Lopunny
Rabbit Pokémon
- height
- 1.2 m
- weight
- 33.3 kg
Its fur is warm and yet remarkably light. This Pokémon kicks as though it were a master of karate, driving back its opponents with ease.
Base stats
Abilities
- Cute Charm
30% chance of infatuating Pokemon of the opposite gender if they make contact.
- Klutz
This Pokemon's held item has no effect, except Macho Brace. Fling cannot be used.
- Limber
This Pokemon cannot be paralyzed. Gaining this Ability while paralyzed cures it.
Type matchups
Weak to
Resists / immune
Bar = relative damage taken · dashed line = neutral (1×)
Moves76
Power doubles if the user has no held item.
The target makes its move right after the user.
Raises the user's Speed by 2.
Power doubles if target was damaged this turn.
A target of the opposite gender gets infatuated.
This move does not check accuracy.
Lowers the target's Attack by 1.
User switches, passing stat changes and more.
10% chance to freeze foe(s). Can't miss in Snow.
Bounces turn 1. Hits turn 2. 30% paralyze.
No additional effect. Hits adjacent Pokemon.
Lowers the target's Attack by 2.
Forces the target to switch to a random ally.
Lowers the user's Defense and Sp. Def by 1.
Uses the last move used in the battle.
Raises the user's Defense and Sp. Def by 1.
Raises the user's Defense by 3.
Digs underground turn 1, strikes turn 2.
Hits 2 times in one turn.
User recovers 50% of the damage dealt.
User recovers 75% of the damage dealt.
100% chance to confuse the target.
Target repeats its last move for its next 3 turns.
User survives attacks this turn with at least 1 HP.
The target's Ability changes to match the user's.
Power doubles if user is burn/poison/paralyzed.
Hits first. First turn out only. 100% flinch chance.
Lowers the target's Sp. Def by 2.
10% chance to burn the target.
More power the less HP the user has left.
Raises the target's Sp. Atk by 1 and confuses it.
Flings the user's item at the target. Power varies.
10% chance to lower the target's Sp. Def by 1.
Fails if the user takes damage before it hits.
User cannot move next turn.
More power the heavier the target.
User faints. Next hurt Pokemon is fully healed.
One adjacent ally's move power is 1.5x this turn.
User is hurt by 50% of its max HP if it misses.
User cannot move next turn.
No additional effect. Hits adjacent foes.
10% chance to freeze the target.
10% chance to freeze the target.
30% chance to lower the target's Defense by 1.
More power the heavier the target.
100% chance to lower the target's Speed by 1.
Usually goes first.
No additional effect.
If hit by special attack, returns double damage.
Power doubles if the user moves after the target.
10% chance to lower the target's Attack by 1.
100% chance to lower the target's Speed by 1.
Prevents moves from affecting the user this turn.
Usually goes first.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
More power the less HP the user has left.
Power doubles if others used Round this turn.
20% chance to lower the target's Sp. Def by 1.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
Charges turn 1. Hits turn 2. No charge in sunlight.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Causes the target to become confused.
User switches its held item with the target's.
Raises the user's Attack by 2.
Confuses adjacent Pokemon.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze the target.
Paralyzes the target.
10% chance to paralyze the target.
100% chance to raise the user's Speed by 1.
Hits 3 times. Each hit can miss, but power rises.
User switches out after damaging the target.
Lasts 3 turns. Active Pokemon cannot fall asleep.