LC Hoppip

Corporal Levi

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Overview
########

Hoppip's unique typing combination in Little Cup, which gives it an interesting STAB combination and a number of useful resistances, is backed by an excellent movepool for disrupting, attacking, and supporting. Furthermore, its ability Infiltrator means that not even Substitute can block Hoppip's Sleep Powder, turning Hoppip into a potent offensive and supportive threat. Despite its lack of outstanding stats, which creates the potential for it to be walled once Sleep Clause is activated, as well as its few minor, easily patched-up weaknesses, Hoppip fulfills a specific and desirable role on a multitude of teams.

Offensive Support
########
name: Offensive Support
move 1: Sleep Powder
move 2: Acrobatics / Bullet Seed
move 3: Substitute / U-turn
move 4: Swords Dance / Aromatherapy / U-turn
ability: Infiltrator
item: Berry Juice
evs: 76 HP / 236 Atk / 196 Spe
nature: Jolly / Adamant

Moves
========

Sleep Powder is able to put one foe out of commission entirely; thanks to Hoppip's ability, Infiltrator, not even Substitute will be enough to prevent this. Acrobatics becomes a powerful STAB move once Berry Juice is activated and annihilates a good portion of the Grass-types that may attempt to switch in to absorb Sleep Powder. Bullet Seed is another viable choice, dealing heavy damage to frailer foes due to how damage rolls work at level 5. Substitute gives Hoppip a reliable means to activate Berry Juice and thus pairs well with Acrobatics; it's also generally useful for scouting attacks and switch-ins. U-turn allows Hoppip to scout the opposing team and provide momentum for its own team after crippling the opposition with Sleep Powder in a similar manner to Compound Eyes Yanma before it was banned. Hoppip's powerful STAB moves and ability to bypass Reflect make it a potent attacker, so Swords Dance is a good option for Hoppip to sweep even more easily. However, Aromatherapy allows Hoppip to further support its own team, as well as remove its own paralysis or burn.

Set Details
========

This set aims to take advantage of Hoppip's unique strengths to allow it to support its team and damage the opposing team in a single set. The given EVs maximize Hoppip's Attack and Speed stats for as much sweeping potential as possible, with the remainder of the EVs dumped in HP so that Hoppip is able to switch into Stealth Rock eight times instead of seven. Berry Juice extends Hoppip's lifespan and, after it has been used, allows Hoppip to take advantage of a fully powered Acrobatics. Infiltrator is useful for allowing Hoppip to get around Substitute and Reflect. A Jolly nature is preferred to most notably outspeed bulky variants of Archen and Chinchou, but an Adamant nature can be used for more overall power.

Usage Tips
========

Berry Juice allows Hoppip to switch into weaker attacks and fire off powerful Acrobatics. Use Substitute to activate Berry Juice if a fully powered Acrobatics is needed. It can also be used when Hoppip initially comes in so that you can decide whether to follow up on the switch-in with Sleep Powder or another attack. Hoppip can take advantage of a sleeping foe to set up a Substitute or a Swords Dance, or U-turn out to a teammate that can appropriately deal with the switch-in.

Team Options
========

Pokemon that can deal with sleep absorbers are appreciated. For example, Roost Archen beats Vullaby, and defensive Mienfoo beats RestTalk Munchlax. As with most offensive Pokemon, Hoppip appreciates having entry hazards on the opposing side to obtain key KOs. Sticky Web support allows Hoppip to outspeed a larger portion of the metagame and sweep more easily. Hoppip is fantastic at removing potent threats such as Mienfoo, Tyrogue, and Sunkern with its STAB attacks, so teammates weak to these Pokemon will benefit from Hoppip's presence. Fighting-types such as Timburr are appreciated, as they can check Ice-types such as Snorunt.

