Hyperboa

Hyperboa

Classification

The Ball Python Pokémon

Normal Dark

Damage Taken*

×4: Fighting
×2: Bug Fairy
×1: Dragon Electric Fire Flying Grass Ground Ice Normal Poison Rock Steel Water
×0.5: Dark
×0.25: N/A
×0: Ghost Psychic

Abilities

Stakeout
Doubles the damage dealt to the target's replacement if the target switches out.
Adaptability hidden ability
Powers up moves of the same type as the Pokémon.

Base Stats (490 total)

HP: 90
90
Attack: 110
110
Defense: 90
90
Sp. Atk: 60
60
Sp. Def: 60
60
Speed: 80
80

Size

  • Height: 14'9" / 4.5 m
  • Weight: 155.4 lbs / 70.5 kg

Breeding Info

Gender Ratio

50% male
50% female

50% male / 50% female

Egg Groups

Field

Tags

Stage 1, Fully evolved

Creative Commons License [?]

Evolutionary Family

Superboa
Superboa
Base form
Hyperboa
Hyperboa
Level 30

Flavor Info

Pokédex Entries

Hyperboa usually hunt other Pokémon, but unsuspecting children are sometimes lured in by what looks like an Ultra Ball on the ground. Parents living near Hyperboa habitats warn their children to avoid dropped items and to travel with strong Pokémon.


A Hyperboa's Ultra Ball-like camouflage doesn't always fool the Pokémon it hunts, so it usually resorts to overpowering them with its great size and strength. Researchers are not sure whether its camouflage might have been any more effective before the invention of Ultra Balls.

Additional Info

Throughout Zencalia, items dropped on the ground take the form of more than just Poké Balls. The standard "item ball" would still sport the traditional red and white, but a few items—primarily key items—would be found in containers that resemble Ultra Balls. (Ultra Balls would also be found in "ultra item balls" rather than in regular item balls.) If you ever see something that looks important lying on the ground in Accolanto, think twice about reaching for it... or risk ending up with a hungry Hyperboa coiling around your chest!

Name Origin

Hyper Ball, Japanese name of the Ultra Ball + boa

Misc Data

  • Catch Rate: 60
  • Base Happiness: 70

Pokédex Categories

Color

Black

Body Shape

Serpentine Serpentine

Locations

Level-Up Moves

Level Move Type Class Power Acc PP Summary
1RL Trip Up Dark Physical 40 100% 20 An attack move that causes flinching if used on a target trying to take its turn too early.
1 Restrain Dark Physical 10 90% 20 The target is grabbed and squeezed for four to five turns. Holding the target in place makes it easier to catch.
1 Astonish Ghost Physical 30 100% 15 The user attacks the target while shouting in a startling fashion. This may also make the target flinch.
8 Leer Normal Other 100% 30 The user gives opposing Pokémon an intimidating leer that lowers the Defense stat.
11 Camouflage Normal Other —% 20 The user’s type is changed depending on its environment, such as at water’s edge, in grass, or in a cave.
16 Bite Dark Physical 60 100% 25 The target is bitten with viciously sharp fangs. This may also make the target flinch.
23 Double Hit Normal Physical 35 90% 10 The user slams the target with a long tail, vines, or a tentacle. The target is hit twice in a row.
26 Glare Normal Other 100% 30 The user intimidates the target with the pattern on its belly to cause paralysis.
30 Embargo Dark Other 100% 15 This move prevents the target from using its held item. Its Trainer is also prevented from using items on it.
32 Crunch Dark Physical 80 100% 15 The user crunches up the target with sharp fangs. This may also lower the target’s Defense stat.
40 Bravado Normal Other 100% 20 The user boasts about its own abilities and demoralizes the target, raising the user's Attack but lowering the target's Defense.
44 Sucker Punch Dark Physical 70 100% 5 This move enables the user to attack first. This move fails if the target is not readying an attack.
50 Coil Poison Other —% 20 The user coils up and concentrates. This raises its Attack and Defense stats as well as its accuracy.
58 Wring Out Normal Special * 100% 5 The user powerfully wrings the target. The more HP the target has, the greater the move’s power.
62 Blindside Dark Physical 120 —% 5 The user attacks last. In return, this ramming move never misses.

