Mega Lopunny is one of the fastest Megas in Reg M-A at base 135 Speed. Most formats have enough speed control (TailwindTailwindmoveDoubles the Speed of every Pokémon on your side for 4 turns. Often paired with Prankster for instant priority setup.Click to read more →, priority) to level speed tiers — but Lopunny’s raw Speed means it often moves first even without support. Scrappy removes the one gap in its offensive coverage: Ghost types normally shrug off both Normal and Fighting moves, but Lopunny hits them cleanly.
The Scrappy advantage
Normal/Fighting is a strong offensive type combination in theory. In practice, Ghost types (Gengar, Dragapult, Sinistcha, Gholdengo) would wall both STABSTABmechanicSame-Type Attack Bonus: a move deals ×1.5 damage when its type matches one of the user's types.Click to read more → types completely — unless the attacker has Scrappy. Mega Lopunny doesn’t need to carry coverage moves to answer Ghosts. It runs High Jump Kick into Gengar. It uses Return into Sinistcha. Nothing with a Ghost typing gets a free pass.
This matters for team building: opposing Ghost-type cores can’t pivot in against Lopunny as a safe answer the way they can against most Normal or Fighting attackers.
High Jump Kick
High Jump Kick is Lopunny’s primary damage tool — 130 base power Fighting STAB with Scrappy. It hits extremely hard against anything not resisting it. The catch: if High Jump Kick misses, or the target uses ProtectProtectmoveA move that makes the user immune to all moves for one turn. Fails if used consecutively.Click to read more →, Lopunny takes crash damage equal to half the damage it would have dealt. Good players threaten Protect reads carefully and avoid spamming High Jump Kick into situations where Protect is likely.
Speed and support role
At 135 Speed, Mega Lopunny often supports the team with Fake OutFake OutmoveA +3 priority Normal-type move that does small damage and forces the target to flinch — only usable on the user's first turn out.Click to read more → — flinching one opponent to give a teammate a free setup or attack. Since it’s so fast, its Fake Out almost always goes first. After the Fake Out turn, Return, Double Kick, or High Jump Kick are the primary damage options depending on the target.
What stops it
- Physical walls with Fighting resist — Psychic, Fairy, and Flying types cut Fighting damage. Togekiss, Galarian Slowbro, and bulky Psychic types can take a hit and respond.
- Protect + High Jump Kick punishment — If Lopunny telegraphs High Jump Kick, an opponent predicting correctly with Protect causes Lopunny to deal half its own HP in crash damage to itself.
- PriorityPrioritymechanicMove priority brackets determine turn order before Speed is checked — +3 Fake Out always moves first, −7 Trick Room always moves last.Click to read more → moves — Despite its Speed, priority attacks (Bullet Punch, Extreme Speed) bypass Lopunny’s advantage and can KO it before it moves at all. Its defensive stats are modest.