Hoppip is a Grass/Flying-type Pokémon introduced in Generation II and the first stage of its evolution line, with a base stat total of 250.
Hoppip
Abilities
Boosts the Pokémon’s Speed in sunshine.
Prevents status problems in sunny weather.
Passes through the foe’s barrier and strikes.
Hidden AbilityBase Stats
Hoppip's Weaknesses and Resistances
Evolution Chain
Hoppip evolves into Skiploom at level 18, and Skiploom evolves into Jumpluff at level 27.
Hoppip Playthrough, Competitive, and Nuzlocke Usage
Using Hoppip in a Playthrough
The Hoppip line is an unusual early Grass/Flying family whose main value comes from speed, status, and support rather than direct damage. Hoppip evolves into Skiploom at level 18 and Jumpluff at level 27, so the line reaches its final stage relatively early, but even Jumpluff has only modest offensive stats and usually performs best by enabling the rest of the team. Its base 110 Speed lets it use moves such as Sleep Powder, Stun Spore, Leech Seed, Encore, Synthesis, and later U-turn or Acrobatics before many opponents can act, while Grass/Flying typing gives it a Ground immunity and strong resistances to Grass and Fighting. The tradeoff is a dangerous defensive profile that includes weaknesses to Fire, Flying, Poison, and Rock plus a quadruple Ice weakness, so Jumpluff should not be mistaken for a conventional wall despite its useful resistances. In ordinary story play, the line is most rewarding for players willing to exploit status and tempo rather than simply choosing the strongest available attack each turn.
Hoppip in Competitive Pokémon
Jumpluff has had a surprisingly durable competitive identity as a fast support Pokemon despite very low offensive stats. In Generation II it was already considered one of the better support options in UU because base 110 Speed combined with Encore, Sleep Powder, Stun Spore, Leech Seed, Synthesis, and Reflect let it interrupt setup and create favorable positions for teammates. Later generations preserved that identity and added abilities such as Chlorophyll, Leaf Guard, and Infiltrator along with tools like U-turn, Memento, and Acrobatics, allowing Jumpluff to function as a disruptive pivot, sun support Pokemon, or fast utility lead in lower tiers. Its greatest strengths are speed and move utility rather than damage, while mediocre bulk, poor offenses, a Stealth Rock weakness, and a quadruple Ice weakness make it easy to punish when its support move is predicted. Jumpluff therefore remains a specialist whose competitive value comes from denying the opponent turns rather than overpowering them.
Hoppip in Nuzlockes
The Hoppip line can be valuable in a Nuzlocke because very high Speed and access to sleep, paralysis, Leech Seed, and Encore can neutralize dangerous opponents without relying on raw damage. Jumpluff's Ground immunity and strong resistances to Grass and Fighting also create useful switching opportunities, and its relatively early level-27 evolution means the player does not have to carry weak early stages for most of the run. The risk is that its defensive weaknesses are severe: Ice attacks are especially dangerous because of the quadruple weakness, while Rock, Fire, Flying, and Poison coverage can also produce sudden losses. Sleep Powder and other status moves are powerful safety tools but imperfect accuracy means they should never be treated as guaranteed emergency buttons in a permadeath format. Jumpluff is therefore safest as a fast controller brought into favorable matchups rather than as a Pokemon expected to trade neutral hits.
Learnsets
63 moves · Scarlet Violet
Level Up
Machine
Egg
Pokédex Entries
9 entries
To keep from being blown away by the wind, they gather in clusters. They do enjoy gentle breezes, though.
Its body is so light, it must grip the ground firmly with its feet to keep from being blown away.
It can be carried away on even the gentlest breeze. It may even float all the way to the next town.
This POKéMON drifts and floats with the wind. If it senses the approach of strong winds, HOPPIP links its leaves with other HOPPIP to prepare against being blown away.
This POKéMON drifts and floats with the wind. If it senses the approach of strong winds, a HOPPIP links leaves with others to prepare against being blown away.
It drifts on winds. It is said that when HOPPIP gather in fields and mountains, spring is on the way.
To keep from being blown away by the wind, they gather in clusters. But they do enjoy gentle breezes.
It drifts on winds. It is said that when Hoppip gather in fields and mountains, spring is on the way.
This Pokémon drifts and floats with the wind. If it senses the approach of strong winds, Hoppip links its leaves with other Hoppip to prepare against being blown away.
Where To Find Hoppip
20 locations
Johto Safari Zone · JohtoWalking · version details vary
Safari Zone Meadow
Route 29 · JohtoWalking · version details vary
Road 29
Route 30 · JohtoWalking · version details vary
Road 30
Route 31 · JohtoWalking · version details vary
Road 31
Route 32 · JohtoWalking · version details vary
Road 32
Route 33 · JohtoWalking · version details vary
Road 33
Route 48 · JohtoWalking · version details vary
Road 48
Route 7 · KalosHorde · version details vary
Road 7
Five Island · KantoSurf · version details vary
Five Island
Five Isle Meadow · KantoSurf, Walking · version details vary
Five Isle Meadow
Memorial Pillar · KantoSurf, Walking · version details vary
Memorial Pillar
Resort Gorgeous · KantoSurf · version details vary
Resort Gorgeous
Route 11 · KantoWalking · version details vary
Road 11
Route 13 · KantoWalking · version details vary
Road 13
Route 14 · KantoWalking · version details vary
Road 14
Route 15 · KantoWalking · version details vary
Road 15
Water Labyrinth · KantoSurf · version details vary
Water Labyrinth
Pokespot · OrrePokespot · version details vary
Oasis Pokespot
Fuego Ironworks · SinnohWalking · version details vary
Fuego Ironworks
Route 205 · SinnohWalking · version details vary
Road 205 (east, towards Eterna City)
Road 205 (south, towards Floaroma Town)
Additional Images
PokeAPI sprites
Open this section to load extra PokeAPI sprite images.
Hoppip Biology and Behavior
Hoppip is extraordinarily light and can be lifted from the ground by even a gentle breeze, allowing it to drift over enormous distances on moving air currents. It appears able to sense strong winds before they arrive; when dangerous gusts approach, groups gather together, link their leaves, or grip the ground tightly to avoid being blown away. Gentle breezes are welcomed rather than feared, and Hoppip populations can be carried between towns, mountains, fields, and even urban environments by favorable winds. The species is found across much of the world but avoids very cold regions, making temperature one of the major limits on its otherwise extraordinary dispersal.
Hoppip Biological Data
- National Pokédex
- #187
- Species
- Cottonweed Pokémon
- Height
- 1' 4" (0.4 m)
- Weight
- 1.1 lbs (0.5 kg)
- Habitat
- Grassland
- Color
- Pink
- Body Style
- Upright
- Gender
- 50% female / 50% male
Misc
Catch Rate: 255
Base Experience: 50 Exp
Hatch Counter: 20
Hoppip Size Comparison: BETA
Hoppip is listed at 1' 4" (0.4 m); this chart uses a pose-adjusted visual scale.

How is visual size determined?
Pokédex height is treated as the official listed measurement, but the chart uses pose-aware visual scaling so each sprite looks reasonable in a direct comparison.
For long or coiled Pokémon, the listed height may represent total body length rather than upright height. For Pokémon with floppy ears, leaves, feathers, antennae, wings, or other flexible features, the chart usually measures to the top of the solid, substantial part of the head or body instead of the tallest decorative feature.
The goal is not to replace the official height, but to make the artwork compare naturally at the size it appears to occupy.
Hoppip currently uses a pose-adjusted visual scale.

Hoppip 









