Cleffa
Ultra Sun

On nights with many shooting stars, they gather in packs and dance in circles. If you should see them, something good will happen!

Sun

On late nights illuminated by shooting stars, it gazes intently skyward, as if thinking of its home.

Moon

Because of its silhouette, it’s believed to be a star reborn. For some reason, it loves Minior.

Ultra Moon

Said to have ridden here on a shooting star, Cleffa seem to appear in places where meteorites have struck in the past.

Evolution Chain

cleffa
Cleffa
😊
High Friendship
clefairy
Clefairy
clefable
Clefable

Pokédex & Training Data

Classification Star Shape Pokémon
Height 0.3 m (0'12")
Weight 3.0 kg (6.6 lbs)
Abilities
EV Yield +1 Sp. Def
Catch Rate 150
Base Friendship 140
Growth Rate fast
Gender Ratio
♂ ♀
Egg Groups This Pokemon Cannot Breed

Pokédex Numbers

Johto (G/S/C) #040
Sinnoh (D/P) #099
Sinnoh (Plat.) #099
Johto (HG/SS) #040
Unova (B2/W2) #088
Alola (S/M) #210
Alola (US/UM) #272
Galar (Sw/Sh) #254
Hisui #199
National #173
Crown Tundra #043
Kitakami #151

Held Items

Game Locations

Mount Hokulani East
Mount Hokulani Main
Mount Hokulani West

Learned Moves

Level Up Moves

Sun/Moon
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.
4 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
7 Sing
— 55% 15 Puts the target to sleep.
10 Sweet Kiss
— 75% 10 Confuses the target.
13 Copycat
— — 20 Uses the target’s last used move.
16 Magical Leaf
60 — 20 Never misses.
Ultra Sun/Ultra Moon
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.
4 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
7 Sing
— 55% 15 Puts the target to sleep.
10 Sweet Kiss
— 75% 10 Confuses the target.
13 Copycat
— — 20 Uses the target’s last used move.
16 Magical Leaf
60 — 20 Never misses.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM01 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
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.
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.
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.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
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.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
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.
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.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
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.
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.

Egg Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Amnesia
— — 20 Raises the user’s Special Defense by two stages.
Aromatherapy
— — 5 Cures the entire party of major status effects.
Belly Drum
— — 10 User pays half its max HP to max out its Attack.
Covet
60 100% 25 Takes the target’s item.
Fake Tears
— 100% 20 Lowers the target’s Special Defense by two stages.
Heal Pulse
— — 10 Heals the target for half its max HP.
Metronome
— — 10 Randomly selects and uses any move in the game.
Mimic
— — 10 Copies the target’s last used move.
Misty Terrain
— — 10 For five turns, protects all Pokémon on the ground from major status ailments and confusion, and halves the power of incoming dragon moves.
Present
— 90% 15 Randomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP.
Splash
— — 40 Does nothing.
Stored Power
20 100% 10 Power is higher the more the user’s stats have been raised, to a maximum of 31×.
Tickle
— 100% 20 Lowers the target’s Attack and Defense by one stage.
Wish
— — 10 User will recover half its max HP at the end of the next turn.

Base Stats

Hp 50
Attack 25
Defense 28
Sp. Atk 45
Sp. Def 55
Speed 15
Total 218

Type Defenses

(vs. Gen 6+ rules)

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