Pokemon Brilliant Diamond and Shining Pearl Hoppip is a Grass and Type Cottonweed Pokémon, with a 33.3% Chance To Catch with a regular Pokeball. Hoppip can be found with Chlorophyll, Leaf Guard and Infiltrator as an Ability and has a Medium Slow growth rate with a 1 Special Defense EV Yield. We recommend the Calm Nature, based on 250 combined Base Stats.
Hoppip Stats and Abilities
Based on Hoppip Base IVs we consider this pokemon F-Tier choice. Hoppip Highest IV Stat is Special Defense 55 and the Lowest being Attack 35.
Tier | Stat | Base | Min | Max |
---|---|---|---|---|
F | HP | 35 | 180 | 274 |
F | Attack | 35 | 67 | 185 |
F | Defense | 40 | 76 | 196 |
F | Special Attack | 35 | 67 | 185 |
F | Special Defense | 55 | 103 | 229 |
F | Speed | 50 | 94 | 218 |
F | Total | 250 |
Hoppip | Detail |
---|---|
Best Nature | Calm
↑ +10% Special Defense↓ -10% Attack |
Caught in the Wild Held Item Chance | |
Like/Dislikes |
Likes: Bitter
Dislikes: Spicy
|
EV Yield | 1 Special Defense |
Growth Rate | Medium Slow |
Catch Rate | 255 (33.3% with PokéBall, full HP) |
Egg Groups | Fairy, Grass |
Egg Cycles | 20 (4,884–5,140 steps) |
Abilities | Description |
---|---|
Chlorophyll Ability 1 | Chlorophyll doubles the ability-bearer's Speed during bright sunshine. |
Leaf Guard Ability 2 | Leaf Guard prevents the bearer from succumbing to major status ailments (sleep, burns, poisoning, paralysis or freezing) during sunny weather. |
Infiltrator Hidden Ability | Infiltrator ignores the effects of Reflect, Light Screen and Safeguard. In other words, if the opponent has used Safeguard, Toxic would still badly poison them. |
How To Evolve Hoppip in BDSP
Hoppip requires (Level 18) to evolve into Skiploom and then (Level 27) to evolve into Jumpluff.
Base Form | Evolution Requirement | First Evolution | Evolution Requirement | Final Evolution |
---|---|---|---|---|
Hoppip
| Level 18 → |
Skiploom
| Level 27 → |
Jumpluff
|
Where To Find Hoppip in BDSP
Hoppip has spawn locations in Pokemon Brilliant Diamond and Shining Pearl. You can find the Unevolved form Lv. , within the location using the method.
Location | How To Catch | Pokemon Spawns |
---|---|---|
100 - 20% |
Skiploom
Lv. 12
| |
20 - 5% |
Hoppip
Lv. 11
| |
20 - 5% |
Hoppip
Lv. 9-10
| |
100 - 20% |
Skiploom
Lv. 30
| |
20 - 5% |
Hoppip
Lv. 29
| |
National |
Hoppip
Lv. 16-63
| |
National |
Skiploom
Lv. 16-63
| |
National |
Hoppip
Lv. 16-63
| |
National |
Skiploom
Lv. 16-63
|
Pokemon Brilliant Diamond and Shining Pearl Hoppip Weakness
Hoppip is a Grass and Type pokemon. This will cause Hoppip to take More Damage from , Poison, Fire, Rock, Ice Type Moves, and Less Damage from Water, Fighting, Ground, Grass Type moves.
Damage | Types |
---|---|
4.0x More Damage |
Ice
|
2.0x More Damage |
Flying
Poison
Fire
Rock
|
0.5x Less Damage |
Water
Fighting
|
0.25x Less Damage |
Grass
|
Immune to Damage |
Ground
|
What pokemon is Hoppip Weak Against?
Best Moves Hoppip in BDSP
Best Moveset for Hoppip Lv Up Moves based on Power.
Lvl | Best Moves | Type | Class | Power | Acc | PP | Effect |
---|---|---|---|---|---|---|---|
46 |
Bounce
| Physical | 127.5 | 85 | 5 | Springs up on first turn, attacks on second. May paralyze opponent. | |
43 |
Giga Drain
| Special | 112.5 | 100 | 10 | User recovers half the HP inflicted on opponent. | |
37 |
U-turn
| Physical | 70 | 100 | 20 | User switches out immediately after attacking. | |
28 |
Acrobatics
| Physical | 82.5 | 100 | 15 | Stronger when the user does not have a held item. |
Best Moveset for Hoppip TM Moves based on Power.
