Rotom’s Pokédex
#428 Lopunny |
|
| 1.2 m
(3'11") —
33.3 kg
(73.4 lbs.) |
|
|
Rabbit Pokémon
|
|
|
Ability #1
• Cute Charm - Contact with the Pokémon may cause infatuation. Ability #2
• Klutz - The Pokémon can’t use any held items. Hidden Ability
• Limber - Its limber body protects the Pokémon from paralysis. |
|
#428 Lopunny
• Evolution
#428 Lopunny
• Type efficacy
(Move Power × [4 | 2 | 1 |
0.5 | 0.25 | 0])
|
Normal |
Fighting |
Flying |
Poison |
Ground |
Rock |
Bug |
Ghost |
Steel |
Fire |
Water |
Grass |
Electric |
Psychic |
Ice |
Dragon |
Dark |
Fairy |
Gen. VI+: |
1 |
2 |
1 |
1 |
1 |
1 |
1 |
0 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
Gen. IV-V: |
1 |
2 |
1 |
1 |
1 |
1 |
1 |
0 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
- |
This table ignores the ability. |
#428 Lopunny
• Statistics, Effort values & Experience
(MIN–MAX: [0 IV, 0 EV, Nat.-10%] — [31 IV, 252 EV, Nat.+10%])
|
HP |
Attack |
Defense |
Special Attack |
Special Defense |
Speed |
Base Stats |
65 |
76 |
84 |
54 |
96 |
105 |
Level 50 |
125-172 |
72-140 |
80-149 |
53-116 |
90-162 |
99-172 |
Level 100 |
240-334 |
141-276 |
155-293 |
101-227 |
177-320 |
193-339 |
Tot. Base Stats: 480 |
Effort values (2) |
0 |
0 |
0 |
0 |
0 |
2 |
Experience: 168; Before Black 2 and White 2: 178 |
#428 Lopunny
• Pokédex Entries
Diamond | An extremely cautious Pokémon.
It cloaks its body with its fluffy
ear fur when it senses danger. |
Pearl | It is very conscious of its looks
and never fails to groom its ears.
It runs with sprightly jumps. |
Platinum | The ears appear to be delicate. If
they are touched roughly, it kicks
with its graceful legs. |
HeartGold | It sheds its fur twice a year.
Its winter fur is soft and fluffy. |
SoulSilver | It sheds its fur twice a year.
Its winter fur is soft and fluffy. |
Black | The ears appear to be delicate. If
they are touched roughly, it kicks
with its graceful legs. |
White | The ears appear to be delicate. If
they are touched roughly, it kicks
with its graceful legs. |
Black 2 and White 2 | Extremely cautious,
it quickly bounds off
when it senses danger. |
X | Extremely cautious, it quickly bounds off
when it senses danger. |
Y | The ears appear to be delicate. If they are touched
roughly, it kicks with its graceful legs. |
Omega Ruby | Extremely cautious, it quickly bounds off when it
senses danger. |
Alpha Sapphire | The ears appear to be delicate. If they are touched
roughly, it kicks with its graceful legs. |
Ultra Sun | Lopunny regrows its coat twice a year. Mufflers
and hats made from its fur are really warm. |
Ultra Moon | It’s notably wary and has a dislike of fighting,
but at the same time, it can deliver powerful
kicks with its lithe legs. |
|
Lopunny |
| Mega Lopunny |
Ultra Sun | It swings its ears like whips and strikes its
enemies with them. It has an intensely
combative disposition. |
Ultra Moon | Mega Evolution awakens its combative instincts.
It has shed any fur that got in the way of
its attacks. |
#428 Lopunny
• Locations
#428 Lopunny
Held item
Diamond, Pearl, Platinum, HeartGold, SoulSilver, Black, White |
5% => Chople Berry |
Black 2, White 2 |
50% => Pecha Berry |
#428 Lopunny
Gen. IV-V data
#428 Lopunny
• Egg Groups
#428 Lopunny
• Moves, Learnset of Lopunny
By TM/HM
Diamond and Pearl
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Fighting |
150 |
100% |
20 |
-3 |
The user focuses its mind before launching a punch.
This move fails if the user is hit before it is used. |
|
Water |
60 |
100% |
20 |
0 |
The user attacks the target with a pulsing blast of
water. This may also confuse the target. |
|
Poison |
-- |
85% |
10 |
0 |
A move that leaves the target badly poisoned.
Its poison damage worsens every turn. |
|
Normal |
30-70 |
100% |
15 |
0 |
A unique attack that varies in type depending on the
Pokémon using it. |
|
Fire |
-- |
-- |
5 |
0 |
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves. |
|
Ice |
95 |
100% |
10 |
0 |
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen. |
|
Ice |
120 |
70% |
5 |
0 |
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen. |
|
Normal |
150 |
90% |
5 |
0 |
The target is attacked with a powerful beam.
The user can’t move on the next turn. |
|
Normal |
-- |
-- |
10 |
4 |
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession. |
|
Water |
-- |
-- |
5 |
0 |
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
less the user likes its Trainer. |
|
Grass |
120 |
100% |
10 |
0 |
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn. |
|
Steel |
100 |
75% |
15 |
0 |
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat. |
|
Electric |
95 |
100% |
15 |
0 |
A strong electric blast crashes down on the target.
