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Hypno

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Hypno in Pokémon Black & White

#97 in the National Pokédex • Hypnosis Pokémon

Hypno in the National Pokédex
Hypno sprite

Normal

Shiny Hypno sprite

Shiny

Pokédex entries

Pokémon Black

Seeing its swinging pendulum can induce sleep in three seconds, even in someone who just woke up.

Pokémon White

Seeing its swinging pendulum can induce sleep in three seconds, even in someone who just woke up.

Pokémon details

Type

Psychic

Category

Hypnosis Pokémon

Height

1.6 m (5'03")

Weight

75.6 kg (166.7 lbs)

National Pokédex

#0097

Hypno in Other Games

National Dex page

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

Min

Max

HP

85

280

374

Attack

73

135

269

Defense

70

130

262

Sp. Atk

73

135

269

Sp. Def

115

211

361

Speed

67

125

256

Total

483

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 Hypno, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
2 SpD
Catch rate
75
Base Exp.
169

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20

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

Drowzee

#96

Level 26

Hypno

Hypno

#97

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
StartDisable

For four turns, this move prevents the target from using the move it last used.

Normal-10020
StartConfusion

The target is hit by a weak telekinetic force. It may also leave the target confused.

Psychic5010025
StartHypnosis

The user employs hypnotic suggestion to make the target fall into a deep sleep.

Psychic-6020
StartNightmare

A sleeping target sees a nightmare that inflicts some damage every turn.

Ghost-10015
StartSwitcheroo

The user trades held items with the target faster than the eye can follow.

Dark-10010
5Disable

For four turns, this move prevents the target from using the move it last used.

Normal-10020
9Confusion

The target is hit by a weak telekinetic force. It may also leave the target confused.

Psychic5010025
13Headbutt

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

Normal7010015
17Poison Gas

A cloud of poison gas is sprayed in the face of opposing Pokémon. It may poison those hit.

Poison-8040
21Meditate

The user meditates to awaken the power deep within its body and raise its Attack stat.

Psychic--40
25Psybeam

The target is attacked with a peculiar ray. It may also cause confusion.

Psychic6510020
29Headbutt

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

Normal7010015
33Psych Up

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

Normal--10
37Synchronoise

Using an odd shock wave, the user inflicts damage on any Pokémon of the same type in the area around it.

Psychic7010015
41Zen Headbutt

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

Psychic809015
45Swagger

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

Normal-9015
49Psychic

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

Psychic9010010
53Nasty Plot

The user stimulates its brain by thinking bad thoughts. It sharply raises the user’s Sp. Atk.

Dark--20
57Psyshock

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

Psychic8010010
61Future Sight

Two turns after this move is used, a hunk of psychic energy attacks the target.

Psychic10010010

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
TM12Taunt

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark-10020
TM15Hyper Beam

The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

Normal150905
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
TM27Return

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

Normal-10020
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
TM41Torment

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Dark-10015
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
TM46Thief

The user attacks and steals the target’s held item simultaneously. It can’t steal if the user holds an item.

Dark4010010
TM47Low Sweep

The user attacks the target’s legs swiftly, reducing the target’s Speed stat.

Fighting6010020
TM48Round

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

Normal6010015
TM52Focus Blast

The user heightens its mental focus and unleashes its power. It may also lower the target’s Sp. Def.

Fighting120705
TM56Fling

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

Dark-10010
TM68Giga Impact

The user charges at the target using every bit of its power. The user must rest on the next turn.

Normal150905
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
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
TM92Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5

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
Assist

The user hurriedly and randomly uses a move among those known by other Pokémon in the party.

Normal--20

Prior evolution: egg

Barrier

The user throws up a sturdy wall that sharply raises its Defense stat.

Psychic--30

Prior evolution: egg

Fire Punch

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

Fire7510015

Prior evolution: egg

Flatter

Flattery is used to confuse the target. However, it also raises the target’s Sp. Atk stat.

Dark-10015

Prior evolution: egg

Guard Swap

The user employs its psychic power to switch changes to its Defense and Sp. Def with the target.

Psychic--10

Prior evolution: egg

Ice Punch

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

Ice7510015

Prior evolution: egg

Psycho Cut

The user tears at the target with blades formed by psychic power. Critical hits land more easily.

Psychic7010020

Prior evolution: egg

Role Play

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

Psychic--10

Prior evolution: egg

Secret Power

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

Normal7010020

Prior evolution: egg

Skill Swap

The user employs its psychic power to exchange Abilities with the target.

Psychic--10

Prior evolution: egg

Thunder Punch

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

Electric7510015

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

Generation III → Pal Park → Generation IV → PokéTransfer

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

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

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

Foul Play

The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage.

Dark9510015

Trade from Black 2 or White 2

Low Kick

A powerful low kick that makes the target fall over. It inflicts greater damage on heavier targets.

Fighting-10020

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

Magic Room

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

Psychic--10

Trade from Black 2 or White 2

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

Metronome

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

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

Mimic

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

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

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

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

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

Generation III → Pal Park → Generation IV → PokéTransfer

Trick

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

Psychic-10010

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.

Insomnia

Ability Slot 1

Prevents the Pokémon from falling asleep.

Prevents sleep.

Forewarn

Ability Slot 2

Determines what moves a foe has.

Reveals the opponents' strongest move upon entering battle.

Inner Focus(Hidden Ability)

The Pokémon is protected from flinching.

Prevents flinching.

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