Other Options
########

A Choice Scarf set can function as a decent pivot thanks to Hoppip's typing, access to U-Turn, and fast Sleep Powder, but Hoppip greatly appreciates its ability to switch moves and take advantage of Acrobatics. Stun Spore is a useful support option to cripple faster Pokemon once Sleep Clause has been activated. Memento gives a teammate an easier time setting up at the cost of Hoppip fainting. Sun support grants Hoppip the opportunity to effectively take advantage of Chlorophyll. A specially offensive Chlorophyll set is possible, but Hoppip's physical set has a similar damage output without requiring as much support. Hoppip can run an Eviolite set with Synthesis and a boosting move, but this may take a while to set up. Encore discourages opponents from setting up on Hoppip once Sleep Powder is used. A combination of Substitute and Leech Seed can be used thanks to Hoppip's access to powerful Flying-type STAB attacks, but Leech Seed is generally a gimmicky strategy in LC.

Checks & Counters
########

**Sleep Powder Absorbers**: Pokemon that are immune to Sleep Powder and can withstand Hoppip's STAB attacks, such as Hoothoot, Elekid, and Vullaby, are able to come in on anything Hoppip offers and force it out; certain dedicated sleep absorbers, such as RestTalk variants of Munchlax and Snubbull, are able to do the same. Early Bird Doduo and Houndour are able to come in on Sleep Powder or Bullet Seed, but they will take heavy damage from a fully powered Acrobatics.

**Status**: Burns and paralysis cripple Hoppip if it does not run Aromatherapy, or force it to waste a turn curing itself if it does. Fast Taunt users can prevent Hoppip from using a large portion of its moves.

**Pokemon with Good Stats**: Once Sleep Clause has been activated, most Pokemon with decent offensive and defensive stats that are not weak to Hoppip's STAB attacks are able to beat it.
 
Last edited:
The wording made me laugh but needs to be redone in a lot of parts because Hoppip is a garbage Pokemon lol

Overview:
Mention how its pretty easily walled after it has put something to sleep.

Outspeeding Defensive Archen/Chinchou while at worst speed tying Magnemite seems pretty important to me. Does Adamant provide anything significant?

Moves:
Don't say that this is a sweeper is any way. Terrible bulk and attacking stats along with only 14 speed mean it'll probably never sweep unless against a really inexperienced opponent.

Set Details:
Dual Screens --> Reflect
I don't think Chlorophyll really needs to be here.

Team Options:
Munchlax --> RestTalk Munchlax
Do hazards actually help get any KOs? This Pokemon is so weak I'm not sure it can KO anything. Some specific examples of stuff would be nice if you find notable things.

Other Options:
Encore because this is setup bait for everything after using Sleep Power

Checks and Counters:
Hoothoot --> Elekid

QC 1/4 n_n
 

Corporal Levi

ninjadog of the decade
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I didn't do too many calcs but the OHKO on Bellsprout and Vulpix with itemless Acrobatics are both guaranteed with Stealth Rock, so I think it'll definitely be useful.
Also I changed the primary nature from Adamant to Jolly so I think it's safe to classify Hoppip as a sweeper now

ready for next check
 
mention sleep powder + subseed in oo imo, esp since you have acro to beat the grasses immune to leech seed
also amnesia+cotton guard seems gimmicky but fun when it works esp bc you have reliable recovery in synthesis, maybe oo?
its also the only lc grass type with uturn/volt switch, you might want to mention that somewhere (although a couple grasses get bp iirc, def deerling does)
mention it can be a cleric bc aromatherapy & recovery but it really doesnt want to bc it has aids typing, though resisting fighting is nice ig
 

Celestavian

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Mention in Team Options that Hoppip is fantastic at removing threats like Tyrogue and Sunkern for teammates weak to their STABs, but also make mention that Hoppip benefits from Fighting-types to dissuade strong Ice-type attackers like Snorunt.