TM | Best Moves | Type | Class | Power | Acc | PP | Effect |
---|---|---|---|---|---|---|---|
TM22 |
Solar Beam
| Special | 180 | 100 | 10 | Charges on first turn, attacks on second. | |
TM53 |
Energy Ball
| Special | 135 | 100 | 10 | May lower opponent's Special Defense. | |
TM21 |
Dazzling Gleam
| Special | 80 | 100 | 10 | Hits all adjacent opponents. | |
TM19 |
Giga Drain
| Special | 112.5 | 100 | 10 | User recovers half the HP inflicted on opponent. |
Hoppip Level Up Moves
List of Moves Hoppip can learn by reaching higher levels in Pokemon Brilliant Diamond and Shining Pearl.
Lvl | Move | Desc |
---|---|---|
1 |
Splash
|
Power: —
Acc: —
PP: 40
Status
Doesn't do ANYTHING.
|
1 |
Absorb
|
Power:
30 Acc: 100
PP: 25
Special
User recovers half the HP inflicted on opponent.
|
4 |
Synthesis
|
Power: —
Acc: —
PP: 5
Status
User recovers HP. Amount varies with the weather.
|
6 |
Tail Whip
|
Power: —
Acc: 100
PP: 30
Status
Lowers opponent's Defense.
|
8 |
Tackle
|
Power: 40
Acc: 100
PP: 35
Physical
A physical attack in which the user charges and slams into the target with its whole body.
|
10 |
Fairy Wind
|
Power: 40
Acc: 100
PP: 30
Special
The user stirs up a fairy wind and strikes the target with it.
|
12 |
Poison Powder
|
Power: —
Acc: 75
PP: 35
Status
Poisons opponent.
|
14 |
Stun Spore
|
Power: —
Acc: 75
PP: 30
Status
Paralyzes opponent.
|
16 |
Sleep Powder
|
Power: —
Acc: 75
PP: 15
Status
Puts opponent to sleep.
|
19 |
Bullet Seed
|
Power:
37.5 Acc: 100
PP: 30
Physical
Hits 2-5 times in one turn.
|
22 |
Leech Seed
|
Power: —
Acc: 90
PP: 10
Status
Drains HP from opponent each turn.
|
25 |
Mega Drain
|
Power:
60 Acc: 100
PP: 15
Special
User recovers half the HP inflicted on opponent.
|
28 |
Acrobatics
|
Power:
82.5 Acc: 100
PP: 15
Physical
Stronger when the user does not have a held item.
|
31 |
Rage Powder
|
Power: —
Acc: —
PP: 20
Status
Forces attacks to hit user, not team-mates.
|
34 |
Cotton Spore
|
Power: —
Acc: 100
PP: 40
Status
Sharply lowers opponent's Speed.
|
37 |
U-turn
|
Power: 70
Acc: 100
PP: 20
Physical
User switches out immediately after attacking.
|
40 |
Worry Seed
|
Power: —
Acc: 100
PP: 10
Status
Changes the opponent's Ability to Insomnia.
|
43 |
Giga Drain
|
Power:
112.5 Acc: 100
PP: 10
Special
User recovers half the HP inflicted on opponent.
|
46 |
Bounce
|
Power:
127.5 Acc: 85
PP: 5
Physical
Springs up on first turn, attacks on second. May paralyze opponent.
|
49 |
Memento
|
Power: —
Acc: 100
PP: 10
Status
User faints, sharply lowers opponent's Attack and Special Attack.
|
Hoppip TM Moves
List of Moves Hoppip can learn using (TMs) Technical Machine Items.
