Eevee
Diamond/Pearl

A rare Pokémon that adapts to harsh environments by taking on different evolutionary forms.

Platinum

Because its genetic makeup is irregular, it quickly changes its form due to a variety of causes.

Heartgold

It has the ability to alter the composition of its body to suit its surrounding environment.

Soulsilver

Its irregularly configured DNA is affected by its surroundings. It evolves if its environment changes.

Evolution Chain

eevee
Eevee
😊
High Friendship
at day
espeon
Espeon
😊
High Friendship
at night
umbreon
Umbreon
at eterna forest
leafeon
Leafeon
at sinnoh route 217
glaceon
Glaceon

Pokédex & Training Data

Classification Evolution Pokémon
Height 0.3 m (0'12")
Weight 6.5 kg (14.3 lbs)
EV Yield +1 Sp. Def
Catch Rate 45
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Kanto (R/B/Y) #133
Johto (G/S/C) #180
Sinnoh (Plat.) #163
Johto (HG/SS) #184
Unova (B2/W2) #091
Kalos (Coastal) #077
Alola (S/M) #123
Alola (US/UM) #153
Galar (Sw/Sh) #196
Hisui #025
Paldea (S/V) #179
National #133
Crown Tundra #074

Game Locations

Goldenrod City Bills House
Hearthome City Area

Learned Moves

Level Up Moves

Diamond/Pearl
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
1 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
8 Sand Attack
— 100% 15 Lowers the target’s accuracy by one stage.
15 Growl
— 100% 40 Lowers the target’s Attack by one stage.
22 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
29 Bite
60 100% 25 Has a 30% chance to make the target flinch.
36 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
43 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
50 Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
57 Trump Card
— — 5 Power increases when this move has less PP, up to a maximum of 200.
Platinum
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
1 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
8 Sand Attack
— 100% 15 Lowers the target’s accuracy by one stage.
15 Growl
— 100% 40 Lowers the target’s Attack by one stage.
22 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
29 Bite
60 100% 25 Has a 30% chance to make the target flinch.
36 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
43 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
50 Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
57 Trump Card
— — 5 Power increases when this move has less PP, up to a maximum of 200.
HeartGold/SoulSilver
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
1 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
8 Sand Attack
— 100% 15 Lowers the target’s accuracy by one stage.
15 Growl
— 100% 40 Lowers the target’s Attack by one stage.
22 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
29 Bite
60 100% 25 Has a 30% chance to make the target flinch.
36 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
43 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
50 Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
57 Trump Card
— — 5 Power increases when this move has less PP, up to a maximum of 200.

TM/HM Moves

Diamond/PearlPlatinumHeartGold/SoulSilver
Name Class Power Acc. PP Effect
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
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.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM23 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
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.
TM58 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM78 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
TM82 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM83 Natural Gift
— 100% 15 Power and type depend on the held berry.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.

Tutor Moves

Platinum
Name Class Power Acc. PP Effect
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Swift
60 — 20 Never misses.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
Heal Bell
— — 5 Cures the entire party of major status effects.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Swift
60 — 20 Never misses.

Egg Moves

Diamond/PearlPlatinum
Name Class Power Acc. PP Effect
Charm
— 100% 20 Lowers the target’s Attack by two stages.
Covet
60 100% 25 Takes the target’s item.
Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
Fake Tears
— 100% 20 Lowers the target’s Special Defense by two stages.
Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Tickle
— 100% 20 Lowers the target’s Attack and Defense by one stage.
Wish
— — 10 User will recover half its max HP at the end of the next turn.
Yawn
— — 10 Target sleeps at the end of the next turn.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Charm
— 100% 20 Lowers the target’s Attack by two stages.
Covet
60 100% 25 Takes the target’s item.
Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Detect
— — 5 Prevents any moves from hitting the user this turn.
Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
Fake Tears
— 100% 20 Lowers the target’s Special Defense by two stages.
Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Tickle
— 100% 20 Lowers the target’s Attack and Defense by one stage.
Wish
— — 10 User will recover half its max HP at the end of the next turn.
Yawn
— — 10 Target sleeps at the end of the next turn.

Base Stats

Hp 55
Attack 55
Defense 50
Sp. Atk 45
Sp. Def 65
Speed 55
Total 325

Type Defenses

(vs. Gen 6+ rules)

2x
0x