that warms my heart shay :)
was doing this + fell asleep + had to have dinner + going out now + will finish when i get back :[
rip sorry got back later than i expected and it's way too late now to focus properly, will finish this in the morning
close enough, GP 1/2
also remember to change all Hoopa to Hoopa-U if I missed any of them, plain Hoopa is Hoopa-C
remove add (Capitalize / Fix) (comments); (AC=add comma; RC=remove comma, SC=semicolon)
was doing this + fell asleep + had to have dinner + going out now + will finish when i get back :[
rip sorry got back later than i expected and it's way too late now to focus properly, will finish this in the morning
close enough, GP 1/2
also remember to change all Hoopa to Hoopa-U if I missed any of them, plain Hoopa is Hoopa-C
[OVERVIEW]
Hoopa-Unbound Hoopa-U is widely known for its monstrous offensive power as well sporting as its two signature moves that break one of the most common moves in Doubles, Protect. With base 160 Attack and base 170 Special Attack, Hoopa can viably run a Mixed Attacker mixed attacking set sporting both Hyperspace Fury and Hyperspace Hole to OHKO common threats like Aegislash and Amoonguss (RC) while also nearly OHKOing most of the metagame that doesn't (apostrophe) resist these Dark/Psychic STAB boosted moves. The signature moves Hyperspace Fury and Hyperspace Hole not only break In addition to breaking Protect and variants like Spiky Shield, King's (apostrophe) Shield, and Wide Guard like Feint does, but they Hyperspace Hole and Hyperspace Fury also bypass and hit a pokemon which Pokemon that are behind a Substitute.
Hoopa-U's Speed tier is not generally the best to take full advantage of its offensive power, so it's (apostrophe) most commonly paired with multiple speed control options on the same team, ranging from Trick Room to Tailwind. Additionally, Hoopa-U's ability to break Protect pressures the opponent, (AC) as they can't (apostrophe) simply Protect-stall (add hyphen; is this a coined term? otherwise just use "use Protect to stall out")off out turns of Tailwind or Trick Room reliably. Its Dark / Psychic (spaces) typing also does not really grant it much defensively beyond an immunity to Psychic-type attacks. Due to its low Defense, physical attackers that can outspeed it such as Mega Kangaskhan and Landorus-T are the biggest threats to Hoopa-U. On the other hand, though, Hoopa-U also has a high base 130 Special Defense stat which that can be used to take a lot of special hits nicely, unlike its mediocre base 60 Def stat. Dark-types like Hydreigon, Bisharp, and Scrafty are also an issue, (AC) as they resist Hoopa's dual STAB Hyperspace moves, (AC) and Fairy-type pokemon also threaten to KO it.
[SET]
name: MixedAttacking Powerhouse Attacker
move 1: Hyperspace Fury
move 2: Hyperspace Hole
move 3: Gunk Shot / Substitute / Drain Punch
move 4: Protect
item: Life Orb
ability: Magician
nature: Hasty
evs: 192 Atk / 140 SpA / 176 Spe
[SET COMMENTS]
Moves
========
Hyperspace Fury is Hoopa-U's strongest physical attack and often its go-to move to hammer away at theopponent opposing team, and, like Feint, it. which also breaks Protect like Feint does. (moving this bit is optional) Hyperspace Hole is Hoopa's main special attack of choice to help it beat Amoonguss as well as still deal heavy damage when it is either burned or Intimidated. Gunk Shot is a coverage move option that Hoopa can use to handle Fairies such as Azumarill and Sylveon, (AC) who which would otherwise threaten you Hoopa-U. Substitute is a little more difficult to set(space)up for Hoopa-U compared to other common users due to its lack of a good defensive typing, but Hoopa it can often set it up on passive threats like Amoonguss or when it scares out a foe thanks to its offensive pressure scaring the opponent out. A Hoopa-U behind a substitute is able to take physical hits it would otherwise not be able to take and respond back with heavy damage. Drain Punch gives Hoopa-U a coverage move to hit Dark-type Pokemon that would otherwise resist its dual stabs of Dark and Psychic STAB moves. Protect is self explanatory as a staple move in Doubles to help stall out field conditions or get Hoopa-U in a position where its partner can help it threaten the opposing team.
