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 #720 Hoopa
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Hoopa Confined Hoopa Unbound
Hoopa
Japan: Hoopa
フーパ
French: Hoopa
German: Hoopa
Korean: 후파
National: #720
Central Kalos: #152
Coastal Kalos: #---
Mountain Kalos: #---
Hoopa is Genderless
Classification Height Weight Capture Rate Base Egg Steps
Mischief Pokémon 1'08"
0.5m
19.8lbs
9kg
  
Abilities: Magician
Magician: The Pokémon steals the held item of a Pokémon it hits with a move.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
Not Eligible/Known
Wild Hold Item Egg Groups
  Hoopa cannot breed
Evolutionary Chain
Alternate Forms
Hoopa ConfinedHoopa Unbound
Hoopa changes its form when the Prison Bottle key item is used on it. It will revert when placed into a box. - This form is only in Omega Ruby & Alpha Sapphire
Locations
X Event Only
Y Event Only
Omega Ruby  
Alpha Sapphire  
X & Y Level Up
LevelAttack NameTypeAppealJam
Trick
Badly startles Pokémon that used a move of the same type.
Destiny Bond  
A move of huge appeal, but using it prevents the user from taking further contest moves.
Ally Switch  
Scrambles the order in which Pokémon will move on the next turn.
Hyperspace Hole  
Excites the audience a lot if used first.
Confusion  
Quite an appealing move.
6 Astonish
Badly startles the last Pokémon to act before the user.
10 Magic Coat  
Works great if the user goes last this turn.
15 Psybeam  
Makes audience expect little of other contestants.
19 Light Screen  
Prevents the user from being startled one time this turn.
25 Skill Swap  
Shows off the Pokémon’s appeal about as well as the move used just before it.
29 Power Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
35 Guard Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
46 Phantom Force  
Prevents the user from being startled until the turn ends.
50 Wonder Room  
Scrambles the order in which Pokémon will move on the next turn.
55 Trick Room  
Scrambles the order in which Pokémon will move on the next turn.
68 Shadow Ball  
Quite an appealing move.
75 Psychic  
Quite an appealing move.
85 Hyperspace Hole  
Excites the audience a lot if used first.