TM | Move | Desc |
---|---|---|
TM09 |
Bullet Seed
|
Power:
37.5 Acc: 100
PP: 30
Physical
Hits 2-5 times in one turn.
|
TM11 |
Sunny Day
|
Power: —
Acc: —
PP: 5
Status
Makes it sunny for 5 turns.
|
TM17 |
Protect
|
Power: —
Acc: —
PP: 10
Status
Protects the user, but may fail if used consecutively.
|
TM19 |
Giga Drain
|
Power:
112.5 Acc: 100
PP: 10
Special
User recovers half the HP inflicted on opponent.
|
TM21 |
Dazzling Gleam
|
Power: 80
Acc: 100
PP: 10
Special
Hits all adjacent opponents.
|
TM22 |
Solar Beam
|
Power:
180 Acc: 100
PP: 10
Special
Charges on first turn, attacks on second.
|
TM32 |
Double Team
|
Power: —
Acc: —
PP: 15
Status
Raises user's Evasiveness.
|
TM33 |
Reflect
|
Power: —
Acc: —
PP: 20
Status
Halves damage from Physical attacks for 5 turns.
|
TM40 |
Aerial Ace
|
Power:
90 Acc: —
PP: 20
Physical
Ignores Accuracy and Evasiveness.
|
TM42 |
Facade
|
Power: 70
Acc: 100
PP: 20
Physical
Power doubles if user is burned, poisoned, or paralyzed.
|
TM44 |
Rest
|
Power: —
Acc: —
PP: 10
Status
User sleeps for 2 turns, but user is fully healed.
|
TM45 |
Attract
|
Power: —
Acc: 100
PP: 15
Status
If opponent is the opposite gender, it's less likely to attack.
|
TM53 |
Energy Ball
|
Power:
135 Acc: 100
PP: 10
Special
May lower opponent's Special Defense.
|
TM58 |
Endure
|
Power: —
Acc: —
PP: 10
Status
Always left with at least 1 HP, but may fail if used consecutively.
|
TM70 |
Flash
|
Power: —
Acc: 100
PP: 20
Status
Lowers opponent's Accuracy.
|
TM75 |
Swords Dance
|
Power: —
Acc: —
PP: 20
Status
Sharply raises user's Attack.
|
TM77 |
Psych Up
|
Power: —
Acc: —
PP: 10
Status
Copies the opponent's stat changes.
|
TM82 |
Sleep Talk
|
Power: —
Acc: —
PP: 10
Status
User performs one of its own moves while sleeping.
|
TM86 |
Grass Knot
|
Power: —
Acc: 100
PP: 20
Special
The heavier the opponent, the stronger the attack.
|
TM87 |
Swagger
|
Power: —
Acc: 85
PP: 15
Status
Opponent becomes confused, but its Attack is sharply raised.
|
TM89 |
U-turn
|
Power: 70
Acc: 100
PP: 20
Physical
User switches out immediately after attacking.
|
TM90 |
Substitute
|
Power: —
Acc: —
PP: 10
Status
Uses HP to creates a decoy that takes hits.
|
Hoppip Egg Moves
List of Egg Moves Hoppip can learn.
Egg Move | Desc |
---|---|
Confusion
|
Power: 50
Acc: 100
PP: 25
Special
May confuse opponent.
|
Encore
|
Power: —
Acc: 100
PP: 5
Status
Forces opponent to keep using its last move for 3 turns.
|
Double-Edge
|
Power: 120
Acc: 100
PP: 15
Physical
User receives recoil damage.
|
Amnesia
|
Power: —
Acc: —
PP: 20
Status
Sharply raises user's Special Defense.
|
Helping Hand
|
Power: —
Acc: —
PP: 20
Status
In Double Battles, boosts the power of the partner's move.
|
Aromatherapy
|
Power: —
Acc: —
PP: 5
Status
Cures all status problems in your party.
|
Worry Seed
|
Power: —
Acc: 100
PP: 10
Status
Changes the opponent's Ability to Insomnia.
|
Cotton Guard
|
Power: —
Acc: —
PP: 10
Status
Drastically raises user's Defense.
|
Seed Bomb
|
Power:
120 Acc: 100
PP: 15
Physical
|
Grassy Terrain
|
Power: —
Acc: —
PP: 10
Status
Restores a little HP of all Pokémon for 5 turns.
|
Strength Sap
|
Power: —
Acc: 100
PP: 10
Status
The user restores its HP by the same amount as the target's Attack stat. It also lowers the target's Attack stat.
|
Click/Tap GRASS Pokemon similar to Hoppip.
Click/Tap FLYING Pokemon similar to Hoppip.