Fury/Knock Off
- Zen Headbutt
- Fire Punch/Ice Punch/Gunk Shot/Drain Punch/Earthquake
- Fire Punch/Ice Punch/Gunk Shot/Drain Punch/Earthquake

It cannot learn Earthquake.

One thing to note is that it can learn Guard Split, which if used on something like Shuckle, who also learns it, can balance out its physical fraility. Something worth considering for its partner.
 

LeafeonTheVoid

New changes
Magician is not worth abusing, especially if you're forced to run a redundant coverage option like Fling. Never run it.

Skill Swap is way too inconsistent to be OO worthy, plus you're letting a Wallbreaker give something a free switch-in on top of that.

Wonder Room is a gimmick and can backfire spectacularly for your teammates.

Hoopa is too slow to provide Dual Screens support. Just run Azelf.

Would it be viable at all if one were to run a Focus Sash? I was thinking it might work with Trick Room for sweeping potential, though the speed seems to be in the dead zone.. that and there's always the threat of priority. :/
 

Karxrida

Lost in the Waves
Would it be viable at all if one were to run a Focus Sash? I was thinking it might work with Trick Room for sweeping potential, though the speed seems to be in the dead zone.. that and there's always the threat of priority. :/
Focus Sash requires hazard support so you can be at full HP to trigger it, and dying to any priority/Sandstorm afterward is stupid.

Magician is a horrible gimmick that's not worth going out of your way to abuse. This isn't Gen II when literally everything had Leftovers and you could get away with running Thief to cripple something. If you really want to deny your opponent their item just run Knock Off with Life Orb so you don't gimp Hoopa-U's amazing wallbreaking prowess.
 

ampfire101

Well-Known Member
Countering Hoopa Unbound

Your goal here is to attack fast and aim from the physical side. Hoopa is EXTREMELY frail to X-Scissor and U-Turn, and doesn't have the best speed, so even things like Ninjask or Scolipede can get the job done. If Hoopa is holding a Choice Scarf, they can even outspeed that after using Protect once and activating Speed Boost. However, if Hoopa intends to use Trick to get rid of the Scarf, a Mega Pokémon is your best option. Mega Scizor offers a powerful STAB X-Scissor and U-Turn, and priority with Bullet Punch, and can switch in should Hoopa be using Trick. Mega Beedrill is also a solid option and can do what Mega Scizor does against it bar Bullet Punch. Other usable Megas include Gallade and Metagross. Multiscale Dragonite is also an option. Hoopa Unbound's signature move is Hyperspace Fury, which lowers its defense, so Dragonite can survive the initial attack and then kill it with Outrage or something. Of course, Talonflame, Banded Azumarill, and Mega Pinsir work as powerful priority users and can work in your favor. Or, since Hoopa will probably land itself in the Ubers tier, Mega Rayquaza will easily destroy it with Extremespeed or Outrage, Genesect can take it out with X-Scissor, and Xerneas can take it out within a few Moonblasts, and so can Mega Diancie. Really, taking it out is relatively easy. But if you can't kill it in a couple shots, you'll have a bad time.

Countering Hoopa Confined

Okay, this is definitely easier, as regular Hoopa has lower offenses and lower Speed than the Unbound Form. Priority users are your best bet here, with Banded Huge Power Azumarill Aqua Jet, Gale Wings Talonflame Brave Bird, Mega Pinsir Quick Attack, Bisharp and Mega Absol Sucker Punch, and Dusknoir and Aegislash Shadow Sneak being good moves to use on it. With the Ghost-Psychic typing, fast Dark and Ghost type Pokémon will make excellent counters.
 

Karxrida

Lost in the Waves
Countering Hoopa Unbound

Your goal here is to attack fast and aim from the physical side. Hoopa is EXTREMELY frail to X-Scissor and U-Turn, and doesn't have the best speed, so even things like Ninjask or Scolipede can get the job done. If Hoopa is holding a Choice Scarf, they can even outspeed that after using Protect once and activating Speed Boost. However, if Hoopa intends to use Trick to get rid of the Scarf, a Mega Pokémon is your best option. Mega Scizor offers a powerful STAB X-Scissor and U-Turn, and priority with Bullet Punch, and can switch in should Hoopa be using Trick. Mega Beedrill is also a solid option and can do what Mega Scizor does against it bar Bullet Punch. Other usable Megas include Gallade and Metagross. Multiscale Dragonite is also an option. Hoopa Unbound's signature move is Hyperspace Fury, which lowers its defense, so Dragonite can survive the initial attack and then kill it with Outrage or something. Of course, Talonflame, Banded Azumarill, and Mega Pinsir work as powerful priority users and can work in your favor. Or, since Hoopa will probably land itself in the Ubers tier, Mega Rayquaza will easily destroy it with Extremespeed or Outrage, Genesect can take it out with X-Scissor, and Xerneas can take it out within a few Moonblasts, and so can Mega Diancie. Really, taking it out is relatively easy. But if you can't kill it in a couple shots, you'll have a bad time.

Countering Hoopa Confined

Okay, this is definitely easier, as regular Hoopa has lower offenses and lower Speed than the Unbound Form. Priority users are your best bet here, with Banded Huge Power Azumarill Aqua Jet, Gale Wings Talonflame Brave Bird, Mega Pinsir Quick Attack, Bisharp and Mega Absol Sucker Punch, and Dusknoir and Aegislash Shadow Sneak being good moves to use on it. With the Ghost-Psychic typing, fast Dark and Ghost type Pokémon will make excellent counters.
>Has low Speed
>Suggests Priority to kill it

This thng won't even be a good Scarfer because it can still get revenged super easy.

If it matters, we just found out that Hyperspace Fury goes through Subs and Ditto can't use the move.
 
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