Hoopa (Pokémon)/Generation VII learnset
← Hoopa
By
leveling up
Hoopa Confined
Generation VII
Other generations:
VI
-
VIII
-
IX
Level
Move
Type
Cat.
Pwr.
Acc.
PP
01
1
Hyperspace Hole
Psychic
Special
080
80
00—
—%
5
01
1
Trick
Psychic
Status
0000
—
100
100%
10
01
1
Destiny Bond
Ghost
Status
0000
—
00—
—%
5
01
1
Ally Switch
Psychic
Status
0000
—
00—
—%
15
01
1
Confusion
Psychic
Special
050
50
100
100%
25
06
6
Astonish
Ghost
Physical
030
30
100
100%
15
10
10
Magic Coat
Psychic
Status
0000
—
00—
—%
15
15
15
Light Screen
Psychic
Status
0000
—
00—
—%
30
19
19
Psybeam
Psychic
Special
065
65
100
100%
20
25
25
Skill Swap
Psychic
Status
0000
—
00—
—%
10
29
29
Power Split
Psychic
Status
0000
—
00—
—%
10
29
29
Guard Split
Psychic
Status
0000
—
00—
—%
10
35
35
Phantom Force
Ghost
Physical
090
90
100
100%
10
46
46
Zen Headbutt
Psychic
Physical
080
80
090
90%
15
50
50
Wonder Room
Psychic
Status
0000
—
00—
—%
10
50
50
Trick Room
Psychic
Status
0000
—
00—
—%
5
55
55
Shadow Ball
Ghost
Special
080
80
100
100%
15
68
68
Nasty Plot
Dark
Status
0000
—
00—
—%
20
75
75
Psychic
Psychic
Special
090
90
100
100%
10
85
85
Hyperspace Hole
Psychic
Special
080
80
00—
—%
5
Bold
indicates a move that gets
STAB
when used by Hoopa
Italic
indicates a move that gets STAB only when used by an Evolution or
alternate form
of Hoopa
Hoopa Unbound
Generation VII
Other generations:
VI
-
VIII
-
IX
Level
Move
Type
Cat.
Pwr.
Acc.
PP
01
1
Hyperspace Fury
Dark
Physical
100
100
00—
—%
5
01
1
Trick
Psychic
Status
0000
—
100
100%
10
01
1
Destiny Bond
Ghost
Status
0000
—
00—
—%
5
01
1
Ally Switch
Psychic
Status
0000
—
00—
—%
15
01
1
Confusion
Psychic
Special
050
50
100
100%
25
06
6
Astonish
Ghost
Physical
030
30
100
100%
15
10
10
Magic Coat
Psychic
Status
0000
—
00—
—%
15
15
15
Light Screen
Psychic
Status
0000
—
00—
—%
30
19
19
Psybeam
Psychic
Special
065
65
100
100%
20
25
25
Skill Swap
Psychic
Status
0000
—
00—
—%
10
29
29
Power Split
Psychic
Status
0000
—
00—
—%
10
29
29
Guard Split
Psychic
Status
0000
—
00—
—%
10
46
46
Knock Off
Dark
Physical
065
65
100
100%
20
50
50
Wonder Room
Psychic
Status
0000
—
00—
—%
10
50
50
Trick Room
Psychic
Status
0000
—
00—
—%
5
55
55
Dark Pulse
Dark
Special
080
80
100
100%
15
75
75
Psychic
Psychic
Special
090
90
100
100%
10
85
85
Hyperspace Fury
Dark
Physical
100
100
00—
—%
5
Bold
indicates a move that gets
STAB
when used by Hoopa
Italic
indicates a move that gets STAB only when used by an Evolution or
alternate form
of Hoopa
By
TM
Generation VII
Other generations:
VI
-
VIII
-
IX
TM
Move
Type
Cat.
Pwr.
Acc.
