Skitty
Diamond/PearlPlatinum

It can’t stop itself from chasing moving things, and it runs in a circle, chasing its own tail.

Heartgold/Soulsilver

It’s adorable when it chases its own tail. It’s difficult to earn its trust.

Evolution Chain

skitty
Skitty
moon-stone moon stone
delcatty
Delcatty

Pokédex Data

Classification Kitten Pokémon
Height 0.6 m (1'12")
Weight 11.0 kg (24.3 lbs)
Abilities

Held Items

Game Locations

  • Sinnoh Route 222 Area

Training

EV Yield +1 speed
Catch Rate 255
Base Friendship 70
Growth Rate fast
Gender Ratio
Egg Groups Ground, Fairy

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 Growl
100% 40 Lowers the target's Attack by one stage.
1 Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
4 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
8 Sing
55% 15 Puts the target to sleep.
11 Copycat
20 Uses the target's last used move.
15 Double Slap
15 85% 10 Hits 2-5 times in one turn.
18 Assist
20 Randomly selects and uses one of the trainer's other Pokémon's moves.
22 Charm
100% 20 Lowers the target's Attack by two stages.
25 Feint Attack
60 20 Never misses.
29 Wake Up Slap
70 100% 10 If the target is asleep, has double power and wakes it up.
32 Covet
60 100% 25 Takes the target's item.
36 Heal Bell
5 Cures the entire party of major status effects.
39 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
42 Captivate
100% 20 Lowers the target's Special Attack by two stages if it's the opposite gender.
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 Growl
100% 40 Lowers the target's Attack by one stage.
1 Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
4 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.
8 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
11 Sing
55% 15 Puts the target to sleep.
15 Double Slap
15 85% 10 Hits 2-5 times in one turn.
18 Copycat
20 Uses the target's last used move.
22 Assist
20 Randomly selects and uses one of the trainer's other Pokémon's moves.
25 Charm
100% 20 Lowers the target's Attack by two stages.
29 Feint Attack
60 20 Never misses.
32 Wake Up Slap
70 100% 10 If the target is asleep, has double power and wakes it up.
36 Covet
60 100% 25 Takes the target's item.
39 Heal Bell
5 Cures the entire party of major status effects.
42 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
46 Captivate
100% 20 Lowers the target's Special Attack by two stages if it's the opposite gender.
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 Growl
100% 40 Lowers the target's Attack by one stage.
1 Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
4 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.
8 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
11 Sing
55% 15 Puts the target to sleep.
15 Double Slap
15 85% 10 Hits 2-5 times in one turn.
18 Copycat
20 Uses the target's last used move.
22 Assist
20 Randomly selects and uses one of the trainer's other Pokémon's moves.
25 Charm
100% 20 Lowers the target's Attack by two stages.
29 Feint Attack
60 20 Never misses.
32 Wake Up Slap
70 100% 10 If the target is asleep, has double power and wakes it up.
36 Covet
60 100% 25 Takes the target's item.
39 Heal Bell
5 Cures the entire party of major status effects.
42 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
46 Captivate
100% 20 Lowers the target's Special Attack by two stages if it's the opposite gender.

TM/HM Moves

Diamond/PearlPlatinumHeartGold/SoulSilver
Name Class Power Acc. PP Effect
TM03 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
TM04 Calm Mind
20 Raises the user's Special Attack and Special Defense by one stage.
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.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
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.
TM23 Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
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.
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.
TM34 Shock Wave
60 20 Never misses.
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.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
TM58 Endure
10 Prevents the user's HP from lowering below 1 this turn.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved 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
Helping Hand
20 Ally's next move inflicts half more damage.
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
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.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
Swift
60 20 Never misses.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
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.
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
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.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
Swift
60 20 Never misses.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

Diamond/PearlPlatinum
Name Class Power Acc. PP Effect
Baton Pass
40 Allows the trainer to switch out the user and pass effects along to its replacement.
Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
Fake Tears
100% 20 Lowers the target's Special Defense by two stages.
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.
Psych Up
10 Discards the user's stat changes and copies the target's.
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.
Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
Tickle
100% 20 Lowers the target's Attack and Defense by one stage.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Wish
10 User will recover half its max HP at the end of the next turn.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Baton Pass
40 Allows the trainer to switch out the user and pass effects along to its replacement.
Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
Fake Tears
100% 20 Lowers the target's Special Defense by two stages.
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 Bomb
65 85% 10 Has a 30% chance to lower the target's accuracy by one stage.
Psych Up
10 Discards the user's stat changes and copies the target's.
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.
Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
Tickle
100% 20 Lowers the target's Attack and Defense by one stage.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Wish
10 User will recover half its max HP at the end of the next turn.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 50
Attack 45
Defense 45
Sp. Atk 35
Sp. Def 35
Speed 50
Total 260

Type Defenses

(vs. Gen 6+ rules)

2x
0x