TM/HM Moves

# Move Type Class Power Acc PP Summary
006 Toxic Poison Other 90% 10 A move that leaves the target badly poisoned. Its poison damage worsens every turn.
010 Hidden Power Normal Special 60 100% 15 A unique attack that varies in type depending on the Pokémon using it.
011 Sunny Day Fire Other —% 5 The user intensifies the sun for five turns, powering up Fire-type moves.
012 Taunt Dark Other 100% 20 The target is taunted into a rage that allows it to use only attack moves for three turns.
015 Hyper Beam Normal Special 150 90% 5 The target is attacked with a powerful beam. The user can’t move on the next turn.
017 Protect Normal Other —% 10 Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
018 Rain Dance Water Other —% 5 The user summons a heavy rain that falls for five turns, powering up Water-type moves.
021 Frustration Normal Physical * 100% 20 A full-power attack that grows more powerful the less the user likes its Trainer.
026 Earthquake Ground Physical 100 100% 10 The user sets off an earthquake that strikes every Pokémon around it.
027 Return Normal Physical * 100% 20 A full-power attack that grows more powerful the more the user likes its Trainer.
028 Dig Ground Physical 80 100% 10 The user burrows, then attacks on the next turn. It can also be used to exit dungeons.
032 Double Team Normal Other —% 15 By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
035 Flamethrower Fire Special 90 100% 15 The target is scorched with an intense blast of fire. This may also leave the target with a burn.
039 Rock Tomb Rock Physical 60 95% 15 Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement.
041 Torment Dark Other 100% 15 The user torments and enrages the target, making it incapable of using the same move twice in a row.
042 Facade Normal Physical 70 100% 20 An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
044 Rest Psychic Other —% 10 The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.
045 Attract Normal Other 100% 15 If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
046 Thief Dark Physical 60 100% 25 The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item.
048 Round Normal Special 60 100% 15 The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.
063 Embargo Dark Other 100% 15 This move prevents the target from using its held item. Its Trainer is also prevented from using items on it.
066 Payback Dark Physical 50 100% 10 The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled.
067 Retaliate Normal Physical 70 100% 5 The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move becomes more powerful.
068 Giga Impact Normal Physical 150 90% 5 The user charges at the target using every bit of its power. The user can’t move on the next turn.
073 Thunder Wave Electric Other 90% 20 The user launches a weak jolt of electricity that paralyzes the target.
078 Bulldoze Ground Physical 60 100% 20 The user strikes everything around it by stomping down on the ground. This lowers the Speed stat of those hit.
080 Rock Slide Rock Physical 75 90% 10 Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.
082 Dragon Tail Dragon Physical 60 90% 10 The target is knocked away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
087 Swagger Normal Other 85% 15 The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.
088 Sleep Talk Normal Other —% 10 While it is asleep, the user randomly uses one of the moves it knows.
090 Substitute Normal Other —% 10 The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.
095 Snarl Dark Special 55 95% 15 The user yells as if it’s ranting about something, which lowers the Sp. Atk stat of opposing Pokémon.
097 Dark Pulse Dark Special 80 100% 15 The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.
100 Confide Normal Other —% 20 The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.
H04 Strength Normal Physical 80 100% 15 The target is slugged with a punch thrown at maximum power. This can also be used to move heavy boulders.
ZC02 Bravado Normal Other 100% 20 The user boasts about its own abilities and demoralizes the target, raising the user's Attack but lowering the target's Defense.
ZC09 Aftershock Ground Physical 60 100% 10 The user strikes the ground and causes a series of tremors that shake the target over two turns.
ZC24 Psych Out Dark Other 100% 20 The user boasts about its own abilities and demoralizes the target, raising the user's Sp. Atk but lowering the target's Sp. Def.
ZC48 Rug Pull Dark Special * 100% 20 The user yanks the target's feet out from under it. The heavier the target, the greater the move's power.
ZC51 Restrain Dark Physical 10 90% 20 The target is grabbed and squeezed for four to five turns. Holding the target in place makes it easier to catch.
ZC52 Berry Share Normal Other —% 10 The user shares its held Berry with the target. The target is placated by the gift and may be easier to catch.
ZC53 Hidden Gift Normal Other —% 10 A unique attack that varies in effect depending on the Pokémon using it.
ZC54 Clear Sky Normal Other —% 5 The user clears the skies and calms the wind, returning the weather to normal.

