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Clefable

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Clefable in Pokémon Brilliant Diamond & Shining Pearl

#101 in the Brilliant Diamond and Shining Pearl Pokédex • Fairy Pokémon

Clefable in the National Pokédex

Pokédex entries

Brilliant Diamond

Rarely seen by people, it is said to be drawn by the full moon to play at deserted lakes.

Shining Pearl

Its hearing is so acute it can hear a pin drop over half a mile away. It lives on quiet mountains.

Pokémon details

Type

Fairy

Category

Fairy Pokémon

Height

1.3 m (4'03")

Weight

40 kg (88.2 lbs)

National Pokédex

#0036

Pokédex

#101

Clefable in Other Games

National Dex page

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

Min

Max

HP

95

300

394

Attack

70

130

262

Defense

73

135

269

Sp. Atk

95

175

317

Sp. Def

90

166

306

Speed

60

112

240

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

Weak to

Immune to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Original Sinnoh #101
EV yield
3 HP
Catch rate
25
Base Exp.
242

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

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

Cleffa

#99

High friendship

Clefairy

Clefairy

#100

Clefairy

Clefairy

#100

Moon StoneUse Moon Stone
Clefable

Clefable

#101

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

Normal4010035
StartGrowl

Normal-10040
StartSing

Normal-5515
StartMinimize

Normal--10
StartDefense Curl

Normal--40
StartMetronome

Normal--10
StartSplash

Normal--40
StartSweet Kiss

Fairy-7510
StartCharm

Fairy-10020
StartEncore

The user compels the target to keep using the move it encored for three turns.

Normal-1005
StartMoonlight

Fairy--5
StartFollow Me

Normal--20
StartMeteor Mash

Steel909010
StartCosmic Power

Psychic--20
StartGravity

Psychic--5
StartHealing Wish

Psychic--10
StartCopycat

Normal--20
StartAfter You

Normal--15
StartStored Power

Psychic2010010
StartDisarming Voice

Fairy40-15
StartMoonblast

Fairy9510015
StartLife Dew

Water--10

Moves this Pokémon can learn from Technical Machines in Pokémon Brilliant Diamond and Shining Pearl.
Class
TM01Focus Punch

The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.

Fighting15010020
TM03Water Pulse

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

Water6010020
TM04Calm Mind

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

Psychic--20
TM10Work Up

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

Normal--30
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Fire--5
TM13Ice Beam

The target is struck with an icy-cold beam of energy. This may also leave the target frozen.

Ice9010010
TM14Blizzard

A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen.

Ice110705
TM15Hyper Beam

The target is attacked with a powerful beam. The user can't move on the next turn.

Normal150905
TM16Light Screen

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

Psychic--30
TM17Protect

This move enables the user to protect itself from 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. It lowers the power of Fire-type moves.

Water--5
TM20Safeguard

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

Normal--25
TM21Dazzling Gleam

The user damages opposing Pokémon by emitting a powerful flash.

Fairy8010010
TM22Solar Beam

In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.

Grass12010010
TM23Iron Tail

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

Steel1007515
TM24Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TM25Thunder

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

Electric1107010
TM28Dig

The user burrows into the ground, then attacks on the next turn.

Ground8010010
TM29Psychic

The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.

Psychic9010010
TM30Shadow Ball

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

Ghost8010015
TM31Brick Break

The user attacks with a swift chop. It can also break barriers, 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 reduce damage from physical attacks for five turns.

Psychic--20
TM34Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Electric60-20
TM35Flamethrower

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

Fire9010015
TM38Fire Blast

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

Fire110855
TM42Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM44Rest

The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.

Psychic--10
TM45Attract

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

Normal-10015
TM52Focus Blast

The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat.

Fighting120705
TM56Fling

The user flings its held item at the target to attack. This move's power and effects depend on the item.

Dark-10010
TM57Charge Beam

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

Electric509010
TM58Endure

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

Normal--10
TM60Drain Punch

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

Fighting7510010
TM67Recycle

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

Normal--10
TM68Giga Impact

The user charges at the target using every bit of its power. The user can't move on the next turn.

Normal150905
TM70Flash

The user flashes a light that lowers the target's accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
TM76Stealth Rock

The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle.

Rock--20
TM77Psych Up

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

Normal--10
TM82Sleep Talk

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

Normal--10
TM85Dream Eater

The user eats the dreams of a sleeping target. The user's HP is restored by half the damage taken by the target.

Psychic10010015
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the move's power.

Grass-10020
TM87Swagger

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

Normal-8515
TM90Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy.

Normal--10
TM96Strength

The target is slugged with a punch thrown at maximum power.

Normal8010015
TM98Rock Smash

The user attacks with a punch. This may also lower the target's Defense stat.

Fighting4010015

Each row is an individual acquisition option, not proof that every four-move combination is legal. Pokémon HOME uses destination-specific movesets; earlier-game moves are not automatically retained in BDSP.
Class
Amnesia

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic--20
Amnesia

Learn before evolving, then retain the move.

Psychic--20
Aromatherapy

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Grass--5
Aromatherapy

Learn before evolving, then retain the move.

Grass--5
Belly Drum

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal--10
Belly Drum

Learn before evolving, then retain the move.

Normal--10
Covet

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal6010025
Covet

Learn before evolving, then retain the move.

Normal6010025
Fake Tears

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Dark-10020
Fake Tears

Learn before evolving, then retain the move.

Dark-10020
Heal Pulse

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic--10
Heal Pulse

Learn before evolving, then retain the move.

Psychic--10
Mimic

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal--10
Mimic

Learn before evolving, then retain the move.

Normal--10
Misty Terrain

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Fairy--10
Misty Terrain

Learn before evolving, then retain the move.

Fairy--10
Present

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal-9015
Present

Learn before evolving, then retain the move.

Normal-9015
Tickle

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal-10020
Tickle

Learn before evolving, then retain the move.

Normal-10020
Wish

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal--10
Wish

Learn before evolving, then retain the move.

Normal--10

Ability options available to this Pokémon in this game.

Cute Charm

Ability Slot 1

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

Magic Guard

Ability Slot 2

Protects against damage not directly caused by a move.

Unaware(Hidden Ability)

Ignores other Pokémon's stat modifiers for damage and accuracy calculation.

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