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SwSh / Pokédex

Lopunny

Back to Pokédex

Lopunny

Isle of Armor Pokédex #5 • Rabbit Pokémon

Lopunny in the National Pokédex
Lopunny sprite

Normal

Shiny Lopunny sprite

Shiny

Pokédex entries

Sword

Lopunny is constantly monitoring its surroundings. If danger approaches, this Pokémon responds with superdestructive kicks.

Shield

Once hot seasons are over, Lopunny’s coat will be replaced with fur that holds a lot of insulating air in preparation for colder weather.

Details

Type

Normal

Category

Rabbit Pokémon

Height

1.2 m (3'11")

Weight

33.3 kg (73.4 lbs)

National Pokédex

#0428

Pokédex

Armor #5

Lopunny in Other Games

National Dex page
Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

65

240

334

Attack

76

141

276

Defense

84

155

293

Sp. Atk

54

101

227

Sp. Def

96

177

320

Speed

105

193

339

Total

480

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Lopunny, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

Lopunny doesn't resist any types.

Immune to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Isle of Armor #5
EV yield
2 Spe
Catch rate
60
Base Exp.
168
Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20 cycles
Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Buneary

Buneary

Armor #4

High friendship

Lopunny

Lopunny

Armor #5

Known encounter locations for this Pokémon in this game.
Shield
LocationMethodLevelChanceConditions

Challenge Beach

Wild Pokémon

Special Overworld Encounters27-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Normal Weather

Challenge Beach

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Challenge Beach

Wild Pokémon

Special Overworld Encounters27-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Sandstorm

Challenge Beach

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Sandstorm

Challenge Beach

Wild Pokémon

Special Overworld Encounters27-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Challenge Beach

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Fields of Honor

Wild Pokémon

Special Overworld Encounters22-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Normal Weather

Fields of Honor

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Fields of Honor

Wild Pokémon

Special Overworld Encounters22-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Fields of Honor

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Soothing Wetlands

Wild Pokémon

Special Overworld Encounters22-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Normal Weather

Soothing Wetlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Fields of Honor

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 99 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 99 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Sword
LocationMethodLevelChanceConditions

Challenge Beach

Wild Pokémon

Special Overworld Encounters27-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Normal Weather

Challenge Beach

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Challenge Beach

Wild Pokémon

Special Overworld Encounters27-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Sandstorm

Challenge Beach

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Sandstorm

Challenge Beach

Wild Pokémon

Special Overworld Encounters27-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Challenge Beach

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Fields of Honor

Wild Pokémon

Special Overworld Encounters22-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Normal Weather

Fields of Honor

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Fields of Honor

Wild Pokémon

Special Overworld Encounters22-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Fields of Honor

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Soothing Wetlands

Wild Pokémon

Special Overworld Encounters22-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Normal Weather

Soothing Wetlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Fields of Honor

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 99 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 99 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
StartPound

The target is physically pounded with a long tail, a foreleg, or the like.

Normal4010035
StartDefense Curl

The user curls up to conceal weak spots and raise its Defense stat.

Normal--40
StartSplash

The user just flops and splashes around to no effect at all...

Normal--40
StartMirror Coat

A retaliation move that counters any special attack, inflicting double the damage taken.

Psychic-10020
StartMagic Coat

Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.

Psychic--15
StartBaby-Doll Eyes

The user stares at the target with its baby-doll eyes, which lowers the target’s Attack stat. This move always goes first.

Fairy-10030
12After You

The user helps the target and makes it use its move right after the user.

Normal--15
16Quick Attack

The user lunges at the target at a speed that makes it almost invisible. This move always goes first.

Normal4010030
20Double Kick

The target is quickly kicked twice in succession using both feet.

Fighting3010030
24Charm

The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target’s Attack stat.

Fairy-10020
28Baton Pass

The user switches places with a party Pokémon in waiting and passes along any stat changes.

Normal--40
32Headbutt

The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.

Normal7010015
36Agility

The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.

Psychic--30
40Entrainment

The user dances with an odd rhythm that compels the target to mimic it, making the target’s Ability the same as the user’s.

