Delta Hoopa (Analysed Ep.19)

" Here I am! Rock you like a Hurricane! "
-Delta Hoopa inspireing Scorpion

Hi guys, girls, disaster in a bottle and everything in-between! I made it! I’m inally done doing my final exam rush so I can now focus on what’s not important! Yeah, I know I should have made an competitive trainer school episode but I didn’t knew what to talk about. On the other hand, Analysed give me a clear idea for what to do.

Be warned, since there is no competitive usage stats avaliable, I do not have any reliable ways to accurately predict the metagame. This analysis is theoretical and does not entirely reflect a Pokémon’s viability.

Typing, Stats, Ability & Movepool

Delta Hoopa (Unleashed)
Hp: 80
Atk: 110 (160)
Def: 60
SpA: 150 (170)
SpD: 130
Spe: 70 (80)

On its 2020 state, or confined state, its really bad. Mainly due to its speed. However, when unleashed, this Pokémon can proove to be a frearsome wallbreaker. 80 base speed is slow, don’t get me wrong. Its on at the limit of being unviable in my opinion. However, its a good speed for a choice scarf user. 70, on the other hand, is beyond saving. Too slow for scarf and too fast for Trick Room. Plus, with 160 / 170 offenses, its speed is justfifyable. Watch out, with 80/60/130, Unleashed D.Hoopa is knocked out from pretty much anything physical.

Pure Flying is a good type, both offensively and defensively. But now, add Fairy with it. Fighting and bug Double resistances are good ones, and Ground and Dragon immunity is even greater. Flying type have also have good coverage, so do Fairy. Well, Hoopa does have glaring weaknesses. Electric, Ice and most of all, Rock are all common coverage type. Poison and Steel are also glaring.

As we could expect for such a monster, Delta Hoopa have nice offensive movepool. Let’s start with special side. Dazzling Gleam is good, but Aeroblast is GREAT! Heat Wave make shure Hoopa slams those steels, and Thunderbolt, Shadow Ball, Psychic, Focus Blast, Signal Beam and Ice Beam is gold bar for any Pokémon! But that’s not all, its physical movepool is also amoung the best in the game! Spirit Away is good, especially in double battles, but Play Rough is also good. Having Accrobatic as the only STAB is handicaping, but honestly, with Ice Punch, Wild Charge, Zen Headbutt, Drain Punch and PuP is already good enough. In the support and status move, it have Nasty Plot and Agility for outstanding setup move, Defog, Toxic, Taunt, U-Turn, Volt Switch and Pain Split are very good! For double lovers, Helping Hand and Tailwind are here for you. Weather Ball won’t work with Cloud Nine, so don’t think about it.

Speeding of Cloud Nine, it is a good ability for an anti-meta pic. Its capable of checking few weather setter like Spiritomb, Delta Serperior, Delta Aggron (when run special), Tyranitar and a lot of Adamant/Modest weather sweeper like Adamant Excadrill, Adamand Dragonite and Modest Venusaur (speed tie with Timid version btw) because Cloud Nine cancel speeds boost from weather.

Sets Suggestion

Oh :poop: I have so much job…

Specs

Delta Hoopa-Unbound @ Choice Specs
Ability: Cloud Nine
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature
-Aeroblast
-Dazzling Gleam / Ice Beam
-Heat Wave
-Thunderbolt / Volt-Switch / U-Turn

This one is all out about destroying staller and making it nearly impossible to swtich-in. Aeroblast is the main attack, while other coverage option can be used according to your team needs, do don’t be shy and mix it up!

Special Scarf

Delta Hoopa-Unbound @ Choice Scarf
Ability: Cloud Nine
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature
-Aeroblast
-Ice Beam
-Heat Wave
-Thunderbolt / Volt Switch / U-Turn

Much like Specs, but this one maximise its coverage in order to outspeed a LOT of Pokémon. Its sky high (no pun intended) special attack don’t need that much boost anyway, so focusing on beating things no matter the weather, a bit like Gardevoir do with trace.

Physical Scarf

Delta Hoopa-Unbound @ Choice Scarf
Ability: Cloud Nine
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
-Spirit Away
-Ice Punch
-U-Turn
-Wild Charge

Same, but Physical.

AccobaGem

Delta Hoopa-Unbound @ Flying Gem
Ability: Cloud Nine
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
-Accrobatic
-Spirit Away
-U-Turn
-Drain Punch / Wild Charge

That’s gona hurt :smirk:. Unfortunately, this set have coverage issues because it suffers more than ever from the 4 moveslot syndrom. Without Drain Punch, it doesn’t pass Ferrothorn. Without Wild Charge, Skarmory stop it COLD.

