Togepi
Black/WhiteBlack 2/White 2

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

Evolution Chain

togepi
Togepi
😊
High Friendship
togetic
Togetic
togekiss
Togekiss

Pokédex & Training Data

Classification Spike Ball Pokémon
Height 0.3 m (0'12")
Weight 1.5 kg (3.3 lbs)
Abilities
EV Yield +1 Sp. Def
Catch Rate 190
Base Friendship 70
Growth Rate fast
Gender Ratio
♂ ♀
Egg Groups This Pokemon Cannot Breed

Pokédex Numbers

Johto (G/S/C) #046
Sinnoh (Plat.) #173
Johto (HG/SS) #046
Galar (Sw/Sh) #257
Hisui #127
National #175

Learned Moves

Level Up Moves

Black/White
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.
5 Metronome
— — 10 Randomly selects and uses any move in the game.
9 Sweet Kiss
— 75% 10 Confuses the target.
13 Yawn
— — 10 Target sleeps at the end of the next turn.
17 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
21 Follow Me
— — 20 Redirects the target’s single-target effects to the user for this turn.
25 Bestow
— — 15 Gives the user’s held item to the target.
29 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.
41 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
45 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
49 Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
53 After You
— — 15 Makes the target act next this turn.
Black 2/White 2
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.
5 Metronome
— — 10 Randomly selects and uses any move in the game.
9 Sweet Kiss
— 75% 10 Confuses the target.
13 Yawn
— — 10 Target sleeps at the end of the next turn.
17 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
21 Follow Me
— — 20 Redirects the target’s single-target effects to the user for this turn.
25 Bestow
— — 15 Gives the user’s held item to the target.
29 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.
41 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
45 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
49 Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
53 After You
— — 15 Makes the target act next this turn.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
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.
TM19 Telekinesis
— — 15 Moves have 100% accuracy against the target for three 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.
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.
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 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM49 Echoed Voice
40 100% 15 Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM59 Incinerate
60 100% 15 Destroys the target’s held berry.
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.
TM83 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
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.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
After You
— — 15 Makes the target act next this turn.
Covet
60 100% 25 Takes the target’s item.
Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
Heal Bell
— — 5 Cures the entire party of major status effects.
Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.
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.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
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

Black/WhiteBlack 2/White 2
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.
Morning Sun
— — 5 Heals the user by half its max HP. Affected by weather.
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.
Psycho Shift
— 100% 10 Transfers the user’s major status effect to the target.
Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
Stored Power
20 100% 10 Power is higher the more the user’s stats have been raised, to a maximum of 31×.

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