Normal-10015
44Flatter

Flattery is used to confuse the target. However, this also raises the target’s Sp. Atk stat.

Dark-10015
48Bounce

The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis.

Flying85855
52Healing Wish

The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured.

Psychic--10
56High Jump Kick

The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.

Fighting1309010
Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
TM00Mega Punch

The target is slugged by a punch thrown with muscle-packed power.

Normal808520
TM01Mega Kick

The target is attacked by a kick launched with muscle-packed power.

Normal120755
TM03Fire Punch

The target is punched with a fiery fist. This may also leave the target with a burn.

Fire7510015
TM04Ice Punch

The target is punched with an icy fist. This may also leave the target frozen.

Ice7510015
TM05Thunder Punch

The target is punched with an electrified fist. This may also leave the target with paralysis.

Electric7510015
TM08Hyper Beam

The target is attacked with a powerful beam. The user can’t move on the next turn.

Normal150905
TM09Giga Impact

The user charges at the target using every bit of its power. The user can’t move on the next turn.

Normal150905
TM11Solar Beam

In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.

Grass12010010
TM14Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
TM15Dig

The user burrows into the ground, then attacks on the next turn.

Ground8010010
TM21Rest

The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.

Psychic--10
TM24Snore

This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal5010015
TM25Protect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM29Charm

The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target’s Attack stat.

Fairy-10020
TM31Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM33Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Water--5
TM34Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Fire--5
TM39Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM40Swift

Star-shaped rays are shot at opposing Pokémon. This attack never misses.

Normal60-20
TM41Helping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
TM47Fake Tears

The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.

Dark-10020
TM52Bounce

The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis.

Flying85855
TM56U-turn

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Bug7010020
TM57Payback

The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled.

Dark5010010
TM58Assurance

If the target has already taken some damage in the same turn, this attack’s power is doubled.

Dark6010010
TM59Fling

The user flings its held item at the target to attack. This move’s power and effects depend on the item.

Dark-10010
TM63Drain Punch

An energy-draining punch. The user’s HP is restored by half the damage taken by the target.

Fighting7510010
TM75Low Sweep

The user makes a swift attack on the target’s legs, which lowers the target’s Speed stat.

Fighting6510020
TM76Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TM78Acrobatics

The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage.

Flying5510015
TM79Retaliate

The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move’s power is increased.

Normal701005
TM97Brutal Swing

The user swings its body around violently to inflict damage on everything in its vicinity.

Dark6010020
TR05Ice Beam

The target is struck with an icy-cold beam of energy. This may also leave the target frozen.

Ice9010010
TR06Blizzard

A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen.

Ice110705
TR07Low Kick

A powerful low kick that makes the target fall over. The heavier the target, the greater the move’s power.

Fighting-10020
TR08Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TR09Thunder

A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.

Electric1107010
TR12Agility

The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.

Psychic--30
TR20Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

Normal--10
TR21Reversal

An all-out attack that becomes more powerful the less HP the user has.

Fighting-10015
TR26Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10
TR27Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10
TR29Baton Pass

The user switches places with a party Pokémon in waiting and passes along any stat changes.

Normal--40
TR30Encore

The user compels the target to keep using the move it encored for three turns.

Normal-1005
TR31Iron Tail

The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat.

Steel1007515
TR33Shadow Ball

The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.

Ghost8010015
TR35Uproar

The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.

Normal9010010
TR42Hyper Voice

The user lets loose a horribly echoing shout with the power to inflict damage.

Normal9010010
TR44Cosmic Power

The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.

Psychic--20
TR53Close Combat

The user fights the target up close without guarding itself. This also lowers the user’s Defense and Sp. Def stats.

Fighting1201005
TR56Aura Sphere

The user lets loose a blast of aura power from deep within its body at the target. This attack never misses.

Fighting80-20
TR64Focus Blast

The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def stat.

Fighting120705
TR77Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the move’s power.

Grass-10020
TR85Work Up

The user is roused, and its Attack and Sp. Atk stats increase.

Normal--30
TR90Play Rough

The user plays rough with the target and attacks it. This may also lower the target’s Attack stat.

Fairy909010
Moves this Pokémon can learn from move tutors in this game.
Class
Triple Axel

A consecutive three-kick attack that becomes more powerful with each successful hit.