This may also leave the target with paralysis. |
|
Electric |
120 |
70% |
10 |
0 |
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Ground |
80 |
100% |
10 |
0 |
The user burrows, then attacks on the next turn. |
|
Ghost |
80 |
100% |
15 |
0 |
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat. |
|
Normal |
-- |
-- |
15 |
0 |
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness. |
|
Electric |
60 |
-- |
20 |
0 |
The user strikes the target with a quick jolt of
electricity. This attack never misses. |
|
Normal |
70 |
100% |
20 |
0 |
This attack move doubles its power if the user is
poisoned, burned, or paralyzed. |
|
Normal |
70 |
100% |
20 |
0 |
The additional effects of this attack depend upon
where it was used. |
|
Psychic |
-- |
-- |
10 |
0 |
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions. |
|
Normal |
-- |
100% |
15 |
0 |
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack. |
|
Fighting |
120 |
70% |
5 |
0 |
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat. |
|
Dark |
-- |
100% |
10 |
0 |
The user flings its held item at the target to attack.
This move’s power and effects depend on the item. |
|
Electric |
50 |
90% |
10 |
0 |
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat. |
|
Normal |
-- |
-- |
10 |
4 |
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession. |
|
Fighting |
60 |
100% |
5 |
0 |
An energy-draining punch. The user’s HP is restored
by half the damage taken by the target. |
|
Normal |
150 |
90% |
5 |
0 |
The user charges at the target using every bit of its
power. The user can’t move on the next turn. |
|
Electric |
-- |
100% |
20 |
0 |
The user launches a weak jolt of electricity that
paralyzes the target. |
|
Normal |
-- |
100% |
20 |
0 |
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat. |
|
Normal |
-- |
-- |
10 |
0 |
While it is asleep, the user randomly uses one of the
moves it knows. |
|
Normal |
-- |
100% |
15 |
0 |
The user draws power to attack by using its held
Berry. The Berry determines the move’s type
and power. |
|
Grass |
-- |
100% |
20 |
0 |
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power. |
|
Normal |
-- |
90% |
15 |
0 |
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat. |
|
Normal |
-- |
-- |
10 |
0 |
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy. |
|
Normal |
50 |
95% |
30 |
0 |
The target is cut with a scythe or claw. |
|
Normal |
80 |
100% |
15 |
0 |
The target is slugged with a punch thrown at
maximum power. |
|
Fighting |
40 |
100% |
15 |
0 |
The user attacks with a punch. This may also lower
the target’s Defense stat. |
By TM/HM
Platinum
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Fighting |
150 |
100% |
20 |
-3 |
The user focuses its mind before launching a punch.
This move fails if the user is hit before it is used. |
|
Water |
60 |
100% |
20 |
0 |
The user attacks the target with a pulsing blast of
water. This may also confuse the target. |
|
Poison |
-- |
85% |
10 |
0 |
A move that leaves the target badly poisoned.
Its poison damage worsens every turn. |
|
Normal |
30-70 |
100% |
15 |
0 |
A unique attack that varies in type depending on the
Pokémon using it. |
|
Fire |
-- |
-- |
5 |
0 |
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves. |
|
Ice |
95 |
100% |
10 |
0 |
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen. |
|
Ice |
120 |
70% |
5 |
0 |
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen. |
|
Normal |
150 |
90% |
5 |
0 |
The target is attacked with a powerful beam.
The user can’t move on the next turn. |
|
Normal |
-- |
-- |
10 |
4 |
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession. |
|
Water |
-- |
-- |
5 |
0 |
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
less the user likes its Trainer. |
|
Grass |
120 |
100% |
10 |
0 |
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn. |
|
Steel |
100 |
75% |
15 |
0 |
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat. |
|
Electric |
95 |
100% |
15 |
0 |
A strong electric blast crashes down on the target.
This may also leave the target with paralysis. |
|
Electric |
120 |
70% |
10 |
0 |
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Ground |
80 |
100% |
10 |
0 |
The user burrows, then attacks on the next turn. |
|
Ghost |
80 |
100% |
15 |
0 |
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat. |
|
Normal |
-- |
-- |
15 |
0 |
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness. |
|
Electric |
60 |
-- |
20 |
0 |
The user strikes the target with a quick jolt of
electricity. This attack never misses. |
|
Normal |
70 |
100% |
20 |
0 |
This attack move doubles its power if the user is
poisoned, burned, or paralyzed. |
|
Normal |
70 |
100% |
20 |
0 |
The additional effects of this attack depend upon
where it was used. |
|
Psychic |
-- |
-- |
10 |
0 |
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions. |
|
Normal |
-- |
100% |
15 |
0 |
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack. |
|
Fighting |
120 |
70% |
5 |
0 |
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat. |
|
Dark |
-- |
100% |
10 |
0 |
The user flings its held item at the target to attack.
This move’s power and effects depend on the item. |
|
Electric |
50 |
90% |
10 |
0 |
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat. |
|
Normal |
-- |
-- |
10 |
4 |
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession. |
|
Fighting |
60 |
100% |
5 |
0 |
An energy-draining punch. The user’s HP is restored
by half the damage taken by the target. |
|
Normal |
150 |
90% |
5 |
0 |
The user charges at the target using every bit of its
power. The user can’t move on the next turn. |
|
Electric |
-- |
100% |
20 |
0 |
The user launches a weak jolt of electricity that
paralyzes the target. |
|
Normal |
-- |
100% |
20 |
0 |
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat. |
|
Normal |
-- |
-- |
10 |
0 |
While it is asleep, the user randomly uses one of the
moves it knows. |
|
Normal |
-- |
100% |
15 |
0 |
The user draws power to attack by using its held
Berry. The Berry determines the move’s type
and power. |
|
Grass |
-- |
100% |
20 |
0 |
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power. |
|
Normal |
-- |
90% |
15 |
0 |
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat. |
|
Normal |
-- |
-- |
10 |
0 |
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy. |
|
Normal |
50 |
95% |
30 |
0 |
The target is cut with a scythe or claw. |
|
Normal |
80 |
100% |
15 |
0 |
The target is slugged with a punch thrown at
maximum power. |
|
Fighting |
40 |
100% |
15 |
0 |
The user attacks with a punch. This may also lower
the target’s Defense stat. |
By TM/HM
HeartGold and SoulSilver
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Fighting |
150 |
100% |
20 |
-3 |
The user focuses its mind before launching a punch.
