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The best guide on how to play Hoopa in Pokemon UNITE for Nintendo Switch and Mobile. Check here on how to get Hoopa, find Hoopa's best builds, Held and Battle items, movesets, as well as the latest nerfs, buffs, counters, matchups, and more!
List of Contents
Hoopa Changes (June 19) | |
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Trick |
• HP recovery when used with Phantom Force reduced by 50%. |
Trick + |
• HP recovery based on damage dealt reduced by 60%. |
1.4.1.7 | Damage dealt decreased from 1127 to 919 (-18%). Move cooldown increased. |
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1.5.1.2 | Effects on opposing Pokemon decreased. |
1.5.1.2 | Cooldown reduced from 5.5s to 4.5s. Effects on opposing Pokemon strengthened. |
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1.8.1.6 | Now targets a location instead of a target Pokémon’s location. |
1.13.1.2 | Cooldown increased from 4.5s → 6.5s. |
1.5.1.2 | Area of effect decreased. Cooldown increased from 7.5s to 9s. Trick + HP restoration decreased. |
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1.7.1.9 | Cooldown reduced from 9s to 7.5s. (-1.5s) Buffed the movement speed increase effect. |
1.14.1.5 | Shield amount increased by 28% - 9% (Level 5~15). Movement speed increase duration increased from 2s to 3s. |
1.14.2.10 | HP recovery when used with Phantom Force reduced by 50%. Trick +: HP recovery based on damage dealt reduced by 60%. |
1.4.1.6 | Fixed a bug where opponents being teleported to your base when they are hit by certain moves at the same time the Pokémon dealing the attack is teleported to base by Hoopa. Fixed a bug where players teleport with opponents when they are both teleporting. |
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1.4.1.7 | Move cooldown increased from 9s to 11s. |
1.7.1.9 | Cooldown reduced from 11s to 10s. (-1s) |
1.8.1.6 | Cooldown before ally Pokémon can return to the warp location reduced from 15s to 10s. (-5s) Cooldown before Hoopa and ally Pokémon start recovering HP when returning to base decreased from 0.5s to 0s. (-0.5s) |
1.13.1.2 | Cooldown increased from 10s →12s. Movement speed increase after returning from the goal is decreased by 35%. Movement speed increase after warping between goals is decreased by 30%. |
1.13.1.3 | Fixed an issue where when returning to the starting point using a move, the Pokemon would recover at twice the normal speed. |
1.5.1.6 | Damage dealt to the opposing Pokemon decreased from 1477 to 1120 (-24%). |
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1.5.1.6 | Damage dealt to opposing Pokemon decreased from 2046 to 1841 (-10%). |
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1.4.1.6 | Fixed a bug where Hoopa teleports to the opponent’s ring if the Hoopa on both teams simultaneously use their Unite move. Fixed a bug where Hoopa is able to teleport a Pokémon while that Pokémon is under a movement restricting effect. |
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1.4.1.7 | Damage dealt decreased 1638 to 1477 (-10%). |
1.5.1.6 | Damage dealt to opposing Pokemon decreased. |
1.8.1.6 | Cooldown reduced by 15%. |
Hoopa | ||
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Role: Supporter Attack Type: Ranged Damage Type: Special Difficulty: Expert Cost: |
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"Hoopa is a strategically complex Ranged Supporter that, if played effectively, can help ally Pokémon heal and move efficiently around the battlefield—in addition to dealing damage with its delightfully ominous attacks." |
Top | Jungle | Bottom |
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Tips & Strategies for Every Lane
Strengths | Weaknesses |
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✔︎ Versatile moveset. ✔︎ Strong lane presence. ✔︎ Powerful Unite Move. |
✖︎ Very low damage output outside of Unite move. ✖︎ Needs a very coordinated team to succeed. |
Hoopa Builds | |
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- |
Hyperspace Hole Build
|
Moveset | Held Items | |||
---|---|---|---|---|---|
Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +15 Defense: +30 Sp. Def: +30 Attack Speed: +7.50% Movement Speed: +150 HP: +240 |
Top Lane
Bot Lane
|
||||
Emblem Color Combination | Target Emblem Stats | ||||
Green x6 Black x7
|
Positive Stats: • HP • Sp. Atk Free Negative Stats: • Attack • Defense • Sp. Def • Critical-Hit Rate |
||||
Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
This build focuses on keeping the outer most goal zones alive for as long as possible by creating a portal between them using Hyperspace Hole, allowing the team to freely rotate back and forth. It also utilizes the mobility and crowd control from Phantom Force to contribute to teamfights and make plays.
