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Mega Lopunny counters

#0428
Lobby CP
42,637
Attack
234
Defense
180
HP
9,000
Raid timer
5 min
300s

Caught CP range 1,112 - 1,177 (a Mega raid hands you Lopunny).

Mega Lopunny weaknesses and resistances

Every one of the 18 attacking types against this boss's typing. GO multipliers: 1.6x super effective, 2.56x doubly, 0.625x resisted, 0.39x doubly resisted.

Mega Lopunny is weak to fighting1.6xflying1.6xpsychic1.6xfairy1.6x

  • Weak (4)
  • Neutral (10)
  • Resists (4)

It resists ghost0.39xrock0.625xbug0.625xdark0.625xβ€” bringing one of those is throwing damage away.

Best Mega Lopunny counters

Beating Mega Lopunny should take 2 trainers with Pokemon of this strength. Difficulty rating 1.39 with the best counter, 6:28 to win.

Trainers2duo
#AttackerMoveset
1Lucariofightingsteeljoint top pickfightingForce PalmfightingAura Sphere2,7036:281.396.078.4%
2GalladepsychicfightingpsychicPsycho CutfightingSacred Sword3,0936:501.476.074.1%
3Hisuian DecidueyegrassfightingpsychicPsycho CutfightingAura Sphere2,8976:561.496.073.2%
4SalamencedragonflyingdragonDragon TailflyingFly3,7496:581.506.072.8%
5ConkeldurrfightingfightingForce PalmfightingDynamic Punch3,3377:061.536.071.5%
6BraviarynormalflyingflyingAir SlashflyingFly3,0887:121.556.070.4%
7BlazikenfirefightingfightingCounterfightingAura Sphere2,8487:141.566.070.1%
8MetagrosssteelpsychicpsychicZen HeadbuttpsychicPsychic3,7917:371.646.066.6%
9TogekissfairyflyingfairyCharmfightingAura Sphere3,3327:441.666.065.6%
10Hisuian BraviarypsychicflyingflyingAir SlashflyingFly2,8147:441.676.065.5%
11ToucannonnormalflyingflyingPeckflyingBeak Blast2,6897:381.646.066.4%
12GardevoirpsychicfairypsychicConfusionpsychicPsychic3,0937:561.716.064.0%

Ordered by Overall, pokebattler.com's own default β€” a blend of how fast the fight ends and how many of your six go down. Click any numeric column heading to re-order on that column alone.

Times are one trainer with six copies of that attacker, level 40 at 15/15/15, no weather, no friendship, no dodging, Shadow / Mega / Legendary attackers hidden β€” the same defaults pokebattler.com's own counter pages open with. Open the full counter tool to change any of them. "Details" opens the per-move damage, breakpoints and energy cycle against Mega Lopunny.

Estimator is how many trainers of this strength the fight needs. Power is the share of Mega Lopunny's HP that six of that attacker remove inside one raid timer, so over 100% means they finish it with time to spare. Faints is how many of the six go down inside that timer.

Hardest movesets to raid against

The boss rolls one of these 18 pairings, and it changes the fight. Each row re-runs the top 6 counters against that single moveset.

#Boss movesetTime to winEstimatorFaintsWin %
1fightingLow Kick+fightingFocus Blasthardest7:181.576.0100%
2normalPound+fightingFocus Blast7:171.576.0100%
3fightingDouble Kick+fightingFocus Blast7:131.556.0100%
4fightingDouble Kick+normalHyper Beam7:031.526.0100%
5normalPound+ghostShadow Ball6:561.496.0100%
6fightingDouble Kick+ghostShadow Ball6:551.496.0100%
7normalPound+normalHyper Beam6:551.496.0100%
8fightingLow Kick+fireFire Punch6:551.496.0100%
9fightingDouble Kick+iceTriple Axel6:541.486.0100%
10fightingLow Kick+ghostShadow Ball6:541.486.0100%
11normalPound+fireFire Punch6:531.486.0100%
12fightingLow Kick+normalHyper Beam6:531.486.0100%
13normalPound+iceTriple Axel6:521.486.0100%
14fightingLow Kick+iceTriple Axel6:521.486.0100%
15fightingDouble Kick+fireFire Punch6:501.476.0100%
16fightingDouble Kick+electricThunder Punch6:451.456.0100%
17fightingLow Kick+electricThunder Punch6:441.456.0100%
18normalPound+electricThunder Punch6:421.446.0100%

A raid boss rolls only its standard movepool β€” never a legacy or Elite TM move, verified against Pokebattler's own per-moveset list for six reference bosses. The ranked table above averages over all of these, which is what Pokebattler's DEFENSE_RANDOM_MC means.

What Mega Lopunny throws at you

Its standard movepool, with the damage window a dodge has to beat.

Fast moves

MovePowerEnergyDurationHits at
normalPoundSTAB6+50.5s0.24s
fightingLow KickSTAB5+50.5s0.20s
fightingDouble KickSTAB10+131.0s0.30s

Charged moves

MovePowerEnergyDurationHits at
fightingFocus BlastSTAB140-1003.5s3.00s
normalHyper BeamSTAB150-1004.0s3.50s
ghostShadow Ball100-503.0s2.40s
iceTriple Axel60-332.0s1.50s
fireFire Punch50-332.0s1.30s
electricThunder Punch50-332.0s1.90s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor1,1121,391
11/11/111,1251,407
12/12/121,1381,423
13/13/131,1511,439
14/14/141,1641,455
15/15/15hundo1,1771,471

Caught CP range 1,112 - 1,177, or 1,391 - 1,471 when the weather boosts it.

A raid encounter is level 20 (level 25 weather boosted) and cannot roll an IV below 10/10/10. Anything outside the first range is not this raid's reward.

When it is in raids

Read from the committed LeekDuck rotation snapshot, fetched 2026-10-05.

Mega Lopunny is not in the current rotation snapshot. The simulation below is still exact for the tier chosen above β€” Pokebattler simulates any defender you name, current boss or not.

Boss stats

How the numbers in the header are built.

Base Attack
282
Game Master
Base Defense
214
Game Master
Base Stamina
163
ignored by a raid boss
Tier CPM
0.79
9,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((282 + 15) x 0.79)234Game Master base Attack, tier CPM
Defensefloor((214 + 15) x 0.79)180Game Master base Defense, tier CPM
HP9,000 β€” fixed by tier, base Stamina 163 unused9,000tier HP pool
Lobby CPfloor((282 + 15) x sqrt(214 + 15) x sqrt(9,000) / 10) β€” no CPM term42,637Game Master base stats, tier HP pool

A raid boss uses 15/15/15 IVs, its tier's CP multiplier and its tier's fixed HP pool β€” stamina does nothing, which is why the same species is a different fight at every tier. Every tier constant above (CPM 0.79, 9,000 HP, 300s timer) is copied from Pokebattler's own published /raids tier table into src/engine/constants.ts, with the source named there.

Mega Lopunny's own Pokemon page has its full movepool, evolution family, stat ranks and what it is good against as an attacker.