Set Details
========
Life Orbis a great item on Hoopa as it boosts its boosts Hoopa-U's mixed offensive stats to high levels to pick up key KO's KOs and deal heavy damage. The Hasty nature was chosen to be both fast and drop defense over special defense on a mixed set because ruining Hoopa's preserve Hoopa-U's outstanding Special Defense stat, (AC) when as it wasn't (apostrophe) taking most physical hits anyway would be counterproductive. The Special Attack investment lets Hoopa-U always OHKO standard Relaxed Amoonguss with Hyperspace Hole. The Speed investment lets it outrun maximum Speed positive-natured base 70 Jolly/Timid Pokemon such as Breloom by 2 speed points as well as anything that attempts to speed creep it by 1 speed point thanks to hitting a jump point. (even if outspeeding base 70s by exactly 1 point is mathematically impossible, I'm still axing anything that implies the semblance of creeping) The rest is dumped into Attack to hit as hard as possible with Hyperspace Fury, which easily OHKO's OHKOes threats like Aegislash. An alternate spread with 116 Atk / 140 SpA / 252 Spe and a Hasty nature can be used to outrun as many Pokemon as possible (RC) whilst still netting an OHKO on both standard relaxed Amoonguss and standard Aegislash. A Trick Room team may attempt to use an alternate spread of 232 HP / 136 Atk / 140 SpA with a Quiet nature to underspeed threats so Hoopa moves first outspeed as many threats as possible in Trick Room. Zen Headbutt is also a viable option on Hoopa-U if one wanted wants to forgo the special mechanics of Hyperspace Hole and opt for a full physical set.
Usage Tips
========
Hoopa-U should avoid Will-O-Wisp, (AC) as it lowers the damage output of Hyperspace Fury, (AC)which is so important for preventing it from picking up OHKO's OHKOs on some Pokemon and denting others for heavy damage. If Hoopa-U is faster than its partner, (AC) you can use a Hyperspace move to break opposing Protect so that the partner can attack through it. The same applies for breaking Wide Guard from Pokemon such as Aegislash, (AC) allowing a slower Mega Gardevoir get off its Hyper Voice after using Hyperspace Fury to break an Aegislash Wide Guard. Try not to switch in Hoopa-U too often except on a U-turn or safe switch after a team member faints, because its low Physical Defense and lack of decent resists resistances make it take heavy damage otherwise. Leading with a Fake Out user alongside Hoopa-U puts on a lot of pressure since because people generally try to burn out Fake Out with Portect Protect, but thanks to Hoopa-U's ability to break Protect with its Hyperspace moves, (AC) this is no longer very safe. Due to Hoopa-U's having an awkward mid-tier (add hyphen) base 80 Speed of Base 80, it's (apostrophe) best to get speed control into play such as that of Trick Room, Tailwind, Thunder Wave, and Icy Wind. Obviously Hoopa-U is great for pressuring pokemon slower than it due to its monstrous offensive stats. Hoopa-U is also very great against Trick Room, (AC) as it can hit most Trick Room setters for super effective damage with Hyperspace Fury, (AC) either for the KO or KOing them or weakening them to the point where they will be unable to set(space)up Trick Room again. If you are using the Substitute set on Hoopa-U, then do not have it set up a Substitute when you are are it is not anywhere close to full health because you it may end up fainting yourself to Life Orb recoil behind the Substitute before you ot can get enough hits off.
Team Options
========
Tailwind setters are great partners with Hoopa-U because they provides Hoopa-U it with necessary speed control. Latios gets a special mention for its offensive synergy with Hoopa-U, appreciating its ability to OHKO Aegislash. Trick room setters such as Reuniclus, Cresselia, and Porygon2 give speed control for Hoopa to go to town under Trick Room. Redirection support pokemon such as Amoonguss or and Jirachi are good to take physical hits for Hoopa-U, (AC) allowing it to safely fire off attacks. Fake Out users such as Mega Kangaskhan and Infernape are good foe firing off attacks can help Hoopa-U attack the foes (less repetitive, pick whatever you like as long as it isn't the phrase you used in the previous sentence) safely, (AC) and, (AC) as a bonus, (AC) they also have a decent matchup vs versus Dark-types. Mega Kangaskhan also great appreciates Hoopa-U, as Hoopa-U helps it by getting rid of pesky Ghost-types like Aegislash and other Mega Kangaskhan checks like Amoonguss, to help allowing Mega Kangaskhan to plow through teams. Mega Kangaskhan also beats most Fairies, (AC) which would otherwise threaten Hoopa-U. Keldeo is a great partner, (AC) as it helps get rid of Dark- (add hyphen) and Steel-types, as well as big threats like Mega Kangaskhan and Landorus-T that would OHKO Hoopa-U. Aegislash and Amoonguss are good defensive partners for Hoopa-U, (AC) as they take Fairy-type attacks as well as are good switch-ins (add hyphen) to threats like Mega Kangaskhan and Keldeo, (AC) who which would otherwise OHKO Hoopa. Aegislash also offers Wide Guard support to block out spread Fairy-type moves such as Pixilate Hyper Voice. Mega Gardevoir and Hoopa-U in particular really appreciates Hoopa-U beating Aegislash for it so it can freely spam Hyper Voice, while Gardevoir handles pesky Dark-types (add hyphen) for Hoopa-U. Charizard (which one?) and Talonflame are also great partners because they beat threats to Hoopa-U in Dark-types (add hyphen) like Bisharp and Scrafty as well as Fairy-types (add hyphen) in Sylveon.