Items (@Lvl 30) |
Hyperspace Hole (@ Lvl 15) |
Phantom Force (@ Lvl 15) |
---|---|---|
Muscle Band | 648 | 1304 |
Although the build is centered on Hyperspace Hole, it's mainly used as a utility move and not for damage. With that, equipping items that will provide the best overall benefit for Hoopa is the ideal item combination. Exp. Share and Focus Band are core items for the build, leaving only one (1) item for consideration.
Out of all the items tested, Muscle Band or Rapid-Fire Scarf will be the best for the build. The bonus damage and attack speed from Muscle Band, or the massive attack speed bonus from Rapid-Fire Scarf is beneficial for Hoopa as a whole, especially while in Unbound form.
Note: The numbers in bold are the highest result for a specific test. |
Items (@Lvl 30) | Hyperspace Hole (@ Lvl 15) | Phantom Force (@ Lvl 15) |
---|---|---|
Muscle Band | 648 | 1304 |
Rapid-Fire Scarf | 648 | 1304 |
Wise Glasses | 700 | 1405 |
Choice Specs (Includes effect) | 848 | 1525 |
Slick Spoon | 733 | 1473 |
Sp. Atk. Specs (6 stacks) | 721 | 1448 |
The tests above does not use any Emblems yet so it will scale higher if equipped.
Trick Build | Moveset | Held Items | |||
---|---|---|---|---|---|
Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +27 Defense: +30 Sp. Def: +30 Attack Speed: +16.50% |
Top Lane
Bot Lane
|
||||
Emblem Color Combination | Target Emblem Stats | ||||
Green x6 Black x7
|
Positive Stats: • HP • Sp. Atk Free Negative Stats: • Attack • Defense • Sp. Def • Critical-Hit Rate |
||||
Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
This is an offense-oriented support build centered on utilizing Trick's effects and Shadow Ball to support allies and provide firepower.
Items (@Lvl 30) |
Shadow Ball (@ Lvl 15) |
Standard Attack (@ Lvl 15) Boosted Attack (@ Lvl 15) |
---|---|---|
Muscle Band + Rapid-Fire Scarf |
501 | 312 469 |
Since the build is centered on utilizing the link effect of Trick, equipping items that will maximize Shadow Ball's damage and Hoopa's attacks is the ideal item combination. Focus Band is a core item for the build, leaving only two (2) items for consideration.
Out of all the item combinations, Muscle Band and Rapid-Fire Scarf will be the best for the build. The bonus damage effect from Muscle Band and the combined attack speed bonus from both items works perfectly with Trick's link effect.
To focus more on Shadow Ball damage, replacing Rapid-Fire Scarf with Slick Spoon would be the ideal choice. The item combination's Standard Attack result is only slightly less than the highest score but has the best Boosted Attack result and decent Shadow Ball damage.
