Happiny
Diamond

It loves round white things. It carries an egg-shaped rock in imitation of CHANSEY.

Pearl

It carries a round, egg-shaped rock in its belly pouch and gives the rock to its friends.

Platinum

It likes to carry around a small rock. It may wander around others’ feet and cause them to stumble.

Heartgold/Soulsilver

It carefully carries a round, white rock that it thinks is an egg. It’s bothered by how curly its hair looks.

Evolution Chain

happiny
Happiny
at day
holding oval stone
chansey
Chansey
😊
High Friendship
blissey
Blissey

Pokédex & Training Data

Classification Playhouse Pokémon
Height 0.6 m (1'12")
Weight 24.4 kg (53.8 lbs)
EV Yield +1 hp
Catch Rate 130
Base Friendship 140
Growth Rate fast
Gender Ratio
♂ ♀
Egg Groups This Pokemon Cannot Breed

Pokédex Numbers

Sinnoh (D/P) #096
Sinnoh (Plat.) #096
Alola (S/M) #032
Alola (US/UM) #039
Hisui #086
Paldea (S/V) #043
National #440
Isle of Armor #006
Blueberry #016

Held Items

Game Locations

Hearthome City West Gate

Learned Moves

Level Up Moves

Diamond/Pearl
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
1 Charm
— 100% 20 Lowers the target’s Attack by two stages.
5 Copycat
— — 20 Uses the target’s last used move.
9 Refresh
— — 20 Cleanses the user of a burn, paralysis, or poison.
12 Sweet Kiss
— 75% 10 Confuses the target.
Platinum
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
1 Charm
— 100% 20 Lowers the target’s Attack by two stages.
5 Copycat
— — 20 Uses the target’s last used move.
9 Refresh
— — 20 Cleanses the user of a burn, paralysis, or poison.
12 Sweet Kiss
— 75% 10 Confuses the target.
HeartGold/SoulSilver
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
1 Charm
— 100% 20 Lowers the target’s Attack by two stages.
5 Copycat
— — 20 Uses the target’s last used move.
9 Refresh
— — 20 Cleanses the user of a burn, paralysis, or poison.
12 Sweet Kiss
— 75% 10 Confuses the target.

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.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Hail
— — 10 Changes the weather to a hailstorm for five turns.
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.
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.
TM60 Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
TM67 Recycle
— — 10 User recovers the item it last used up.
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
Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
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.
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
Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
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.
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
Aromatherapy
— — 5 Cures the entire party of major status effects.
Counter
— 100% 20 Inflicts twice the damage the user received from the last physical hit it took.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
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.
Metronome
— — 10 Randomly selects and uses any move in the game.
Present
— 90% 15 Randomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP.
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
Aromatherapy
— — 5 Cures the entire party of major status effects.
Counter
— 100% 20 Inflicts twice the damage the user received from the last physical hit it took.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
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.
Metronome
— — 10 Randomly selects and uses any move in the game.
Mud Bomb
65 85% 10 Has a 30% chance to lower the target’s accuracy by one stage.
Present
— 90% 15 Randomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP.
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 100
Attack 5
Defense 5
Sp. Atk 15
Sp. Def 65
Speed 30
Total 220

Type Defenses

(vs. Gen 6+ rules)

2x
0x