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#0428

Lopunny

Lopunny
Normal

Height 1.2 m·Weight 33.3 kg

Base stats

HP
65
Atk
76
Def
84
SpA
54
SpD
96
Spe
105
Total480

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

  • Cute Charm

    30% chance to infatuate attackers on contact

  • Klutz

    The Pokémon can't use any held items.

  • Limber

    Cannot be inflicted with paralysis

Learnable moves

80 moves
  • Power 80Acc. 85PP 20
    ContactPunch
  • Raises own Attack by 2

    Power Acc. PP 20
    Dance
  • Power 120Acc. 75PP 8
    Contact
  • User must recharge next turn

    Power 150Acc. 90PP 8
  • [Priority +1]

    Power 40Acc. 100PP 20
    Contact
  • Pays 1/4 max HP to make a substitute

    Power Acc. PP 12
  • 30% chance: flinch

    Power 50Acc. 100PP 16
    Sound
  • More power the less HP the user has left (max 200)

    Power Acc. 100PP 16
    Contact
  • [Priority +4] Blocks moves this turn; success drops to 1/3 if used in succession

    Power Acc. PP 8
  • [Priority +4] Survives this turn with at least 1 HP; success drops to 1/3 in succession

    Power Acc. PP 12
  • Inflicts infatuation

    Power Acc. 100PP 16
  • While asleep, uses one of the user's other moves at random

    Power Acc. PP 12
  • Switches out, passing stat changes to the replacement

    Power Acc. PP 20
  • Forces the target to repeat its last move for 3 turns

    Power Acc. 100PP 8
  • [Priority +3] Only works on the first turn out; makes the target flinch

    Power 40Acc. 100PP 12
    Contact
  • Rampages 3 turns; no Pokémon can sleep meanwhile

    Power 90Acc. 100PP 12
    Sound
  • Double power if the user is burned, paralyzed, or poisoned

    Power 70Acc. 100PP 20
    Contact
  • [Priority +5] Boosts an ally's next move to 1.5× power

    Power Acc. PP 20
  • Inflicts confusion

    Power Acc. 100PP 20
    Dance
  • Power 90Acc. 100PP 12
    Sound
  • Uses the last move that was used

    Power Acc. PP 20
  • User must recharge next turn

    Power 150Acc. 90PP 8
    Contact
  • Hits 2 times

    Power 35Acc. 90PP 12
    Contact
  • Changes the target's ability to match the user's

    Power Acc. 100PP 16
  • Makes the target act next this turn

    Power Acc. PP 16
  • Double power if used consecutively in the same turn

    Power 60Acc. 100PP 16
    Sound
  • Double power if an ally fainted last turn

    Power 70Acc. 100PP 8
    Contact
  • Raises own Attack·Sp. Atk by 1

    Power Acc. PP 20
  • 10% chance: burn

    Power 75Acc. 100PP 16
    ContactPunch
  • Sets sunny weather for 5 turns

    Power Acc. PP 8
  • Sets rain for 5 turns

    Power Acc. PP 8
  • Charges turn 1, hits turn 2 (instant in sun)

    Power 120Acc. 100PP 12
  • More power the heavier the target (max 120)

    Power Acc. 100PP 20
    Contact
  • Raises own Defense by 3

    Power Acc. PP 12
  • Raises the user's Speed by 1

    Power 50Acc. 100PP 20
    Contact
  • 10% chance: paralysis

    Power 75Acc. 100PP 16
    ContactPunch
  • 10% chance: paralysis

    Power 90Acc. 100PP 16
  • Inflicts paralysis

    Power Acc. 90PP 20
  • 30% chance: paralysis

    Power 110Acc. 70PP 12
  • 10% chance: freeze

    Power 75Acc. 100PP 16
    ContactPunch
  • 10% chance: freeze

    Power 90Acc. 100PP 12
  • 10% chance: freeze

    Power 110Acc. 70PP 8
    Wind
  • Hits 3 times

    Power 20Acc. 90PP 12
    Contact
  • More power the heavier the target (max 120)

    Power Acc. 100PP 20
    Contact
  • User loses half its max HP if it misses

    Power 130Acc. 90PP 12
    ContactAirborne
  • More power the less HP the user has left (max 200)

    Power Acc. 100PP 16
    Contact
  • [Priority +1]

    Power 40Acc. 100PP 20
    ContactPunch
  • Inflicts confusion

    Power 100Acc. 50PP 8
    ContactPunch
  • [Priority -3] Fails if the user takes damage before attacking

    Power 150Acc. 100PP 20
    ContactPunch
  • Lowers own Defense·Sp. Def by 1

    Power 120Acc. 100PP 8
    Contact
  • Never misses

    Power 80Acc. PP 20
    Ball & bombPulse
  • Restores 50% of damage dealt

    Power 75Acc. 100PP 12
    ContactPunch
  • 10% chance: Lowers target's Sp. Def by 1

    Power 120Acc. 70PP 8
    Ball & bomb
  • Lowers target's Speed by 1

    Power 65Acc. 100PP 20
    Contact
  • [Priority -6] Forces the target to switch out

    Power 60Acc. 90PP 12
    Contact
  • Dig

    Digs underground turn 1, hits turn 2

    Power 80Acc. 100PP 12
    Contact
  • 30% chance: paralysis

    Power 85Acc. 85PP 8
    ContactAirborne
  • Double power if the user holds no item

    Power 55Acc. 100PP 16
    Contact
  • Raises own Speed by 2

    Power Acc. PP 20
  • Rest

    Sleeps for 2 turns, fully restoring HP and status

    Power Acc. PP 8
  • [Priority -5] Returns double the special damage taken

    Power Acc. 100PP 20
  • [Priority +4] Reflects status moves back this turn

    Power Acc. PP 16
  • Raises own Defense·Sp. Def by 1

    Power Acc. PP 20
  • User faints; its replacement is fully healed

    Power Acc. PP 12
  • User switches out after attacking

    Power 70Acc. 100PP 20
    Contact
  • Lowers target's Speed by 1

    Power 50Acc. 100PP 20
    Contact
  • 20% chance: Lowers target's Sp. Def by 1

    Power 80Acc. 100PP 16
    Ball & bomb
  • Inflicts confusion · Raises target's Sp. Atk by 1

    Power Acc. 100PP 16
  • Lowers target's Sp. Def by 2

    Power Acc. 100PP 20
  • Double power if the target already moved this turn

    Power 50Acc. 100PP 12
    Contact
  • Double power if the target already took damage this turn

    Power 60Acc. 100PP 12
    Contact
  • Throws the held item; power and effect depend on the item

    Power Acc. 100PP 12
  • Swaps held items with the target

    Power Acc. 100PP 12
  • Power 60Acc. 100PP 20
    Contact
  • 30% chance: Lowers target's Defense by 1

    Power 100Acc. 75PP 16
    Contact
  • Inflicts confusion

    Power Acc. 75PP 12
  • Lowers target's Attack by 2

    Power Acc. 100PP 20
  • Restores 75% of damage dealt

    Power 50Acc. 100PP 12
    Contact
  • 10% chance: Lowers target's Attack by 1

    Power 90Acc. 90PP 12
    Contact
  • [Priority +1] Lowers target's Attack by 1

    Power Acc. 100PP 20