Really don't have much to add here, QC 2/4
 
if jolly is the primary nature, change the nature sentence in set details to reflect that

this thing is ass qc 3/4
 

doomsday doink

v̶̱̅i̵̢̕l̶̦̈́ļ̵͗a̷̙̓g̸͈͝ę̵̎ ̵̱̌g̷̭͆û̷̦a̵̰͛ȓ̶̜d̸
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Overview:
- "Hoppip is undoubtedly one of the most prominent and dangerous threats in the metagame regardless of its minor flaws." CHANGE

Checks and Counters (very bare right now):
- Status, relevant even when running Aromatherapy
- Taunt
- Mention Ferroseed as a one of the Sleep Absorbers

QC 4/4

change your ct to hoppip you traitor
 

doomsday doink

v̶̱̅i̵̢̕l̶̦̈́ļ̵͗a̷̙̓g̸͈͝ę̵̎ ̵̱̌g̷̭͆û̷̦a̵̰͛ȓ̶̜d̸
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This isn't going to GP until you change the Overview m8
 

tehy

Banned deucer.
Get chekt

Delete in RED
Add in BLUE

this better actually be viable (i.e. take out that team options lolness) cause otherwise i wasted valuable sleep time on this
Comments:

You sure u-turn as your niche is that worth mentioning when it's, like, second-slashed and then third slashed? It's good but i feel like you sell it as Hoppip's niche and like "hoppip sucks BUT UTURN" and that's just not the case?

the start of Moves seems like it could/should be somewhere else

I kinda hate "X is used of Y because long explanation blah"; honestly, just list off X's good points (which Y lacks).

So...last part of team options. Is this mon serious or not...?

idk if that whole 'similar to compoundeyes Yanma' bit is necessary or really helpful, seems like...idk seems like not that many people know how that worked and just *shrugs*.



Overview
########

Hoppip's unique typing combination in Little Cup, which gives it an interesting STAB combination and a number of useful resistances, is backed by an excellent movepool for disrupting, attacking, and supporting; this allows Hoppip to carve a niche as the only Grass-type in the tier with access to U-Turn. Furthermore, its ability, Infiltrator, which means that not even Substitute can block Hoppip's Sleep Powder, turning Hoppip into a potent offensive and supportive threat. Despite a lack of outstanding stats, creating the potential for it to be walled once Sleep Clause is activated, as well as a few minor, easily patched up weaknesses, Hoppip fulfills a specific and desirable role on a multitude of teams.

Offensive Support
########
name: Offensive Support
move 1: Sleep Powder
move 2: Acrobatics / Bullet Seed
move 3: Substitute / U-Turn
move 4: Swords Dance / Aromatherapy / U-Turn
ability: Infiltrator
item: Berry Juice
evs: 76 HP / 236 Atk / 196 Spe
nature: Jolly / Adamant

Moves
========

This set aims to take advantage of Hoppip's unique strengths to allow it to support its team and damage the opposing team in a single set. Sleep Powder is able to put one opponent out of commission entirely; thanks to Hoppip's ability, Infiltrator, not even Substitute will be enough to prevent this. Acrobatics becomes a powerful STAB move once Berry Juice is activated, and annihilates a good portion of the Grass-types that may attempt to switch in to absorb Sleep Powder. Bullet Seed is another viable choice, dealing heavy damage to frailer foes due to how damage rolls work at level 5. Substitute gives Hoppip a reliable means to activate Berry Juice, and thus pairs well with Acrobatics; it's also generally useful for scouting attacks and switch-ins. U-Turn allows Hoppip to scout the opposing team and provide momentum for its own team after crippling the opposition with Sleep Powder in a similar manner to Compoundeyes Yanma before it was banned. Hoppip's powerful STAB moves and ability to bypass Reflect make it a potent attacker, so Swords Dance is a good option for Hoppip to sweep even more easily. However, Aromatherapy allows Hoppip to further support its own team, as well as remove any paralysis or burn conditions that may have affected itself along the way its own paralysis or burn.

