Togepi
No entry available for this game era.

Evolution Chain

togepi
Togepi
😊
High Friendship
togetic
Togetic
shiny-stone shiny stone
togekiss
Togekiss

Pokédex Data

Classification Spike Ball Pokémon
Height 0.3 m (0'12")
Weight 1.5 kg (3.3 lbs)
Abilities

Training

EV Yield +1 Sp. Def
Catch Rate 190
Base Friendship 70
Growth Rate fast
Gender Ratio
Egg Groups This Pokemon Cannot Breed

Learned Moves

Level Up Moves

Sun/Moon
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.
Ultra Sun/Ultra Moon
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

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.
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

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.
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.
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.
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
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