Togepi
Diamond/Pearl

Its shell is said to be stuffed with happiness that it shares with kindhearted people.

Platinum

It transforms the kindness and joy of others into happiness, which it stores in its shell.

Heartgold

The shell seems to be filled with joy. It is said that it will share good luck when treated kindly.

Soulsilver

A proverb claims that happiness will come to anyone who can make a sleeping TOGEPI stand up.

Evolution Chain

togepi
Togepi
😊
High Friendship
togetic
Togetic
shiny-stone shiny stone
togekiss
Togekiss

Pokédex Data

Classification Spike Ball Pokémon
Height 0.3 m (0'12")
Weight 1.5 kg (3.3 lbs)
Abilities

Game Locations

  • Eterna City West Gate
  • Sinnoh Sea Route 230 Area
  • Violet City Poke Mart

Training

EV Yield +1 Sp. Def
Catch Rate 190
Base Friendship 70
Growth Rate fast
Gender Ratio
Egg Groups This Pokemon Cannot Breed

Learned Moves

Level Up Moves

Diamond/Pearl
Lvl Name Class Power Acc. PP Effect
1 Growl
100% 40 Lowers the target's Attack by one stage.
1 Charm
100% 20 Lowers the target's Attack by two stages.
6 Metronome
10 Randomly selects and uses any move in the game.
10 Sweet Kiss
75% 10 Confuses the target.
15 Yawn
10 Target sleeps at the end of the next turn.
19 Encore
100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
24 Follow Me
20 Redirects the target's single-target effects to the user for this turn.
28 Wish
10 User will recover half its max HP at the end of the next turn.
33 Ancient Power
60 100% 5 Has a 10% chance to raise all of the user's stats by one stage.
37 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.
42 Baton Pass
40 Allows the trainer to switch out the user and pass effects along to its replacement.
46 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
51 Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
Platinum
Lvl Name Class Power Acc. PP Effect
1 Growl
100% 40 Lowers the target's Attack by one stage.
1 Charm
100% 20 Lowers the target's Attack by two stages.
6 Metronome
10 Randomly selects and uses any move in the game.
10 Sweet Kiss
75% 10 Confuses the target.
15 Yawn
10 Target sleeps at the end of the next turn.
19 Encore
100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
24 Follow Me
20 Redirects the target's single-target effects to the user for this turn.
28 Wish
10 User will recover half its max HP at the end of the next turn.
33 Ancient Power
60 100% 5 Has a 10% chance to raise all of the user's stats by one stage.
37 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.
42 Baton Pass
40 Allows the trainer to switch out the user and pass effects along to its replacement.
46 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
51 Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
HeartGold/SoulSilver
Lvl Name Class Power Acc. PP Effect
1 Growl
100% 40 Lowers the target's Attack by one stage.
1 Charm
100% 20 Lowers the target's Attack by two stages.
6 Metronome
10 Randomly selects and uses any move in the game.
10 Sweet Kiss
75% 10 Confuses the target.
15 Yawn
10 Target sleeps at the end of the next turn.
19 Encore
100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
24 Follow Me
20 Redirects the target's single-target effects to the user for this turn.
28 Wish
10 User will recover half its max HP at the end of the next turn.
33 Ancient Power
60 100% 5 Has a 10% chance to raise all of the user's stats by one stage.
37 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.
42 Baton Pass
40 Allows the trainer to switch out the user and pass effects along to its replacement.
46 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
51 Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.

TM/HM Moves

Diamond/PearlPlatinumHeartGold/SoulSilver
Name Class Power Acc. PP Effect
HM06 Rock Smash
40 100% 15 Has a 50% chance to lower the target's Defense by one stage.
TM03 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
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.
TM16 Light Screen
30 Reduces damage from special attacks by 50% 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.
TM20 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.
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.
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.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM33 Reflect
20 Reduces damage from physical attacks by half.
TM34 Shock Wave
60 20 Never misses.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
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.
TM56 Fling
100% 10 Throws held item at the target; power depends on the item.
TM58 Endure
10 Prevents the user's HP from lowering below 1 this turn.
TM70 Flash
100% 20 Lowers the target's accuracy by one stage.
TM73 Thunder Wave
90% 20 Paralyzes the target.
TM77 Psych Up
10 Discards the user's stat changes and copies the target's.
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.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM86 Grass Knot
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
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
Ancient Power
60 100% 5 Has a 10% chance to raise all of the user's stats by one stage.
Endeavor
100% 5 Lowers the target's HP to equal the user's.
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.
Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
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.
Trick
100% 10 User and target swap items.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Ancient Power
60 100% 5 Has a 10% chance to raise all of the user's stats by one stage.
Endeavor
100% 5 Lowers the target's HP to equal the user's.
Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
Heal Bell
5 Cures the entire party of major status effects.
Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
Magic Coat
15 Reflects back the first effect move used on the user this turn.
Mud Slap
20 100% 10 Has a 100% chance to lower the target's accuracy by one stage.
Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
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.
Trick
100% 10 User and target swap items.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

Diamond/PearlPlatinum
Name Class Power Acc. PP Effect
Foresight
40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it's a Ghost.
Future Sight
120 100% 10 Hits the target two turns later.
Lucky Chant
30 Prevents the target from scoring critical hits for five turns.
Mirror Move
20 Uses the target's last used move.
Nasty Plot
20 Raises the user's Special Attack by two stages.
Peck
35 100% 35 Inflicts regular damage with no additional effect.
Present
90% 15 Randomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP.
Psych Up
10 Discards the user's stat changes and copies the target's.
Psycho Shift
100% 10 Transfers the user's major status effect to the target.
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.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
Foresight
40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it's a Ghost.
Future Sight
120 100% 10 Hits the target two turns later.
Lucky Chant
30 Prevents the target from scoring critical hits for five turns.
Mirror Move
20 Uses the target's last used move.
Nasty Plot
20 Raises the user's Special Attack by two stages.
Peck
35 100% 35 Inflicts regular damage with no additional effect.
Present
90% 15 Randomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP.
Psych Up
10 Discards the user's stat changes and copies the target's.
Psycho Shift
100% 10 Transfers the user's major status effect to the target.
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.

Base Stats

Hp 35
Attack 20
Defense 65
Sp. Atk 40
Sp. Def 65
Speed 20
Total 245

Type Defenses

(vs. Gen 6+ rules)

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