
Hoopa
Supporter · Ranged
Only auto attacks can critically strike, but Hoopa has 0% base Critical-Hit rate at all levels.
Builds
Saved move and item loadouts for common play patterns.
Hyperspace Force (Item Options: READ DESCRIPTION)
Path Support
Moves
Hyperspace HolePhantom ForceHeld Items
resonant-guardmuscle-bandexp-shareBattle Item
full-healHoopa's early game strength is in its strong ranged attack pressence with Muscle Band, quick and long-for-its-level stun in Astonish and combination of burst with Confusion and Astonish together. Resonant Guard bolsters the early game strength when playing with an ally nearby who would rather apply pressure through player combat to push opponents off wild Pokémon. To further reinforce early game combat, Focus Band or Choice Specs are options that can be valid, pushing early game advantage to create an overwhelming experience lead and using that experience gap between Hoopa and enemies to continue snowballing experience. Resonant Guard's strength is for the early parts of the game with nearby ally play. Resonant Guard may be an option to be dropped in the cases where Hoopa's primary function is to harass and invade the enemy, where one would lose half the value of Resonant Guard's shield production. Focus Band may be selected if Hoopa is opting more towards a play style that causes Hoopa to be alone more often. Exp Share becomes an insurance if an expected match up is one that does not favour Hoopa and its ally as Hoopa can then opt to disrupt and harass while safe last hits can be acquired by your ally. Once Hyperspace Hole is unlocked, as the game progresses Hoopa can play solo along paths or in group, reinforcing defensive positions or creating overwhelming numbers in paths before opponents have a chance to react. Hoopa can also opt to invade as Hyperspace Hole offers a great deal of safety to Hoopa's invade. In these more solo leaning position, Exp Share can get great value in the cases where Hoopa is unable to secure last hits against its opponents while letting its ally safely farm wild Pokémon nearby. However, this is can also be a situation where Choice Specs has the possibility to supercede Exp Share when Hoopa is securing the last hits against the enemy. Hoopa may also opt to invade enemy second central area spawn rotations once Hyperspace Hole is acquired. Exp Share can be strong in this set up as Hoopa is keeping an opponent harassed and possibly under levelled while not achieving all the last hits themselves. This does still also come with risks in that if Hoopa's former path partner is weaker at securing than its path opposition (ally may be outnumbered because Hoopa has left or the individual opponent left behind last hits more successfully), then Hoopa's selection of Exp Share may be turned off. When playing with a teammate, Hoopa's disruption and increasing the probability of last hit through the ally presence similarly leads to general experience increase. Playing with Muscle Band is strong for Hoopa's early game as well as its transformation in Rings Unbound. It is strongly recommended to use attack speed emblem loadout when using Muscle Band. Energy Amplifier should not be overlooked as an item option in that its cooldown reduction is valuable for an additional Hyperspace Fury as well as the ability of Energy Amplifier to increase the number of combats Hoopa may force by having at minimum an extra one Rings Unbound per game. Curse Incense may additionally be an option if anti-heal is required by the team.