ΩRαS Level Up
LevelAttack NameTypeAppealJam
Hyperspace Hole  
Excites the audience a lot if used first.
Trick
Badly startles Pokémon that used a move of the same type.
Destiny Bond  
A move of huge appeal, but using it prevents the user from taking further contest moves.
Ally Switch  
Scrambles the order in which Pokémon will move on the next turn.
Confusion  
Quite an appealing move.
6 Astonish
Badly startles the last Pokémon to act before the user.
10 Magic Coat  
Works great if the user goes last this turn.
15 Light Screen  
Prevents the user from being startled one time this turn.
19 Psybeam  
Makes audience expect little of other contestants.
25 Skill Swap  
Shows off the Pokémon’s appeal about as well as the move used just before it.
29 Power Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
29 Guard Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
35 Phantom Force  
Prevents the user from being startled until the turn ends.
46 Zen Headbutt  
Quite an appealing move.
50 Wonder Room  
Scrambles the order in which Pokémon will move on the next turn.
50 Trick Room  
Scrambles the order in which Pokémon will move on the next turn.
55 Shadow Ball  
Quite an appealing move.
68 Nasty Plot  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
75 Psychic  
Quite an appealing move.
85 Hyperspace Hole  
Excites the audience a lot if used first.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM03 Psyshock
Badly startles the last Pokémon to act before the user.
TM04 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM12 Taunt
Badly startles Pokémon that the audience has high expectations of.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM20 Safeguard  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM24 Thunderbolt  
Quite an appealing move.
TM27 Return  
Quite an appealing move.
TM29 Psychic  
Quite an appealing move.
TM30 Shadow Ball  
Quite an appealing move.
TM31 Brick Break  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM33 Reflect  
Prevents the user from being startled one time this turn.
TM41 Torment  
Makes the remaining Pokémon nervous.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM46 Thief  
Shows off the Pokémon’s appeal about as well as the move used just before it.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM52 Focus Blast  
Quite an appealing move.
TM53 Energy Ball  
Quite an appealing move.
TM56 Fling  
Brings down the energy of any Pokémon that have already used a move this turn.
TM57 Charge Beam  
Works well if the user is pumped up.
TM60 Quash  
Causes the user to move earlier on the next turn.
TM63 Embargo  
Brings down the energy of any Pokémon that have already used a move this turn.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM70 Flash  
Makes audience expect little of other contestants.
TM73 Thunder Wave
Startles all of the Pokémon to act before the user.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
TM85 Dream Eater  
Works well if it is the same type as the move used by the last Pokémon.
TM86 Grass Knot  
Works better the later it is used in a turn.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM92 Trick Room  
Scrambles the order in which Pokémon will move on the next turn.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM97
(ΩRαS) Only
Dark Pulse  
Quite an appealing move.
TM98 Power-Up Punch  
Works well if the user is pumped up.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Block  
Makes the remaining Pokémon nervous.
Covet  
Affected by how well the previous Pokémon's move went.
Drain Punch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Dual Chop
Badly startles Pokémon that used a move of the same type.
Fire Punch  
Quite an appealing move.
Focus Punch  
Works great if the user goes last this turn.
Foul Play  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Gravity  
Makes the remaining Pokémon nervous.
Gunk Shot
Badly startles all Pokémon that successfully showed their appeal.
Ice Punch  
Quite an appealing move.
Knock Off
Badly startles all of the Pokémon to act before the user.
Last Resort  
Works well if the user is pumped up.
Magic Coat  
Works great if the user goes last this turn.
Magic Room  
Temporarily stops the crowd from growing excited.
Recycle  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Role Play  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Shock Wave  
Works great if the user goes first this turn.
Signal Beam  
Makes audience expect little of other contestants.
Skill Swap  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snatch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Thunder Punch  
Quite an appealing move.
Trick
Badly startles Pokémon that used a move of the same type.
Uproar
Badly startles Pokémon that the audience has high expectations of.
Wonder Room  
Scrambles the order in which Pokémon will move on the next turn.
Zen Headbutt  
Quite an appealing move.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 600 80 110 60 150 130 70
Max Stats
Hindering Nature
Lv. 50 140 - 187 103 - 145 58 - 100 139 - 181 121 - 163 67 - 109
Lv. 100 270 - 364 202 - 287 112 - 197 274 - 359 238 - 323 130 - 215
Max Stats
Neutral Nature
Lv. 50 140 - 187 115 - 162 65 - 112 155 - 202 135 - 182 75 - 122
Lv. 100 270 - 364 225 - 319 125 - 219 305 - 399 265 - 359 145 - 239
Max Stats
Beneficial Nature
Lv. 50 140 - 187 126 - 178 71 - 123 170 - 222 148 - 200 82 - 134
Lv. 100 270 - 364 247 - 350 137 - 240 335 - 438 291 - 394 159 - 262
Stats - Unbound
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 680 80 160 60 170 130 80
Max Stats
Hindering Nature
Lv. 50 140 - 187 148 - 190 58 - 100 157 - 199 121 - 163 76 - 118
Lv. 100 270 - 364 292 - 377 112 - 197 310 - 395 238 - 323 148 - 233
Max Stats
Neutral Nature
Lv. 50 140 - 187 165 - 212 65 - 112 175 - 222 135 - 182 85 - 132
Lv. 100 270 - 364 325 - 419 125 - 219 345 - 439 265 - 359 165 - 259
Max Stats
Beneficial Nature
Lv. 50 140 - 187 181 - 233 71 - 123 192 - 244 148 - 200 93 - 145
Lv. 100 270 - 364 357 - 460 137 - 240 379 - 482 291 - 394 181 - 284

<--- #719
Diancie
#721
Volcanion
--->

 
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