Thick Fat: Takes 0.5x damage from Fire and Ice-type moves.
Cute Charm: On contact, attackers of the opposite gender have a 30% chance to be infatuated (50% to do nothing each turn).
Hydration: Major status problems are healed in the rain.
Hidden
Ice Body: Heals 1/16th max HP each turn in hail.
Friend Guard: Not including this Pokémon, allies take 0.75x direct damage. This effect stacks.
Entry
Nothing can avoid falling asleep hearing a Jigglypuff's song. The sight of this Pokémon sleeping on a glacier was mistakenly thought to be a mermaid by a mariner long ago
PokémonPoké.
39.87
ProfessorProf.
Oak
Entry
It loves to snooze on bitterly cold ice. The sound waves of its singing voice match the brain waves of someone in a deep sleep
S.S. Anne (trade), Cinnabar Island (trade), Route 19, 20, 23, Cinnabar Island, Crimson City, Offshore Road, Seafoam Islands, Treasure Beach
Crimson City, Seafoam Islands, Evolve Seel (Lv34)
Remix Mode
Kanto Daycare (gift), Route 5, Secret Garden
Route 9, Mt. Moon Summit, Evolve Igglybuff (Lv15)
Route 34, 46, Evolve Jigglypuff (Moon Stone)
S.S. Anne (trade), Cinnabar Island (trade), Route 9, 19, 20, 23, Crimson City, Seafoam Islands
Dragon's Den, Mt. Silver Base, Seafoam Islands, Evolve Seel (Lv34)
LevelLv.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Pre Evo
Charm
-
100
-
20
Lowers the target's ATK two stages.
Pre Evo
Copycat
-
-
-
20
Uses the last move that was used successfully by any Pokémon, including the user.
Pre Evo
Sweet Kiss
-
75
-
10
Confuses the target.
Pre Evo
Water Sport
-
-
-
15
Fire moves inflict half damage, regardless of target. If the user leaves the field, this effect ends.
EvolveEvo
Sheer Cold
1
30
-
5
One-hit KO. If the user is a lower level than the target, this move will fail.
1
Growl
-
100
-
40
Lowers the target's ATK one stage.
1
Headbutt
70
100
30
15
Can make the target flinch.
1
Icy Wind
55
95
100
15
Lowers the target's SPEED one stage.
1
Sheer Cold
1
30
-
5
One-hit KO. If the user is a lower level than the target, this move will fail.
1
Signal Beam
75
100
10
15
Can confuse the target.
1
Sing
-
55
-
15
Puts the target to sleep.
3
Defense Curl
-
-
-
40
Raises user's DEF one stage. Ice Ball and Rollout's power are doubled.
3
Growl
-
100
-
40
Lowers the target's ATK one stage.
5
Pound
40
100
-
35
Inflicts regular damage.
7
Signal Beam
75
100
10
15
Can confuse the target.
9
Play Nice
-
-
-
20
Lowers the target's ATK one stage.
11
Disarming Voice
40
-
-
15
Doesn't miss.
11
Icy Wind
55
95
100
15
Lowers the target's SPEED one stage.
13
Encore
-
100
-
5
Forces the target to use the last used move for 3 turns.
14
Disable
-
100
-
20
Disables the target's last used move for the next 4-7 turns.
17
Double Slap
15
85
-
10
Hits 2–5 times in one turn.
17
Ice Shard
40
100
-
30
Has +1 move priority.
20
Rollout
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.
21
Rest
-
-
-
10
The user falls asleep and regains all of its HP.
22
Round
60
100
-
15
If Round has already been used this turn, this move's power is doubled.
23
Aqua Ring
-
-
-
20
Restores 1/16 of the user's max HP each turn while on the field.
25
Spit Up
1
100
-
10
Power is equal to 100 times the amount of energy stored by Stockpile, up to 3 times.
25
Stockpile
-
-
-
20
Raises the user's DEF and SP.DEF one stage each. Stores energy for use with Spit Up and Swallow.
25
Swallow
-
-
-
10
Heals the user depending on the amount of energy stored by stockpile (1/4, 1/2, or full HP).
27
Aurora Beam
65
100
10
20
Can lower the target's ATK one stage.
27
Wake-Up Slap
70
100
-
10
Has double power against a target that is sleeping, then wakes them up.
30
Rest
-
-
-
10
The user falls asleep and regains all of its HP.
31
Aqua Jet
40
100
-
20
Has +1 move priority.
32
Body Slam
85
100
30
15
Can paralyze the target.
33
Brine
65
100
-
10
If the target has less than half its max HP remaining, this move has double power.
35
Gyro Ball
1
100
-
5
Hits harder the slower the user is to the target, to a maximum power of 150.
38
Mimic
-
-
-
10
This move is replaced by the target's last successfully used move, and its PP changes to 5.
39
Take Down
90
85
-
20
User takes 1/4th the damage it inflicts in recoil.
41
Hyper Voice
90
100
-
10
Inflicts regular damage.
45
Dive
80
100
-
10
The user dives underwater for one turn and hits on the second turn.
45
Double-Edge
120
100
-
15
User loses 1/3rd the damage it inflicts in recoil.
