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Hoopa counters

#0720
Lobby CP
55,475
Attack
271
Defense
198
HP
20,000
Raid timer
5 min
300s

Caught CP range 1,836 - 1,919.

Hoopa weaknesses and resistances

Every one of the 18 attacking types against this boss's typing. GO multipliers: 1.6x super effective, 2.56x doubly, 0.625x resisted, 0.39x doubly resisted.

Hoopa is weak to ghost2.56xdark2.56x

  • Double weak (2)
  • Neutral (12)
  • Resists (3)
  • Double resists (1)

It resists fighting0.24xnormal0.39xpoison0.625xpsychic0.625xβ€” bringing one of those is throwing damage away.

Best Hoopa counters

Beating Hoopa should take 3 trainers with Pokemon of this strength β€” bring a group. Difficulty rating 2.34 with the best counter, 10:46 to win.

Trainers3small group
#AttackerMoveset
1Tyranitarrockdarkjoint top pickdarkBitedarkBrutal Swing3,83410:462.345.747.1%
2Hydreigondarkdragonjoint top pickdarkBitedarkBrutal Swing3,62510:422.335.947.3%
3KingambitdarksteeldarkSnarldarkFoul Play3,61411:272.494.644.3%
4AbsoldarkdarkSnarldarkBrutal Swing2,52611:002.396.046.1%
5IncineroarfiredarkdarkSnarldarkDarkest Lariat2,99611:372.526.043.6%
6WeaviledarkicedarkSnarldarkFoul Play3,00511:402.536.043.5%
7ZoroarkdarkdarkSnarldarkFoul Play2,57111:532.586.042.6%
8GrimmsnarldarkfairydarkSucker PunchdarkFoul Play2,85012:282.716.040.6%
9SalamencedragonflyingdarkBitedarkBrutal Swing3,74912:122.656.041.5%
10HoundoomdarkfiredarkSnarldarkFoul Play2,63512:412.766.039.9%
11MabosstiffdarkdarkSnarldarkPayback2,96313:072.856.038.6%
12HonchkrowdarkflyingdarkSnarldarkDark Pulse2,71112:552.816.039.2%

Ordered by Overall, pokebattler.com's own default β€” a blend of how fast the fight ends and how many of your six go down. Click any numeric column heading to re-order on that column alone.

Times are one trainer with six copies of that attacker, level 40 at 15/15/15, no weather, no friendship, no dodging, Shadow / Mega / Legendary attackers hidden β€” the same defaults pokebattler.com's own counter pages open with. Open the full counter tool to change any of them. "Details" opens the per-move damage, breakpoints and energy cycle against Hoopa.

Estimator is how many trainers of this strength the fight needs. Power is the share of Hoopa's HP that six of that attacker remove inside one raid timer, so over 100% means they finish it with time to spare. Faints is how many of the six go down inside that timer.

Hardest movesets to raid against

The boss rolls one of these 6 pairings, and it changes the fight. Each row re-runs the top 6 counters against that single moveset.

#Boss movesetTime to winEstimatorFaintsWin %
1psychicConfusion+ghostShadow Ballhardest11:282.496.0100%
2ghostAstonish+ghostShadow Ball11:272.496.0100%
3psychicConfusion+psychicPsychic11:082.425.7100%
4ghostAstonish+psychicPsychic11:072.425.8100%
5ghostAstonish+psychicPsybeam11:012.405.4100%
6psychicConfusion+psychicPsybeam11:002.395.3100%

A raid boss rolls only its standard movepool β€” never a legacy or Elite TM move, verified against Pokebattler's own per-moveset list for six reference bosses. The ranked table above averages over all of these, which is what Pokebattler's DEFENSE_RANDOM_MC means.

What Hoopa throws at you

Its standard movepool, with the damage window a dodge has to beat.

Fast moves

MovePowerEnergyDurationHits at
psychicConfusionSTAB19+141.5s0.50s
ghostAstonishSTAB7+131.0s0.60s

Charged moves

MovePowerEnergyDurationHits at
ghostShadow BallSTAB100-503.0s2.40s
psychicPsychicSTAB95-503.0s1.50s
psychicPsybeamSTAB65-503.0s1.10s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor1,8362,295
11/11/111,8522,316
12/12/121,8692,336
13/13/131,8862,357
14/14/141,9022,378
15/15/15hundo1,9192,399

Caught CP range 1,836 - 1,919, or 2,295 - 2,399 when the weather boosts it.

A raid encounter is level 20 (level 25 weather boosted) and cannot roll an IV below 10/10/10. Anything outside the first range is not this raid's reward.

When it is in raids

Read from the committed LeekDuck rotation snapshot, fetched 2026-10-05.

Hoopa is not in the current rotation snapshot. The simulation below is still exact for the tier chosen above β€” Pokebattler simulates any defender you name, current boss or not.

Boss stats

How the numbers in the header are built.

Base Attack
261
Game Master
Base Defense
187
Game Master
Base Stamina
173
ignored by a raid boss
Tier CPM
0.985
20,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((261 + 15) x 0.985)271Game Master base Attack, tier CPM
Defensefloor((187 + 15) x 0.985)198Game Master base Defense, tier CPM
HP20,000 β€” fixed by tier, base Stamina 173 unused20,000tier HP pool
Lobby CPfloor((261 + 15) x sqrt(187 + 15) x sqrt(20,000) / 10) β€” no CPM term55,475Game Master base stats, tier HP pool

A raid boss uses 15/15/15 IVs, its tier's CP multiplier and its tier's fixed HP pool β€” stamina does nothing, which is why the same species is a different fight at every tier. Every tier constant above (CPM 0.985, 20,000 HP, 300s timer) is copied from Pokebattler's own published /raids tier table into src/engine/constants.ts, with the source named there.

Hoopa's own Pokemon page has its full movepool, evolution family, stat ranks and what it is good against as an attacker.