Skitty
X

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

Y

It shows its cute side by chasing its own tail until it gets dizzy.

Omega Ruby

Skitty has the habit of becoming fascinated by moving objects and chasing them around. This Pokémon is known to chase after its own tail and become dizzy.

Alpha Sapphire

Skitty is known to chase around playfully after its own tail. In the wild, this Pokémon lives in holes in the trees of forests. It is very popular as a pet because of its adorable looks.

Evolution Chain

skitty
Skitty
delcatty
Delcatty

Pokédex & Training Data

Classification Kitten Pokémon
Height 0.6 m (1'12")
Weight 11.0 kg (24.3 lbs)
Abilities
EV Yield +1 speed
Catch Rate 255
Base Friendship 70
Growth Rate fast
Gender Ratio
♂ ♀
Egg Groups Ground, Fairy

Pokédex Numbers

Hoenn (R/S/E) #061
Unova (B2/W2) #078
Kalos (Central) #078
Hoenn (OR/AS) #063
National #300

Held Items

None in this generation.

Game Locations

Kalos Route 4 Area

Learned Moves

Level Up Moves

X/Y
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.
49 Play Rough
90 90% 10 Has a 10% chance to lower the target’s Attack by one stage.
OR/AS
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.
7 Sing
— 55% 15 Puts the target to sleep.
10 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
13 Disarming Voice
40 — 15 Never misses.
16 Double Slap
15 85% 10 Hits 2-5 times in one turn.
19 Copycat
— — 20 Uses the target’s last used move.
22 Feint Attack
60 — 20 Never misses.
25 Charm
— 100% 20 Lowers the target’s Attack by two stages.
28 Wake Up Slap
70 100% 10 If the target is asleep, has double power and wakes it up.
31 Assist
— — 20 Randomly selects and uses one of the trainer’s other Pokémon’s moves.
34 Covet
60 100% 25 Takes the target’s item.
37 Heal Bell
— — 5 Cures the entire party of major status effects.
40 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
43 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
46 Play Rough
90 90% 10 Has a 10% chance to lower the target’s Attack by one stage.

TM/HM Moves

X/Y
Name Class Power Acc. PP Effect
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.
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.
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.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM67 Retaliate
70 100% 5 Has double power if a friendly Pokémon fainted last 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.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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.
TM93 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
Name Class Power Acc. PP Effect
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.
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.
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.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM67 Retaliate
70 100% 5 Has double power if a friendly Pokémon fainted last 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.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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.
TM93 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
Covet
60 100% 25 Takes the target’s item.
Heal Bell
— — 5 Cures the entire party of major status effects.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Shock Wave
60 — 20 Never misses.
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.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

X/YOR/AS
Name Class Power Acc. PP Effect
Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
Cosmic Power
— — 20 Raises the user’s Defense and Special Defense by one stage.
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.
Simple Beam
— 100% 15 Changes the target’s ability to Simple.
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