Guide: Hoopa Strategies

### Support

Hoopa is a powerful ranged support pokémon capable of increasing allies damage output, providing shields and heals, and efficiently transitioning around the map within short amounts of time.

## Move Tips

### Ability

 **Magician**

This ability is a very powerful and useful ability that can save you in a pinch. By using it you summon a berry at random from the opposing team's side, which can really mess with your opponents. If there are no berries on their side, it will summon some Aeos energy instead. You should use this move often as it can help your teammates survive or gain Aeos energy, as well as steal berries from your opponents.

### Move List 1

**Confusion - Lvl 1 - 3**

Confusion is one of your early-game moves, and it is particularly strong when used on enemies close to one another. It damages the first target it hits, then remains on their character for a few seconds and then explodes, dealing more damage to opponents in the AoE and slowing them for a little.

**Hyperspace Hole - Lvl 6**

Hyperspace Hole is a extremely valuable move that can change the outcome of the game. It can be used in two ways:

1.) If it is used on the ground, a large ring will appear with a three second timer above it. Hoopa or any ally pokémon that are within the ring when the countdown ends (don't have to be in the ring all three seconds) will be teleported back to base and enter the healing process immediately. They will have 3 seconds to teleport back to where the ring was by clicking the prompt on their screen. This can make fights last longer by keeping allies from dying and returning within seconds to continue the fight! Any opponents in the AoE of the ring will be damaged (only once!). At lvl 10 the speed of allies will be increased within the ring.

2.) If the ring is placed on an outermost ally goalzone, it will create a portal to the opposing ally goalzone. Allies within the goalzone have the option to teleport to the opposing ally goalzone. This move has a short cooldown making it easy to guard multiple goalzones and to travel across the map faster.

**Trick - Lvl 6**

The primary use of this move is to increase you and your allies damage output, and it is primarily paired with Shadow Ball. By linking with an ally, whenever you use a basic attack or Shadow Ball, the same attack is projected from the ring following your ally. You and your linked partner also obtain increased movement speed and shields for 2.5 seconds. Pairing this move with Phantom Force, gives an ally an opportunity to teleport to the place where you activated the move. When the ally teleports, it heals them for 30% of their max HP.

### Move List 2

**Astonish - Lvl 1 - 3**

Astonish is one of your early-game moves. It deals decent damage but is mainly used to stun opponents.

**Phantom Force - Lvl 7**

This is a good damage and crowd control move, and can also be used to gain distance, push enemies back, and a way to trick opponents with combos such as: Cast Hyperspace Hole and then cast Phantom Force just after, then use Hyperspace Hole to teleport back to base, heal, then use Phantom Force to teleport back instantly instead of a minor delay.

**Shadow Ball - Lvl 7**

Shadow Ball is a good damage move that works best when paired with Trick. It can be used to deal damage as well as slow down opponents.

### Unite Move

**Rings Unbound - Lvl 9**

This move is best used at focal points, such as enemy goal zones or Rayquaza. After using this move, you change forms temporarily and have increased HP and a different moveset. While in this form, you cannot use your ability or score goals, and you basic attacks are stronger and replaced with floating fists. You will summon a ring where you use this move that allies can teleport to. While in this form you can usually take on multiple opponents at once.

**Psybeam - Lvl 9 (Hoopa Unbound Form)**

A powerful damaging move. You are also immune to hindrances while using this move.

**Hyperspace Fury - Lvl 9 (Hoopa Unbound Form)**

Another powerful damaging move that also stuns opponents.

## Strengths / Weaknesses

* Strong lane guarding.
* OP UNITE move
* Low damage output outside of UNITE move.

## Recommended Builds

***These build combinations are recommendations only and can not be used/can be edited to your whims.***

### **Utility**

* Sp. Atk

**Negative Stats:**
* Attack
* Defense
* Sp. Def
* Critical-Hit Rate
* Defense: +30
* Sp. Def: +30
* Attack Speed: +7.50%
* Movement Speed: +150
* HP: +240