Shadow Trick (Item options: READ DESCRIPTION)
Path Support
Moves
TrickShadow BallHeld Items
muscle-bandresonant-guardexp-shareBattle Item
full-healHoopa's early game strength is in its strong ranged attack pressence with Muscle Band, quick and long-for-its-level stun in Astonish and combination of burst with Confusion and Astonish together. Resonant Guard bolsters the early game strength when playing with an ally nearby who would rather apply pressure through player combat to push opponents off wild Pokémon. To further reinforce early game combat, Focus Band or Choice Specs are options that can be valid, pushing early game advantage to create an overwhelming experience lead and using that experience gap between Hoopa and enemies to continue snowballing experience. Resonant Guard bolsters the early game strength when playing with an ally nearby who would rather apply pressure through player combat to push opponents off wild Pokémon. To further reinforce early game combat, Focus Band or Choice Specs are options that can be valid, pushing early game advantage to create an overwhelming experience lead and using that experience gap between Hoopa and enemies to continue snowballing experience. Once Trick is unlocked, Hoopa will prefer to play nearby an ally to maximize Trick's effects which synergizes well with Resonant Guard's strengths of playing with an ally. Trick also receives great advantage from attack speed. Playing with Muscle Band is strong for Hoopa's early game, synergizes well with Trick and as well as its transformation in Rings Unbound. It is strongly recommended to use attack speed emblem loadout when using Muscle Band. Trick emphasizes play with allies in its range which Hoopa should constantly be near experience by way of enemy KOs or wild Pokémon staying near an ally. Hoopa may play away from allies in solo lanes with Rings Unbound available. If these cases are frequent, then Exp Share is strong option as Hoopa may not be farming efficiently. Energy Amplifier should not be overlooked as an item option in that its cooldown reduction is valuable for Tricks, and an additional Hyperspace Fury. Energy Amplifier furthermore may increase the number of combats Hoopa may force or react to by having at least one more Rings Unbound use in a match. Curse Incense may additionally be an option if anti-heal is required by the team and is a strong applicator due to the area of effect nature of Rings Unbounds moves and Shadow Ball+'s effect.
Phantom Trick (Item options: READ DESCRIPTION)
Path Support
Moves
TrickPhantom ForceHeld Items
resonant-guardmuscle-bandexp-shareBattle Item
full-healHoopa's early game strength is in its strong ranged attack pressence with Muscle Band, quick and long-for-its-level stun in Astonish and combination of burst with Confusion and Astonish together. Resonant Guard bolsters the early game strength when playing with an ally nearby who would rather apply pressure through player combat to push opponents off wild Pokémon. To further reinforce early game combat, Focus Band or Choice Specs are additional options that can be valid, pushing early game advantage to create an overwhelming experience lead and using that experience gap between Hoopa and enemies to continue snowballing experience. Resonant Guard bolsters the early game strength when playing with an ally nearby who would rather apply pressure through player combat to push opponents off wild Pokémon. To further reinforce early game combat, Focus Band or Choice Specs are options that can be valid, pushing early game advantage to create an overwhelming experience lead and using that experience gap between Hoopa and enemies to continue snowballing experience. Once Trick is unlocked, Hoopa will prefer to play nearby an ally to maximize Trick's effects which synergizes well with Resonant Guard's strengths of playing with an ally. Trick also receives great advantage from attack speed. Playing with Muscle Band is strong for Hoopa's early game, synergizes well with Trick and as well as its transformation in Rings Unbound. It is strongly recommended to use attack speed emblem loadout when using Muscle Band. Trick emphasizes play with allies in its range which Hoopa should constantly be near experience by way of enemy KOs or wild Pokémon staying near an ally. Hoopa may play away from allies in solo lanes with Rings Unbound available. If these cases are frequent, then Exp Share is strong option as Hoopa may not be farming efficiently. Energy Amplifier should not be overlooked as an item option in that its cooldown reduction is valuable for Tricks, and an additional Hyperspace Fury. Energy Amplifier furthermore may increase the number of combats Hoopa may force or react to by having at least one more Rings Unbound use in a match. Curse Incense may additionally be an option if anti-heal is required by the team and is a strong applicator due to the area of effect nature of Rings Unbounds moves.
Phantom Trick
Path Support
Moves
TrickPhantom ForceHeld Items
shell-bellrescue-hoodenergy-amplifierBattle Item
full-healThis set emphasizes dedicated ally support keeping up with the ally through move speed and bailing the ally out. Due to the nature of this set, Hoopa should constantly be near experience by way of enemy KOs or wild Pokémon staying near an ally. The set is weaker in pressure early on but makes up for it in the presence of a strong early partner that Hoopa can support and a scaling late partner elsewhere on the map that Hoopa can transition to supporting later on.
Moves
Move timings, descriptions, upgrades, and hidden detail text.

