Buneary
Ultra Sun

Its arms and legs are weak, but when it rolls its ears up tight and then unleashes them with its full force, it can smash boulders to dust.

Ultra Moon

The reason it keeps one ear rolled up is so it can launch a swift counterattack if it’s attacked by an enemy.

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.

Game Locations

Alola Route 1 East
Alola Route 1 West
Poni Grove Area

Learned Moves

Level Up Moves

Sun/Moon
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.
1 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
6 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
13 Baby Doll Eyes
— 100% 30 Lowers the target’s Attack by one stage.
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.
Ultra Sun/Ultra Moon
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.
1 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
6 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
13 Baby Doll Eyes
— 100% 30 Lowers the target’s Attack by one stage.
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

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM01 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
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.
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.
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.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
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

Sun/Moon
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.
Ultra Sun/Ultra Moon
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.
Power Up Punch
40 100% 20 Raises the user’s Attack by one stage after inflicting 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