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Hoopa UNBOUND Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Hoopa, a Psychic/Ghost type creature first seen in Generation 6. Hoopa is an event-exclusive Pokémon. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Hoopa UNBOUND #0720
Mischief Pokémon
Pokemon Profile
Pokédex Data
National No. #0720
Type psychic dark
Species Mischief Pokémon
Height 6.5 m (21'36")
Weight 490.0 kg (1,080.5 lbs)
Abilities Magician
Color Purple
Introduced in Generation 6
Egg Group no-eggs
Shiny
Pokemon Profile
Alternate Forms
Pokemon Image 1

Base Stats

Hp 80 12%
Attack 160 24%
Defense 60 9%
Sp. Atk 170 25%
Sp. Def 130 20%
Speed 80 12%
Total 680
Evolution

Hoopa UNBOUND does not evolve.

Type Effectiveness

Damaged normally by:
Weak to:
Immune to:

Moves Learned by Level Up

Hoopa UNBOUND learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
19 Psybeam The target is attacked with a peculiar ray. This may also leave the target confused. Special Psychic 65 100 20
1 Confusion The target is hit by a weak telekinetic force. This may also confuse the target. Special Psychic 50 100 25
75 Psychic The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. Special Psychic 90 100 10
15 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
1 Destiny Bond When this move is used, if the user faints, the Pokémon that landed the knockout hit also faints. Status Ghost 0 0 5
1 Trick The user catches the target off guard and swaps its held item with its own. Status Psychic 0 100 10
10 Magic Coat A barrier reflects back to the target moves like Leech Seed and moves that damage status. Status Psychic 0 0 15
46 Knock Off The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item. Physical Dark 65 100 20
25 Skill Swap The user employs its psychic power to exchange Abilities with the target. Status Psychic 0 0 10
6 Astonish The user attacks the target while shouting in a startling fashion. This may also make the target flinch. Physical Ghost 30 100 15
55 Dark Pulse The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch. Special Dark 80 100 15
50 Trick Room The user creates a bizarre area in which slower Pokémon get to move first for five turns. Status Psychic 0 0 5
29 Guard Split The user employs its psychic power to average its Defense and Sp. Def stats with those of the target. Status Psychic 0 0 10
29 Power Split The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target. Status Psychic 0 0 10
50 Wonder Room The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns. Status Psychic 0 0 10
1 Ally Switch The user teleports using a strange power and switches places with one of its allies. Status Psychic 0 0 15
1 Hyperspace Fury Using its many arms, the user unleashes a barrage of attacks that ignore the effects of moves like Protect and Detect. This attack lowers the user’s Defense. Physical Dark 100 0 5

Hoopa UNBOUND Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Take Down A reckless, full-body charge attack for slamming into the target. This also damages the user a little. Physical Normal 90 85 20
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Thunderbolt A strong electric blast crashes down on the target. This may also leave the target with paralysis. Special Electric 90 100 15
0 Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. Status Electric 0 90 20
0 Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. Status Poison 0 90 10
0 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Reflect A wondrous wall of light is put up to reduce damage from physical attacks for five turns. Status Psychic 0 0 20
0 Swift Star-shaped rays are shot at the opposing Pokémon. This attack never misses. Special Normal 60 0 20
0 Dream Eater The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP. Special Psychic 100 100 15
0 Flash The user flashes a bright light that cuts the target’s accuracy. Status Normal 0 100 20
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Thief The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. Physical Dark 60 100 25
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Scary Face The user frightens the target with a scary face to harshly lower its Speed stat. Status Normal 0 100 10
0 Sandstorm A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. Status Rock 0 0 10
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Swagger The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. Status Normal 0 85 15
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Return A full-power attack that grows more powerful the more the user likes its Trainer. Physical Normal 0 100 20
0 Frustration A full-power attack that grows more powerful the less the user likes its Trainer. Physical Normal 0 100 20
0 Safeguard The user creates a protective field that prevents status conditions for five turns. Status Normal 0 0 25
0 Hidden Power A unique attack that varies in type depending on the Pokémon using it. Special Normal 60 100 15
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
0 Psych Up The user hypnotizes itself into copying any stat change made by the target. Status Normal 0 0 10
0 Shadow Ball The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. Special Ghost 80 100 15
0 Torment The user torments and enrages the target, making it incapable of using the same move twice in a row. Status Dark 0 100 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Taunt The target is taunted into a rage that allows it to use only attack moves for three turns. Status Dark 0 100 20
0 Brick Break The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect. Physical Fighting 75 100 15
0 Secret Power The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. Physical Normal 70 100 20
0 Rock Tomb Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement. Physical Rock 60 95 15
0 Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. Status Psychic 0 0 20
0 Embargo This move prevents the target from using its held item. Its Trainer is also prevented from using items on it. Status Dark 0 100 15
0 Fling The user flings its held item at the target to attack. This move’s power and effects depend on the item. Physical Dark 0 100 10
0 Focus Blast The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def. Special Fighting 120 70 5
0 Energy Ball The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def. Special Grass 90 100 10
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Nasty Plot The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk. Status Dark 0 0 20
0 Grass Knot The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. Special Grass 0 100 20
0 Charge Beam The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. Special Electric 50 90 10
0 Psyshock The user materializes an odd psychic wave to attack the target. This attack does physical damage. Special Psychic 80 100 10
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Quash The user suppresses the target and makes its move go last. Status Dark 0 100 15
0 Phantom Force The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself. Physical Ghost 90 100 10
0 Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. Status Normal 0 0 20
0 Power Up Punch Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat. Physical Fighting 40 100 20
0 Psychic Terrain This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. Status Psychic 0 0 10
0 Tera Blast Special Normal 80 100 10

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