Magician
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 in front of Hoopa. If there are no berries, but there is Aeos Energy on the ground, then some energy is warped in front of Hoopa instead. In the event that no berries from the opposing team's side are warped, the cooldown of this ability is reduced.
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 in front of Hoopa (40s cooldown). If there are no berries, but there is Aeos Energy on the ground, then some energy is warped in front of Hoopa instead. In the event that no berries from the opposing team's side are warped, the cooldown of this ability is reduced to 20s. Berries last 30 seconds and take 2 seconds to appear after magician's activation.
Attack
Becomes a boosted attack with every third attack, dealing damage to enemies by unleashing a beam of light. When Hoopa is unbound, every attack becomes a boosted attack and deals damage to up to 2 additional nearby enemies.
Becomes a boosted attack with every third attack, dealing damage to enemies by unleashing a beam of light.

Astonish
Deals damage to enemies in the designated area of effect, leaving them unable to act for a short time.
Deals damage to enemies in the designated area of effect, leaving them unable to act for .75s.
Phantom Force
6.5sHoopa creates a portal ring under itself and warps to a designated location, dealing damage to nearby enemies at that location and shoving them. Hoopa then shoots two sinister flames that deal damage to enemies hit and decreases 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 they warped from. When using this move, if there is a nearby ally that is linked by Trick, that ally can also warp to the initial ring's location. The ally that warps in this way will recover HP.
Become invincible for a short time when this move is used.
Shadow Ball
4.5sUnleash a shadowy blob in front of Hoopa, dealing damage to enemies hit and decreases their movement speed and Sp. Def for a short time. If Hoopa then hits the same enemy with a move or boosted attack within a set amount of time, it deals additional damage and leaves the enemy unable to act for a short time. When using this move, if there is a nearby ally linked by Trick, this move will also unleash a shadowy blob at the same target from that ally's location.
The shadowy blob will now explode before disappearing. Enemies hit by the explosion are affected as if they were hit by the shadowy blob itself.

Confusion
Unleash a telekinetic force in the designated direction, dealing damage to the first enemy hit. The telekinetic force clings to that enemy and then causes a delayed explosion. The explosion deals damage to enemies in the area of effect and decreases their movement speed for a short time.
Unleash a telekinetic force in the designated direction, dealing damage to the first enemy hit. The telekinetic force clings to that enemy and then causes a delayed explosion. The explosion deals damage to enemies in the area of effect and decreases their movement speed by 50% for 0.5s.
Hyperspace Hole
12sHoopa creates a large ring at the designated location, dealing damage to enemies in the area of effect. After a set amount of time, Hoopa and any allies in the area of effect will return to their base, and their movement speed will be increased for a short time. These allies can also warp back to where the ring was created. An intact ally forward goal zone can also be designated as the location where the ring is created. Creating the ring on this 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 allies, 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 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.
Also increases the movement speed of allies near the ring when they are heading towards it.
Trick
7.5sHoopa creates a link between itself and an ally 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 ally also unleashes the same move or attack. Hoopa can also use this move on themself, increasing movement speed and granting a shield for a short time. Additionally, it increases the damage dealt by Shadow Ball.
Also restores the linked ally Pokémon's HP when it deals damage to enemies.

Rings Unbound
Transforms Hoopa into Hoopa Unbound for a short time, increasing max HP and creating a ring at the designated location. Each ally can warp to the ring's location one time. As Hoopa Unbound, moves change to Hyperspace Fury and Psybeam. Hoopa Unbound cannot score goals or activate the Magician ability.
Hoopa becomes invincible for 0.6s while transforming into Hoopa Unbound, then becomes unstoppable for 0.3s as it opens a large portal ring at a designated location. Hoopa Unbound lasts for 15s, increasing max HP by 40% and changes Hoopa's regular moves to Hyperspace Fury and Psybeam. Hoopa Unbound cannot score goals or activate the Magician ability.