Note: The numbers in bold are the highest result for a specific test. |
Items (@Lvl 30) | Shadow Ball (@ Lvl 15) | Standard Attack (@ Lvl 15) Boosted Attack (@ Lvl 15) |
---|---|---|
Muscle Band + Rapid-Fire Scarf | 501 | 312 469 |
Muscle Band + Wise Glasses | 547 | 306 492 |
Muscle Band + Choice Specs (Includes effect) | 726 | 306 479 |
Muscle Band + Slick Spoon | 569 | 306 510 |
Muscle Band + Sp. Atk. Specs (6 stacks) | 566 | 306 502 |
Rapid-Fire Scarf + Wise Glasses | 547 | 160 351 |
Rapid-Fire Scarf + Choice Specs (Includes effect) | 726 | 160 338 |
Rapid-Fire Scarf + Slick Spoon | 569 | 160 369 |
Rapid-Fire Scarf + Sp. Atk. Specs (6 stacks) | 566 | 160 361 |
Wise Glasses + Choice Specs (Includes effect) | 796 | 154 363 |
Wise Glasses + Slick Spoon | 621 | 154 397 |
Wise Glasses + Sp. Atk. Specs (6 stacks) | 617 | 154 388 |
Choice Specs (Includes effect) + Slick Spoon | 820 | 154 381 |
Choice Specs (Includes effect) + Sp. Atk. Specs (6 stacks) | 822 | 154 373 |
Slick Spoon + Sp. Atk. Specs (6 stacks) | 641 | 154 407 |
The tests above does not use any Emblems yet so it will scale higher if equipped.
Item | Explanation |
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Exp. Share | Exp. Share can make Hoopa into a full-on support by making leveling up easier for itself and its lane partner. It also gives a large movement speed boost for more mobility. |
Energy Amplifier | Energy Amplifier synergizes well will Hoopa's unite move as it gives you a chance to get aggressive with the increase in damage. Plus, the charge rate reduction helps keep the unite move at the ready. |
Focus Band | Focus band increases Hoopa's overall defense. Additionally, the HP recovery gives extra protection when Hoopa's HP falls dangerously low. |
Muscle Band | Muscle Band allows Hoopa to take advantage of its ranged attacks by being able to deal Standard Attack damage continuously. This can be devastating for the enemy team if left unchecked. |
Rapid-Fire Scarf | Rapid-Fire Scarf works incredibly well when Hoopa is linked to an ally with Trick and during Rings Unbound, allowing Hoopa to attack opponents at a faster rate, leading to more damage. |
Slick Spoon | Slick Spoon gives Hoopa offense via Sp. Atk. increase and Sp. Def. penetration, and defense through an HP boost. |
Item | Explanation |
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Eject Button | Eject Button offers more mobility to Hoopa's kit, allowing it to make unique and clever plays. |
X Speed | X Speed gives more consistent movement speed bonus for Hoopa so it can keep up with its teammates |
Move | Explanation |
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Phantom Force | Phantom Force allows Hoopa to make creative plays during fights by utilizing its positioning mechanic. It's also a decent crowd control move thanks to its knockback effect. |
Hyperspace Hole | Hyperspace Hole gives Hoopa's entire team incredible mobility and map presence thanks to its teleportning capabilities. It makes rotating easier and faster for the team. |
Phantom Force and Hyperspace Hole now have great synergy thanks to the changes made in 1.8.1.6. The rework to Phantom Force now gives Hoopa more mobility in battle since it doesn't need a target anymore and can be used on the ground. Meanwhile, removing the delay before Hoopa and any ally can heal inside the base after getting teleported by Hyperspace Hole makes returning to fights faster.
However, Hoopa is still a viable hard support when it learns Trick and Shadow Ball. Choosing this moveset allows Hoopa to provide constant healing, damage, and disables to its team.
Let us know your thoughts in the comments!
Jump to Section | |
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Use Astonish and Confusion to get early knockouts and secure wild Pokemon. Their long range allows you to use them in a safe distance.
Activating Hoopa's Magician warps one of the opposing team's berries at random in front of Hoopa, essentially stealing it without going to an enemy goal zone. Constantly doing this gives you a steady source of berries while also preventing the opposing team from extra healing in lanes.
