Pokédex › Mega Lopunny
Mega Lopunny — Stats & Moves (Pokémon Champions)
NormalFighting Abilities: Scrappy
Pokémon Champions data at Lv50 with the game's fixed 32 IVs. Best counters to Mega Lopunny / Calculate damage with Mega Lopunny / Calculate damage against Mega Lopunny
Base stats and actual values (Lv50)
| Stat | Base | 0 pts | 32 pts | 32 pts, +nature |
|---|---|---|---|---|
| HP | 140 | 172 | — | |
| Attack | 156 | 188 | 206 | |
| Defense | 114 | 146 | 160 | |
| Sp. Atk | 74 | 106 | 116 | |
| Sp. Def | 116 | 148 | 162 | |
| Speed | 155 | 187 | 205 |
Champions uses stat points instead of EVs: each point adds +1, max 32 per stat, 66 total. Nature multiplies after points are added (verified in-game).
Type matchups (defense)
| 2x weak | FightingFlyingPsychicFairy |
|---|---|
| resists (1/2) | BugRockDark |
| immune | Ghost |
Learnset (76 moves)
| Move | Type | Cat. | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| Giga Impact | Normal | Physical | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Mega Kick | Normal | Physical | 120 | 75 | 8 | Inflicts regular damage with no additional effect. |
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burned, paralyzed, or poisoned. |
| Fake Out | Normal | Physical | 40 | 100 | 12 | Can only be used as the first move after the user enters battle. Causes the target to flinch. |
| Quick Attack | Normal | Physical | 40 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Double Hit | Normal | Physical | 35 | 90 | 12 | Hits twice in one turn. |
| Flail | Normal | Physical | — | 100 | 16 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
| Hyper Beam | Normal | Special | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Hyper Voice | Normal | Special | 90 | 100 | 12 | Inflicts regular damage with no additional effect. |
| Uproar | Normal | Special | 90 | 100 | 12 | Forced to use this move for several turns. Pokémon cannot fall asleep in that time. |
| Round | Normal | Special | 60 | 100 | 16 | Has double power if it’s used more than once per turn. |
| Snore | Normal | Special | 50 | 100 | 16 | Has a chance to make the target flinch. Only works if the user is sleeping. |
| After You | Normal | Status | — | — | 16 | Makes the target act next this turn. |
| Entrainment | Normal | Status | — | 100 | 16 | Copies the user’s ability onto the target. |
| Copycat | Normal | Status | — | — | 20 | Uses the target’s last used move. |
| Teeter Dance | Normal | Status | — | 100 | 20 | Confuses the target. |
| Helping Hand | Normal | Status | — | — | 20 | Ally’s next move inflicts half more damage. |
| Encore | Normal | Status | — | 100 | 8 | Forces the target to repeat its last used move every turn for 2 to 6 turns. |
| Baton Pass | Normal | Status | — | — | 20 | Allows the trainer to switch out the user and pass effects along to its replacement. |
| Sleep Talk | Normal | Status | — | — | 12 | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. |
| Attract | Normal | Status | — | 100 | 16 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. |
| Endure | Normal | Status | — | — | 12 | Prevents the user’s HP from lowering below 1 this turn. |
| Protect | Normal | Status | — | — | 8 | Prevents any moves from hitting the user this turn. |
| Substitute | Normal | Status | — | — | 12 | Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. |
| Swords Dance | Normal | Status | — | — | 20 | Raises the user’s Attack by two stages. |
| Trailblaze | Grass | Physical | 50 | 100 | 20 | |
| Solar Beam | Grass | Special | 120 | 100 | 12 | Requires a turn to charge before attacking. |
| Grass Knot | Grass | Special | — | 100 | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. |
| Cotton Guard | Grass | Status | — | — | 12 | Raises the user’s Defense by three stages. |
| Fire Punch | Fire | Physical | 75 | 100 | 16 | Has a chance to burn the target. |
| Sunny Day | Fire | Status | — | — | 8 | Changes the weather to sunny for five turns. |
| Rain Dance | Water | Status | — | — | 8 | Changes the weather to rain for five turns. |
| Thunder Punch | Electric | Physical | 75 | 100 | 16 | Has a chance to paralyze the target. |
| Thunder | Electric | Special | 110 | 70 | 12 | Has a chance to paralyze the target. |