This move fails if the user is hit before it is used. |
|
Water |
60 |
100% |
20 |
0 |
The user attacks the target with a pulsing blast of
water. This may also confuse the target. |
|
Poison |
-- |
85% |
10 |
0 |
A move that leaves the target badly poisoned.
Its poison damage worsens every turn. |
|
Normal |
30-70 |
100% |
15 |
0 |
A unique attack that varies in type depending on the
Pokémon using it. |
|
Fire |
-- |
-- |
5 |
0 |
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves. |
|
Ice |
95 |
100% |
10 |
0 |
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen. |
|
Ice |
120 |
70% |
5 |
0 |
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen. |
|
Normal |
150 |
90% |
5 |
0 |
The target is attacked with a powerful beam.
The user can’t move on the next turn. |
|
Normal |
-- |
-- |
10 |
4 |
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession. |
|
Water |
-- |
-- |
5 |
0 |
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
less the user likes its Trainer. |
|
Grass |
120 |
100% |
10 |
0 |
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn. |
|
Steel |
100 |
75% |
15 |
0 |
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat. |
|
Electric |
95 |
100% |
15 |
0 |
A strong electric blast crashes down on the target.
This may also leave the target with paralysis. |
|
Electric |
120 |
70% |
10 |
0 |
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Ground |
80 |
100% |
10 |
0 |
The user burrows, then attacks on the next turn. |
|
Ghost |
80 |
100% |
15 |
0 |
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat. |
|
Normal |
-- |
-- |
15 |
0 |
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness. |
|
Electric |
60 |
-- |
20 |
0 |
The user strikes the target with a quick jolt of
electricity. This attack never misses. |
|
Normal |
70 |
100% |
20 |
0 |
This attack move doubles its power if the user is
poisoned, burned, or paralyzed. |
|
Normal |
70 |
100% |
20 |
0 |
The additional effects of this attack depend upon
where it was used. |
|
Psychic |
-- |
-- |
10 |
0 |
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions. |
|
Normal |
-- |
100% |
15 |
0 |
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack. |
|
Fighting |
120 |
70% |
5 |
0 |
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat. |
|
Dark |
-- |
100% |
10 |
0 |
The user flings its held item at the target to attack.
This move’s power and effects depend on the item. |
|
Electric |
50 |
90% |
10 |
0 |
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat. |
|
Normal |
-- |
-- |
10 |
4 |
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession. |
|
Fighting |
60 |
100% |
5 |
0 |
An energy-draining punch. The user’s HP is restored
by half the damage taken by the target. |
|
Normal |
150 |
90% |
5 |
0 |
The user charges at the target using every bit of its
power. The user can’t move on the next turn. |
|
Electric |
-- |
100% |
20 |
0 |
The user launches a weak jolt of electricity that
paralyzes the target. |
|
Normal |
-- |
100% |
20 |
0 |
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat. |
|
Normal |
-- |
-- |
10 |
0 |
While it is asleep, the user randomly uses one of the
moves it knows. |
|
Normal |
-- |
100% |
15 |
0 |
The user draws power to attack by using its held
Berry. The Berry determines the move’s type
and power. |
|
Grass |
-- |
100% |
20 |
0 |
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power. |
|
Normal |
-- |
90% |
15 |
0 |
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat. |
|
Normal |
-- |
-- |
10 |
0 |
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy. |
|
Normal |
50 |
95% |
30 |
0 |
The target is cut with a scythe or claw. |
|
Normal |
80 |
100% |
15 |
0 |
The target is slugged with a punch thrown at
maximum power. |
|
Fighting |
40 |
100% |
15 |
0 |
The user attacks with a punch. This may also lower
the target’s Defense stat. |
By TM/HM
Black and White
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Poison |
-- |
90% |
10 |
0 |
A move that leaves the target badly poisoned.
Its poison damage worsens every turn. |
|
Normal |
30-70 |
100% |
15 |
0 |
A unique attack that varies in type depending on the
Pokémon using it. |
|
Fire |
-- |
-- |
5 |
0 |
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves. |
|
Ice |
95 |
100% |
10 |
0 |
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen. |
|
Ice |
120 |
70% |
5 |
0 |
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen. |
|
Normal |
150 |
90% |
5 |
0 |
The target is attacked with a powerful beam.
The user can’t move on the next turn. |
|
Normal |
-- |
-- |
10 |
4 |
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession. |
|
Water |
-- |
-- |
5 |
0 |
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
less the user likes its Trainer. |
|
Grass |
120 |
100% |
10 |
0 |
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn. |
|
Electric |
95 |
100% |
15 |
0 |
A strong electric blast crashes down on the target.
