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Clefairy

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Clefairy in Pokémon Black & White

#35 in the National Pokédex • Fairy Pokémon

Clefairy in the National Pokédex
Clefairy sprite

Normal

Shiny Clefairy sprite

Shiny

Pokédex entries

Pokémon Black

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

Pokémon White

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

Pokémon details

Type

Normal

Category

Fairy Pokémon

Height

0.6 m (2'00")

Weight

7.5 kg (16.5 lbs)

National Pokédex

#0035

Clefairy in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

70

250

344

Attack

45

85

207

Defense

48

90

214

Sp. Atk

60

112

240

Sp. Def

65

121

251

Speed

35

67

185

Total

323

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Clefairy, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

Clefairy doesn't resist any types.

Immune to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
2 HP
Catch rate
150
Base Exp.
113

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
25% male
75% female
Egg cycles
10

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Cleffa

Cleffa

#173

Level up with friendship 220 or higher.

Clefairy

Clefairy

#35

Clefairy

Clefairy

#35

Moon StoneUse Moon Stone
Clefable

Clefable

#36

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Giant Chasm

Giant Chasm (forest)

Walking in tall grass or a cave5220%

-

Giant Chasm

Giant Chasm (forest)

Walking in tall grass or a cave5410%

-

Giant Chasm

Giant Chasm (forest)

Walking in dark grass6220%

-

Giant Chasm

Giant Chasm (forest)

Walking in dark grass6410%

-

White
LocationMethodLevelChanceConditions

Giant Chasm

Giant Chasm (forest)

Walking in tall grass or a cave5220%

-

Giant Chasm

Giant Chasm (forest)

Walking in tall grass or a cave5410%

-

Giant Chasm

Giant Chasm (forest)

Walking in dark grass6220%

-

Giant Chasm

Giant Chasm (forest)

Walking in dark grass6410%

-

Programmed wild held-item entries. Some species require imports and have no wild Black/White encounter.
Black
1%
White
1%
Black
50%
White
50%
Black
5%
White
5%

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartPound

The target is physically pounded with a long tail or a foreleg, etc.

Normal4010035
StartGrowl

The user growls in an endearing way, making the opposing team less wary. The foes’ Attack stats are lowered.

Normal-10040
4Encore

The user compels the target to keep using only the move it last used for three turns.

Normal-1005
7Sing

A soothing lullaby is sung in a calming voice that puts the target into a deep slumber.

Normal-5515
10Double Slap

The target is slapped repeatedly, back and forth, two to five times in a row.

Normal158510
13Defense Curl

The user curls up to conceal weak spots and raise its Defense stat.

Normal--40
16Follow Me

The user draws attention to itself, making all targets take aim only at the user.

Normal--20
19Minimize

The user compresses its body to make itself look smaller, which sharply raises its evasiveness.

Normal--20
22Wake-Up Slap

This attack inflicts big damage on a sleeping target. It also wakes the target up, however.

Fighting6010010
25Bestow

The user passes its held item to the target when the target isn’t holding an item.

Normal--15
28Cosmic Power

The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.

Psychic--20
31Lucky Chant

The user chants an incantation toward the sky, preventing opposing Pokémon from landing critical hits.

Normal--30
34Metronome

The user waggles a finger and stimulates its brain into randomly using nearly any move.

Normal--10
37Gravity

Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.

Psychic--5
40Moonlight

The user restores its own HP. The amount of HP regained varies with the weather.

Normal--5
43Stored Power

The user attacks the target with stored power. The more the user’s stats are raised, the greater the damage.

Psychic2010010
46Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
49Healing Wish

The user faints. In return, the Pokémon taking its place will have its HP restored and status cured.

Psychic--10
52After You

The user helps the target and makes it use its move right after the user.

Normal--15
55Meteor Mash

The target is hit with a hard punch fired like a meteor. It may also raise the user’s Attack.

Steel1008510

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM03Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves.

Fire--5
TM13Ice Beam

The target is struck with an icy-cold beam of energy. It may also freeze the target solid.

Ice9510010
TM14Blizzard

A howling blizzard is summoned to strike the opposing team. It may also freeze them solid.

Ice120705
TM16Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM19Telekinesis

The user makes the target float with its psychic power. The target is easier to hit for three turns.