Set Details
========

The given EVs maximize Hoppip's Attack and Speed stats for as much sweeping potential as possible, with the remainder dumped in HP so that Hoppip is able to switch into Stealth Rock 8 times instead of 7. Berry Juice is the item of choice to extend Hoppip's lifespan; it is used over Eviolite so that Hoppip can and allow Hoppip to take advantage of a fully powered Acrobatics once Berry Juice it has been used up. Infiltrator is useful for allowing Hoppip to get around Substitute and Reflect. A Jolly nature is preferred to most notably outspeed bulky variants of Archen and Chinchou, but an Adamant nature can be used for more overall damage.

Usage Tips
========

Berry Juice allows Hoppip to switch into weaker attacks and fire off powerful Acrobatics. Use Substitute to activate Berry Juice if a fully powered Acrobatics is needed. It can also be used when Hoppip initially comes in so you can decide whether to follow up on the switch-in with Sleep Powder or another attack. After an opponent is asleep, Hoppip can take advantage of this to set up a Substitute or a Swords Dance, or U-Turn out to a teammate who can appropriately deal with the switch-in.

Team Options
========

Pokemon that can deal with sleep absorbers, such as Roost Archen to beat Vullaby or defensive Mienfoo for RestTalk Munchlax, are appreciated. As with most offensive Pokemon, hazards on the opposing side help Hoppip obtain key KOs. Sticky Web support allows Hoppip to outspeed a larger portion of the metagame and sweep more easily. Hoppip is fantastic at removing potent threats such as Mienfoo, Tyrogue and Sunkern with its STAB attacks, so teammates weak to these will benefit from Hoppip's presence. Fighting-types like Timburr to check Ice-types such as Snorunt are appreciated. Sun support gives Hoppip the opportunity to effectively abuse Chlorophyll.

Other Options
########

A Choice Scarf set can function as a decent pivot with Hoppip's typing and access to U-Turn in addition to possessing a fast Sleep Powder, but Hoppip greatly appreciates its ability to switch moves and take advantage of Acrobatics. Stun Spore is a useful support option to cripple faster Pokemon once Sleep Clause has been activated. Memento gives a teammate an easier time setting up at the cost of Hoppip itself. A Special Attacking specially offensive Chlorophyll set is possible, but its physical set has a similar damage output for less support. Hoppip can run an Eviolite set with Synthesis and a boosting move, but this may take a while to set up. Encore discourages opponents from setting up on Hoppip once Sleep Powder is used. A combination of Substitute and Leech Seed can be used thanks to Hoppip's access to powerful Flying-type STAB attacks, but Leech Seed is a gimmicky strategy in general in LC.

Checks & Counters
########

**Sleep Powder Absorbers**: Pokemon that are immune to Sleep Powder and can withstand Hoppip's STAB attacks, such as Hoothoot, Elekid, and Vullaby, are able to come in on anything Hoppip offers and force it out; certain dedicated Sleep absorbers, such as RestTalk variants of Munchlax and Snubbull, are able to do the same. Early Bird Doduo and Houndour are able to come in on Sleep Powder or Bullet Seed, but will take heavy damage from a fully powered Acrobatics.

**Status**: Burns or paralysis can cripple Hoppip if it does not run Aromatherapy, or force it to waste a turn curing itself if it does. A fast Taunt can prevent Hoppip from using a large portion of its moves.

**Pokemon with good stats**: Once Sleep Clause has been activated, most Pokemon with decent offensive and defensive stats that are not weak to Hoppip's STAB attacks are able to beat it.
 
Last edited:

P Squared

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1/2
i'm using the hoppip colors

Overview
########

Hoppip's unique typing combination in Little Cup, which gives it an interesting STAB combination and a number of useful resistances, is backed by an excellent movepool for disrupting, attacking, and supporting; this allows Hoppip to carve a niche as the only Grass-type in the tier with access to U-turn. Furthermore, its ability, Infiltrator, which means that not even Substitute can block Hoppip's Sleep Powder, turning Hoppip into a potent offensive and supportive threat. Despite a lack of outstanding stats, which create creating the potential for it to be walled once Sleep Clause is activated, as well as a few minor, easily patched up weaknesses, Hoppip fulfills a specific and desirable role on a multitude of teams.