This may also leave the target with paralysis. |
|
Electric |
120 |
70% |
10 |
0 |
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Ground |
80 |
100% |
10 |
0 |
The user burrows, then attacks on the next turn. |
|
Ghost |
80 |
100% |
15 |
0 |
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat. |
|
Normal |
-- |
-- |
15 |
0 |
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness. |
|
Normal |
70 |
100% |
20 |
0 |
This attack move doubles its power if the user is
poisoned, burned, or paralyzed. |
|
Psychic |
-- |
-- |
10 |
0 |
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions. |
|
Normal |
-- |
100% |
15 |
0 |
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack. |
|
Fighting |
60 |
100% |
20 |
0 |
The user makes a swift attack on the target’s legs,
which lowers the target’s Speed stat. |
|
Normal |
60 |
100% |
15 |
0 |
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack. |
|
Fighting |
120 |
70% |
5 |
0 |
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat. |
|
Dark |
-- |
100% |
10 |
0 |
The user flings its held item at the target to attack.
This move’s power and effects depend on the item. |
|
Electric |
50 |
90% |
10 |
0 |
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat. |
|
Normal |
70 |
100% |
5 |
0 |
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased. |
|
Normal |
150 |
90% |
5 |
0 |
The user charges at the target using every bit of its
power. The user can’t move on the next turn. |
|
Electric |
-- |
100% |
20 |
0 |
The user launches a weak jolt of electricity that
paralyzes the target. |
|
Normal |
-- |
-- |
30 |
0 |
The user is roused, and its Attack and Sp. Atk
stats increase. |
|
Grass |
-- |
100% |
20 |
0 |
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power. |
|
Normal |
-- |
90% |
15 |
0 |
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat. |
|
Normal |
-- |
-- |
10 |
0 |
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy. |
|
Fighting |
40 |
100% |
15 |
0 |
The user attacks with a punch. This may also lower
the target’s Defense stat. |
|
Normal |
50 |
95% |
30 |
0 |
The target is cut with a scythe or claw. |
|
Normal |
80 |
100% |
15 |
0 |
The target is slugged with a punch thrown at
maximum power. |
By TM/HM
Black 2 and White 2
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Poison |
-- |
90% |
10 |
0 |
A move that leaves the target badly poisoned.
Its poison damage worsens every turn. |
|
Normal |
30-70 |
100% |
15 |
0 |
A unique attack that varies in type depending on the
Pokémon using it. |
|
Fire |
-- |
-- |
5 |
0 |
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves. |
|
Ice |
95 |
100% |
10 |
0 |
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen. |
|
Ice |
120 |
70% |
5 |
0 |
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen. |
|
Normal |
150 |
90% |
5 |
0 |
The target is attacked with a powerful beam.
The user can’t move on the next turn. |
|
Normal |
-- |
-- |
10 |
4 |
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession. |
|
Water |
-- |
-- |
5 |
0 |
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
less the user likes its Trainer. |
|
Grass |
120 |
100% |
10 |
0 |
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn. |
|
Electric |
95 |
100% |
15 |
0 |
A strong electric blast crashes down on the target.
This may also leave the target with paralysis. |
|
Electric |
120 |
70% |
10 |
0 |
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Ground |
80 |
100% |
10 |
0 |
The user burrows, then attacks on the next turn. |
|
Ghost |
80 |
100% |
15 |
0 |
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat. |
|
Normal |
-- |
-- |
15 |
0 |
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness. |
|
Normal |
70 |
100% |
20 |
0 |
This attack move doubles its power if the user is
poisoned, burned, or paralyzed. |
|
Psychic |
-- |
-- |
10 |
0 |
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions. |
|
Normal |
-- |
100% |
15 |
0 |
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack. |
|
Fighting |
60 |
100% |
20 |
0 |
The user makes a swift attack on the target’s legs,
which lowers the target’s Speed stat. |
|
Normal |
60 |
100% |
15 |
0 |
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack. |
|
Fighting |
120 |
70% |
5 |
0 |
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat. |
|
Dark |
-- |
100% |
10 |
0 |
The user flings its held item at the target to attack.
This move’s power and effects depend on the item. |
|
Electric |
50 |
90% |
10 |
0 |
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat. |
|
Normal |
70 |
100% |
5 |
0 |
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased. |
|
Normal |
150 |
90% |
5 |
0 |
The user charges at the target using every bit of its
power. The user can’t move on the next turn. |
|
Electric |
-- |
100% |
20 |
0 |
The user launches a weak jolt of electricity that
paralyzes the target. |
|
Normal |
-- |
-- |
30 |
0 |
The user is roused, and its Attack and Sp. Atk
stats increase. |
|
Grass |
-- |
100% |
20 |
0 |
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power. |
|
Normal |
-- |
90% |
15 |
0 |
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat. |
|
Normal |
-- |
-- |
10 |
0 |
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy. |
|
Fighting |
40 |
100% |
15 |
0 |
The user attacks with a punch. This may also lower
the target’s Defense stat. |
|
Normal |
50 |
95% |
30 |
0 |
The target is cut with a scythe or claw. |
|
Normal |
80 |
100% |
15 |
0 |
The target is slugged with a punch thrown at
maximum power. |
By leveling up
X and Y
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Psychic |
-- |
-- |
10 |
0 |
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured. |
|
Flying |
85 |
85% |
5 |
0 |
The user bounces up high, then drops on the target
on the second turn. This may also leave the target
with paralysis. |
|
Ground |
-- |
-- |
10 |
0 |
Tilling the soil, the user makes it easier for plants to
grow. This raises the Attack and Sp. Atk stats of
Grass-type Pokémon. |
|
Psychic |
-- |
100% |
20 |
-5 |
A retaliation move that counters any special attack,
inflicting double the damage taken. |
|
Psychic |
-- |
-- |
15 |
4 |
A barrier reflects back to the target moves like
Leech Seed and moves that damage status. |
|
Normal |
-- |
-- |
40 |
0 |
The user curls up to conceal weak spots and raise
its Defense stat. |
|
Normal |
-- |
-- |
40 |
0 |
The user just flops and splashes around to no effect
at all... |
|
Normal |
40 |
100% |
35 |
0 |
The target is physically pounded with a long tail, a
foreleg, or the like. |
|
Normal |
-- |
-- |
40 |
0 |
Enables a Ghost-type target to be hit by Normal-
and Fighting-type attacks. This also enables an
evasive target to be hit. |
|
Normal |
-- |
-- |
10 |
4 |
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Normal |
40 |
100% |
30 |
1 |
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first. |
|
Fighting |
100 |
95% |
10 |
0 |
The user jumps up high, then strikes with a kick.