Tutor Moves

Move Type Class Power Acc PP Summary
Amaze Normal Physical * 100% 15 The user amazes the foe with its coolness and then attacks. It grows in power the cooler the user is.
Aqua Tail Water Physical 90 90% 10 The user attacks by swinging its tail as if it were a vicious wave in a raging storm.
Bind Normal Physical 15 85% 20 Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.
Brutal Swing Dark Physical 60 100% 20 The user swings its body around violently to inflict damage on everything in its vicinity.
Captivate Normal Other 100% 20 If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat.
Confound Normal Special * 100% 15 The user confounds the foe with its cleverness and then attacks. It grows in power the cleverer the user is.
Dazzle Normal Special * 100% 15 The user dazzles the foe with its cuteness and then attacks. It grows in power the cuter the user is.
Demolish Normal Physical * 100% 15 The user frightens the foe with its toughness and then attacks. It grows in power the tougher the user is.
Endure Normal Other —% 10 The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Enthrall Normal Special * 100% 15 The user enchants the foe with its beauty and then attacks. It grows in power the more beautiful the user is.
Foul Play Dark Physical 95 100% 15 The user turns the target’s power against it. The higher the target’s Attack stat, the greater the move’s power.
Headbutt Normal Physical 70 100% 15 The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.
Iron Tail Steel Physical 100 75% 15 The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat.
Knock Off Dark Physical 65 100% 20 The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item.
Natural Gift Normal Physical * 100% 15 The user draws power to attack by using its held Berry. The Berry determines the move’s type and power.
Secret Power Normal Physical 70 100% 20 The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment.
Snatch Dark Other —% 10 The user steals the effects of any attempts to use a healing or stat-changing move.
Snore Normal Special 50 100% 15 An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.
Spite Ghost Other 100% 10 The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.
Sucker Punch Dark Physical 70 100% 5 This move enables the user to attack first. This move fails if the target is not readying an attack.
Swift Normal Special 60 —% 20 Star-shaped rays are shot at the opposing Pokémon. This attack never misses.
Trip Up Dark Physical 40 100% 20 An attack move that causes flinching if used on a target trying to take its turn too early.
Work Up Normal Other —% 30 The user is roused, and its Attack and Sp. Atk stats increase.

Egg Moves

Move Type Class Power Acc PP Summary
Feint Normal Physical 30 100% 10 An attack that hits a target using Protect or Detect. This also lifts the effects of those moves.
Feint Attack Dark Physical 60 —% 20 The user approaches the target disarmingly, then throws a sucker punch. This attack never misses.
Fire Fang Fire Physical 65 95% 15 The user bites with flame-cloaked fangs. This may also make the target flinch or leave it with a burn.
Ice Fang Ice Physical 65 95% 15 The user bites with cold-infused fangs. This may also make the target flinch or leave it frozen.
Mean Look Normal Other —% 5 The user pins the target with a dark, arresting look. The target becomes unable to flee.
Pursuit Dark Physical 40 100% 20 An attack move that inflicts double damage if used on a target that is switching out of battle.
Thunder Fang Electric Physical 65 95% 15 The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis.
Vanish Dark Other —% 5 The user melts into the shadows and disappears, avoiding all harm.
Yawn Normal Other —% 10 The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.

Other Moves

Move Type Class Power Acc PP Summary Learned
Double-Edge Normal Physical 120 100% 15 A reckless, life-risking tackle. This also damages the user quite a lot. as Superboa (level 57)

Other Official Images

(click thumbnail to enlarge)

Shiny Hyperboa
Shiny version.