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Damage multipliers this Pokemon takes from each attacking type (based on the current form).
Damage multipliers of this Pokemon's same-type (STAB) moves against each defending type.
High-firepower meta Pokémon that hit it super-effectively by type (estimated, not battle data)
Based on real ladder matchup statistics and expert community assessments (data snapshot 2026-08)
Hatterene sits at a 1.26% usage rate, ranked 73rd in singles: high enough to be a recognised option, far from a central pick. Magic Bounce reflects opposing utility moves, denying Stealth Rock and other forms of passive pressure. Its 29 base Speed is a hard constraint that pushes the set toward Calm Mind boosting rather than speed-creeping, and 136 Special Attack turns those boosts into one-shot threats against most non-bulky targets. The Poison, Ghost, and Steel weaknesses leave it exposed to dedicated attackers, and partners must handle those matchups before Hatterene steps in.
Playstyle:The singles shell revolves around Magic Bounce and Calm Mind. Mystical Fire at 21.6% covers Steel-types that otherwise resist Fairy, Draining Kiss at 20.8% heals through neutral hits while still pressuring Dragon and Fighting-types, and Calm Mind at 20.9% fuels the win condition. Leftovers at 53.8% pairs with Calm Mind to extend the boost cycle, while Sitrus Berry at 27.8% patches up low-HP entries when Hatterene is forced to take a hit first. Bold is the near-universal nature: spreads such as 32/0/32/0/2/0 raise physical Defense to match Special Defense, since Hatterene needs to survive one physical hit before clicking Calm Mind. Trick Room sits at 3.6% and stays a fringe option. Garchomp at 8.9% and Skeledirge at 7.2% answer the Steel and Poison attackers that beat Hatterene on paper, and Meowscarada at 6.7% adds priority and a Ground-type check.
Doubles usage sits at 0.46%, ranked 96th: a fringe pick that only enters lineups with a clear role. Magic Bounce matters more in doubles because utility moves concentrate here: Trick Room, Follow Me, Tailwind, and similar control options get reflected, and that single property is what justifies bringing Hatterene into a team. Life Orb at 53.3% overtakes Leftovers, reflecting a shift toward one-shot burst over long sustain. The 29 base Speed is a hard liability that almost forces Trick Room at 23.7% to move first. Poison, Ghost, and Steel weaknesses remain and are harder to dodge in doubles where teammates cannot pivot safely.
Playstyle:The doubles movepool shifts hard toward utility. Dazzling Gleam at 24.3% leads as the spread Fairy STAB for hitting multiple foes, Trick Room at 23.7% and Protect at 16.4% form the control-plus-survival core, and Psychic at 16.1% punishes specially bulky targets after Calm Mind boosts. Every top spread runs Quiet, with 32/0/2/32/0/0 and variants maximising Special Attack; Special Defense only sees minor adjustments. Life Orb at 53.3% is the default, Focus Sash at 15.7% patches up the Speed deficit against priority, and Fairy Feather at 5.4% pushes Dazzling Gleam further. Farigiraf at 11.7% is the natural Trick Room partner, Torkoal at 9.6% supplies sun-boosted Fire and Rock coverage, and Incineroar at 8.3% brings Fake Out pivots and Intimidate support.