Utility
Balanced
250Low
50Slow
DTier

Mid-stage Pokemon like Hoppip rarely see competitive play outside of special formats. It's a waypoint on the road to Jumpluff, which is where the real potential kicks in. Ground moves can't touch it, which offsets the 5 weaknesses somewhat. Known as the Cottonweed Pokemon.

An unusually even spread gives Hoppip flexibility. Sp. Def barely edges ahead. But HP isn't far off. Easy to catch and follows a 1.06M XP medium-slow curve. Yields 1 Sp. Def EV.

Base Stats
250Below
HP35
F
Attack35
F
Defense40
D
Sp. Atk35
F
Sp. Def55
D
Speed50
D
Total250
Low <60
Avg 60-89
High 90-149
Top 150+
EV YieldDefeating Hoppip yields +1 SpD
HPAtkDefSpASpD+1Spe
Details
Catch255GuaranteedMedium Slow1.06M XP0.4m / 1'04"0.5kg / 1.1 lbs50Base XP
Pokedex Entries

Its body is so light, it must grip the ground firmly with its feet to keep from being blown away.

Fire Red

To keep from being blown away by the wind, they gather in clusters. They do enjoy gentle breezes, though.

Leaf Green

Hoppip Weakness

Vulnerable

Hoppip's Grass/Flying typing leaves it vulnerable to Ice, Fire, Poison, Flying, and Rock moves. Ice hits land at 4x, so they're the biggest threat. It shrugs off Ground-type attacks completely.

Gen III Type Chart
  • Dark and Steel types added — Fairy does not exist yet
  • Moves are Physical or Special based on type, not per move
4xCriticali
½xResisti
¼xResisti
0xImmunei
5Weak
3Resist
1Immune
Scorei-5
Stealth Rock25% on switch
4x Ice — Ice Beam, Freeze-Dry, Ice Shard
Abilities
ChlorophyllDoubles Speed during strong sunlight.
Leaf GuardProtects against major status ailments during strong sunlight.
InfiltratorHABypasses light screen, reflect, and safeguard.

Three stages ahead. Hoppip grows into Skiploom, then pushes on to Jumpluff. Check the evolution methods below. For breeding, average hatch time with a decent partner pool via two egg groups. The evolved forms gain up to 210 total stats over Hoppip.

How to Evolve

3 Forms
Stat Comparison 3 Stages
Hoppip
GrassFlying
Skiploom
GrassFlying
Jumpluff
GrassFlying
HP
35
55+20
75+20
ATK
35
45+10
55+10
DEF
40
50+10
70+20
SP.ATK
35
45+10
55+10
SP.DEF
55
65+10
95+30
SPE
50
80+30
110+30
BST
250D-Tier
340D-Tier+90
460C-Tier+120
ROLE
Balanced
Balanced
Pivot
TYPE
Utility
Utility
Utility
Breeding
Very Easy

Breed Hoppip easily with 27 breeding partners from the Fairy and Plant egg groups. Pass egg moves like Amnesia, Confusion, Double-Edge and 4 more to offspring.

Egg Groups
FairyPlant
Gender
50.0%50.0%
Hatch Time
20 cycles·5,140 steps
Quick~5 min with Flame Body
Egg Moves
7moves
Breed With (best first)
raichuazumarilltogeticpikachuvenusaurmeganiumglalieludicoloshiftryjumpluffbreloomcacturne

Best Build

No build content available for this Pokemon in Gen 3.

Try selecting a different game/generation filter, or check back later.

You'll want to breed for Amnesia and Confusion on Hoppip. These egg moves aren't just nice to have. Combined with STAB from Solar Beam and Giga Drain, they expand what Hoppip can actually threaten in practice.