PP
TM03
TM03
Psyshock
Psychic
Special
080
80
100}}
100%
10
TM04
TM04
Calm Mind
Psychic
Status
0000
—
00—}}
—%
20
TM06
TM06
Toxic
Poison
Status
0000
—
090}}
90%
10
TM10
TM10
Hidden Power
Normal
Special
060
60
100}}
100%
15
TM11
TM11
Sunny Day
Fire
Status
0000
—
00—}}
—%
5
TM12
TM12
Taunt
Dark
Status
0000
—
100}}
100%
20
TM15
TM15
Hyper Beam
Normal
Special
150
150
090}}
90%
5
TM16
TM16
Light Screen
Psychic
Status
0000
—
00—}}
—%
30
TM17
TM17
Protect
Normal
Status
0000
—
00—}}
—%
10
TM18
TM18
Rain Dance
Water
Status
0000
—
00—}}
—%
5
TM20
TM20
Safeguard
Normal
Status
0000
—
00—}}
—%
25
TM21
TM21
Frustration
Normal
Physical
0000
—
100}}
100%
20
TM24
TM24
Thunderbolt
Electric
Special
090
90
100}}
100%
15
TM27
TM27
Return
Normal
Physical
0000
—
100}}
100%
20
TM29
TM29
Psychic
Psychic
Special
090
90
100}}
100%
10
TM30
TM30
Shadow Ball
Ghost
Special
080
80
100}}
100%
15
TM31
TM31
Brick Break
Fighting
Physical
075
75
100}}
100%
15
TM32
TM32
Double Team
Normal
Status
0000
—
00—}}
—%
15
TM33
TM33
Reflect
Psychic
Status
0000
—
00—}}
—%
20
TM41
TM41
Torment
Dark
Status
0000
—
100}}
100%
15
TM42
TM42
Facade
Normal
Physical
070
70
100}}
100%
20
TM44
TM44
Rest
Psychic
Status
0000
—
00—}}
—%
10
TM46
TM46
Thief
Dark
Physical
060
60
100}}
100%
25
TM48
TM48
Round
Normal
Special
060
60
100}}
100%
15
TM52
TM52
Focus Blast
Fighting
Special
120
120
070}}
70%
5
TM53
TM53
Energy Ball
Grass
Special
090
90
100}}
100%
10
TM56
TM56
Fling
Dark
Physical
0000
—
100}}
100%
10
TM57
TM57
Charge Beam
Electric
Special
050
50
090}}
90%
10
TM60
TM60
Quash
Dark
Status
0000
—
100}}
100%
15
TM63
TM63
Embargo
Dark
Status
0000
—
100}}
100%
15
TM68
TM68
Giga Impact
Normal
Physical
150
150
090}}
90%
5
TM73
TM73
Thunder Wave
Electric
Status
0000
—
090}}
90%
20
TM77
TM77
Psych Up
Normal
Status
0000
—
00—}}
—%
10
TM85
TM85
Dream Eater
Psychic
Special
100
100
100}}
100%
15
TM86
TM86
Grass Knot
Grass
Special
0000
—
100}}
100%
20
TM87
TM87
Swagger
Normal
Status
0000
—
085}}
85%
15
TM88
TM88
Sleep Talk
Normal
Status
0000
—
00—}}
—%
10
TM90
TM90
Substitute
Normal
Status
0000
—
00—}}
—%
10
TM92
TM92
Trick Room
Psychic
Status
0000
—
00—}}
—%
5
TM97
TM97
Dark Pulse
Dark
Special
080
80
100}}
100%
15
XTM100
TM100
Confide
Normal
Status
0000
—
00—}}
—%
20
Bold
indicates a move that gets
STAB
when used by Hoopa
Italic
indicates a move that gets STAB only when used by an Evolution or
alternate form
of Hoopa
By
breeding
Generation VII
Other generations:
VI
-
VIII
-
IX
Parent
Move
Type
Cat.
Pwr.
Acc.
