Is Mega Lopunny good in Pokemon Champions?
- Normal/Fighting types
- Base stat total 580
- Weak to Fighting, Flying, Psychic
Base Stats
Mega Lopunny Weaknesses & Resistances
Mega Lopunny Weaknesses
Offensive Coverage
STAB vs. all typesHow this Pokémon's STAB attacks land against every defending type.
One tap: Mega Lopunny's most-run set against each top meta set, preloaded in the damage calc.
Common Sets
Full configurations that actually appeared together — scouting an unfamiliar opponent? Match their item, the moves they're likely running are here.
Movepool
Sorted by STAB then competitive usage
Can only be used as the first move after the user enters battle. Causes the tar…
Ally’s next move inflicts half more damage.
Prevents any moves from hitting the user this turn.
If the user takes damage before attacking, the attack is canceled.
User foregoes its next turn to recharge.
User foregoes its next turn to recharge.
If the user misses, it takes half the damage it would have inflicted in recoil.
Lowers the user’s Defense and Special Defense by one stage after inflicting dama…
Has a chance to lower the target’s Special Defense by one stage.
Inflicts regular damage with no additional effect.
Has a chance to confuse the target.
Inflicts regular damage with no additional effect.
Forced to use this move for several turns. Pokémon cannot fall asleep in that t…
Never misses.
Drains half the damage inflicted to heal the user.
Power doubles if user is burned, paralyzed, or poisoned.
Lowers the target’s Speed by one stage.
Ends wild battles. Forces trainers to switch Pokémon.
Has double power if it’s used more than once per turn.
Has a chance to make the target flinch. Only works if the user is sleeping.
Inflicts regular damage with no additional effect.
Inflicts regular damage with no additional effect.
Hits twice in one turn.
Makes the target act next this turn.
Target falls in love if it has the opposite gender, and has a 50% chance to refu…
Allows the trainer to switch out the user and pass effects along to its replacem…
Uses the target’s last used move.
Forces the target to repeat its last used move every turn for 2 to 6 turns.
Prevents the user’s HP from lowering below 1 this turn.
Copies the user’s ability onto the target.
Inflicts more damage when the user has less HP remaining, with a maximum of 200…
Inflicts more damage to heavier targets, with a maximum of 120 power.
Inflicts more damage when the user has less HP remaining, with a maximum of 200…
Randomly uses one of the user’s other three moves. Only works if the user is sl…
Transfers 1/4 of the user’s max HP into a doll, protecting the user from further…
Raises the user’s Attack by two stages.
Confuses the target.
Paralyzes the target.
Requires a turn to charge before attacking.
Has a chance to freeze the target.
Has a chance to paralyze the target.
Has a chance to lower the target’s Defense by one stage.
Has a chance to freeze the target.
Has a chance to lower the target’s Attack by one stage.
Has a chance to paralyze the target.
User bounces high into the air, dodging all attacks, and hits next turn.
User digs underground, dodging all attacks, and hits next turn.
Has a chance to lower the target’s Special Defense by one stage.
Has a chance to burn the target.
Has a chance to freeze the target.
Has a chance to paralyze the target.
User must switch out after attacking.
Power is doubled if the target has already received damage this turn.
Inflicts regular damage with no additional effect.
Has double power if the user has no held item.
Drains 75% of the damage inflicted to heal the user.
Power is doubled if the target has already moved this turn.
Inflicts regular damage with no additional effect.
Raises the user’s Speed by two stages.
Lowers the target’s Attack by one stage.
Lowers the target’s Attack by two stages.
Raises the user’s Defense and Special Defense by one stage.
Raises the user’s Defense by three stages.
Lowers the target’s Special Defense by two stages.
Raises the target’s Special Attack by one stage and confuses the target.
Throws held item at the target; power depends on the item.
Inflicts more damage to heavier targets, with a maximum of 120 power.
User faints. Its replacement has its HP fully restored and any major status eff…
Inflicts twice the damage the user received from the last special hit it took.
Changes the weather to rain for five turns.
User sleeps for two turns, completely healing itself.
Changes the weather to sunny for five turns.
Confuses the target.
User and target swap items.
Abilities
“The Pokémon can hit Ghost-type Pokémon with Normal- and Fighting-type moves. It is also unaffected by Intimidate.”
Related Pokémon
Other Normal / Fighting picks worth scouting