Magician: Hoopa Ability Effect and Cooldown
Magician still works even if berries are no longer present on the map. Once activated, the move will get extra Aeos Energy left on the ground instead. This may not have much of an impact compared to berries, but getting a consistent source of points is still nice to have.
An ally affected by Trick will be linked to Hoopa until the move's effect goes away. Aside from the buff in movement speed and extra shields, linking with allies augments your other move and attacks.
Trick: Hoopa Move Effect and Cooldown
Phantom Force gives both you and an ally the ability to snap back to Hoopa's last position. The ally Pokemon that warps back will recover HP. This combination of moves offers flexibility and range when pushing with an ally.
Phantom Force: Hoopa Move Effect and Cooldown
The ally linked with Trick will also shoot an additional Shadow Ball at the same target from that ally's location. Hitting an opponent with both balls will stun them for a short time. Choose this combination of moves if you want to burst down single targets with an ally.
Shadow Ball: Hoopa Move Effect and Cooldown
Hyperspace Hole packs a decent amount of area of effect damage for farming Wild Pokemon and putting pressure on your opponents' HP from afar. However, its true strength comes from how you can open up multiple ways to enhance your team's reach within the map.
Hyperspace Hole: Hoopa Move Effect and Cooldown
Using Hyperspace Hole on a friendly goal zone allows you and your teammates to quickly warp to the goal zone in the other lane. This makes rotating to different lanes much faster than using the jump pads. The extra travel advantage is especially great for contesting objectives located on both lanes.
Allies who stand on the ring until the timer runs out will be warped back to base. This is a great way to pull out allies who are about to get knocked down. They can then return to the fight with full health by selecting the additional prompt to warp back. Be careful, sending allies back to the base may leave your goal zones vulnerable.
Important: Once you placed Hyperspace Hole on the ground, you won't be able to stop the move from warping allies back to base. So pick your targets carefully and avoid activating the move near your melee allies to avoid accidentally sending them back to base.
You can even use the move on yourself to warp back to base and take advantage of the quick heal and go back and continue the fight. Unlike the recall mechanic, you will have the option to quickly go back to the spot where you warped from, allowing you to recover HP faster compared to receiving heals from a goal zone. Note that there is a cooldown between warping back and returning, so make sure to plan your return trips carefully and not leave your teammates behind too often.
Hyperspace Hole is a great utility move that can open up different support strategies thanks to its teleport mechanic. However, there are some limitations that you need to be mindful of when you plan on using Hyperspace Hole as a support move for your allies. After doing experiments, here are some points to remember to get the most out of the move's teleport mechanic and, more importantly, avoid misplays that can potentially happen in battle.
Hyperspace Hole: Hoopa Move Effect and Cooldown
Hyperspace Hole checks if there is an ally Pokemon inside the hole after the timer runs out, regardless of how long they have stayed inside the hole. So, if an ally is sent airborne by moves like Hurricane or Telekinesis and misses the trigger, then the teleport effect will get canceled.
Allies who are in a state of invincible will not teleport back to base when the timer runs out. Though moves that make the user invincible are very few, it is important to keep this limitation in mind especially when running Cinderace with Feint or Talonflame with Fly. If you want to get teleported back, make sure to time your moves right to beat the clock.
Additionally, allies who are in the middle of scoring inside a goal zone will not get teleported back to base. Although, it is generally a bad practice to send allies back to base if they are attempting to score!
You will not be able to teleport allies that are in a state of Bound. Allies who get lifted by a Seismic Slam or get disabled by a Slowbeam will be considered immobilize and will not be able to be rescued by a Hyperspace Hole.
The teleport mechanic works on allies that are about to trigger their Unite moves. This means that you can send Pokemon like Dragonite, which needs a bit of time before they can unleash their unite move, back to base if you time it right. When the Pokemon gets sent back this way, their unite move will not trigger, and its cooldown will revert to 90% charge.
