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1 vote
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If you have a good competitive moveset for Hatterene, post an answer below and upvote the best ones. Movesets for any of its pre-evolutions can also be shared on this thread.

Be sure to include full set details in your post, e.g. items, abilities, natures and EVs. Some explanation, including the intended game mode for your set, is also appreciated. Access the full list of guidelines here.

Hatterene Pokédex and learnset for reference.

Sprite

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13 Answers

3 votes

Hatterene (F) @ Life Orb
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
- Trick Room
- Psychic
- Dazzling Gleam
- Mystical Fire

Trick Room allows you to take advantage of Hatterene's low speed so you can go first most of the time and when you dynamax/g-max and set up psychic terrain it gets protection from priority moves. Psychic and Dazzling Gleam are your main STAB moves. Mystical Fire is good coverage especially against Steel types which resist both your STAB moves. Life Orb allows you to do extra damage on top of your already insane Special Attack but you can use leftovers instead if you prefer. Hatterene's main strength Magic Bounce is a fanasic ability which lets you bounce back all non-attacking moves (which is really nice if you can switch in on something like a stealth rock). Overall Hatterene is solid Pokemon and can do tons of damage against your opponents team especially if it can get up the Trick Room.

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My man I used the same Moveset but expanding force instead of psychic since I paired it with my Indeedee F in doubles.
What about if you have anticipation?
2 votes

Hatterene (F) @ Life Orb
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic / Psyshock
- Dazzling Gleam / Mystical Fire / Draining Kiss
- Healing Wish

Hatterene can provide Trick Room support, hit hard with attacks, and can Healing Wish to another team member with Trick Room still active.

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2 votes

This set is only good if your opponent isn't expecting it and you have proper support.

Physical Hatterene (Can be used in all formats)

Hatterene-Gmax @ Life Orb/Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 SpA / 0 Spe
- Play Rough
- Psycho Cut
- Shadow Claw/Power Whip
- Swords Dance

Remember Hatterene has the same attack stat as Dracovish. After a Swords Dance in Trick Room this thing can sweep when maxed.

+2 252+ Atk Life Orb Hatterene-Gmax Max Overgrowth vs. 116 HP / 76 Def Dynamax Lapras-Gmax in Grassy Terrain with an ally's Aurora Veil: 643-758 (74.7 - 88.1%) -- guaranteed 2HKO after Grassy Terrain recovery

(Remember this is a gimmick I found out works in a fair share of situations)

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that’s a cool one, I’m trying in Pkm showdown
i refuse to believe Hatterene and Dracovish have the same attack stat
one is a fish dragon, the other is a excavator witch
2 votes

National Dex


Hatterene (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Psyshock
- Mystical Fire
- Calm Mind

Draining Kiss is STAB + healing since unfortunately, Hatterene doesn't have Recover. Psyshock is stronger STAB that gets rid of Special walls such as Blissey. Mystical Fire is coverage for Steel types such as Skarmory and Ferrothorn. Calm Mind is set up. 52 Speed EVs are used to outspeed uninvested Toxapex. This seems like a very strange Pokemon to use, but I have my reasons.

Teammates

Charizard
The infamously 4x Stealth Rock weak Mega Charizard Y is a great partner. Magic Bounce can help with its Stealth Rock weakness, and Hatterene destroys Charizard's best defensive matchups (Toxapex, Chansey, and Blissey) as well as a dangerous offensive check in Mega Latias. Charizard in return powers up Mystical Fire with its Drought, allowing it to torch non-Heatran Steel types more easily. Charizard also threatens Mega Scizor, Hatterene's worst high tier matchup.

Garchomp
Zard Y and Hatterene don't like Heatran, however Garchomp is a decent check. maybe use defensive rest garchomp if you don't like heatran lol

Most other Stealth Rock weak Pokemon that don't run Heavy-Duty Boots, like Kyurem and Gyarados

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2 votes

Gen 8 SS Monotype Calm Mind (Psychic)


Hatterene (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 128 Def / 128 SpD or 252 HP / 68 Def / 128 SpD / 60 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock / Psychic
- Draining Kiss
- Trick Room / Mystical Fire / Nuzzle