Level-Up Moves

Lv 1
Splash
40Normal
Lv 5
Synthesis
5Grass
Lv 5
Tail Whip
10030Normal
Lv 10
Tackle
3510035Normal
Lv 13
Poison Powder
7535Poison
Lv 15
Stun Spore
7530Grass
Lv 17
Sleep Powder
7515Grass
Lv 20
Leech Seed
9010Grass
Lv 25
Cotton Spore
8540Grass
Lv 30
Mega Drain
4010010Grass

TM Moves

Src
TM40
Aerial Ace
6020Flying
TM45
Attract
10015Normal
TM09
Bullet Seed
1010030Grass
TM32
Double Team
15Normal
TM42
Facade
7010020Normal
HM05
Flash
7020Normal
TM21
Frustration
10020Normal
TM19
Giga Drain
751005Grass
TM10
Hidden Power
6010015Normal
TM17
Protect+4
10Normal
TM44
Rest
10Psychic
TM27
Return
10020Normal
TM43
Secret Power
7010020Normal
TM22
Solar Beam
12010010Grass
TM11
Sunny Day
5Fire
TM06
Toxic
8510Poison

Egg Moves

Src
Egg
Amnesia
20Psychic
Egg
Confusion
5010025Psychic
Egg
Double-Edge
12010015Normal
Egg
Encore
1005Normal
Egg
Helping Hand+5
20Normal
Egg
Psych Up
10Normal
Egg
Reflect
20Psychic

Tutor Moves

Src
Tutor
Double-Edge
12010015Normal
Tutor
Mimic
10Normal
Tutor
Substitute
10Normal
Tutor
Swords Dance
30Normal

Easy grab on Hoppip with high spawn rates across 14 locations in early-game water routes. Two different catch methods are in play here. The sorted list below shows the full spread so you can pick the most convenient spot.

Best Locations

Before you go hunting for Hoppip, check which of the 14 spots belong to your version. FireRed and LeafGreen each have different surfing and walking encounters at Lv. 5-16.

Five Island
FireRedSurfing on waterLv.5-15CommonEarlyWater
EASY
Five Island
LeafGreenSurfing on waterLv.5-15CommonEarlyWater
EASY
Five Isle Meadow
LeafGreenSurfing on waterLv.5-15CommonEarly
EASY
Five Isle Meadow
FireRedSurfing on waterLv.5-15CommonEarly
EASY
Memorial Pillar
LeafGreenSurfing on waterLv.5-15CommonEarly
EASY
Memorial Pillar
FireRedSurfing on waterLv.5-15CommonEarly
EASY
Resort Gorgeous
FireRedSurfing on waterLv.5-15CommonEarlyFacility
EASY
Resort Gorgeous
LeafGreenSurfing on waterLv.5-15CommonEarlyFacility
EASY
Water Labyrinth
FireRedSurfing on waterLv.5-15CommonEarlyBuilding
EASY
Water Labyrinth
LeafGreenSurfing on waterLv.5-15CommonEarlyBuilding
EASY
Memorial Pillar
LeafGreenGrassLv.6-16CommonEarly
EFFORTLESS
Memorial Pillar
FireRedGrassLv.6-16CommonEarly
EFFORTLESS
Five Isle Meadow
FireRedGrassLv.10-15UncommonEarly
EASY
Five Isle Meadow
LeafGreenGrassLv.10-15UncommonEarly
EASY
  • Hoppip is meant to evolve into Skiploom. At 250 BST, the stats aren't there for competitive play yet. Pre-evolution Pokemon rarely hold up against fully evolved threats.

  • Watch for Cloyster (Ice), Arcanine (Fire), and Crobat (Poison) when using Hoppip. They all hit it super-effectively with STAB. Cloyster is the most dangerous since Ice moves deal 4x damage. Flying and Rock-type attackers are also a problem. With 5 weakness types, most competitive teams carry at least one counter.

  • Hoppip evolves into Skiploom at level 18. Hoppip is the base form in a 3-stage evolutionary line.

  • Chlorophyll is what you want on Hoppip. Every competitive set worth running is built with that ability in mind. The alternatives (Leaf Guard, Infiltrator) work on paper but Chlorophyll is what makes Hoppip worth using.

  • Base 50 Speed is low. Priority moves or Trick Room are the way to go. On offense, Hoppip is leaning toward the physical side (base 35 Attack). Defensively? Fragile — can't afford to take many hits.

  • Hoppip appears in 16 games, including Gold & Silver, Crystal, and Ruby & Sapphire.

Available in 16 titles since its debut in Gold & Silver, Hoppip spans 8 generations of Pokemon games. It's accessible through catching or hatching as a base form in most mainline games.