Lastly, allies that are channeling their moves can trigger the teleport mechanic. Landing on the Hyperspace Hole with Covet will still make the user teleport back to base if the timer runs out. Moreover, will render Cramorant and Decidueye's Unite move ineffective since there won't be targets to hit. Moreover, they will not be able to teleport back until the move finishes.
Note that allies empowered by their Unite move can also get sent back to base. While this may make a great escape plan in some cases, sending them back to base while they are in this state is generally a bad idea!
Once activated, Hoopa's Unite Move, Rings Unbound, creates a warp ring after Hoopa becomes unbound. Each of its allies can immediately warp to Hoopa's location if they choose to activate the prompt given to them. One of the most effective uses of this mechanic is rallying your whole team to capture Rayquaza in the final stretch of the match. Once gathered, you can rely on Hoopa Unbound to either tank the damage or beat down opponents.
Rings Unbound: Hoopa Move Effect and Cooldown
These set of combos take advantage of the Link mechanic from Trick, which enhances both Shadow Ball and Phantom Force activations.
Note: that these combos can only be done together with atleast one ally.
Linked Shadow Ball Combo | |
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Trick
►
Shadow Ball
►
Standard Attack
~ |
|
Link with an ally using Trick to start the combo. Immediately use Shadow Ball on the target for a quick burst. Make sure to get close enough to the target so that both attacks will hit. When it does, the target will be stunned for a short while. Finish off the target with Standard Attacks if it survives the initial burst. |
Linked Pahantom Force Combo | |
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Standard Attack
x2 ►
Trick
►
Phantom Force
►
Standard Attack
|
|
Start the combo by attacking the target with your Standard Attack two times to build up your boosted meter. Then, link with an ally using Trick. Immediately activate Phantom Force to give both you and your ally a place to warp back for a quick disengage. After that, Attack with your third Standard Attack to unleash a strong Boosted Attack. |
Hyperspace Teleport Combo | |
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Start of by hitting the target with a Hyperspace Hole. Then, immediately use a Shadowball. Attack the target with a Standard Attack two times to build up your boosted meter while going to the ring created by Hyperspace Hole. You will then be tleported back to base. Immediately warp back to the fight by selecting the prompt. Once you are back in the fight, finish the combo by hitting the target with a second Shadow Ball followed by your third Standard Attack. |
Matchup Notes | ||
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Hard Counter | Even Matchup | Easy Matchup |
1. The chart is based on our own experience playing Hoopa. 2. Pokemon within each tier are unordered 3. Any Pokemon not shown here are still under investigation. |
At its core, Hoopa is all about generating strategic plays using its warp moves like Hyperspace Hole and Rings Unbound. Its direct support capabilities in the form of Trick are a bit lackluster compared to other support moves in the game and are usually dependent on the linked ally. Pokemon that can disrupt or take advantage of Hoopa's warping moves are ideal counters.
Pokemon | Explanation |
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Dodrio | Rating: ★★★★★ • Can burst down Hoopa quickly with Drill Peck or Tri Attack • Has superior movement speed, making it hard catch. • Can push back targets away from Hyperspace Hole using Drill Peck, preventing them from teleporting to base. |
Delphox | Rating: ★★★★ • Can disable Hoopa using Fire Spin and burst it down with Mystical Fire or Fire Blast. • Can lay down Fanciful Fireworks directly on top of Hyperspace Holes or the portal from Rings Unbound to punish opponents who enter. |
Snorlax | Rating: ★★★ • Can stun targets with Heavy Slam and Yawn and push back them away from Hyperspace Hole using Block, preventing them from teleporting to base. |
Although Hoopa's damage is underwhelming, its support capabilities are unique and extremely useful during fights. Sticking with allies and knowing how to effectively use Hoopa's moves will help it get the upper hand against these Pokemon.