| Thunderbolt | Electric | Special | 90 | 100 | 16 | Has a chance to paralyze the target. |
| Thunder Wave | Electric | Status | — | 90 | 20 | Paralyzes the target. |
| U-turn | Bug | Physical | 70 | 100 | 20 | User must switch out after attacking. |
| Pounce | Bug | Physical | 50 | 100 | 20 | |
| Bounce | Flying | Physical | 85 | 85 | 8 | User bounces high into the air, dodging all attacks, and hits next turn. |
| Acrobatics | Flying | Physical | 55 | 100 | 16 | Has double power if the user has no held item. |
| Dig | Ground | Physical | 80 | 100 | 12 | User digs underground, dodging all attacks, and hits next turn. |
| Ice Punch | Ice | Physical | 75 | 100 | 16 | Has a chance to freeze the target. |
| Triple Axel | Ice | Physical | 20 | 90 | 12 | Inflicts regular damage with no additional effect. |
| Blizzard | Ice | Special | 110 | 70 | 8 | Has a chance to freeze the target. |
| Ice Beam | Ice | Special | 90 | 100 | 12 | Has a chance to freeze the target. |
| Focus Punch | Fighting | Physical | 150 | 100 | 20 | If the user takes damage before attacking, the attack is canceled. |
| High Jump Kick | Fighting | Physical | 130 | 90 | 12 | If the user misses, it takes half the damage it would have inflicted in recoil. |
| Close Combat | Fighting | Physical | 120 | 100 | 8 | Lowers the user’s Defense and Special Defense by one stage after inflicting damage. |
| Dynamic Punch | Fighting | Physical | 100 | 50 | 8 | Has a chance to confuse the target. |
| Drain Punch | Fighting | Physical | 75 | 100 | 12 | Drains half the damage inflicted to heal the user. |
| Low Sweep | Fighting | Physical | 65 | 100 | 20 | Lowers the target’s Speed by one stage. |
| Circle Throw | Fighting | Physical | 60 | 90 | 12 | Ends wild battles. Forces trainers to switch Pokémon. |
| Mach Punch | Fighting | Physical | 40 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Reversal | Fighting | Physical | — | 100 | 16 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
| Low Kick | Fighting | Physical | — | 100 | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. |
| Focus Blast | Fighting | Special | 120 | 70 | 8 | Has a chance to lower the target’s Special Defense by one stage. |
| Aura Sphere | Fighting | Special | 80 | — | 20 | Never misses. |
| Mirror Coat | Psychic | Special | — | 100 | 20 | Inflicts twice the damage the user received from the last special hit it took. |
| Healing Wish | Psychic | Status | — | — | 12 | User faints. Its replacement has its HP fully restored and any major status effect removed. |
| Cosmic Power | Psychic | Status | — | — | 20 | Raises the user’s Defense and Special Defense by one stage. |
| Rest | Psychic | Status | — | — | 8 | User sleeps for two turns, completely healing itself. |
| Agility | Psychic | Status | — | — | 20 | Raises the user’s Speed by two stages. |
| Shadow Ball | Ghost | Special | 80 | 100 | 16 | Has a chance to lower the target’s Special Defense by one stage. |
| Brutal Swing | Dark | Physical | 60 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Assurance | Dark | Physical | 60 | 100 | 12 | Power is doubled if the target has already received damage this turn. |
| Payback | Dark | Physical | 50 | 100 | 12 | Power is doubled if the target has already moved this turn. |
| Fling | Dark | Physical | — | 100 | 12 | Throws held item at the target; power depends on the item. |
| Switcheroo | Dark | Status | — | 100 | 12 | User and target swap items. |
| Fake Tears | Dark | Status | — | 100 | 20 | Lowers the target’s Special Defense by two stages. |
| Flatter | Dark | Status | — | 100 | 16 | Raises the target’s Special Attack by one stage and confuses the target. |
| Iron Tail | Steel | Physical | 100 | 75 | 16 | Has a chance to lower the target’s Defense by one stage. |
| Play Rough | Fairy | Physical | 90 | 90 | 12 | Has a chance to lower the target’s Attack by one stage. |
| Draining Kiss | Fairy | Special | 50 | 100 | 12 | Drains 75% of the damage inflicted to heal the user. |
| Baby-Doll Eyes | Fairy | Status | — | 100 | 20 | Lowers the target’s Attack by one stage. |
| Charm | Fairy | Status | — | 100 | 20 | Lowers the target’s Attack by two stages. |
| Sweet Kiss | Fairy | Status | — | 75 | 12 | Confuses the target. |