Buneary
Omega RubyX

Its ears are always rolled up. They can be forcefully extended to shatter even a large boulder.

Alpha SapphireY

When it senses danger, it perks up its ears. On cold nights, it sleeps with its head tucked into its fur.

Evolution Chain

buneary
Buneary
😊
High Friendship
lopunny
Lopunny

Pokédex & Training Data

Classification Rabbit Pokémon
Height 0.4 m (1'04")
Weight 5.5 kg (12.1 lbs)
Abilities
EV Yield +1 speed
Catch Rate 190
Base Friendship 0
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Ground, Humanshape

Pokédex Numbers

Sinnoh (D/P) #067
Sinnoh (Plat.) #067
Unova (B2/W2) #080
Alola (US/UM) #024
Hisui #064
National #427
Isle of Armor #004

Held Items

None in this generation.

Learned Moves

Level Up Moves

X/Y
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
1 Defense Curl
— — 40 Raises user’s Defense by one stage.
1 Splash
— — 40 Does nothing.
1 Foresight
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
6 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
10 Baby Doll Eyes
— 100% 30 Lowers the target’s Attack by one stage.
13 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
16 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
23 Jump Kick
100 95% 10 If the user misses, it takes half the damage it would have inflicted in recoil.
26 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
33 Agility
— — 30 Raises the user’s Speed by two stages.
36 Dizzy Punch
70 100% 10 Has a 20% chance to confuse the target.
43 After You
— — 15 Makes the target act next this turn.
46 Charm
— 100% 20 Lowers the target’s Attack by two stages.
50 Entrainment
— 100% 15 Copies the user’s ability onto the target.
56 Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
63 Healing Wish
— — 10 User faints. Its replacement has its HP fully restored and any major status effect removed.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
1 Defense Curl
— — 40 Raises user’s Defense by one stage.
1 Splash
— — 40 Does nothing.
1 Foresight
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
6 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
10 Baby Doll Eyes
— 100% 30 Lowers the target’s Attack by one stage.
13 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
16 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
23 Jump Kick
100 95% 10 If the user misses, it takes half the damage it would have inflicted in recoil.
26 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
33 Agility
— — 30 Raises the user’s Speed by two stages.
36 Dizzy Punch
70 100% 10 Has a 20% chance to confuse the target.
43 After You
— — 15 Makes the target act next this turn.
46 Charm
— 100% 20 Lowers the target’s Attack by two stages.
50 Entrainment
— 100% 15 Copies the user’s ability onto the target.
56 Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
63 Healing Wish
— — 10 User faints. Its replacement has its HP fully restored and any major status effect removed.

TM/HM Moves

X/Y
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM67 Retaliate
70 100% 5 Has double power if a friendly Pokémon fainted last turn.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
TM98 Power Up Punch
40 100% 20 Raises the user’s Attack by one stage after inflicting damage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
HM06 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM67 Retaliate
70 100% 5 Has double power if a friendly Pokémon fainted last turn.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM98 Power Up Punch
40 100% 20 Raises the user’s Attack by one stage after inflicting damage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
After You
— — 15 Makes the target act next this turn.
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Covet
60 100% 25 Takes the target’s item.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Heal Bell
— — 5 Cures the entire party of major status effects.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Low Kick
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Shock Wave
60 — 20 Never misses.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.

Egg Moves

X/YOR/AS
Name Class Power Acc. PP Effect
Circle Throw
60 90% 10 Ends wild battles. Forces trainers to switch Pokémon.
Copycat
— — 20 Uses the target’s last used move.
Cosmic Power
— — 20 Raises the user’s Defense and Special Defense by one stage.
Double Hit
35 90% 10 Hits twice in one turn.
Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
Fake Tears
— 100% 20 Lowers the target’s Special Defense by two stages.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Low Kick
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Mud Sport
— — 15 Halves all Electric-type damage.
Sky Uppercut
85 90% 15 Inflicts regular damage and can hit Bounce and Fly users.
Sweet Kiss
— 75% 10 Confuses the target.
Switcheroo
— 100% 10 User and target swap items.
Teeter Dance
— 100% 20 Confuses the target.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.

Base Stats

Hp 55
Attack 66
Defense 44
Sp. Atk 44
Sp. Def 56
Speed 85
Total 350

Type Defenses

(vs. Gen 6+ rules)

2x
0x