Hatterene's Magic Bounce, Psychic/Fairy typing, and ability to check Galarian Moltres makes Hatterene a good option for Psychic teams. Hatterene's ability to bounce back entry hazards is appreciated by your teammates, as there isn't a lot of hazard removal options for Psychic teams. Calm Mind boosts Hatterene's Special Attack and Special Defense, allowing it to become a potent cleaner mid- and late-game while being able to tank special attacks more easily. Psyshock is used for Psychic STAB that pressures special walls such as Blissey, while Psychic can be used for a stronger Psychic STAB. Draining Kiss is for Fairy STAB and provides Hatterene with some HP recovery. The last move depends on what your team needs. Trick Room is used to let Hatterene move first while Trick Room is up due to its low speed stat. Calm Mind + Trick Room + Psyshock + Draining Kiss can let Hatterene solo Dark teams. (Weavile and Bisharp are problematic for Hatterene, but Colbur Berry Slowbro can deal with them.) Mystical Fire allows you to deal super effective damage to Pokemon such as Ferrothorn as well as lowering the special attack of opposing Pokemon. Nuzzle can be used to spread paralysis to opposing Pokemon to slow them down for your teammmates.

If you use Trick Room for the last slot, you should use the 252 HP / 128 Def / 128 SpD EV spread. It may look like a generic 252 HP EVs with spilt EVs for defenses, but 128 SpD EVs is used to make a Modest Galarian Moltres' Hurricane a 3HKO when it doesn't have a special attack boost:

252+ SpA Moltres-Galar Hurricane vs. 252 HP / 128 SpD Hatterene: 142-168 (44.6 - 52.8%) -- guaranteed 3HKO after Leftovers recovery

The rest of the EVs are used in Defense. If you don't use Trick Room, use the 252 HP / 68 Def / 128 SpD / 60 Spe EV spread, as it has enough speed to outspeed Toxapex (as well as things creeping Toxapex). The 68 Defense EVs are leftover EVs.

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1 vote

NOT YOUR STANDARD SET
Hatterene @ Leftovers
ABILITY: Magic Bounce
252 SpAtk/252 SpDef/4 HP

Magic Powder
Trick Room
Dark Pulse
Psychic/Dazzling Gleam

Magic Powder changes target's type to Psychic, so Dark Pulse will be super effective. Trick Room for Hatterene's low Speed. Psychic/Dazzling Gleam for STAB.

PRETTY MUCH YOUR STANDARD SET
Hatterene@ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Psychic
- Dazzling Gleam
- Dark Pulse
- Trick Room

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Glad you said that the top wasn't supposed to be used, or I would gave to criticise it. The only problem on tbe standard set is a lack of calm mind/ mystical fire. Replace dark pulse with one of those.
1 vote

Hatterne @ leftovers
Ability: Magic Bounce / Healer
EVs: 4 HP / 252 SpA / 252 SpD
Quiet / Calm / Modest Nature
- Life Dew / Heal Pulse
- Aromatherapy / Healing Wish
- Trick Room
- Psychic / Dazzling Gleam

ABILITY: Magic Bounce (See below for Healer)
Nature: Quiet For Trickroom. If not using trickroom both Calm and Modest will work

Hatterene is a weird Pokemon is has all these moves and an ability that screams "I'm the party healer!" But this things special attack stat is so high it also screams "I'm your special attack sweeper!" I'm going to showcase my "party healer" set. NOTE: This is mainly a doubles set. Don't use this thing in singles as it can't attack well. And it's healing moves become more niche.

Life Dew/ Heal Pulse - life Dew restores both Pokemon but Heal Pulse restores more but only one Pokemon at a time. (Could use both if you want :p)

Aromatherapy - This is preference. If you have the Healer Ability you have a CHANCE at restoring an ally's condition. Aromatherapy guarantees all Pokemon in the party to have their conditions healed. Honestly, Magic Bounce is too good an ability to pass up. So if you have Healer Don't use Armotherapy, And if you Have Magic Bounce consider using a move slot for this

Trick Room - A standard of most doubles sets. A lot of slow Pokemon get to hit hard and fast. And in Hatterne's case, It gets to heal First.

Psychic/Dazzling Gleam - Preference, both are good powered STAB, Psychic does do more damage but again, preference for your overall team composition.