Psychic--15
TM20Safeguard

The user creates a protective field that prevents status problems for five turns.

Normal--25
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM22Solar Beam

A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.

Grass12010010
TM24Thunderbolt

A strong electric blast is loosed at the target. It may also leave the target with paralysis.

Electric9510015
TM25Thunder

A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.

Electric1207010
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM28Dig

The user burrows, then attacks on the second turn. It can also be used to exit dungeons.

Ground8010010
TM29Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
TM31Brick Break

The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect.

Fighting7510015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM33Reflect

A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

Psychic--20
TM35Flamethrower

The target is scorched with an intense blast of fire. It may also leave the target with a burn.

Fire9510015
TM38Fire Blast

The target is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn.

Fire120855
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM49Echoed Voice

The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage.

Normal4010015
TM56Fling

The user flings its held item at the target to attack. Its power and effects depend on the item.

Dark-10010
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM59Incinerate

The user attacks the target with fire. If the target is holding a Berry, the Berry becomes burnt up and unusable.

Fire3010015
TM67Retaliate

The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack’s damage increases.

Normal701005
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM83Work Up

The user is roused, and its Attack and Sp. Atk stats increase.

Normal--30
TM85Dream Eater

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

Psychic10010015
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the damage.

Grass-10020
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM94Rock Smash

The user attacks with a punch that can shatter a rock. It may also lower the target’s Defense stat.

Fighting4010015
HM04Strength

The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders.

Normal8010015

Learn these before evolving. The source describes the earlier form’s method; egg and Light Ball moves must be retained through evolution. Four-move combinations are not certified by this list.
Class
Acquisition
Amnesia

The user temporarily empties its mind to forget its concerns. It sharply raises the user’s Sp. Def stat.

Psychic--20

Prior evolution: egg

Aromatherapy

The user releases a soothing scent that heals all status problems affecting the user’s party.

Grass--5

Prior evolution: egg

Belly Drum

The user maximizes its Attack stat in exchange for HP equal to half its max HP.

Normal--10

Prior evolution: egg

Charm

The user gazes at the target rather charmingly, making it less wary. The target’s Attack is harshly lowered.

Normal-10020

Prior evolution: level-up (Lv. 1)

Copycat

The user mimics the move used immediately before it. The move fails if no other move has been used yet.

Normal--20

Prior evolution: level-up (Lv. 13)

Covet

The user endearingly approaches the target, then steals the target’s held item.

Normal6010040

Prior evolution: egg

Fake Tears

The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.

Dark-10020

Prior evolution: egg

Magical Leaf

The user scatters curious leaves that chase the target. This attack will not miss.

Grass60-20

Prior evolution: level-up (Lv. 16)

Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Normal--10

Prior evolution: egg

Present

The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.

Normal-9015

Prior evolution: egg

Splash

The user just flops and splashes around to no effect at all...

Normal--40

Prior evolution: egg

Sweet Kiss

The user kisses the target with a sweet, angelic cuteness that causes confusion.

Normal-7510

Prior evolution: level-up (Lv. 10)

Tickle

The user tickles the target into laughing, reducing its Attack and Defense stats.

Normal-10020

Prior evolution: egg

Wish

One turn after this move is used, the target’s HP is restored by half the user’s maximum HP.

Normal--10

Prior evolution: egg

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Body Slam

The user drops onto the target with its full body weight. It may also leave the target with paralysis.

Normal8510015

Trade from Black 2 or White 2

Bounce

The user bounces up high, then drops on the target on the second turn. It may also leave the target with paralysis.

Flying85855

PokéTransfer from Generation IV

Captivate

If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.

Normal-10020

PokéTransfer from Generation IV

Counter

A retaliation move that counters any physical attack, inflicting double the damage taken.

Fighting-10020

Generation III → Pal Park → Generation IV → PokéTransfer

Double-Edge

A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.

Normal12010015

Generation III → Pal Park → Generation IV → PokéTransfer

Drain Punch

An energy-draining punch. The user’s HP is restored by half the damage taken by the target.

Fighting7510010

PokéTransfer from Generation IV

Dynamic Punch

The user punches the target with full, concentrated power. It confuses the target if it hits.

Fighting100505

Generation III → Pal Park → Generation IV → PokéTransfer

Endeavor

An attack move that cuts down the target’s HP to equal the user’s HP.

