Clefairy
X

It is said that happiness will come to those who see a gathering of Clefairy dancing under a full moon.

Y

The moonlight that it stores in the wings on its back apparently gives it the ability to float in midair.

Omega Ruby/Alpha Sapphire

On every night of a full moon, groups of this Pokémon come out to play. When dawn arrives, the tired Clefairy return to their quiet mountain retreats and go to sleep nestled up against each other.

Evolution Chain

cleffa
Cleffa
😊
High Friendship
clefairy
Clefairy
clefable
Clefable

Pokédex & Training Data

Classification Fairy Pokémon
Height 0.6 m (1'12")
Weight 7.5 kg (16.5 lbs)
Abilities
EV Yield +2 hp
Catch Rate 150
Base Friendship 140
Growth Rate fast
Gender Ratio
♂ ♀
Egg Groups Fairy

Pokédex Numbers

Kanto (R/B/Y) #035
Johto (G/S/C) #041
Sinnoh (D/P) #100
Sinnoh (Plat.) #100
Johto (HG/SS) #041
Unova (B2/W2) #089
Alola (S/M) #211
Alola (US/UM) #273
Galar (Sw/Sh) #255
Hisui #200
National #035
Crown Tundra #044
Kitakami #152

Held Items

Learned Moves

Level Up Moves

X/Y
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
1 Growl
— 100% 40 Lowers the target’s Attack by one stage.
1 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
1 Healing Wish
— — 10 User faints. Its replacement has its HP fully restored and any major status effect removed.
1 After You
— — 15 Makes the target act next this turn.
1 Disarming Voice
40 — 15 Never misses.
7 Sing
— 55% 15 Puts the target to sleep.
10 Double Slap
15 85% 10 Hits 2-5 times in one turn.
13 Defense Curl
— — 40 Raises user’s Defense by one stage.
16 Follow Me
— — 20 Redirects the target’s single-target effects to the user for this turn.
19 Bestow
— — 15 Gives the user’s held item to the target.
22 Wake Up Slap
70 100% 10 If the target is asleep, has double power and wakes it up.
25 Minimize
— — 10 Raises the user’s evasion by two stages.
28 Stored Power
20 100% 10 Power is higher the more the user’s stats have been raised, to a maximum of 31×.
31 Metronome
— — 10 Randomly selects and uses any move in the game.
34 Cosmic Power
— — 20 Raises the user’s Defense and Special Defense by one stage.
37 Lucky Chant
— — 30 Prevents the target from scoring critical hits for five turns.
40 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
43 Moonlight
— — 5 Heals the user by half its max HP. Affected by weather.
46 Moonblast
95 100% 15 Has a 30% chance to lower the target’s Special Attack by one stage.
49 Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
50 Meteor Mash
90 90% 10 Has a 20% chance to raise the user’s Attack by one stage.
55 Healing Wish
— — 10 User faints. Its replacement has its HP fully restored and any major status effect removed.
58 After You
— — 15 Makes the target act next this turn.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
1 Growl
— 100% 40 Lowers the target’s Attack by one stage.
1 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
1 Healing Wish
— — 10 User faints. Its replacement has its HP fully restored and any major status effect removed.
1 After You
— — 15 Makes the target act next this turn.
1 Disarming Voice
40 — 15 Never misses.
7 Sing
— 55% 15 Puts the target to sleep.
10 Double Slap
15 85% 10 Hits 2-5 times in one turn.
13 Defense Curl
— — 40 Raises user’s Defense by one stage.
16 Follow Me
— — 20 Redirects the target’s single-target effects to the user for this turn.
19 Bestow
— — 15 Gives the user’s held item to the target.
22 Wake Up Slap
70 100% 10 If the target is asleep, has double power and wakes it up.
25 Minimize
— — 10 Raises the user’s evasion by two stages.
28 Stored Power
20 100% 10 Power is higher the more the user’s stats have been raised, to a maximum of 31×.
31 Metronome
— — 10 Randomly selects and uses any move in the game.
34 Cosmic Power
— — 20 Raises the user’s Defense and Special Defense by one stage.
37 Lucky Chant
— — 30 Prevents the target from scoring critical hits for five turns.
40 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
43 Moonlight
— — 5 Heals the user by half its max HP. Affected by weather.
46 Moonblast
95 100% 15 Has a 30% chance to lower the target’s Special Attack by one stage.
49 Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
50 Meteor Mash
90 90% 10 Has a 20% chance to raise the user’s Attack by one stage.
55 Healing Wish
— — 10 User faints. Its replacement has its HP fully restored and any major status effect removed.
58 After You
— — 15 Makes the target act next this turn.

TM/HM Moves

X/Y
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
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.
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.
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.
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.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
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.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM59 Incinerate
60 100% 15 Destroys the target’s held berry.
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.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
TM98 Power Up Punch
40 100% 20 Raises the user’s Attack by one stage after inflicting damage.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
HM06 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
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.
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.
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.
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.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
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.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM59 Incinerate
60 100% 15 Destroys the target’s held berry.
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.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM98 Power Up Punch
40 100% 20 Raises the user’s Attack by one stage after inflicting damage.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
After You
— — 15 Makes the target act next this turn.
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Covet
60 100% 25 Takes the target’s item.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
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.
Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
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.
Knock Off
65 100% 20 Target drops its held item.
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.
Recycle
— — 10 User recovers the item it last used up.
Role Play
— — 10 Copies the target’s ability.
Shock Wave
60 — 20 Never misses.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
— 100% 10 User and target swap items.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 70
Attack 45
Defense 48
Sp. Atk 60
Sp. Def 65
Speed 35
Total 323

Type Defenses

(vs. Gen 6+ rules)

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