[STRATEGY COMMENTS]
Other Options
=============
The elemental punches, primarily Fire and Ice Punch, arepotential additional coverage options that may be used on Hoopa. Fire Punch helps it Hoopa-U beat threat Ferrothorn while also hitting Bisharp for super effective damage, meanwhile Ice Punch is mainly for Landorus-T. For similar reasons to the elemental punches, Hoopa-U can make use of Hidden Power Fire and Hidden Power Ice using its special attack stat over its physical attack to beat the same threats. Ally Switch is a support move option on Hoopa that may be used allows Hoopa-U to catch your opponent off guard by swapping places with your its ally on a pivotal turn, but Hoopa it generally gets more mileage out of attacking the opposing field for heavy damage rather than supporting. Hoopa-U can use Trick Room is a self speed control option that Hoopa can use to support itself and its teammates against faster threats for 4 four more turns, which and it may be used with the listed Trick Room Spread if one so chooses.
Checks and Counters
===================
**Typing Advantage**: (colon + line break, same for other items) If Hoopa-U is lacking Drain Punch,then Dark-types such as Bisharp, Scrafty, Hydreigon, and Darkrai are threats since threaten it because they resist and are immune respectively to Hyperspace Fury and Hyperspace Hole. Fairy-types such as Sylveon, Mega Gardevoir, (remove hyphen) Mega Diancie, and Azumarill are also big threats to Hoopa-U when they either outspeed Hoopa-U or Hoopa it does not have Gunk Shot on its set to cover them. Notably Mega Gardevoir (remove hyphen) should easily be knocked out from full by Hyperspace Fury, so there is no need to risk a Gunk Shot miss when attacking it.
**Strong Physical Attackers**: Hoopa-U really struggles against attackers that hit iton the physical side since with physical moves because it has only base 60 defense. This includes These threats that are able to tank a hit and hit it hard such as Scrafty, Azumarill, Gyarados, and Ferrothorn as well as pokemon that outspeed Hoopa such as Mega Kangaskhan, Talonflame, Landorus-T, and even Keldeo thanks to its signature move Secret Sword hitting opposing physical targeting the foe's Defense.
**Speed**: Faster Pokemon such as Mega Kangaskhan, Choice Scarf Landorus-T, Keldeo, and Mega Gardevoir can all outrun and OHKO Hoopa-U if they are already present on the field. None can really switch into Hoopa-U tookindly comfortably, (AC) however.
**Speed Control**: Hoopa-U is dependent on its own team's speed control, so if the opponent either uses their own form of speed control or prevents Hoopa-U's team from getting upspeed control, then theirs, (AC) Hoopa-U may struggle to be an effective threat.
**Intimidate and Burns**: Intimidate and Burns make Hoopa much easier to play aroundsince it is almost forced by almost forcing it to use only Hyperspace Hole, letting the opponent find more reliable ways to switch into it. Pokemon such as Darkrai both have the typing advantage mentioned previously as well as being able the ability to outspeed and Will-o-Wisp burn Hoopa-U before it gets off an attack.
Hoopa-U's Speed tier is not generally the best to take full advantage of its offensive power, so it's (apostrophe) most commonly paired with multiple speed control options on the same team, ranging from Trick Room to Tailwind. Additionally, Hoopa-U's ability to break Protect pressures the opponent, (AC) as they can't (apostrophe) simply Protect-stall (add hyphen; is this a coined term? otherwise just use "use Protect to stall out")
[SET]
name: Mixed
move 1: Hyperspace Fury
move 2: Hyperspace Hole
move 3: Gunk Shot / Substitute / Drain Punch
move 4: Protect
item: Life Orb
ability: Magician
nature: Hasty
evs: 192 Atk / 140 SpA / 176 Spe
[SET COMMENTS]
Moves
========
Hyperspace Fury is Hoopa-U's strongest physical attack and often its go-to move to hammer away at the
Set Details
========
Life Orb
Usage Tips
========
Hoopa-U should avoid Will-O-Wisp, (AC) as it lowers the damage output of Hyperspace Fury, (AC)
Team Options
========
Tailwind setters are great partners with Hoopa-U because they provide
[STRATEGY COMMENTS]
Other Options
=============
The elemental punches, primarily Fire and Ice Punch, are
Checks and Counters
===================
**Typing Advantage**: (colon + line break, same for other items) If Hoopa-U is lacking Drain Punch,
**Strong Physical Attackers**: Hoopa-U really struggles against attackers that hit it
**Speed**: Faster Pokemon such as Mega Kangaskhan, Choice Scarf Landorus-T, Keldeo, and Mega Gardevoir can all outrun and OHKO Hoopa-U if they are already present on the field. None can really switch into Hoopa-U too
**Speed Control**: Hoopa-U is dependent on its own team's speed control, so if the opponent either uses their own form of speed control or prevents Hoopa-U's team from getting up
**Intimidate and Burns**: Intimidate and Burns make Hoopa much easier to play around
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