Offensive Support
########
name: Offensive Support
move 1: Sleep Powder
move 2: Acrobatics / Bullet Seed
move 3: Substitute / U-turn
move 4: Swords Dance / Aromatherapy / U-turn
ability: Infiltrator
item: Berry Juice
evs: 76 HP / 236 Atk / 196 Spe
nature: Jolly / Adamant

Moves
========

This set aims to take advantage of Hoppip's unique strengths to allow it to support its team and damage the opposing team in a single set. (probably works better in Usage Tips) Sleep Powder is able to put one opponent foe out of commission entirely; thanks to Hoppip's ability, Infiltrator, not even Substitute will be enough to prevent this. Acrobatics becomes a powerful STAB move once Berry Juice is activated, and annihilates a good portion of the Grass-types that may attempt to switch in to absorb Sleep Powder. Bullet Seed is another viable choice, dealing heavy damage to frailer foes due to how damage rolls work at level 5. Substitute gives Hoppip a reliable means to activate Berry Juice, (remove comma) and thus pairs well with Acrobatics; it's also generally useful for scouting attacks and switch-ins. U-turn allows Hoppip to scout the opposing team and provide momentum for its own team after crippling the opposition with Sleep Powder in a similar manner to Compoundeyes Yanma before it was banned. Hoppip's powerful STAB moves and ability to bypass Reflect make it a potent attacker, so Swords Dance is a good option for Hoppip to sweep even more easily. However, Aromatherapy allows Hoppip to further support its own team, as well as remove any paralysis or burn conditions that may have affected itself along the way its own paralysis or burn.

Set Details
========

The given EVs maximize Hoppip's Attack and Speed stats for as much sweeping potential as possible, with the remainder dumped in HP so that Hoppip is able to switch into Stealth Rock 8 eight times instead of seven 7. Berry Juice is the item of choice to extends Hoppip's lifespan; it is used over Eviolite so that Hoppip can and allows Hoppip to take advantage of a fully powered Acrobatics once Berry Juice it has been used up. Infiltrator is useful for allowing Hoppip to get around Substitute and Reflect. A Jolly nature is preferred to most notably outspeed bulky variants of Archen and Chinchou, but an Adamant nature can be used for more overall power damage.

Usage Tips
========

Berry Juice allows Hoppip to switch into weaker attacks and fire off powerful Acrobatics. Use Substitute to activate Berry Juice if a fully powered Acrobatics is needed. It can also be used when Hoppip initially comes in so that you can decide whether to follow up on the switch-in (does this refer to "the foe that switches in afterwards" or "the act of Hoppip switching in"? if the latter, remove the dash) with Sleep Powder or another attack. After an opponent foe is asleep, Hoppip can take advantage of this to set up a Substitute or a Swords Dance, or U-turn out to a teammate who that can appropriately deal with the switch-in.

Team Options
========

Pokemon that can deal with sleep absorbers, such as Roost Archen to beat Vullaby or defensive Mienfoo for RestTalk Munchlax, are appreciated. For example, Roost Archen beats Vullaby, and defensive Mienfoo beats RestTalk Munchlax. As with most offensive Pokemon, Hoppip appreciates having entry hazards on the opposing side to help Hoppip obtain key KOs. Sticky Web support allows Hoppip to outspeed a larger portion of the metagame and sweep more easily. Hoppip is fantastic at removing potent threats such as Mienfoo, Tyrogue, (comma) and Sunkern with its STAB attacks, so teammates weak to these Pokemon will benefit from Hoppip's presence. Fighting-types like such as Timburr to check Ice-types such as Snorunt are appreciated. Sun support gives Hoppip the opportunity to effectively abuse Chlorophyll.