Normal-1005

PokéTransfer from Generation IV

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

PokéTransfer from Generation IV

Fire Punch

The target is punched with a fiery fist. It may also leave the target with a burn.

Fire7510015

PokéTransfer from Generation IV

Focus Punch

The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.

Fighting15010020

PokéTransfer from Generation IV

Headbutt

The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.

Normal7010015

PokéTransfer from Generation IV

Heal Bell

The user makes a soothing bell chime to heal the status problems of all the party Pokémon.

Normal--5

PokéTransfer from Generation IV

Helping Hand

The user assists an ally by boosting the power of its attack.

Normal--20

PokéTransfer from Generation IV

Hyper Voice

The user lets loose a horribly echoing shout with the power to inflict damage.

Normal9010010

Trade from Black 2 or White 2

Ice Punch

The target is punched with an icy fist. It may also leave the target frozen.

Ice7510015

PokéTransfer from Generation IV

Icy Wind

The user attacks with a gust of chilled air. It also reduces the targets’ Speed stat.

Ice559515

PokéTransfer from Generation IV

Iron Tail

The target is slammed with a steel-hard tail. It may also lower the target’s Defense stat.

Steel1007515

PokéTransfer from Generation IV

Knock Off

The user slaps down the target’s held item, preventing that item from being used in the battle.

Dark2010020

PokéTransfer from Generation IV

Last Resort

This move can be used only after the user has used all the other moves it knows in the battle.

Normal1401005

PokéTransfer from Generation IV

Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15

PokéTransfer from Generation IV

Mega Kick

The target is attacked by a kick launched with muscle-packed power.

Normal120755

Generation III → Pal Park → Generation IV → PokéTransfer

Mega Punch

The target is slugged by a punch thrown with muscle-packed power.

Normal808520

Generation III → Pal Park → Generation IV → PokéTransfer

Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Ground2010010

PokéTransfer from Generation IV

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

PokéTransfer from Generation IV

Recycle

The user recycles a held item that has been used in battle so it can be used again.

Normal--10

PokéTransfer from Generation IV

Role Play

The user mimics the target completely, copying the target’s natural Ability.

Psychic--10

PokéTransfer from Generation IV

Rollout

The user continually rolls into the target over five turns. It becomes stronger each time it hits.

Rock309020

PokéTransfer from Generation IV

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

PokéTransfer from Generation IV

Seismic Toss

The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.

Fighting-10020

Generation III → Pal Park → Generation IV → PokéTransfer

Shock Wave

The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.

Electric60-20

PokéTransfer from Generation IV

Signal Beam

The user attacks with a sinister beam of light. It may also confuse the target.

Bug7510015

PokéTransfer from Generation IV

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

PokéTransfer from Generation IV

Snatch

The user steals the effects of any healing or stat-changing move the opponent attempts to use.

Dark--10

PokéTransfer from Generation IV

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

PokéTransfer from Generation IV

Soft-Boiled

The user restores its own HP by up to half of its maximum HP. May also be used in the field to heal HP.

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

Stealth Rock

The user lays a trap of levitating stones around the opponent’s team. The trap hurts opponents that switch into battle.

Rock--20

PokéTransfer from Generation IV

Thunder Punch

The target is punched with an electrified fist. It may also leave the target with paralysis.

Electric7510015

PokéTransfer from Generation IV

Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010

PokéTransfer from Generation IV

Uproar

The user attacks in an uproar for three turns. Over that time, no one can fall asleep.

Normal9010010

PokéTransfer from Generation IV

Water Pulse

The user attacks the target with a pulsing blast of water. It may also confuse the target.

Water6010020

PokéTransfer from Generation IV

Wonder Room

The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.

Psychic--10

Trade from Black 2 or White 2

Zen Headbutt

The user focuses its willpower to its head and attacks the target. It may also make the target flinch.

Psychic809015

PokéTransfer from Generation IV

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Cute Charm

Ability Slot 1

Contact with the Pokémon may cause infatuation.

Has a 30% chance of infatuating attacking Pokémon on contact.

Magic Guard

Ability Slot 2

The Pokémon only takes damage from attacks.

Protects against damage not directly caused by a move.

Friend Guard(Hidden Ability)

Reduces damage done to allies.

Decreases all direct damage taken by friendly Pokémon to 0.75×.

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