Supporters |
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How to Beat |
• Much like Hoopa, these Pokemon usually stick with their allies and rarely venture alone. Winning against them is really just a matter of outperforming them in terms of support while Hoopa's allies do most of the work of taking them down. • When using Hyperspace Hole, place it close to allies or directly on top of them once their HP is about half to give them the option to escape and return quickly. • When using Trick, link with the strongest ally, preferably a damage dealer, and utilize the move's synergy with Shadow Ball and Hoopa's attacks to help dish out some damage. • Use Phantom Force to shove them away from their allies and deal damage, then quickly get back to safety. • When outnumbered, use Rings Unbound to bring more allies to the fight. |
Highly Durable Pokemon |
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How to Beat |
• These Pokemon are extremely durable, making it difficult for Hoopa to take them down alone. • Use Phantom Force or Shadow Ball to keep them disabled while letting Hoopa's allies do most of the work in taking them down. |
All-Rounders |
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How to Beat |
• These Pokemon excel in close combat and rely mostly on their attacks or combos to deal damage. • Use Phantom Force or Shadow Ball to disrupt their attacks or combos while letting Hoopa's allies do most of the work in taking them down. |
Pokemon | Explanation |
---|---|
Mew
Venusaur |
Quickly Take Down Enemies |
These Pokemon are mobile and have powerful burst attacks that are capable of disrupting enemies. Hoopa is able to contribute damage and help the team secure objectives. | |
Mr. Mime
Sableye |
Stuns and Debuffs |
These Pokemon have the means of inflicting debuffs and shutting down targets with their moves. This allows Hoopa to catch up and take enemies down easier when pushing lanes. | |
Slowbro
Snorlax |
Tanky Disablers |
These Pokemon can lead the charge, soak up damage, and help Hoopa setup its attacks with their disabling moves. | |
Gengar
Zoroark |
High Burst Damagers |
These Pokemon help contribute damage through pinning down enemies with combos and burst attacks. While it's still recommended to go with either a Defender or Supporter ally, Speedsters are a huge help when trying to dominate lanes as early as possible. | |
Machamp
Tsareena |
Hard-hitting Initiators |
These Pokemon are very dependable allies as they have means to buff or sustain themselves. Whether it's securing objectives or pushing lanes, Machamp and Tsareena are built to initiate clashes, stun enemies, and create openings for their teammates. |
Looking for teammates to synergize with you? Head over to our Friend Request Board to find other trainers to join you in your grind or just to hang out with!
Astonish
(Lv. 1 or 3) |
Move Type: Hindrance Damage Type: Special Cooldown: 6.5s Starting Damage: 386 Final Damage: 473 |
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Deals damage to opposing Pokemon in the designated area of effect, leaving them unable to act for a short time. | |
Phantom Force
(Lv. 6) Upgrade Lv. 12 |
Move Type: Hindrance Damage Type: Special Cooldown: 6.5s Starting Damage: 1144 Initial damage: 572, Damage per projectile: 286, Number of projectiles: 2 Final Damage: 2392 Initial damage: 1196, Damage per projectile: 598, Number of projectiles: 2 |
Hoopa creates a ring under itself and warps to a designated Pokemon's location, dealing damage to nearby opposing Pokemon at that location and shoving them. Hoopa then shoots two sinister flames that deal damage to opposing Pokemon they hit and decrease their movement speed for a short time. This move can be used a second time within a set amount of time. If used a second time, Hoopa can return to the initial location where it warped from. When using this move, if there is a nearby ally Pokemon that is linked by Trick, that ally can also warp to the initial ring's location. The ally Pokemon that warps in this way will recover some HP.
Upgrade: Makes the user invincible for a short time when this move is used. |
|
Shadow Ball
(Lv. 6) Upgrade Lv. 12 |
Move Type: Ranged Damage Type: Special Cooldown: 4.5s Starting Damage: 466 Additional damage: 582 Final Damage: 919 Additional damage: 688 |
Has the user unleash a shadowy blob in front of itself, dealing damage to opposing Pokemon it hits and decreasing their movement speed Sp. Def for a short time. If the user then hits the same opposing Pokemon with a move or boosted attack within a set amount of time, it deals additional damage to the opposing Pokemon and leaves them unable to act for a short time. When using this move, if there is a nearby ally Pokemon linked by Trick, this move will also unleash a shadowy blob at the same target from that ally's location.