49
Aqua Tail
90
90
-
10
Inflicts regular damage.
55
Ice Beam
90
100
10
10
Can freeze the target.
61
Safeguard
-
-
-
25
For five turns, protects friendly Pokémon from major status effects and confusion.
65
Hail
-
-
-
10
For five turns the weather becomes hail, hurting all non-Ice-type Pokémon 1/16th max HP each turn.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
TM06
Toxic
-
90
-
10
Badly poisons the target. Never misses when used by a Poison-type Pokémon.
TM07
Hail
-
-
-
10
For five turns the weather becomes hail, hurting all non-Ice-type Pokémon 1/16th max HP each turn.
TM10
Hidden Power
60
100
-
15
Power and type are determined by the user's IVs.
TM11
Sunny Day
-
-
-
5
For five turns the weather is sunny. All Fire-type moves deal 1.5x damage and Water-type moves deal 0.5x damage.
TM13
Ice Beam
90
100
10
10
Can freeze the target.
TM14
Blizzard
110
70
10
5
Can freeze the target. Doesn't miss during hail.
TM15
Hyper Beam
150
90
-
5
The user can't attack or switch out the turn after this is used.
TM16
Light Screen
-
-
-
30
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
TM17
Protect
-
-
-
10
No moves will hit the user this turn. This has a 50% chance to fail the following turn. Has +4 move priority.
TM18
Rain Dance
-
-
-
5
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
TM19
Telekinesis
-
-
-
15
For three turns, all non-KO moves hit the target.
TM20
Safeguard
-
-
-
25
For five turns, protects friendly Pokémon from major status effects and confusion.
TM21
Frustration
1
100
-
20
Power increases with unhappiness up to 102.
TM22
Solar Beam
120
100
-
10
User charges for one turn before attacking. During sunny day, the charging turn is skipped.
TM24
Thunderbolt
90
100
10
15
Can paralyze the target.
TM25
Thunder
110
70
30
10
Can paralyze the target. Doesn't miss during rain, but 50% accurate in sunny weather.
TM27
Return
1
100
-
20
Power increases with happiness, up to a maximum of 102.
TM28
Dig
80
100
-
10
User digs underground for one turn and hits on the second turn.
TM29
Psychic
90
100
10
10
Can lower the target's SP.DEF one stage.
TM30
Shadow Ball
80
100
20
15
Can lower the target's SP.DEF one stage.
TM31
Brick Break
75
100
-
15
Destroys any Light Screen or Reflect on the target's side of the field.
TM32
Double Team
-
-
-
15
Raises the user's evasion one stage.
TM33
Reflect
-
-
-
20
For five turns, physical attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
TM35
Flamethrower
90
100
10
15
Can burn the target.
TM38
Fire Blast
110
85
10
5
Can burn the target.
TM42
Facade
70
100
-
20
If the user is burned, paralyzed, or poisoned, this move has double power.
TM44
Rest
-
-
-
10
The user falls asleep and regains all of its HP.
TM45
Attract
-
100
-
15
The target falls in love with the user, giving it a 50% chance to do nothing each turn. Fails if the user and target are the same gender, or either is genderless.
TM46
Thief
60
100
-
25
When not holding an item, steal the item of the target. Permanently if the target is a wild Pokémon.
TM48
Round
60
100
-
15
If Round has already been used this turn, this move's power is doubled.
TM49
Echoed Voice
40
100
-
15
Power increases by 40 each consecutive turn used by a friendly Pokémon, to a max of 200.
TM51
Ally Switch
-
-
-
15
User switches position on the field with a friendly Pokémon. Has +2 move priority.
TM55
Water Pulse
60
100
20
20
Can confuse the target.
TM56
Fling
1
100
-
10
Consumes user's held item. Power and type are determined by the item.
TM57
Charge Beam
50
90
70
10
Can raise the user's SP.ATK one stage.
TM59
Incinerate
60
100
-
15
Destroys any berry the target is holding.
TM67
Retaliate
70
100
-
5
If a friendly Pokémon fainted on the previous turn, this move has double power.
TM68
Giga Impact
150
90
-
5
The user can't attack or switch out the turn after this is used.
TM73
Thunder Wave
-
90
-
20
Paralyzes the target.
TM74
Gyro Ball
1
100
-
5
Hits harder the slower the user is to the target, to a maximum power of 150.
TM77
Psych Up
-
-
-
10
Copies the target's stat changes.
TM79
Frost Breath
60
90
-
10
Always scores a critical hit.
TM83
Work Up
-
-
-
30
Raises the user's ATK and SP.ATK one stage.
TM85
Dream Eater
100
100
-
15
Drains half the damage inflicted to a sleeping Pokémon to heal the user.
TM86
Grass Knot
1
100
-
20
Power increases with the target's weight to a maximum of 120.
TM87
Swagger
-
85
-
15
Raises the target's ATK two stages and then confuses it.
TM88
Sleep Talk
-
-
-
10
Randomly use one of the user's other three moves. Fails if awake.
TM90
Substitute
-
-
-
10
The user transfers 1/4 max HP into a doll that will take hits instead.