PP
This Pokémon learns no moves by breeding.
Moves marked with an asterisk (*) must be
chain bred
onto Hoopa in Generation VII
Moves marked with a double dagger (‡) can only be bred from a Pokémon who learned the move in an earlier generation.
Moves marked with a superscript game abbreviation can only be bred onto Hoopa in that game.
Bold
indicates a move that gets
STAB
when used by Hoopa
Italic
indicates a move that gets STAB only when used by an Evolution or
alternate form
of Hoopa
By
tutoring
Generation VII
Other generations:
VI
-
VIII
-
IX
Game
Move
Type
Cat.
Pwr.
Acc.
PP
S
M
US
UM
Ally Switch
Psychic
Status
—
—%
15
S
M
US
UM
Block
Normal
Status
—
—%
5
S
M
US
UM
Covet
Normal
Physical
60
100%
25
S
M
US
UM
Drain Punch
Fighting
Physical
75
100%
10
S
M
US
UM
Dual Chop
Dragon
Physical
40
90%
15
S
M
US
UM
Fire Punch
Fire
Physical
75
100%
15
S
M
US
UM
Focus Punch
Fighting
Physical
150
100%
20
S
M
US
UM
Foul Play
Dark
Physical
95
100%
15
S
M
US
UM
Gravity
Psychic
Status
—
—%
5
S
M
US
UM
Gunk Shot
Poison
Physical
120
80%
5
S
M
US
UM
Ice Punch
Ice
Physical
75
100%
15
S
M
US
UM
Knock Off
Dark
Physical
65
100%
20
S
M
US
UM
Laser Focus
Normal
Status
—
—%
30
S
M
US
UM
Last Resort
Normal
Physical
140
100%
5
S
M
US
UM
Magic Coat
Psychic
Status
—
—%
15
S
M
US
UM
Magic Room
Psychic
Status
—
—%
10
S
M
US
UM
Recycle
Normal
Status
—
—%
10
S
M
US
UM
Role Play
Psychic
Status
—
—%
10
S
M
US
UM
Shock Wave
Electric
Special
60
—%
20
S
M
US
UM
Signal Beam
Bug
Special
75
100%
15
S
M
US
UM
Skill Swap
Psychic
Status
—
—%
10
S
M
US
UM
Snatch
Dark
Status
—
—%
10
S
M
US
UM
Snore
Normal
Special
50
100%
15
S
M
US
UM
Telekinesis
Psychic
Status
—
—%
15
S
M
US
UM
Throat Chop
Dark
Physical
80
100%
15
S
M
US
UM
Thunder Punch
Electric
Physical
75
100%
15
S
M
US
UM
Trick
Psychic
Status
—
100%
10
S
M
US
UM
Uproar
Normal
Special
90
100%
10
S
M
US
UM
Wonder Room
Psychic
Status
—
—%
10
S
M
US
UM
Zen Headbutt
Psychic
Physical
80
90%
15
A black or white abbreviation in a colored box indicates that Hoopa can be tutored the move in that game
A colored abbreviation in a white box indicates that Hoopa cannot be tutored the move in that game
Bold
indicates a move that gets
STAB
when used by Hoopa
Italic
indicates a move that gets STAB only when used by an Evolution or
alternate form
of Hoopa
By
transfer
from another generation
Generation VII
Other generations:
Gen.
Move
Type
Cat.
Pwr.
Acc.
PP
VI
Flash
Normal
Status
0000
—
100}}
100%
20
VI
Power-Up Punch
Fighting
Physical
040
40
100}}
100%
20
VI
Secret Power
Normal
Physical
070
70
100}}
100%
20
A striped background indicates a generation in which the move can only be obtained via event or as a special move
Bold
indicates a move that gets
STAB
when used by Hoopa
Italic
indicates a move that gets STAB only when used by an Evolution of Hoopa
Click on the generation numbers at the top to see transfer-only moves for other generations