Hoppip (Pokémon)/Generation II learnset

← Hoppip Hoppip

By leveling up

Generation II
Other generations:
III - IV - V - VI - VII - VIII
 GS   C   Move   Type   Pwr.   Acc.   PP 
1 1 Splash Normal 101—% 40
1 5 Synthesis Grass 101—% 5
5 5 Tail Whip Normal 100% 30
10 10 Tackle Normal 35 95% 35
13 13 PoisonPowder Poison 75% 35
15 15 Stun Spore Grass 75% 30
17 17 Sleep Powder Grass 75% 15
20 20 Leech Seed Grass 90% 10
25 25 Cotton Spore Grass 85% 40
30 30 Mega Drain Grass 40 100% 10
  • Bold indicates a move that gets STAB when used by Hoppip
  • Italic indicates a move that gets STAB only when used by an evolution of Hoppip
  • Click on the generation numbers at the top to see level-up moves from other generations

By TM/HM

Generation II
Other generations:
III - IV - V - VI - VII - VIII
 TM   Move   Type   Power   Accuracy   PP 
  TM02 Headbutt Normal 70 100% 15
  TM03 Curse ??? —% 10
  TM06 Toxic Poison 85% 10
  TM10 Hidden Power Normal 100% 15
  TM11 Sunny Day Fire —% 5
  TM12 Sweet Scent Normal 100% 20
  TM13 Snore Normal 40 100% 15
  TM17 Protect Normal —% 10
  TM19 Giga Drain Grass 60 100% 5
  TM20 Endure Normal —% 10
  TM21 Frustration Normal 100% 20
  TM22 SolarBeam Grass 120 100% 10
  TM27 Return Normal 100% 20
  TM32 Double Team Normal —% 15
  TM34 Swagger Normal 90% 15
  TM35 Sleep Talk Normal —% 10
  TM40 Defense Curl Normal —% 40
  TM44 Rest Psychic —% 10
  TM45 Attract Normal 100% 15
  HM05 Flash Normal 70% 20
  • Bold indicates a move that gets STAB when used by Hoppip
  • Italic indicates a move that gets STAB only when used by an evolution of Hoppip
  • Click on the generation numbers at the top to see TM moves from other generations

By breeding

Generation II
Other generations:
III - IV - V - VI - VII - VIII
 Father   Move   Type   Power   Accuracy   PP 
   Amnesia* Psychic —% 20
   Confusion Psychic 50 100% 25
     Double-Edge Normal 120 100% 15
   Encore Normal 100% 5
      
   
Growl Normal 100% 40
   Pay Day Normal 40 100% 20
     Reflect Psychic —% 20
  • Moves marked with an asterisk (*) must be chain bred onto Hoppip in Generation II
  • Moves marked with a double dagger (‡) can only be bred from a Pokémon who learned the move in an earlier generation.
  • Moves marked with a superscript game abbreviation can only be bred onto Hoppip in that game.
  • Bold indicates a move that gets STAB when used by Hoppip
  • Italic indicates a move that gets STAB only when used by an evolution of Hoppip
  • Click on the generation numbers at the top to see Egg moves from other generations

By tutoring

Generation II
Other generations:
III - IV - V - VI - VII - VIII
 Game   Move   Type   Power   Accuracy   PP 
This Pokémon learns no moves by tutoring.
  • A black abbreviation in a colored box indicates that Hoppip can be tutored the move in that game
  • A colored abbreviation in a white box indicates that Hoppip cannot be tutored the move in that game
  • Bold indicates a move that gets STAB when used by Hoppip
  • Italic indicates a move that gets STAB only when used by an evolution of Hoppip
  • Click on the generation numbers at the top to see Move Tutor moves from other generations

By events

Generation II
Other generations:
III - IV - V - VI - VII - VIII
 Event   Move   Type   Power   Accuracy   PP 
New York City Pokémon Center Agility Psychic —% 30
  • A superscript level indicates that Hoppip can learn this move normally in Generation II at that level
  • Bold indicates a move that gets STAB when used by Hoppip
  • Italic indicates a move that gets STAB only when used by an evolution of Hoppip
  • Click on the generation numbers at the top to see event moves from other generations