Stats, type matchups, abilities, learnset, current usage, and build context for Lopunny in Pokemon Champions.
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.