TM93
Wild Charge
90
100
-
15
User takes 1/4 the damage it inflicts in recoil.
TM96
Moonblast
95
100
30
15
Can lower the target's SP.ATK one stage.
TM105
Aqua Jet
40
100
-
20
Has +1 move priority.
TM106
Draining Kiss
50
100
-
10
Heals the user 75% of the damage dealt to the target.
TM107
Play Rough
90
90
10
10
Can lower the target's ATK one stage.
TM111
Dazzling Gleam
80
100
-
10
Inflicts regular damage.
TM112
Focus Punch
150
100
-
20
If the user takes damage this turn before hitting, this move will fail. Has -3 move priority.
TM115
Power-Up Punch
40
100
100
20
Raises the user's ATK one stage.
TM116
Shock Wave
60
-
-
20
Doesn't miss.
TM117
Smart Strike
70
-
-
10
Doesn't miss.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
HM03
Surf
90
100
-
15
If the target is in the first turn of Dive, this move will hit with double power.
HM04
Strength
80
100
-
15
Inflicts regular damage.
HM05
Waterfall
80
100
20
15
Can make the target flinch.
HM06
Dive
80
100
-
10
The user dives underwater for one turn and hits on the second turn.
HM07
Teleport
-
-
-
20
Does nothing. Wild battles end immediately. Has -6 move priority.
HM08
Flash
-
100
-
20
Lowers the target's accuracy one stage.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Fighter
Drain Punch
75
100
-
10
Drains half the damage inflicted to heal the user.
Builder
Drill Run
80
95
-
10
User's critical hit rate is one level higher when using this move.
Karate
Fire Punch
75
100
10
15
Can burn the target.
Man
Gravity
-
-
-
5
For five turns, all immunities to ground moves are disabled and evasion is lowered two stages.
Guitarist
Hyper Voice
90
100
-
10
Inflicts regular damage.
Karate
Ice Punch
75
100
10
15
Can freeze the target.
Old man
Iron Tail
100
75
30
15
Can lower the target's DEF one stage.
Female Ace Trainer "Korrina"
Mega Kick
120
75
-
5
Inflicts regular damage.
Male Scientist
Mud-Slap
20
100
100
10
Lowers the target's accuracy one stage.
Host
Role Play
-
-
-
10
User's ability is replaced with the target's until the user leaves the field.
Girl
Rollout
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.
Man
Signal Beam
75
100
10
15
Can confuse the target.
NPC
Stealth Rock
-
-
-
20
Hurts opposing Pokémon that enter the field for 1/8th max HP. Affected by type effectiveness.
Karate
Thunder Punch
75
100
10
15
Can paralyze the target.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Expert Tutor
Sparkling Aria
90
100
100
10
If the target has a burn and takes damage from this move, its burn is healed.
Expert Tutor
Misty Terrain
-
-
-
10
For five turns, protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves.
Expert Tutor
Sparkling Aria
90
100
100
10
If the target has a burn and takes damage from this move, its burn is healed.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Captivate
-
100
-
20
Lowers the opposite gendered target's SP.ATK two stages.
Covet
60
100
-
25
Steals the item of the target if the user isn't holding one. Permanently if the target is a wild Pokémon.
Disable
-
100
-
20
Disables the target's last used move for the next 4-7 turns.
Encore
-
100
-
5
Forces the target to use the last used move for 3 turns.
Fake Out
40
100
100
10
Causes the target to flinch. Can only be used on the user's first turn after entering the field. Has +3 move priority.
Fake Tears
-
100
-
20
Lowers the target's SP.DEF two stages.
Feint Attack
60
-
-
20
Doesn't miss.
Gravity
-
-
-
5
For five turns, all immunities to ground moves are disabled and evasion is lowered two stages.
Horn Drill
1
30
-
5
One-hit KO. If the user is a lower level than the target, this move will fail.
Icicle Spear
25
100
-
30
Hits 2–5 times in one turn.
Iron Tail
100
75
30
15
Can lower the target's DEF one stage.
Last Resort
140
100
-
5
Fails if the user hasn't used its other three moves at least once while on the field.
Lick
30
100
30
30
Can paralyze the target.
Perish Song
-
-
-
5
Every Pokémon on the field will faint in 3 turns.
Present
1
90
-
15
Randomly deals damage or heals the target.
Punishment
1
100
-
5
Power increases by 20 up to 200 for every stage any of the target's stats has been raised.
Signal Beam
75
100
10
15
Can confuse the target.
Slam
80
75
-
20
Inflicts regular damage.
Sleep Talk
-
-
-
10
Randomly use one of the user's other three moves. Fails if awake.
Spit Up
1
100
-
10
Power is equal to 100 times the amount of energy stored by Stockpile, up to 3 times.
Stockpile
-
-
-
20
Raises the user's DEF and SP.DEF one stage each. Stores energy for use with Spit Up and Swallow.
Swallow
-
-
-
10
Heals the user depending on the amount of energy stored by stockpile (1/4, 1/2, or full HP).
Water Pulse
60
100
20
20
Can confuse the target.
Wish
-
-
-
10
In one turn, heals a Pokémon in this position of the field's HP by 1/2 its max HP.