Mixed

Delta Hoopa-Unbound @ Life orb
Ability: Cloud Nine
EVs: 4 Atk / 252 SpA/ 252 Spe
Hasty Nature
-Aeroblast
-Spirit Away
-Heat wave
-Ice Beam

To be frank, I know a set like this would be viable, but I’m not shure about its optimal set.What do you suggest?

Double Dance

Delta Hoopa-Unbound @ Life Orb
Ability: Cloud Nine
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature
-Aeroblast
-Focus Blast / Heat Wave
-Nasty Plot
-Agility

Double Dance set work depending on the opposing team. Against defensive team, use Nasty Plot. Against Offense, use Agility.

Focus Blast is the prefered coverage for its ability to beat Heatran, most steels and TTar. Heat Wave can be used to hit Ferrothorn harder, Skarmory, Jirach and Mega Metagross.

Mono Setup

Delta Hoopa-Unbound @ Life Orb
Ability: Cloud Nine
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature
-Aeroblast
-Focus Blast
-Ice Beam?
-Agility

This set works like a regular sweeper. Agility is prefered here, because it covers a wider arrage of teams. My hesitation on the coverage betrail my lower energy level.

Other Option

Due to its tendency to force switch-in, SubSplit set is very conceivable. This set is a NIGHTMARE fot stall to face. I didn’t put the regular all out attacking sets, but come on. Do you think 8 listed set is enough? Delta Hoopa doesn not fonction greatly as a defoger because it looses to most rock users.

Good Teammates

  • Delta Registeel seriously hinder opposing steel type, with its molten rock, so it make a great partner for Delta Hoopa. In exchange, Hoopa cover Ground types.
  • Other Fire types in general pair well with Delta Hoopa.
  • Mega Loppuny is a good partner because it keeps up against offensive teams while Delta Hoopa cover defensive teams.
  • On the other hand, Keldeo and Delta Hoopa cover nicely their defecive check and put heavy pressure on the opposing team’s defensive core.
  • Hazard remover are important in order to help it switch around stealth rock.
  • Sweepers like Mega Scizor, Delta Arcanine or Clefable like Delta Hoopa weakening the opposition.

Check and Counters

  • Electric types like Mega Manectric and Thundurus hit hard enough to make Hoopa crumble.
  • Rock types like Tyranitar take little from Flying and Fire types attack.
  • Fast wallbreakers can brute force its decent bulk, especially on the physical side.
  • Priority users effortlessly KO Hoopa, such Pokémon includes Scizor, Delta Arcanine
  • Coverage dependant check are very annoying. Without Drain Punch, Heatran and Tyranitar becomes hard to pass. Without TBolt or Heat Wave, Skarmory become quite resilient.
  • Chansey walls the special variant somewhat reliably. Especially the Choice Scarf one.
  • Rotom-H deserves an honourable mention as it resist Delta Hoopa’s common coverage types in Fire, Electric and Ice plus the STABs.

Overall

Delta Hoopa is a very threatning wallbreaker and is defenetly a nightmare for defensive core. Its inability to menace much offensive Pokémon outside Scarf and paper thin defensive bulk make it somewhat hard to use, especially with all strong priority in the tier. Make no mistake, switching on it is very hard.

  • Mega Delta Venusaur
  • Mega Shiftry
  • Mega Spidergross
  • Delta Blaziken
  • Delta Dragonite
  • Other

0 voters

By the way, tell me in the comments what do you want me to talk on future competitive trainer school.

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nice.

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But where is episode 19?

Hmm might as well shiny hunt it

WOOPS! Body unclear

70 isn’t too fast for TR, it’s actually a nice speed tier without investment. It outspeeds walls and underspeeds sweepers, similar to Bisharp under TR. BTW, this is actually a pokemon who could viably run 252 Atk 252 SpA, with Brave/Special Counterpart under TR, though not in Doubles. In singles, it’s all about speed, so this is semi-viable, the main advantage it has is surprise.

I’m honestly not really shure about this set, but I guess I will trust you.

Well, Semi Viable. It’d still get outclassed by most things, and the reason Bisharp is good is that it has amazing defenses. I mean, it could be used as a special version of Bisharp? Also, Pursuit trapping is still annoying even through resist, U-Turn could be used to work around that. It does have a better offensive typing though.

Um isn’t this supposed to be ep 19?
Btw great analysis, but you already knew that

2 Likes

Probably a keyboard problem. Should be fine now.

2 Likes