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Demo data accounts are live, the database isn't. Every run below is seeded and nothing saves. Add your Supabase keys to .env.local to make it real (see SETUP.md § Supabase).

Hoopa sprite

#0720

Hoopa

psychicghost0.5 m · 9.0 kg

Base stats 600 total

HP
80
Atk
110
Def
60
SpA
150
SpD
130
Spe
70

Abilities

  • Magician

Learnset

What Hoopa learns in Omega Ruby / Alpha Sapphire. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level20

  • 1Ally SwitchpsychicStatus15 PPUser switches places with the friendly Pokémon opposite it.
  • 1ConfusionpsychicSpecial50 BP100% acc25 PPHas a chance to confuse the target.
  • 1Destiny BondghostStatus5 PPIf the user faints this turn, the target automatically will, too.
  • 1Hyperspace HolepsychicSpecial80 BP5 PPIgnores and destroys protection effects.
  • 1TrickpsychicStatus100% acc10 PPUser and target swap items.
  • 6AstonishghostPhysical30 BP100% acc15 PPHas a chance to make the target flinch.
  • 10Magic CoatpsychicStatus15 PPReflects back the first effect move used on the user this turn.
  • 15Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • 19PsybeampsychicSpecial65 BP100% acc20 PPHas a chance to confuse the target.
  • 25Skill SwappsychicStatus10 PPUser and target swap abilities.
  • 29Guard SplitpsychicStatus10 PPAverages Defense and Special Defense with the target.
  • 29Power SplitpsychicStatus10 PPAverages Attack and Special Attack with the target.
  • 35Phantom ForceghostPhysical90 BP100% acc10 PPUser vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.
  • 46Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.
  • 50Trick RoompsychicStatus5 PPFor five turns, slower Pokémon will act before faster Pokémon.
  • 50Wonder RoompsychicStatus10 PPAll Pokémon’s Defense and Special Defense are swapped for 5 turns.
  • 55Shadow BallghostSpecial80 BP100% acc15 PPHas a chance to lower the target’s Special Defense by one stage.
  • 68Nasty PlotdarkStatus20 PPRaises the user’s Special Attack by two stages.
  • 75PsychicpsychicSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • 85Hyperspace HolepsychicSpecial80 BP5 PPIgnores and destroys protection effects.

TM/HM44

  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • Calm MindpsychicStatus20 PPRaises the user’s Special Attack and Special Defense by one stage.
  • Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
  • ConfidenormalStatus20 PPLowers the target’s Special Attack by one stage.
  • Dark PulsedarkSpecial80 BP100% acc15 PPHas a chance to make the target flinch.
  • Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
  • Dream EaterpsychicSpecial100 BP100% acc15 PPOnly works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
  • EmbargodarkStatus100% acc15 PPTarget cannot use held items.
  • Energy BallgrassSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • FlashnormalStatus100% acc20 PPLowers the target’s accuracy by one stage.
  • FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • Focus BlastfightingSpecial120 BP70% acc5 PPHas a chance to lower the target’s Special Defense by one stage.
  • FrustrationnormalPhysical100% acc20 PPPower increases as happiness decreases, up to a maximum of 102.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Grass KnotgrassSpecial100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Hidden PowernormalSpecial60 BP100% acc15 PPPower and type depend upon user’s IVs. Power can range from 30 to 70.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • Power Up PunchfightingPhysical40 BP100% acc20 PPRaises the user’s Attack by one stage after inflicting damage.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Psych UpnormalStatus10 PPDiscards the user’s stat changes and copies the target’s.
  • PsychicpsychicSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • PsyshockpsychicSpecial80 BP100% acc10 PPInflicts damage based on the target’s Defense, not Special Defense.
  • QuashdarkStatus100% acc15 PPMakes the target act last this turn.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • ReflectpsychicStatus20 PPReduces damage from physical attacks by half.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • ReturnnormalPhysical100% acc20 PPPower increases with happiness, up to a maximum of 102.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • SafeguardnormalStatus25 PPProtects the user’s field from major status ailments and confusion for five turns.
  • Secret PowernormalPhysical70 BP100% acc20 PPHas a chance to inflict a status effect which depends upon the terrain.
  • Shadow BallghostSpecial80 BP100% acc15 PPHas a chance to lower the target’s Special Defense by one stage.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • SwaggernormalStatus90% acc15 PPRaises the target’s Attack by two stages and confuses the target.
  • TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
  • ThiefdarkPhysical60 BP100% acc25 PPTakes the target’s item.
  • Thunder WaveelectricStatus100% acc20 PPParalyzes the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • TormentdarkStatus100% acc15 PPPrevents the target from using the same move twice in a row.
  • ToxicpoisonStatus90% acc10 PPBadly poisons the target, inflicting more damage every turn.
  • Trick RoompsychicStatus5 PPFor five turns, slower Pokémon will act before faster Pokémon.

Tutor26

  • BlocknormalStatus5 PPPrevents the target from leaving battle.
  • CovetnormalPhysical60 BP100% acc25 PPTakes the target’s item.
  • Drain PunchfightingPhysical75 BP100% acc10 PPDrains half the damage inflicted to heal the user.
  • Dual ChopdragonPhysical40 BP90% acc15 PPHits twice in one turn.
  • Fire PunchfirePhysical75 BP100% acc15 PPHas a chance to burn the target.
  • Focus PunchfightingPhysical150 BP100% acc20 PPIf the user takes damage before attacking, the attack is canceled.
  • Foul PlaydarkPhysical95 BP100% acc15 PPCalculates damage with the target’s attacking stat.
  • GravitypsychicStatus5 PPDisables moves and immunities that involve flying or levitating for five turns.
  • Gunk ShotpoisonPhysical120 BP80% acc5 PPHas a chance to poison the target.
  • Ice PunchicePhysical75 BP100% acc15 PPHas a chance to freeze the target.
  • Knock OffdarkPhysical65 BP100% acc20 PPTarget drops its held item.
  • Last ResortnormalPhysical140 BP100% acc5 PPCan only be used after all of the user’s other moves have been used.
  • Magic CoatpsychicStatus15 PPReflects back the first effect move used on the user this turn.
  • Magic RoompsychicStatus10 PPNegates held items for five turns.
  • RecyclenormalStatus10 PPUser recovers the item it last used up.
  • Role PlaypsychicStatus10 PPCopies the target’s ability.
  • Shock WaveelectricSpecial60 BP20 PPNever misses.
  • Signal BeambugSpecial75 BP100% acc15 PPHas a chance to confuse the target.
  • Skill SwappsychicStatus10 PPUser and target swap abilities.
  • SnatchdarkStatus10 PPSteals the target’s move, if it’s self-targeted.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
  • TrickpsychicStatus100% acc10 PPUser and target swap items.
  • UproarnormalSpecial90 BP100% acc10 PPForced to use this move for several turns. Pokémon cannot fall asleep in that time.
  • Wonder RoompsychicStatus10 PPAll Pokémon’s Defense and Special Defense are swapped for 5 turns.
  • Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.

Appears in 5 games

  • X / Y
  • Omega Ruby / Alpha Sapphire
  • Sun / Moon
  • Ultra Sun / Ultra Moon
  • Scarlet / Violet