Finally, Depending on if you don't use both life dew/heal pulse or Psychic/dazzling gleam (which you could do) a very niche move you can experiment with is Healing Wish. Healing Wish causes the user to faint but if you switch into a Pokemon that has low health or a status condition it will be healed. For me, this is too situational, but it's a very good last move to do before you die, as the effect will last over several turns until the conditions for it to activate happen.

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Bad ev spread. Do max hp over SpDef
1 vote

Doubles OU

Hatterene (F) @ Sitrus Berry / Life Orb
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Protect
- Dazzling Gleam
- Psychic / Expanding Force

Offensive Trick Room setter. Protect gives Hatterene a turn of safety, also blocking Fake Outs and double teams. Dazzling Gleam is STAB and causes spread damage. Psychic is also STAB and for single target damage, while Expanding Force, in Psychic Terrain provided by Indeedee-F, is for absurdly strong spread damage. Without Psychic Terrain, Expanding Force is weaker than Psychic. Life Orb increses Hatterene's damage output, and Sitrus Berry provides instant recovery and can help Hatterene survive double teams from the opponent.

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I drop protect with my psychic terrain which straight up blocks priority and with follow me indeedee I can go with expanding force. Also mystical fire is a great coverage against steel.
Psychic Terrain is a waste of a move slot since Indeedee-F’s Psychic Surge automatically activates Psychic Terrain. Also, forgoing Protect in Doubles is almost never a good idea, but you can use Mystical Fire over it if you really want to, although most steel types don’t even care about Mystical Fire. Not to mention Kartana and Genesect can scout for it with Protect/Detect then swap out.
1 vote

Gen 9 Monotype Calm Mind (Fairy)

Hatterene (F) @ Kee Berry
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Giga Drain
- Trick Room

A Calm Mind set for Fairy teams in Gen 9 Monotype. This set is to be used on Fairy screens HO so you can have an easier time setting up. Calm Mind is to boost your special attack and special defense, allowing you to become a potent breaker. Psyshock is used to target special walls such as Clodsire and Dragalge. Giga Drain is used over Draining Kiss as the attacking move that allows you to recover HP because this set is used to help with the Water matchup, so having Giga Drain to get rid of most Water-types is useful. Trick Room is used to take advantage of Hatterene's low speed to allow it to outspeed fast Pokemon while under Trick Room. Kee Berry is used as the item to boost your defense should opposing Pokemon use a physical move. Getting the defense boost from Kee Berry can make Hatterene harder to take out.

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0 votes

Hatterene (F) @ Choice Specs
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Mystical Fire
- Baton Pass/Psyshock

Psychic and Dazzling Gleam is STAB. Mystical Fire is coverage. Baton Pass is used for pivoting (banned from Smogon competitive), Psyshock hits special walls hard.

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0 votes

Hatterene (F) @ Assault Vest
Ability: Magic Bounce
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Nuzzle
- Psychic
- Draining Kiss
- Mystical Fire

Nuzzle to spread paralysis. Psychic for STAB. Draining Kiss for STAB and small health recovery. Mystical Fire for steel coverage.

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Spreading paralisis is pointless, as you likely won't outspeed after that.
paralysis can help other teammates, as well as result in the other Pokemon being fully paralyzed
0 votes

Gen 8 NFE

Hattrem @ Eviolite
Ability: Magic Bounce
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Psychic
- Mystical Fire
- Rest
- Sleep Talk

Psychic is STAB. Mystical Fire hits steel types and lowers the opponent's special attack. Rest is for healing. Sleep Talk is so you won't be vulnerable while you're sleeping.

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0 votes

Gen 9 OU Assault Vest Hatterene
Hatterene @ Assault Vest
Ability: Magic Bounce
Tera Type: Steel
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Mystical Fire
- Draining Kiss
- Psyshock
The combination of Assault Vest with Mystical Fire will stop any Special Attacker in their tracks, and Psyshock breaks through those that use Calm Mind to make up for the Mystical Fire drops. Special Dragon types like Dragapult and Walking Wake are especially destroyed by this Set. Dark Pulse is coverage against Slowking-G. Draining Kiss is recovery and can wound opposing Dragon Types. Tera Steel is great defensively and can wall Greninja. With Magic Bounce, this Hatterene can’t be Toxic-Stalled or used as hazard setup.

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