Upgrade: The shadowy blob will now explode before it disappears. Opposing Pokemon hit by the explosion are affected as if they were hit by the shadowy blob itself. |
After using Rings Unbound, Hoopa will enter its Unbound Form and change moveset.
Hyperspace Fury
(Lv. 9) |
Move Type: Area Damage Type: Special Cooldown: 5s Starting Damage: 679 Damage per instance: 97, Number of instances: 7 Final Damage: 1120 Damage per instance: 160, Number of instances: 7 |
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Has the user unleash a barrage of attackes in the designated area with its many arms, dealing damage to opposing Pokemon in the area of effect and leaving them unable to act for a short time. |
Confusion
(Lv. 1 or 3) |
Move Type: Ranged Damage Type: Special Cooldown: 9s Starting Damage: 636 Initial damage: 212, Explosion damage: 424 Final Damage: 747 Initial damage: 249, Explosion damage: 498 |
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Has the user unleash a telekinitic force in the designated direction, dealing damage to the first opposing Pokemon it hits. The telekenitic force clings to that Pokemon and then causes a delayed explosion. The explosion deals damage to opposing Pokemon in the area of effect and decreases their movement speed for a short time. | |
Hyperspace Hole
(Lv. 4) Upgrade Lv. 10 |
Move Type: Dash Damage Type: Special Cooldown: 12s Starting Damage: 519 Final Damage: 1189 |
Hoopa creates a large ring at the designated location, dealing damage to opposing Pokemon in the area of effect. After a set amount of time, Hoopa and any ally Pokemon in the area of effect will return to their base, and their movement speed will be increased for a short time. Ally Pokemon that return to their base in this manner must wait a short time before the HP recovery from being in their base triggers. These ally Pokemon can also warp back to where the large ring was created. An intact ally forward goal zone can also be designated as the location where the large ring is created. Creating the ring on the forward goal zone of the top path will also create a ring on the forward goal zone of the bottom path, and vice versa. All ally Pokemon, including Hoopa, can use these rings to warp between the two goal zones, and their movement speed will be increased for a short time after warping. After an ally Pokemon warps, there is a set cooldown before that ally can use these rings again. If a path's forward goal zone is destroyed, the middle goal zone on the same path will take its place. This move cannot be used on base goal zones.
Upgrade: Also increases the movement speed of ally Pokemon near the ring when they are heading toward it. |
|
Trick
(Lv. 4) Upgrade Lv. 10 |
Move Type: Buff Damage Type: Status Cooldown: 7.5s Starting Damage: N/A Final Damage: N/A |
Hoopa creates a link between itself and an ally Pokemon using a ring, increasing both of their movement speeds and granting them each a shield for a short time. When Hoopa uses Shadow Ball or performs a basic attack, the ring on the linked Pokemon also unleashes the same move or attack. Hoopa can also use this move on itself, increasing Hoopa’s movement speed and granting itself a shield for a while. Additionally, it increases the damage dealt by Shadow Ball.
Upgrade: Also restores the linked ally Pokemon’s HP when it deals damage to opposing Pokemon. |
After using Rings Unbound, Hoopa will enter its Unbound Form and change moveset.