If the kick misses, the user hurts itself. |
|
Normal |
-- |
-- |
40 |
0 |
The user switches places with a party Pokémon in
waiting and passes along any stat changes. |
|
Psychic |
-- |
-- |
30 |
0 |
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat. |
|
Normal |
70 |
100% |
10 |
0 |
The target is hit with rhythmically launched
punches. This may also leave the target confused. |
|
Normal |
-- |
-- |
15 |
0 |
The user helps the target and makes it use its move
right after the user. |
|
Fairy |
-- |
100% |
20 |
0 |
The user gazes at the target rather charmingly,
making it less wary. This harshly lowers its
Attack stat. |
|
Normal |
-- |
100% |
15 |
0 |
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. |
|
Flying |
85 |
85% |
5 |
0 |
The user bounces up high, then drops on the target
on the second turn. This may also leave the target
with paralysis. |
|
Psychic |
-- |
-- |
10 |
0 |
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured. |
By TM/HM
X and Y
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Poison |
-- |
90% |
10 |
0 |
A move that leaves the target badly poisoned.
Its poison damage worsens every turn. |
|
Normal |
60 |
100% |
15 |
0 |
A unique attack that varies in type depending on the
Pokémon using it. |
|
Fire |
-- |
-- |
5 |
0 |
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves. |
|
Ice |
90 |
100% |
10 |
0 |
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen. |
|
Ice |
110 |
70% |
5 |
0 |
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen. |
|
Normal |
150 |
90% |
5 |
0 |
The target is attacked with a powerful beam.
The user can’t move on the next turn. |
|
Normal |
-- |
-- |
10 |
4 |
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession. |
|
Water |
-- |
-- |
5 |
0 |
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
less the user likes its Trainer. |
|
Grass |
120 |
100% |
10 |
0 |
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn. |
|
Electric |
90 |
100% |
15 |
0 |
A strong electric blast crashes down on the target.
This may also leave the target with paralysis. |
|
Electric |
110 |
70% |
10 |
0 |
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Ground |
80 |
100% |
10 |
0 |
The user burrows, then attacks on the next turn. |
|
Ghost |
80 |
100% |
15 |
0 |
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat. |
|
Normal |
-- |
-- |
15 |
0 |
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness. |
|
Normal |
70 |
100% |
20 |
0 |
This attack move doubles its power if the user is
poisoned, burned, or paralyzed. |
|
Psychic |
-- |
-- |
10 |
0 |
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions. |
|
Normal |
-- |
100% |
15 |
0 |
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack. |
|
Fighting |
65 |
100% |
20 |
0 |
The user makes a swift attack on the target’s legs,
which lowers the target’s Speed stat. |
|
Normal |
60 |
100% |
15 |
0 |
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack. |
|
Fighting |
120 |
70% |
5 |
0 |
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat. |
|
Dark |
-- |
100% |
10 |
0 |
The user flings its held item at the target to attack.
This move’s power and effects depend on the item. |
|
Electric |
50 |
90% |
10 |
0 |
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat. |
|
Normal |
70 |
100% |
5 |
0 |
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased. |
|
Normal |
150 |
90% |
5 |
0 |
The user charges at the target using every bit of its
power. The user can’t move on the next turn. |
|
Electric |
-- |
100% |
20 |
0 |
The user launches a weak jolt of electricity that
paralyzes the target. |
|
Grass |
-- |
100% |
20 |
0 |
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power. |
|
Normal |
-- |
90% |
15 |
0 |
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat. |
|
Normal |
-- |
-- |
10 |
0 |
While it is asleep, the user randomly uses one of the
moves it knows. |
|
Normal |
-- |
-- |
10 |
0 |
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy. |
|
Fighting |
40 |
100% |
15 |
0 |
The user attacks with a punch. This may also lower
the target’s Defense stat. |
|
Fighting |
40 |
100% |
20 |
0 |
Striking opponents over and over makes the user’s
fists harder. Hitting a target raises the Attack stat. |
|
Normal |
-- |
-- |
20 |
0 |
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat. |
|
Normal |
50 |
95% |
30 |
0 |
The target is cut with a scythe or claw. |
|
Normal |
80 |
100% |
15 |
0 |
The target is slugged with a punch thrown at
maximum power. |
By leveling up
Omega Ruby and Alpha Sapphire
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Psychic |
-- |
-- |
10 |
0 |
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured. |
|
Flying |
85 |
85% |
5 |
0 |
The user bounces up high, then drops on the target
on the second turn. This may also leave the target
with paralysis. |
|
Ground |
-- |
-- |
10 |
0 |
Tilling the soil, the user makes it easier for plants to
grow. This raises the Attack and Sp. Atk stats of
Grass-type Pokémon. |
|
Psychic |
-- |
100% |
20 |
-5 |
A retaliation move that counters any special attack,
inflicting double the damage taken. |
|
Psychic |
-- |
-- |
15 |
4 |
A barrier reflects back to the target moves like
Leech Seed and moves that damage status. |
|
Normal |
-- |
-- |
40 |
0 |
The user curls up to conceal weak spots and raise
its Defense stat. |
|
Normal |
-- |
-- |
40 |
0 |
The user just flops and splashes around to no effect
at all... |
|
Normal |
40 |
100% |
35 |
0 |
The target is physically pounded with a long tail, a
foreleg, or the like. |
|
Normal |
-- |
-- |
40 |
0 |
Enables a Ghost-type target to be hit by Normal-
and Fighting-type attacks. This also enables an
evasive target to be hit. |
|
Normal |
-- |
-- |
10 |
4 |
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Normal |
40 |
100% |
30 |
1 |
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first. |
|
Fighting |
100 |
95% |
10 |
0 |
The user jumps up high, then strikes with a kick.