Other Options
########

A Choice Scarf set can function as a decent pivot thanks to with Hoppip's typing, and access to U-Turn, and in addition to possessing a fast Sleep Powder, but Hoppip greatly appreciates its ability to switch moves and take advantage of Acrobatics. Stun Spore is a useful support option to cripple faster Pokemon once Sleep Clause has been activated. Memento gives a teammate an easier time setting up at the cost of Hoppip itself. A Special Attacking specially offensive Chlorophyll set is possible, but its Hoppip's physical set has a similar damage output without requiring as much for less support. Hoppip can run an Eviolite set with Synthesis and a boosting move, but this may take a while to set up. Encore discourages opponents from setting up on Hoppip once Sleep Powder is used. A combination of Substitute and Leech Seed can be used thanks to Hoppip's access to powerful Flying-type STAB attacks, but Leech Seed is a gimmicky strategy in general in LC.

Checks & Counters
########

**Sleep Powder Absorbers**: Pokemon that are immune to Sleep Powder and can withstand Hoppip's STAB attacks, such as Hoothoot, Elekid, and Vullaby, are able to come in on anything Hoppip offers and force it out; certain dedicated Sleep sleep absorbers, such as RestTalk variants of Munchlax and Snubbull, are able to do the same. Early Bird Doduo and Houndour are able to come in on Sleep Powder or Bullet Seed, but they will take heavy damage from a fully powered Acrobatics.

**Status**: Burns or paralysis can cripple Hoppip if it does not run Aromatherapy, or force it to waste a turn curing itself if it does. A fast Taunt can prevent Hoppip from using a large portion of its moves.

**Pokemon with Good Stats**: Once Sleep Clause has been activated, most Pokemon with decent offensive and defensive stats that are not weak to Hoppip's STAB attacks are able to beat it.
 
Last edited:

Weebl

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Hoppip's unique typing combination in Little Cup, which gives it an interesting STAB combination and a number of useful resistances, is backed by an excellent movepool for disrupting, attacking, and supporting. Furthermore, its ability Infiltrator means that not even Substitute can block Hoppip's Sleep Powder, turning Hoppip into a potent offensive and supportive threat. (remove space) Despite a its lack of outstanding stats, which creates the potential for it to be walled once Sleep Clause is activated, as well as a its few minor, easily patched-(add hyphen)up weaknesses, Hoppip fulfills a specific and desirable role on a multitude of teams.

Offensive Support
########
name: Offensive Support
move 1: Sleep Powder
move 2: Acrobatics / Bullet Seed
move 3: Substitute / U-Turn
move 4: Swords Dance / Aromatherapy / U-Turn
ability: Infiltrator
item: Berry Juice
evs: 76 HP / 236 Atk / 196 Spe
nature: Jolly / Adamant

Moves
========

Sleep Powder is able to put one foe out of commission entirely; thanks to Hoppip's ability, Infiltrator, not even Substitute will be enough to prevent this. Acrobatics becomes a powerful STAB move once Berry Juice is activated and annihilates a good portion of the Grass-types that may attempt to switch in to absorb Sleep Powder. Bullet Seed is another viable choice, dealing heavy damage to frailer foes due to how damage rolls work at level 5. Substitute gives Hoppip a reliable means to activate Berry Juice and thus pairs well with Acrobatics; it's also generally useful for scouting attacks and switch-ins. U-turn allows Hoppip to scout the opposing team and provide momentum for its own team (you can keep it if you really want to) after crippling the opposition with Sleep Powder in a similar manner to Compoundeyes Compound Eyes Yanma before it was banned. Hoppip's powerful STAB moves and ability to bypass Reflect make it a potent attacker, so Swords Dance is a good option for Hoppip to sweep even more easily. However, Aromatherapy allows Hoppip to further support its own team, as well as remove its own paralysis or burn.

