#0813
Scorbunny
fire0.3 m · 4.5 kg
Base stats — 310 total
- HP
- 50
- Atk
- 71
- Def
- 40
- SpA
- 40
- SpD
- 40
- Spe
- 69
Abilities
- Blaze
- Libero hidden
Learnset
What Scorbunny learns in Scarlet / Violet. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.
Level11
- 1GrowlnormalStatus100% acc40 PPLowers the target’s Attack by one stage.
- 1TacklenormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
- 6EmberfireSpecial40 BP100% acc25 PPHas a chance to burn the target.
- 8Quick AttacknormalPhysical40 BP100% acc30 PPInflicts regular damage with no additional effect.
- 12Double KickfightingPhysical30 BP100% acc30 PPHits twice in one turn.
- 17Flame ChargefirePhysical50 BP100% acc20 PPInflicts regular damage. Raises the user’s Speed by one stage.
- 20AgilitypsychicStatus30 PPRaises the user’s Speed by two stages.
- 24HeadbuttnormalPhysical70 BP100% acc15 PPHas a chance to make the target flinch.
- 28CounterfightingPhysical100% acc20 PPInflicts twice the damage the user received from the last physical hit it took.
- 32BounceflyingPhysical85 BP85% acc5 PPUser bounces high into the air, dodging all attacks, and hits next turn.
- 36Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
Egg4
- High Jump KickfightingPhysical130 BP90% acc10 PPIf the user misses, it takes half the damage it would have inflicted in recoil.
- Sand AttackgroundStatus100% acc15 PPLowers the target’s accuracy by one stage.
- Sucker PunchdarkPhysical70 BP100% acc5 PPOnly works if the target is about to use a damaging move.
- Super FangnormalPhysical90% acc10 PPInflicts damage equal to half the target’s HP.
TM/HM35
- AcrobaticsflyingPhysical55 BP100% acc15 PPHas double power if the user has no held item.
- AgilitypsychicStatus30 PPRaises the user’s Speed by two stages.
- Baton PassnormalStatus40 PPAllows the trainer to switch out the user and pass effects along to its replacement.
- Burning JealousyfireSpecial70 BP100% acc5 PPBurns the target if it had a state stage raise this turn.
- Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
- Electro BallelectricSpecial100% acc10 PPPower is higher when the user has greater Speed than the target, up to a maximum of 150.
- EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
- FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
- Fire BlastfireSpecial110 BP85% acc5 PPHas a chance to burn the target.
- Fire FangfirePhysical65 BP95% acc15 PPHas a chance to burn the target and a chance to make the target flinch.
- Fire PledgefireSpecial80 BP100% acc10 PPWith Water Pledge, doubles the effect chance of friendly Pokémon’s moves for four turns.
- Fire SpinfireSpecial35 BP85% acc15 PPPrevents the target from fleeing and inflicts damage for 2-5 turns.
- Flame ChargefirePhysical50 BP100% acc20 PPInflicts regular damage. Raises the user’s Speed by one stage.
- FlamethrowerfireSpecial90 BP100% acc15 PPHas a chance to burn the target.
- Flare BlitzfirePhysical120 BP100% acc15 PPUser takes 1/3 the damage inflicted in recoil. Has a chance to burn the target.
- Gunk ShotpoisonPhysical120 BP80% acc5 PPHas a chance to poison the target.
- Heat WavefireSpecial95 BP90% acc10 PPHas a chance to burn the target.
- Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
- Low KickfightingPhysical100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
- Low SweepfightingPhysical65 BP100% acc20 PPLowers the target’s Speed by one stage.
- OverheatfireSpecial130 BP90% acc5 PPLowers the user’s Special Attack by two stages after inflicting damage.
- ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
- RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
- ReversalfightingPhysical100% acc15 PPInflicts more damage when the user has less HP remaining, with a maximum of 200 power.
- Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
- SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
- Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
- Super FangnormalPhysical90% acc10 PPInflicts damage equal to half the target’s HP.
- SwiftnormalSpecial60 BP20 PPNever misses.
- Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
- TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
- Temper FlarefirePhysical75 BP100% acc10 PPSpurred by desperation, the user attacks the target. This move's power is doubled if the user's previous move failed.
- Tera BlastnormalSpecial80 BP100% acc10 PPIf the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
- TrailblazegrassPhysical50 BP100% acc20 PPThe user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat.
- U TurnbugPhysical70 BP100% acc20 PPUser must switch out after attacking.
Appears in — 2 games
- Sword / Shield
- Scarlet / Violet