If the kick misses, the user hurts itself. |
|
Normal |
-- |
-- |
40 |
0 |
The user switches places with a party Pokémon in
waiting and passes along any stat changes. |
|
Psychic |
-- |
-- |
30 |
0 |
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat. |
|
Normal |
70 |
100% |
10 |
0 |
The target is hit with rhythmically launched
punches. This may also leave the target confused. |
|
Normal |
-- |
-- |
15 |
0 |
The user helps the target and makes it use its move
right after the user. |
|
Fairy |
-- |
100% |
20 |
0 |
The user gazes at the target rather charmingly,
making it less wary. This harshly lowers its
Attack stat. |
|
Normal |
-- |
100% |
15 |
0 |
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. |
|
Flying |
85 |
85% |
5 |
0 |
The user bounces up high, then drops on the target
on the second turn. This may also leave the target
with paralysis. |
|
Psychic |
-- |
-- |
10 |
0 |
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured. |
|
Fighting |
130 |
90% |
10 |
0 |
The target is attacked with a knee kick from a jump.
If it misses, the user is hurt instead. |
By TM/HM
Omega Ruby and Alpha Sapphire
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Poison |
-- |
90% |
10 |
0 |
A move that leaves the target badly poisoned.
Its poison damage worsens every turn. |
|
Normal |
60 |
100% |
15 |
0 |
A unique attack that varies in type depending on the
Pokémon using it. |
|
Fire |
-- |
-- |
5 |
0 |
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves. |
|
Ice |
90 |
100% |
10 |
0 |
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen. |
|
Ice |
110 |
70% |
5 |
0 |
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen. |
|
Normal |
150 |
90% |
5 |
0 |
The target is attacked with a powerful beam.
The user can’t move on the next turn. |
|
Normal |
-- |
-- |
10 |
4 |
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession. |
|
Water |
-- |
-- |
5 |
0 |
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
less the user likes its Trainer. |
|
Grass |
120 |
100% |
10 |
0 |
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn. |
|
Electric |
90 |
100% |
15 |
0 |
A strong electric blast crashes down on the target.
This may also leave the target with paralysis. |
|
Electric |
110 |
70% |
10 |
0 |
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Ground |
80 |
100% |
10 |
0 |
The user burrows, then attacks on the next turn. |
|
Ghost |
80 |
100% |
15 |
0 |
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat. |
|
Normal |
-- |
-- |
15 |
0 |
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness. |
|
Normal |
70 |
100% |
20 |
0 |
This attack move doubles its power if the user is
poisoned, burned, or paralyzed. |
|
Psychic |
-- |
-- |
10 |
0 |
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions. |
|
Normal |
-- |
100% |
15 |
0 |
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack. |
|
Fighting |
65 |
100% |
20 |
0 |
The user makes a swift attack on the target’s legs,
which lowers the target’s Speed stat. |
|
Normal |
60 |
100% |
15 |
0 |
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack. |
|
Fighting |
120 |
70% |
5 |
0 |
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat. |
|
Dark |
-- |
100% |
10 |
0 |
The user flings its held item at the target to attack.
This move’s power and effects depend on the item. |
|
Electric |
50 |
90% |
10 |
0 |
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat. |
|
Normal |
70 |
100% |
5 |
0 |
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased. |
|
Normal |
150 |
90% |
5 |
0 |
The user charges at the target using every bit of its
power. The user can’t move on the next turn. |
|
Electric |
-- |
100% |
20 |
0 |
The user launches a weak jolt of electricity that
paralyzes the target. |
|
Grass |
-- |
100% |
20 |
0 |
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power. |
|
Normal |
-- |
90% |
15 |
0 |
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat. |
|
Normal |
-- |
-- |
10 |
0 |
While it is asleep, the user randomly uses one of the
moves it knows. |
|
Normal |
-- |
-- |
10 |
0 |
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy. |
|
Normal |
70 |
100% |
20 |
0 |
The additional effects of this attack depend upon
where it was used. |
|
Fighting |
40 |
100% |
20 |
0 |
Striking opponents over and over makes the user’s
fists harder. Hitting a target raises the Attack stat. |
|
Normal |
-- |
-- |
20 |
0 |
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat. |
|
Normal |
50 |
95% |
30 |
0 |
The target is cut with a scythe or claw. |
|
Normal |
80 |
100% |
15 |
0 |
The target is slugged with a punch thrown at
maximum power. |
|
Fighting |
40 |
100% |
15 |
0 |
The user attacks with a punch. This may also lower
the target’s Defense stat. |
By leveling up
Sun and Moon
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Psychic |
-- |
-- |
10 |
0 |
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured. |
|
Flying |
85 |
85% |
5 |
0 |
The user bounces up high, then drops on the target
on the second turn. This may also leave the target
with paralysis. |
|
Ground |
-- |
-- |
10 |
0 |
Tilling the soil, the user makes it easier for plants to
grow. This raises the Attack and Sp. Atk stats of
Grass-type Pokémon. |
|
Psychic |
-- |
100% |
20 |
-5 |
A retaliation move that counters any special attack,
inflicting double the damage taken. |
|
Psychic |
-- |
-- |
15 |
4 |
A barrier reflects back to the target moves like
Leech Seed and moves that damage status. |
|
Normal |
-- |
-- |
40 |
0 |
The user curls up to conceal weak spots and raise
its Defense stat. |
|
Normal |
-- |
-- |
40 |
0 |
The user just flops and splashes around to no effect
at all... |
|
Normal |
40 |
100% |
35 |
0 |
The target is physically pounded with a long tail, a
foreleg, or the like. |
|
Normal |
-- |
-- |
40 |
0 |
Enables a Ghost-type target to be hit by Normal-
and Fighting-type attacks. This also enables an
evasive target to be hit. |
|
Normal |
-- |
-- |
10 |
4 |
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession. |
|
Fairy |
-- |
100% |
30 |
1 |
The user stares at the target with its baby-doll
eyes, which lowers its Attack stat. This move always
goes first. |
|
Normal |
40 |
100% |
30 |
1 |
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first. |
|
Fighting |
100 |
95% |
10 |
0 |
The user jumps up high, then strikes with a kick.
