Stats, type matchups, abilities, learnset, current usage, and build context for Lopunny in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Flying - physical / 55-110 BP / 100%
Power doubles if the user has no held item.
Normal - status
The target makes its move right after the user.
Psychic - status
Raises the user's Speed by 2.
Dark - physical / 60 BP / 100%
Power doubles if target was damaged this turn.
Normal - status / 100%
A target of the opposite gender gets infatuated.
Fighting - special / 80 BP
This move does not check accuracy.
Fairy - status / 100% / Priority +1
Lowers the target's Attack by 1.
Normal - status
User switches, passing stat changes and more.
Ice - special / 110 BP / 70%
10% chance to freeze foe(s). Can't miss in Snow.
Flying - physical / 85 BP / 85%
Bounces turn 1. Hits turn 2. 30% paralyze.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
Fairy - status / 100%
Lowers the target's Attack by 2.
Fighting - physical / 60 BP / 90% / Priority -6
Forces the target to switch to a random ally.
Fighting - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def by 1.
Normal - status
Uses the last move used in the battle.
Psychic - status
Raises the user's Defense and Sp. Def by 1.
Grass - status
Raises the user's Defense by 3.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Normal - physical / 35 BP / 90%
Hits 2 times in one turn.
Fighting - physical / 75 BP / 100%
User recovers 50% of the damage dealt.
Fairy - special / 50 BP / 100%
User recovers 75% of the damage dealt.
Fighting - physical / 100 BP / 50%
100% chance to confuse the target.
Normal - status / 100%
Target repeats its last move for its next 3 turns.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Normal - status / 100%
The target's Ability changes to match the user's.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Normal - physical / 40 BP / 100% / Priority +3
Hits first. First turn out only. 100% flinch chance.
Dark - status / 100%
Lowers the target's Sp. Def by 2.
Fire - physical / 75 BP / 100%
10% chance to burn the target.
Normal - physical / 20-200 BP / 100%
More power the less HP the user has left.
Dark - status / 100%
Raises the target's Sp. Atk by 1 and confuses it.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Fighting - special / 120 BP / 70%
10% chance to lower the target's Sp. Def by 1.
Fighting - physical / 150 BP / 100% / Priority -3
Fails if the user takes damage before it hits.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Grass - special / 20-120 BP / 100%
More power the heavier the target.
Psychic - status
User faints. Next hurt Pokemon is fully healed.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Fighting - physical / 130 BP / 90%
User is hurt by 50% of its max HP if it misses.
Normal - special / 150 BP / 90%
User cannot move next turn.
Normal - special / 90 BP / 100%
No additional effect. Hits adjacent foes.
Ice - special / 90 BP / 100%
10% chance to freeze the target.
Ice - physical / 75 BP / 100%
10% chance to freeze the target.
Steel - physical / 100 BP / 75%
30% chance to lower the target's Defense by 1.
Fighting - physical / 20-120 BP / 100%
More power the heavier the target.
Fighting - physical / 65 BP / 100%
100% chance to lower the target's Speed by 1.
Fighting - physical / 40 BP / 100% / Priority +1
Usually goes first.
Normal - physical / 120 BP / 75%
No additional effect.
Psychic - special / 100% / Priority -5
If hit by special attack, returns double damage.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Fairy - physical / 90 BP / 90%
10% chance to lower the target's Attack by 1.
Bug - physical / 50 BP / 100%
100% chance to lower the target's Speed by 1.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Normal - physical / 40 BP / 100% / Priority +1
Usually goes first.
Water - status
For 5 turns, heavy rain powers Water moves.
Psychic - status
User sleeps 2 turns and restores HP and status.
Fighting - physical / 20-200 BP / 100%
More power the less HP the user has left.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Ghost - special / 80 BP / 100%
20% chance to lower the target's Sp. Def by 1.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Grass - special / 60-120 BP / 100%
Charges turn 1. Hits turn 2. No charge in sunlight.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Fairy - status / 75%
Causes the target to become confused.
Dark - status / 100%
User switches its held item with the target's.
Normal - status
Raises the user's Attack by 2.
Normal - status / 100%
Confuses adjacent Pokemon.
Electric - special / 110 BP / 70%
30% chance to paralyze. Can't miss in rain.
Electric - physical / 75 BP / 100%
10% chance to paralyze the target.
Electric - status / 90%
Paralyzes the target.
Electric - special / 90 BP / 100%
10% chance to paralyze the target.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Ice - physical / 20 BP / 90%
Hits 3 times. Each hit can miss, but power rises.
Bug - physical / 70 BP / 100%
User switches out after damaging the target.
Normal - special / 90 BP / 100%
Lasts 3 turns. Active Pokemon cannot fall asleep.