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Official artwork of Hoppip

#0187

Hoppip

Gen II

Cottonweed Pokémon

GrassFlying

Pokédex entry · Gold

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

Height
0.4 m
Weight
0.5 kg
Base EXP
50
Growth
Medium slow
Catch rate

255/255Very easy

Friendship

70/255

Base stats

HP35Attack35Defense40Speed50Sp. Def55Sp. Atk35
HP
35
Attack
35
Defense
40
Speed
50
Sp. Def★
55
Sp. Atk
35

Total 250

Low

EV yield +1 Sp. Def

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP95142
Attack3695
Defense40101
Speed49112
Sp. Def54117
Sp. Atk3695
Total310662

About Hoppip

It starts a three-stage line from the frailest position the game allows: 40 centimetres tall and half a kilo in weight. That half kilo explains the rest of the design. The leaves on its head have the serrated edge of a dandelion and act as a sail; its round, pink body isn’t heavy enough to anchor them. Hence the scene repeated in Pokédex entries: gripping the ground with its feet so it doesn’t get carried away by the first gust.

When the wind wins, there’s no fight. It floats and lets itself be carried along. The striking part is what it does when it senses the current is about to strengthen — it interlocks its leaves with those of other Hoppip and forms a block that actually offers resistance. It’s one of the few cases where the Pokédex describes group behaviour with a clear mechanical function.

Its presence in a flock also serves as a calendar. They say that when Hoppip gather, spring is just around the corner.

Its official category is Cottonweed Pokémon, and the name fits what comes later better than what’s here: it reaches level 18 to become Skiploom and, at 27, Jumpluff.

Combat analysis

×4

Double weakness

Ice
×2

Weakness

FirePoisonFlyingRock
×½

Resistance

WaterFighting
×¼

Double resistance

Grass
×0

Immunity

Ground

Hoppip in depth

A hop, a skip and a jump

The three English names in the line come from the expression a hop, skip and a jump, which describes a short distance in English, something that’s only a couple of steps away. Hoppip combines hop with pip (a small seed); the other two follow the formula with skip plus bloom and jump plus fluff. It’s one of the few lines where the joke only works when you read all three names in a row.

The Japanese name, ハネッコ, takes a different route. The most common reading breaks it down into 葉 (ha, leaf) and 根っ子 (nekko, rootlet), although 羽 (hane, feather) has also been proposed because of the leaves that serve as its wings. Both interpretations point to the same crossover: a plant that flies. The botanical model is also fairly clear, because the edge of its leaves is that of a dandelion and the mechanism — breaking free and travelling with the air — is exactly how one of that flower’s seeds works.

Its level-up movepool does it no favours

It learns two moves at level 1, and one of them is Splash, which does nothing. Its first decent attack of its own type arrives at 6 with Absorb, at 20 power. What does arrive early is the powder package: Poison Powder, Stun Spore and Sleep Powder, all at level 10, at once. That’s the point where a Hoppip starts being useful in a normal playthrough, and it isn’t because it deals damage.

The rest of the list is built for a Pokémon that is no longer Hoppip. Acrobatics comes in at 24 with 55 power, doubling to 110 when it has no held item; Giga Drain at 32 and Bounce at 35 arrive eight and eleven levels after the evolution into Skiploom has already happened on its own. Memento, at 38, is the extreme case: to see it, you have to have pressed B twice, first at 18 and then again at 27, and keep a Pokémon with 250 base stat points for twenty levels. The sensible alternative is to evolve it and recover the move from the Move Reminder.

Compared with the other windblown seeds

The idea of a flying seed has come back several times. Whimsicott inherited the support niche with Prankster and kept it; Eldegoss arrived in Generation VIII with the same white-and-green palette and much better defences. Against both, Hoppip’s line keeps an advantage that doesn’t show up on the stat sheet: the full evolution doesn’t require stones, items, trades or friendship. Just levels.

It also keeps a design detail its successors lost. Hoppip has feet and uses them to grip the ground; Skiploom and Jumpluff depend more and more on the air. The only long Pokédex entry describes precisely that middle stage: the little creature notices the wind changing, figures it won’t hold out alone and hooks itself onto the ones beside it. Half a kilo each, but heavy as a group.

TCG cards

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