Psybeam
(Lv. 9) |
Move Type: Area Damage Type: Special Cooldown: 9s Starting Damage: 1169 Final Damage: 1841 |
---|---|
Has the user fire a peculiar ray in front of itself in a horizontal sweeping motion, dealing damage to opposing Pokemon it hits. The user becomes immune to hindrances while using this move. |
Rings Unbound
(Lv. 9) |
Move Type: Buff Damage Type: Special Cooldown: 111s Starting Damage: N/A Final Damage: N/A |
---|---|
Transorms the user into Hoopa Unbound for a short time, increasing the user's max HP and creating a ring at the designated location. Each ally Pokemon can warp to the ring's location once only. As Hoopa Unbound, the user's moves changes to Hyperspace Fury and Psybeam. As Hoopa Unbound, the user cannot score goals or activate its ability. |
Standard Attack | Becomes a boosted attack with every third attack, dealing damage to the opposing Pokemon by unleashing a beam of light. When Hoopa is unbound, it unleashes beams of light with every basic attack, dealing damage to up to two nearby opposing Pokemon |
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Magician |
Hoopa
In battles where the map is divided into an ally team side and an opposing team side, this Ability creates a hole under one of the Berries on the opposing team’s side (chosen at random) and warps it to right in front of Hoopa. If there are no Berries on the opposing team’s side but there a is Aeos energy on the ground, then some energy is warped in front of Hoopa instead. In the event that no Berries are warped, the cooldown until this ability’s next use is reduced. |
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Hoopa This Pokemon does not evolve. |
Hoopa Unbound Form While in Unbound Form, Hoopa is classified as an Attacker. |
Level | HP | Defense | Special Defense | Attack Damage |
---|---|---|---|---|
1 | 3278 | 72 | 50 | 130 |
2 | 3443 | 80 | 55 | 136 |
3 | 3624 | 89 | 61 | 143 |
4 | 3823 | 99 | 67 | 151 |
5 | 4041 | 110 | 74 | 160 |
6 | 4282 | 122 | 82 | 169 |
7 | 4547 | 135 | 91 | 179 |
8 | 4839 | 149 | 100 | 190 |
9 | 5161 | 165 | 110 | 203 |
10 | 5516 | 182 | 122 | 217 |
11 | 5906 | 201 | 135 | 232 |
12 | 6335 | 222 | 149 | 249 |
13 | 6808 | 245 | 164 | 267 |
14 | 7329 | 271 | 181 | 287 |
15 | 7902 | 299 | 200 | 309 |
Attack Damage is the damage of the Basic Attack as tested against the Training Dummy.
Offense | Endurance | Mobility | Scoring | Support |
---|---|---|---|---|
Offense | Endurance | Mobility | Scoring | Support |
---|---|---|---|---|
Holowear | |
---|---|
Special Style
Zirco Trading:
1050 |
Hip-hop Style
Event:
Victory Challenge |
Costume Party Style
Zirco Trading:
600 |
Special Style (Navy)
Zirco Trading:
1050 |
Researcher Style
Event:
Season 19 Battle Pass |
Captain Style
Zirco Trading:
2199 |
Shadow Ball | |
---|---|
Pokemon | Move |
Hoopa | Shadow Ball |
Mission: In a single battle, together with an ally Pokemon linked by Trick or Trick+, unleash a total of two shadowy blobs at once with Shadow Ball or Shadow Ball+ and hit Pokemon from the opposing team, leaving them unable to act, 3 times. (5/10/20 battles total) |
|
Medals & Points | Rewards |
Beginner 5 |
Aeos Ticket x100 |
Expert 5 |
Aeos Coin x300 |
Master 10 |
Holowear Ticket x3 |
List of Supporter Pokemon Achievements
Upcoming Pokemon | |
---|---|
There are no upcoming Pokemon. |
All Pokemon Roles | |||||
---|---|---|---|---|---|
Attackers | All-Rounders | Defenders | |||
Speedsters | Supporters |
Attack Type | |
---|---|
Melee Pokemon | Ranged Pokemon |
Physical Pokemon | Special Pokemon |
Stat Rankings | |
HP Ranking | Defense Ranking |
Sp. Def. Ranking | Basic Attack Ranking |
Phantom force plus hyperspace hole has no damage source, so replace phantom force with shadow ball.
Hoopa Guide: Builds and Best Items
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Why is hoops in s tier when their are no easy matchups for hoopa⁉️