Clefable
Gold

With its acute hearing, it can pick up sounds from far away. It usually hides in quiet places.

Silver

Its very sensitive ears lets it dis­ tinguish distant sounds. As a re­ sult, it prefers quiet places.

Crystal

Said to live in quiet, remote mountains, this type of fairy has a strong aversion to being seen.

Evolution Chain

cleffa
Cleffa
😊
High Friendship
clefairy
Clefairy
clefable
Clefable

Pokédex & Training Data

Classification Fairy Pokémon
Height 1.3 m (4'03")
Weight 40.0 kg (88.2 lbs)
Abilities N/A in Gen II
EV Yield +3 hp
Catch Rate 25
Base Friendship 140
Growth Rate fast
Gender Ratio
♂ ♀
Egg Groups Fairy

Pokédex Numbers

Kanto (R/B/Y) #036
Johto (G/S/C) #042
Sinnoh (D/P) #101
Sinnoh (Plat.) #101
Johto (HG/SS) #042
Unova (B2/W2) #090
Alola (S/M) #212
Alola (US/UM) #274
Galar (Sw/Sh) #256
Hisui #201
National #036
Crown Tundra #045
Kitakami #153

Held Items

None in this generation.

Learned Moves

Level Up Moves

Gold/Silver
Lvl Name Class Power Acc. PP Effect
1 Double Slap
15 85% 10 Hits 2-5 times in one turn.
1 Sing
— 55% 15 Puts the target to sleep.
1 Metronome
— — 10 Randomly selects and uses any move in the game.
1 Moonlight
— — 5 Heals the user by half its max HP. Affected by weather.
Crystal
Lvl Name Class Power Acc. PP Effect
1 Double Slap
15 85% 10 Hits 2-5 times in one turn.
1 Sing
— 55% 15 Puts the target to sleep.
1 Metronome
— — 10 Randomly selects and uses any move in the game.
1 Moonlight
— — 5 Heals the user by half its max HP. Affected by weather.

TM/HM Moves

Gold/SilverCrystal
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
HM05 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM01 Dynamic Punch
100 50% 5 Has a 100% chance to confuse the target.
TM02 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
TM03 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
TM04 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
TM09 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
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 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM20 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
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.
TM23 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM31 Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
TM34 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM35 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM40 Defense Curl
— — 40 Raises user’s Defense by one stage.
TM41 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
TM42 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM43 Detect
— — 5 Prevents any moves from hitting the user this turn.
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 Fire Punch
75 100% 15 Has a 10% chance to burn the target.
TM50 Nightmare
— 100% 15 Target loses 1/4 its max HP every turn as long as it’s asleep.

Tutor Moves

Crystal
Name Class Power Acc. PP Effect
Flamethrower
90 100% 15 Has a 10% chance to burn the target.
Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.

Base Stats

Hp 95
Attack 70
Defense 73
Sp. Atk 95
Sp. Def 90
Speed 60
Total 483

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0x
0.5x
2x