Ice209010
Individual options, not a guarantee that every four-move combination is legal or eligible for Ranked Battles. Imports require the indicated transfer path; later games use separate HOME movesets.
Class
Charge Beam

The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric509010
Circle Throw

The target is thrown, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting609010
Circle Throw

The target is thrown, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Fighting609010
Circle Throw

The target is thrown, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.

Learn as Buneary, then retain through evolution.

Fighting609010
Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Copycat

The user mimics the move used immediately before it. The move fails if no other move has been used yet.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Copycat

The user mimics the move used immediately before it. The move fails if no other move has been used yet.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Normal--20
Copycat

The user mimics the move used immediately before it. The move fails if no other move has been used yet.

Learn as Buneary, then retain through evolution.

Normal--20
Covet

The user endearingly approaches the target, then steals the target’s held item.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal6010025
Cut

The target is cut with a scythe or claw.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal509530
Double Hit

The user slams the target with a long tail, vines, or a tentacle. The target is hit twice in a row.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal359010
Double Hit

The user slams the target with a long tail, vines, or a tentacle. The target is hit twice in a row.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Normal359010
Double Hit

The user slams the target with a long tail, vines, or a tentacle. The target is hit twice in a row.

Learn as Buneary, then retain through evolution.

Normal359010
Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--15
Endeavor

This attack move cuts down the target’s HP to equal the user’s HP.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-1005
Fake Out

This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal4010010
Fake Out

This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Normal4010010
Fake Out

This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle.

Learn as Buneary, then retain through evolution.

Normal4010010
Flail

The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-10015
Flail

The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Normal-10015
Flail

The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power.

Learn as Buneary, then retain through evolution.

Normal-10015
Focus Punch

The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting15010020
Focus Punch

The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Fighting15010020
Focus Punch

The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.

Learn as Buneary, then retain through evolution.

Fighting15010020
Fury Cutter

The target is slashed with scythes or claws. This attack becomes more powerful if it hits in succession.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Bug409520
Heal Bell

The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--5
Laser Focus

The user concentrates intensely. The attack on the next turn always results in a critical hit.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--30
Last Resort

This move can be used only after the user has used all the other moves it knows in the battle.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal1401005
Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Ground2010010
Power-Up Punch

Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting4010020
Rock Smash

The user attacks with a punch. This may also lower the target’s Defense stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting4010015
Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric60-20
Strength

The target is slugged with a punch thrown at maximum power.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal8010015
Swagger

The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-8515
Sweet Kiss

The user kisses the target with a sweet, angelic cuteness that causes confusion.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fairy-7510
Sweet Kiss

The user kisses the target with a sweet, angelic cuteness that causes confusion.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Fairy-7510
Sweet Kiss

The user kisses the target with a sweet, angelic cuteness that causes confusion.

Learn as Buneary, then retain through evolution.

Fairy-7510
Switcheroo

The user trades held items with the target faster than the eye can follow.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Dark-10010
Switcheroo

The user trades held items with the target faster than the eye can follow.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Dark-10010
Switcheroo

The user trades held items with the target faster than the eye can follow.

Learn as Buneary, then retain through evolution.

Dark-10010
Teeter Dance

The user performs a wobbly dance that confuses the Pokémon around it.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-10020
Teeter Dance

The user performs a wobbly dance that confuses the Pokémon around it.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Normal-10020
Teeter Dance

The user performs a wobbly dance that confuses the Pokémon around it.

Learn as Buneary, then retain through evolution.

Normal-10020
Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Poison-9010
Water Pulse

The user attacks the target with a pulsing blast of water. This may also confuse the target.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Water6010020
Ability options available to this Pokémon in this game.

Cute Charm

Ability Slot 1

Contact with the Pokémon may cause infatuation.

Has a 30% chance of infatuating attacking Pokémon on contact.

Klutz

Ability Slot 2

The Pokémon can’t use any held items.

Prevents the Pokémon from using its held item in battle.

Limber(Hidden Ability)

Its limber body protects the Pokémon from paralysis.

Prevents paralysis.

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