If the kick misses, the user hurts itself. |
|
Normal |
-- |
-- |
40 |
0 |
The user switches places with a party Pokémon in
waiting and passes along any stat changes. |
|
Psychic |
-- |
-- |
30 |
0 |
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat. |
|
Normal |
70 |
100% |
10 |
0 |
The target is hit with rhythmically launched
punches. This may also leave the target confused. |
|
Normal |
-- |
-- |
15 |
0 |
The user helps the target and makes it use its move
right after the user. |
|
Fairy |
-- |
100% |
20 |
0 |
The user gazes at the target rather charmingly,
making it less wary. This harshly lowers its
Attack stat. |
|
Normal |
-- |
100% |
15 |
0 |
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. |
|
Flying |
85 |
85% |
5 |
0 |
The user bounces up high, then drops on the target
on the second turn. This may also leave the target
with paralysis. |
|
Psychic |
-- |
-- |
10 |
0 |
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured. |
|
Fighting |
130 |
90% |
10 |
0 |
The target is attacked with a knee kick from a jump.
If it misses, the user is hurt instead. |
By TM/HM
Sun and Moon
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Normal |
-- |
-- |
30 |
0 |
The user is roused, and its Attack and Sp. Atk
stats increase. |
|
Poison |
-- |
90% |
10 |
0 |
A move that leaves the target badly poisoned.
Its poison damage worsens every turn. |
|
Normal |
60 |
100% |
15 |
0 |
A unique attack that varies in type depending on the
Pokémon using it. |
|
Fire |
-- |
-- |
5 |
0 |
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves. |
|
Ice |
90 |
100% |
10 |
0 |
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen. |
|
Ice |
110 |
70% |
5 |
0 |
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen. |
|
Normal |
150 |
90% |
5 |
0 |
The target is attacked with a powerful beam.
The user can’t move on the next turn. |
|
Normal |
-- |
-- |
10 |
4 |
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession. |
|
Water |
-- |
-- |
5 |
0 |
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
less the user likes its Trainer. |
|
Grass |
120 |
100% |
10 |
0 |
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn. |
|
Electric |
90 |
100% |
15 |
0 |
A strong electric blast crashes down on the target.
This may also leave the target with paralysis. |
|
Electric |
110 |
70% |
10 |
0 |
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Ghost |
80 |
100% |
15 |
0 |
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat. |
|
Normal |
-- |
-- |
15 |
0 |
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness. |
|
Normal |
70 |
100% |
20 |
0 |
This attack move doubles its power if the user is
poisoned, burned, or paralyzed. |
|
Psychic |
-- |
-- |
10 |
0 |
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions. |
|
Normal |
-- |
100% |
15 |
0 |
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack. |
|
Fighting |
65 |
100% |
20 |
0 |
The user makes a swift attack on the target’s legs,
which lowers the target’s Speed stat. |
|
Normal |
60 |
100% |
15 |
0 |
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack. |
|
Fighting |
120 |
70% |
5 |
0 |
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat. |
|
Dark |
-- |
100% |
10 |
0 |
The user flings its held item at the target to attack.