Set Details
========

This set aims to take advantage of Hoppip's unique strengths to allow it to support its team and damage the opposing team in a single set. The given EVs maximize Hoppip's Attack and Speed stats for as much sweeping potential as possible, with the remainder of the EVs dumped in HP so that Hoppip is able to switch into Stealth Rock eight times instead of seven. Berry Juice extends Hoppip's lifespan and, (AC) after it has been used, (AC) (removing some ambiguity) allows Hoppip to take advantage of a fully powered Acrobatics once it has been used up. Infiltrator is useful for allowing Hoppip to get around Substitute and Reflect. A Jolly nature is preferred to most notably outspeed bulky variants of Archen and Chinchou, but an Adamant nature can be used for more overall power.

Usage Tips
========

Berry Juice allows Hoppip to switch into weaker attacks and fire off powerful Acrobatics. Use Substitute to activate Berry Juice if a fully powered Acrobatics is needed. It can also be used when Hoppip initially comes in so that you can decide whether to follow up on the switch-in with Sleep Powder or another attack. After a foe is asleep, Hoppip can take advantage of a sleeping foe this to set up a Substitute or a Swords Dance, or U-turn out to a teammate that can appropriately deal with the switch-in.

Team Options
========

Pokemon that can deal with sleep absorbers are appreciated. For example, Roost Archen beats Vullaby, and defensive Mienfoo beats RestTalk Munchlax. As with most offensive Pokemon, Hoppip appreciates having entry hazards on the opposing side to obtain key KOs. Sticky Web support allows Hoppip to outspeed a larger portion of the metagame and sweep more easily. Hoppip is fantastic at removing potent threats such as Mienfoo, Tyrogue, and Sunkern with its STAB attacks, so teammates weak to these Pokemon will benefit from Hoppip's presence. Fighting-types such as Timburr to check Ice-types such as Snorunt are appreciated, (AC) as they can check Ice-types such as Snorunt. Sun support gives Hoppip the opportunity to effectively abuse take advantage of Chlorophyll. (Is this maybe Other Options material?)

Other Options
########

A Choice Scarf set can function as a decent pivot thanks to Hoppip's typing, access to U-Turn, and fast Sleep Powder, but Hoppip greatly appreciates its ability to switch moves and take advantage of Acrobatics. Stun Spore is a useful support option to cripple faster Pokemon once Sleep Clause has been activated. Memento gives a teammate an easier time setting up at the cost of Hoppip itself fainting. A specially offensive Chlorophyll set is possible, but Hoppip's physical set has a similar damage output without requiring as much support. Hoppip can run an Eviolite set with Synthesis and a boosting move, but this may take a while to set up. Encore discourages opponents from setting up on Hoppip once Sleep Powder is used. A combination of Substitute and Leech Seed can be used thanks to Hoppip's access to powerful Flying-type STAB attacks, but Leech Seed is generally a gimmicky strategy in general in LC.

Checks & Counters
########

**Sleep Powder Absorbers**: Pokemon that are immune to Sleep Powder and can withstand Hoppip's STAB attacks, such as Hoothoot, Elekid, and Vullaby, are able to come in on anything Hoppip offers and force it out; certain dedicated sleep absorbers, such as RestTalk variants of Munchlax and Snubbull, are able to do the same. Early Bird Doduo and Houndour are able to come in on Sleep Powder or Bullet Seed, but they will take heavy damage from a fully powered Acrobatics.

**Status**: Burns or and paralysis can cripple Hoppip if it does not run Aromatherapy, or force it to waste a turn curing itself if it does. A Fast Taunt users can prevent Hoppip from using a large portion of its moves.

**Pokemon with Good Stats**: Once Sleep Clause has been activated, most Pokemon with decent offensive and defensive stats that are not weak to Hoppip's STAB attacks are able to beat it.

GP 2/2
 
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