This move’s power and effects depend on the item. |
|
Electric |
50 |
90% |
10 |
0 |
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat. |
|
Dark |
60 |
100% |
20 |
0 |
The user swings its body around violently to inflict
damage on everything in its vicinity. |
|
Normal |
150 |
90% |
5 |
0 |
The user charges at the target using every bit of its
power. The user can’t move on the next turn. |
|
Electric |
-- |
90% |
20 |
0 |
The user launches a weak jolt of electricity that
paralyzes the target. |
|
Grass |
-- |
100% |
20 |
0 |
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power. |
|
Normal |
-- |
85% |
15 |
0 |
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat. |
|
Normal |
-- |
-- |
10 |
0 |
While it is asleep, the user randomly uses one of the
moves it knows. |
|
Normal |
-- |
-- |
10 |
0 |
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy. |
|
Normal |
-- |
-- |
20 |
0 |
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat. |
By leveling up
Ultra Sun and Ultra Moon
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Psychic |
-- |
-- |
10 |
0 |
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured. |
|
Flying |
85 |
85% |
5 |
0 |
The user bounces up high, then drops on the target
on the second turn. This may also leave the target
with paralysis. |
|
Ground |
-- |
-- |
10 |
0 |
Tilling the soil, the user makes it easier for plants to
grow. This raises the Attack and Sp. Atk stats of
Grass-type Pokémon. |
|
Psychic |
-- |
100% |
20 |
-5 |
A retaliation move that counters any special attack,
inflicting double the damage taken. |
|
Psychic |
-- |
-- |
15 |
4 |
A barrier reflects back to the target moves like
Leech Seed and moves that damage status. |
|
Normal |
-- |
-- |
40 |
0 |
The user curls up to conceal weak spots and raise
its Defense stat. |
|
Normal |
-- |
-- |
40 |
0 |
The user just flops and splashes around to no effect
at all... |
|
Normal |
40 |
100% |
35 |
0 |
The target is physically pounded with a long tail, a
foreleg, or the like. |
|
Normal |
-- |
-- |
40 |
0 |
Enables a Ghost-type target to be hit by Normal-
and Fighting-type attacks. This also enables an
evasive target to be hit. |
|
Normal |
-- |
-- |
10 |
4 |
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession. |
|
Fairy |
-- |
100% |
30 |
1 |
The user stares at the target with its baby-doll
eyes, which lowers its Attack stat. This move always
goes first. |
|
Normal |
40 |
100% |
30 |
1 |
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first. |
|
Fighting |
100 |
95% |
10 |
0 |
The user jumps up high, then strikes with a kick.
If the kick misses, the user hurts itself. |
|
Normal |
-- |
-- |
40 |
0 |
The user switches places with a party Pokémon in
waiting and passes along any stat changes. |
|
Psychic |
-- |
-- |
30 |
0 |
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat. |
|
Normal |
70 |
100% |
10 |
0 |
The target is hit with rhythmically launched
punches. This may also leave the target confused. |
|
Normal |
-- |
-- |
15 |
0 |
The user helps the target and makes it use its move
right after the user. |
|
Fairy |
-- |
100% |
20 |
0 |
The user gazes at the target rather charmingly,
making it less wary. This harshly lowers its
Attack stat. |
|
Normal |
-- |
100% |
15 |
0 |
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. |
|
Flying |
85 |
85% |
5 |
0 |
The user bounces up high, then drops on the target
on the second turn. This may also leave the target
with paralysis. |
|
Psychic |
-- |
-- |
10 |
0 |
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured. |
|
Fighting |
130 |
90% |
10 |
0 |
The target is attacked with a knee kick from a jump.
If it misses, the user is hurt instead. |
By TM/HM
Ultra Sun and Ultra Moon
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Normal |
-- |
-- |
30 |
0 |
The user is roused, and its Attack and Sp. Atk
stats increase. |
|
Poison |
-- |
90% |
10 |
0 |
A move that leaves the target badly poisoned.
Its poison damage worsens every turn. |
|
Normal |
60 |
100% |
15 |
0 |
A unique attack that varies in type depending on the
Pokémon using it. |
|
Fire |
-- |
-- |
5 |
0 |
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves. |
|
Ice |
90 |
100% |
10 |
0 |
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen. |
|
Ice |
110 |
70% |
5 |
0 |
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen. |
|
Normal |
150 |
90% |
5 |
0 |
The target is attacked with a powerful beam.
The user can’t move on the next turn. |
|
Normal |
-- |
-- |
10 |
4 |
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession. |
|
Water |
-- |
-- |
5 |
0 |
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
less the user likes its Trainer. |
|
Grass |
120 |
100% |
10 |
0 |
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn. |
|
Electric |
90 |
100% |
15 |
0 |
A strong electric blast crashes down on the target.
This may also leave the target with paralysis. |
|
Electric |
110 |
70% |
10 |
0 |
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Ghost |
80 |
100% |
15 |
0 |
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat. |
|
Normal |
-- |
-- |
15 |
0 |
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness. |
|
Normal |
70 |
100% |
20 |
0 |
This attack move doubles its power if the user is
poisoned, burned, or paralyzed. |
|
Psychic |
-- |
-- |
10 |
0 |
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions. |
|
Normal |
-- |
100% |
15 |
0 |
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack. |
|
Fighting |
65 |
100% |
20 |
0 |
The user makes a swift attack on the target’s legs,
which lowers the target’s Speed stat. |
|
Normal |
60 |
100% |
15 |
0 |
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack. |
|
Fighting |
120 |
70% |
5 |
0 |
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat. |
|
Dark |
-- |
100% |
10 |
0 |
The user flings its held item at the target to attack.
This move’s power and effects depend on the item. |
|
Electric |
50 |
90% |
10 |
0 |
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat. |
|
Dark |
60 |
100% |
20 |
0 |
The user swings its body around violently to inflict
damage on everything in its vicinity. |
|
Normal |
150 |
90% |
5 |
0 |
The user charges at the target using every bit of its
power. The user can’t move on the next turn. |
|
Electric |
-- |
90% |
20 |
0 |
The user launches a weak jolt of electricity that
paralyzes the target. |
|
Grass |
-- |
100% |
20 |
0 |
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power. |
|
Normal |
-- |
85% |
15 |
0 |
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat. |
|
Normal |
-- |
-- |
10 |
0 |
While it is asleep, the user randomly uses one of the
moves it knows. |
|
Normal |
-- |
-- |
10 |
0 |
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy. |
|
Normal |
-- |
-- |
20 |
0 |
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat. |
#428 Lopunny
• Sprites & extra info…
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